Journal of Graphics Tools最新文献

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GPU-Based Tiled Ray Casting Using Depth Peeling 基于gpu的平铺光线投射使用深度剥落
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129227
F. Bernardon, C. Pagot, J. Comba, Cláudio T. Silva
{"title":"GPU-Based Tiled Ray Casting Using Depth Peeling","authors":"F. Bernardon, C. Pagot, J. Comba, Cláudio T. Silva","doi":"10.1080/2151237X.2006.10129227","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129227","url":null,"abstract":"We present a new hardware ray-casting algorithm for unstructured meshes composed of tetrahedral cells. Our work builds on the technique published at IEEE Visualization 2003 by Weiler et al. Our contributions can be divided into three categories. First, we present an alternate representation for mesh data in two-dimensional textures that is more compact and efficient, compared to the three-dimensional textures used in the original work. Second, we use a tile-based subdivision of the screen that allows computation to proceed only at places where it is required. Finally, we do not introduce imaginary cells that fill space caused by nonconvexities of the mesh. Instead, we use a depth-peeling approach that captures when rays re-enter the mesh, which is much more general and does not require a convexification algorithm. Our experiments show that our technique is substantially faster than the technique of Weiler et al. on the same hardware. Source code is available at the website listed at the end of this paper.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128265727","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 56
Efficient Generation of Poisson-Disk Sampling Patterns 泊松盘采样模式的高效生成
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129217
T. Jones
{"title":"Efficient Generation of Poisson-Disk Sampling Patterns","authors":"T. Jones","doi":"10.1080/2151237X.2006.10129217","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129217","url":null,"abstract":"Poisson-disk sampling patterns are of interest to the graphics community because their blue-noise properties are desirable in sampling patterns for rendering, illumination, and other computations. Until now, such patterns could only be generated by slow methods with poor convergence, or could only be approximated by jittering individual samples or tiling sets of samples. We present a simple and efficient randomized algorithm for generating true Poissondisk sampling patterns in a square domain, given a minimum radius R between samples. The algorithm runs in O(N log N) time for a pattern of N points. The method is based on the Voronoi diagram. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125472217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 98
Fast Approximation of High-Order Voronoi Diagrams and Distance Transforms on the GPU 高阶Voronoi图的快速逼近和GPU上的距离变换
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129229
Ian Fischer, C. Gotsman
{"title":"Fast Approximation of High-Order Voronoi Diagrams and Distance Transforms on the GPU","authors":"Ian Fischer, C. Gotsman","doi":"10.1080/2151237X.2006.10129229","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129229","url":null,"abstract":"We present a graphics hardware implementation of the tangent-plane algorithm for computing the kth-order Voronoi diagram of a set of point sites in image space. Correct and efficient implementation of this algorithm using graphics hardware is possible only with the use of an appropriate shader program on the GPU. This is achieved by rendering in k passes the parallel projection of the top k levels of an arrangement of planes tangent to the paraboloid z = x2+y2. Each level of the arrangement corresponds to the so-called kth-nearest point diagram, which is interesting in its own right. Composition of the images of the k top levels results in the kth-order Voronoi diagram. The diagram facilitates efficient computation of the k nearest neighbors of an arbitrary query point. We describe our implementation of the algorithm in OpenGL and Cg, and several optimizations. We also show how to efficiently compute the distance transform of the given sites using the GPU, based on the first-order Voronoi diagram.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"251 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133818765","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 60
Exact Two-Dimensional Integration inside Quadrilateral Boundaries 四边形边界内的精确二维积分
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129212
J. Tumblin
{"title":"Exact Two-Dimensional Integration inside Quadrilateral Boundaries","authors":"J. Tumblin","doi":"10.1080/2151237X.2006.10129212","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129212","url":null,"abstract":"This paper shows how shift, add, scale, and multiply operations on a few small matrices can compute the integral of any 2D polynomial ƒ(x, y) within any specified quadrilateral boundaries, including nonconvex chevrons, bow-ties, and triangles. For applications such as antialiased rendering, compositing, anisotropic texture filtering, and high-contrast imagery, such quad-bounded integrals are usually approximated by sampling or dicing into small fragments, but the method presented here is exact. It may be suitable for hardware implementation, but is practical only for low-degree polynomials (e.g., N,M < 5) due to machine-precision limits and high cost O(N 3 M 3). Sample C++ source code is provided online. Extending the same method to tensors may be useful for higher-dimensional polynomials within a limited class of curved boundaries as well.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115208296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Sampling Precomputed Volumetric Lighting 采样预先计算的体积照明
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129225
Janne Kontkanen, S. Laine
