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51
Interactive rendering of trees with shading and shadows
- In Eurographics Workshop on Rendering
, 2001
"... Abstract. The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR representation, consisting of a hierarchy of Bidirectional Textures, which resemble 6D lightfields. A hierarchy of vi ..."
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Cited by 34 (5 self)
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Abstract. The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR representation, consisting of a hierarchy of Bidirectional Textures, which resemble 6D lightfields. A hierarchy of visibility cube-maps is associated to this representation to improve the performance of shadow calculations. An example of hierarchy for a given tree can be a small branch plus its leaves (or needles), a larger branch, and the entire tree. A Bidirectional Texture (BT) provides a billboard image of a shaded object for each pair of view and light directions. We associate a BT for each level of the hierarchy. When rendering, the appropriate level of detail is selected depending on the distance of the tree from the viewpoint. The illumination reaching each level is evaluated using a visibility cube-map. Thus, we very efficiently obtain the shaded rendering of a tree with shadows without loosing details, contrary to mesh simplification methods. We achieved 7 to 20 fps fly-throughs of a scene with 1000 trees. Keywords: Real-time rendering, natural scenes, forests, IBR, levels of detail, billboards
Ray Tracing Point Sampled Geometry
- In Rendering Techniques 2000: 11th Eurographics Workshop on Rendering
, 2000
"... . We present a novel technique for ray tracing geometry represented by points. Our approach makes it possible to render high quality ray traced images with global illumination using unstructured point--sampled data thus avoiding the time-consuming process of reconstructing the underlying surface or ..."
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Cited by 29 (0 self)
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. We present a novel technique for ray tracing geometry represented by points. Our approach makes it possible to render high quality ray traced images with global illumination using unstructured point--sampled data thus avoiding the time-consuming process of reconstructing the underlying surface or any topological information. Compared with previous point rendering methods, our approach allows for more complex illumination models while still maintaining the simplicity of the point primitive. Intersections with the point--sampled geometry are detected by tracing a ray through the scene until the local density of points is above a predefined threshold. We then use all the points within a fixed distance of the ray to interpolate the position, normal and any other attributes of the intersection. The considered distance from the ray must be larger than the largest "hole" among the points. We demonstrate results for soft shadows, reflection and refraction, global illumination and subsurfac...
Hardware Accelerated Displacement Mapping for Image Based Rendering
- IN GRAPHICS INTERFACE 2001
, 2001
"... In this paper, we present a technique for rendering displacement mapped geometry using current graphics hardware. Our method renders a displacement by slicing through the enclosing volume. The #-test is used to render only the appropriate parts of every slice. The slices need not to be aligned with ..."
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Cited by 27 (2 self)
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In this paper, we present a technique for rendering displacement mapped geometry using current graphics hardware. Our method renders a displacement by slicing through the enclosing volume. The #-test is used to render only the appropriate parts of every slice. The slices need not to be aligned with the base surface, e.g. it is possible to do screen-space aligned slicing. We then
Streaming of Complex 3D Scenes for Remote Walkthroughs
- Computer Graphics Forum
, 2001
"... We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the enti ..."
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Cited by 25 (0 self)
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We describe a new 3D scene streaming approach for remote walkthroughs. In a remote walkthrough, a user on a client machine interactively navigates through a scene that resides on a remote server. Our approach allows a user to walk through a remote 3D scene, without ever having to download the entire scene from the server. Our algorithm achieves this by selectively transmitting only small parts of the scene and lower quality representations of objects, based on the user's viewing parameters and the available connection bandwidth. An online optimization algorithm selects which object representations to send, based on the integral of a benefit measure along the predicted path of movement. The rendering quality at the client depends on the available bandwidth, but practical navigation of the scene is possible even when bandwidth is low.
Differential point rendering
- In Proceedings of the 12th Eurographics Workshop on Rendering
, 2001
"... Abstract. We present a novel point rendering primitive, called Differential Point (DP), that captures the local differential geometry in the vicinity of a sampled point. This is a more general point representation that, for the cost of a few additional bytes, packs much more information per point th ..."
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Cited by 24 (0 self)
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Abstract. We present a novel point rendering primitive, called Differential Point (DP), that captures the local differential geometry in the vicinity of a sampled point. This is a more general point representation that, for the cost of a few additional bytes, packs much more information per point than the traditional point-based models. This information is used to efficiently render the surface as a collection of local neighborhoods. The advantages to this representation are manyfold: (1) it delivers a significant reduction in the number of point primitives that represent a surface (2) it achieves robust hardware accelerated per-pixel shading – even with no connectivity information (3) it offers a novel point-based simplification technique that has a convenient and intuitive interface for the user to efficiently resolve the speed versus quality tradeoff. The number of primitives being equal, DPs produce a much better quality of rendering than a pure splatbased approach. Visual appearances being similar, DPs are about two times faster and require about � � less disk space in comparison to splatting primitives.
