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The SPLASH-2 programs: Characterization and methodological considerations
- INTERNATIONAL SYMPOSIUM ON COMPUTER ARCHITECTURE
, 1995
"... The SPLASH-2 suite of parallel applications has recently been released to facilitate the study of centralized and distributed shared-address-space multiprocessors. In this context, this paper has two goals. One is to quantitatively characterize the SPLASH-2 programs in terms of fundamental propertie ..."
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Cited by 1420 (12 self)
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The SPLASH-2 suite of parallel applications has recently been released to facilitate the study of centralized and distributed shared-address-space multiprocessors. In this context, this paper has two goals. One is to quantitatively characterize the SPLASH-2 programs in terms of fundamental properties and architectural interactions that are important to understand them well. The properties we study include the computational load balance, communication to computation ratio and traffic needs, important working set sizes, and issues related to spatial locality, as well as how these properties scale with problem size and the number of processors. The other, related goal is methodological: to assist people who will use the programs in architectural evaluations to prune the space of application and machine parameters in an informed and meaningful way. For example, by characterizing the working sets of the applications, we describe which operating points in terms of cache size and problem size are representative of realistic situations, which are not, and which re redundant. Using SPLASH-2 as an example, we hope to convey the importance of understanding the interplay of problem size, number of processors, and working sets in designing experiments and interpreting their results.
Multiresolution Analysis for Surfaces Of Arbitrary . . .
, 1993
"... Multiresolution analysis provides a useful and efficient tool for representing shape and analyzing features at multiple levels of detail. Although the technique has met with considerable success when applied to univariate functions, images, and more generally to functions defined on lR , to our k ..."
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Cited by 389 (3 self)
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Multiresolution analysis provides a useful and efficient tool for representing shape and analyzing features at multiple levels of detail. Although the technique has met with considerable success when applied to univariate functions, images, and more generally to functions defined on lR , to our knowledge it has not been extended to functions defined on surfaces of arbitrary genus. In this
Optical models for direct volume rendering.
- IEEE Transactions on Visualization and Computer Graphics,
, 1995
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Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs
, 1999
"... In this paper we present a method for recovering the reflectance properties of all surfaces in a real scene from a sparse set of photographs, taking into account both direct and indirect illumination. The result is a lighting-independent model of the scene's geometry and reflectance properties, ..."
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Cited by 246 (12 self)
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In this paper we present a method for recovering the reflectance properties of all surfaces in a real scene from a sparse set of photographs, taking into account both direct and indirect illumination. The result is a lighting-independent model of the scene's geometry and reflectance properties, which can be rendered with arbitrary modifications to structure and lighting via traditional rendering methods. Our technique models reflectance with a lowparameter reflectance model, and allows diffuse albedo to vary arbitrarily over surfaces while assuming that non-diffuse characteristics remain constant across particular regions. The method's input is a geometric model of the scene and a set of calibrated high dynamic range photographs taken with known direct illumination. The algorithm hierarchically partitions the scene into a polygonal mesh, and uses image-based rendering to construct estimates of both the radiance and irradiance of each patch from the photographic data. The algorithm computes the expected location of specular highlights, and then analyzes the highlight areas in the images by running a novel iterative optimization procedure to recover the diffuse and specular reflectance parameters for each region. Lastly, these parameters are used in constructing high-resolution diffuse albedo maps for each surface.
A survey of visibility for walkthrough applications
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER
, 2003
"... Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of ..."
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Cited by 185 (9 self)
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Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of the visibility culling techniques developed in the last decade. The taxonomy we use distinguishes between point-based and from-region methods. Point-based methods are further subdivided into object and image-precision techniques, while from-region approaches can take advantage of the cell-and-portal structure of architectural environments or handle generic scenes.
Wavelet Radiosity
, 1993
"... Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by projecting the unknown radiosity function into a set of basis functions with limited support resulting ..."
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Cited by 165 (10 self)
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Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by projecting the unknown radiosity function into a set of basis functions with limited support resulting in a set of n linear equations where n is the number of discrete elements in the scene. Classical radiosity methods required the evaluation of n 2 interaction coefficients. Efforts to reduce the number of required coefficients without compromising error bounds have focused on raising the order of the basis functions, meshing, accounting for discontinuities, and on developing hierarchical approaches, which have been shown to reduce the required interactions to O(n). In this paper we show that the hierarchical radiosity formulation is an instance of a more general set of methods based on wavelet theory. This general framework offers a unified view of both higher order element approaches to...