Gigavoxels: ray-guided streaming for efficient and detailed voxel rendering
- In Proc. I3D ’09
, 2009
"... Figure 1: Images show volume data that consist of billions of voxels rendered with our dynamic sparse octree approach. Our algorithm achieves real-time to interactive rates on volumes exceeding the GPU memory capacities by far, tanks to an efficient streaming based on a ray-casting solution. Basical ..."
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Cited by 16 (2 self)
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Figure 1: Images show volume data that consist of billions of voxels rendered with our dynamic sparse octree approach. Our algorithm achieves real-time to interactive rates on volumes exceeding the GPU memory capacities by far, tanks to an efficient streaming based on a ray-casting solution. Basically, the volume is only used at the resolution that is needed to produce the final image. Besides the gain in memory and speed, our rendering is inherently anti-aliased. We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. One key element of our method is to guide data production and streaming directly based on information extracted during rendering. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. We also introduce a mipmapping-like process that allows for an increased display rate and better quality through high quality filtering. To further enrich the data set, we create additional details through a variety of procedural methods. We demonstrate our approach in several scenarios, like the exploration of a 3D scan (8192 3 resolution), of hypertextured meshes (16384 3 virtual resolution), or of a fractal (theoretically infinite resolution). All examples are rendered on current generation hardware at 20-90 fps and respect the limited GPU memory budget. This is the author’s version of the paper. The ultimate version has been published in the I3D 2009 conference proceedings. 1
VARSHNEY A.: Modeling and rendering of points with local geometry
- IEEE Trans. Visual. Comp. Graph. 9
"... Abstract—We present a novel rendering primitive that combines the modeling brevity of points with the rasterization efficiency of polygons. The surface is represented by a sampled collection of Differential Points (DP), each with embedded curvature information that captures the local differential ge ..."
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Cited by 15 (3 self)
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Abstract—We present a novel rendering primitive that combines the modeling brevity of points with the rasterization efficiency of polygons. The surface is represented by a sampled collection of Differential Points (DP), each with embedded curvature information that captures the local differential geometry in the vicinity of that point. This is a more general point representation that, for the cost of a few additional bytes, packs much more information per point than the traditional point-based models. This information is used to efficiently render the surface as a collection of local geometries. To use the hardware acceleration, the DPs are quantized into 256 different types and each sampled point is approximated by the closest quantized DP and is rendered as a normal-mapped rectangle. The advantages to this representation are: 1) The surface can be represented more sparsely compared to other point primitives, 2) it achieves a robust hardware accelerated per-pixel shading—even with no connectivity information, and 3) it offers a novel point-based simplification technique that factors in the complexity of the local geometry. The number of primitives being equal, DPs produce a much better quality of rendering than a pure splat-based approach. Visual appearances being similar, DPs are about two times faster and require about 75 percent less disk space in comparison to splatting primitives. Index Terms—Differential geometry, simplification, point sample rendering, per-pixel shading. æ
Steerable Illumination Textures
- ACM Transactions on Graphics
, 2002
"... We introduce a new set of illumination basis functions designed for lighting bumpy surfaces. This lighting includes shadowing and interreflection. To create an image with a new light direction, only a linear combination of precomputed textures is required. This is possible by using a carefully selec ..."
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Cited by 14 (0 self)
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We introduce a new set of illumination basis functions designed for lighting bumpy surfaces. This lighting includes shadowing and interreflection. To create an image with a new light direction, only a linear combination of precomputed textures is required. This is possible by using a carefully selected set of steerable basis functions. Steerable basis lights have the property that they allow lights to move continuously without jarring visual artifacts. The new basis lights are shown to produce images of high visual quality with as few as 49 basis textures.
Dynamic parallax occlusion mapping with approximate soft shadows
- In SIGGRAPH ’06: ACM SIGGRAPH 2006 Courses, ACM
, 2006
"... Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of ..."
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Cited by 14 (0 self)
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Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee.
Real-Time Volume Rendering for Virtual Colonoscopy
- In Proc. of Volume Graphics
, 2001
"... We present a volume rendering system that is capable of generating high-quality images of large volumetric data (e.g., 512³) in real time (30 frames or more per second). The system is particularly suitable for applications that generate densely occluded scenes of large data sets, such as virtua ..."
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Cited by 7 (0 self)
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We present a volume rendering system that is capable of generating high-quality images of large volumetric data (e.g., 512³) in real time (30 frames or more per second). The system is particularly suitable for applications that generate densely occluded scenes of large data sets, such as virtual colonoscopy. The central idea is to divide the volume into sets of axis-aligned slabs. The union of the slabs approximates the shape of a colon. We render sub-volumes enclosed by the slabs and blend the slab images. We use the slab structure to accelerate volume rendering in various aspects. First, empty voxels outside the slabs are skipped. Second, fast view-volume clipping and occlusion culling are applied based on the slabs. Third, slab images are reused for nearby viewpoints. In addition, the slabs can be created very efficiently and they can be used to approximate perspective rendering with parallel projection, so that our system can benefit from fast parallel projection hardware and algorithms. We use image-warping to reduce the artifacts due to the approximation.