Hierarchical Face Clustering on Polygonal Surfaces
, 2001
"... Many graphics applications, and interactive systems in particular, rely on hierarchical surface representations to efficiently process very complex models. Considerable attention has been focused on hierarchies of surface approximations and their construction via automatic surface simplifi ..."
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Cited by 143 (1 self)
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Many graphics applications, and interactive systems in particular, rely on hierarchical surface representations to efficiently process very complex models. Considerable attention has been focused on hierarchies of surface approximations and their construction via automatic surface simplification. Such representations have proven effective for adapting the level of detail used in real time display systems. However, other applications such as raytracing, collision detection, and radiosity benefit from an alternative multiresolution framework: hierarchical partitions of the original surface geometry. We present a new method for representing a hierarchy of regions on a polygonal surface which partition that surface into a set of face clusters. These clusters, which are connected sets of faces, represent the aggregate properties of the original surface a different scales rather than providing geometric approximations of varying complexity. We also describe the combination of an effective error metric and a novel algorithm for constructing these hierarchies.
A Clustering Algorithm for Radiosity in Complex Environments
, 1994
"... 1 Introduction Recent trends in realistic image synthesis have been towards a sepa-ration of the rendering process into two or more stages[10, 2, 9]. One of these stages solves for the global energy equilibrium throughoutthe environment. This process can be very expensive and its complexity grows ra ..."
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Cited by 137 (5 self)
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1 Introduction Recent trends in realistic image synthesis have been towards a sepa-ration of the rendering process into two or more stages[10, 2, 9]. One of these stages solves for the global energy equilibrium throughoutthe environment. This process can be very expensive and its complexity grows rapidly with the number of objects in the environment.These computational demands generally limit the level of detail of environments that can be simulated. Furthermore, a solution to thisproblem must be computed before anything useful can be displayed.
Iterative Solution of Linear Systems
- Acta Numerica
, 1992
"... this paper is as follows. In Section 2, we present some background material on general Krylov subspace methods, of which CGtype algorithms are a special case. We recall the outstanding properties of CG and discuss the issue of optimal extensions of CG to non-Hermitian matrices. We also review GMRES ..."
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Cited by 130 (8 self)
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this paper is as follows. In Section 2, we present some background material on general Krylov subspace methods, of which CGtype algorithms are a special case. We recall the outstanding properties of CG and discuss the issue of optimal extensions of CG to non-Hermitian matrices. We also review GMRES and related methods, as well as CG-like algorithms for the special case of Hermitian indefinite linear systems. Finally, we briefly discuss the basic idea of preconditioning. In Section 3, we turn to Lanczos-based iterative methods for general non-Hermitian linear systems. First, we consider the nonsymmetric Lanczos process, with particular emphasis on the possible breakdowns and potential instabilities in the classical algorithm. Then we describe recent advances in understanding these problems and overcoming them by using look-ahead techniques. Moreover, we describe the quasi-minimal residual algorithm (QMR) proposed by Freund and Nachtigal (1990), which uses the look-ahead Lanczos process to obtain quasi-optimal approximate solutions. Next, a survey of transposefree Lanczos-based methods is given. We conclude this section with comments on other related work and some historical remarks. In Section 4, we elaborate on CGNR and CGNE and we point out situations where these approaches are optimal. The general class of Krylov subspace methods also contains parameter-dependent algorithms that, unlike CG-type schemes, require explicit information on the spectrum of the coefficient matrix. In Section 5, we discuss recent insights in obtaining appropriate spectral information for parameter-dependent Krylov subspace methods. After that, 4 R.W. Freund, G.H. Golub and N.M. Nachtigal
Fast Calculation of Soft Shadow Textures Using Convolution
, 1998
"... The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some ..."
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Cited by 126 (8 self)
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The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution. Approximate shadows can be computed for general configurations by applying the convolution to a representative "ideal" configuration. We analyze the various sources of approximation in the process and derive a hierarchical, error-driven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters. The convolution is performed on images rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination. Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once. The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique. We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamic environments.