{"title":"Sampling Precomputed Volumetric Lighting","authors":"Janne Kontkanen, S. Laine","doi":"10.1080/2151237X.2006.10129225","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129225","url":null,"abstract":"Precomputing volumetric lighting allows realistic mutual shadowing and reflections between objects with little runtime cost: for example, using an irradiance volume the shadows and reflections due to a static scene can be precomputed into a three-dimensional grid and this grid can be used to shade moving objects at runtime. However, a rather low spatial resolution has to be used to keep the memory requirements acceptable. For this reason, these methods often suffer from aliasing artifacts. In this article we introduce a new sampling algorithm for precomputing lighting into a regular three-dimensional grid. The advantage of the new method is that it dramatically reduces aliasing while adding only a small overhead for the precomputation time. Additionally, the runtime component does not have to be changed at all.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125075998","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
A High-Performance Method for Calculating the Minimum Distance between Two 2D and 3D NURBS Curves 一种计算二维和三维NURBS曲线最小距离的高性能方法
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129214
YingLiang Ma, W. T. Hewitt, M. Turner
{"title":"A High-Performance Method for Calculating the Minimum Distance between Two 2D and 3D NURBS Curves","authors":"YingLiang Ma, W. T. Hewitt, M. Turner","doi":"10.1080/2151237X.2006.10129214","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129214","url":null,"abstract":"We present a fast, accurate, and robust method to compute the minimum distance between two 2D and 3D NURBS curves. This is carried out by first decomposing both of the NURBS curves into their piecewise-Bézier forms. Candidate pairs, as a subset of all possible pairs, are extracted based on a two-level selection process. The first-level selection uses upper-lower bounds of Bézier subcurves to remove pairs. The second-level selection is based on the spatial relationship test between a pair of Bézier curves. An iterative multidimensional Newton-Raphson method is applied on all candidate pairs in order to calculate the approximate local minimum distances. Finally, by comparing all local minimum distances between a pair of Bézier subcurves, we are able to find the global minimum distance. The accuracy is improved by further use of the multidimensional Newton-Raphson method to give high accuracy. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121520244","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Techniques for Interactive Ray Tracing of Bézier Surfaces bsamzier表面的交互光线追踪技术
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129218
Carsten Benthin, I. Wald, P. Slusallek
{"title":"Techniques for Interactive Ray Tracing of Bézier Surfaces","authors":"Carsten Benthin, I. Wald, P. Slusallek","doi":"10.1080/2151237X.2006.10129218","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129218","url":null,"abstract":"We present a simple and generic algorithm for interactive ray tracing of free-form surfaces, allowing for a simple implementation for bicubic Bézier surfaces. The algorithm uses a fixed number of on-the-fly refinement steps to prevent crack appearance. Furthermore, we show that grouping rays into coherent bundles and tracing them together achieves a speed-up factor of more than 5 compared to tracing only single rays. Combining ray-bundle-based ray tracing with optimized kd-tree construction even allows for interactively ray tracing completely dynamic scenes with thousands of patches. Even highly complex scenes consisting of a million Bézier patches can be interactively ray traced while requiring only a few seconds startup time. Source code is available online.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133590584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Stochastic Billboard Clouds for Interactive Foliage Rendering 用于交互式树叶渲染的随机广告牌云
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129213
Dylan Lacewell, David Edwards, P. Shirley, W. Thompson
{"title":"Stochastic Billboard Clouds for Interactive Foliage Rendering","authors":"Dylan Lacewell, David Edwards, P. Shirley, W. Thompson","doi":"10.1080/2151237X.2006.10129213","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129213","url":null,"abstract":"We render tree foliage levels of detail (LODs) using a new adaptation of billboard clouds. Our contributions are a simple and efficient billboard cloud creation algorithm designed specifically for tree foliage, and a method for smooth transitions between LODs. The cloud creation algorithm performs stochastic search to find a set of billboards that approximate the base mesh. Billboard clouds offer an alternative to traditional triangle reduction methods, which break down for foliage with its small, disconnected pieces of geometry. By projecting foliage geometry onto large precomputed textures, our method shifts the bulk of the runtime rendering to the fragment processing stage. This results in higher frame rates for most viewing distances, with adjustable visual accuracy. We give results for foliage from two fully detailed tree models and discuss implementation issues.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115539261","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 25
Smooth Penumbra Transitions with Shadow Maps 平滑半影过渡与阴影地图
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129221
Willem H. de Boer
{"title":"Smooth Penumbra Transitions with Shadow Maps","authors":"Willem H. de Boer","doi":"10.1080/2151237X.2006.10129221","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129221","url":null,"abstract":"We present a method for rendering aesthetically correct soft shadows that exhibit smooth inner and outer penumbrae and self-shadowing. Our approach is an extension of ordinary shadow mapping; in an additional step, occluder shadow silhouette edges, as seen from the center of an area light, are detected and extruded into so-called skirts. This step is done entirely in image space, and as such does not require the construction of extra geometric primitives. During final rendering, penumbra regions are identified using the depth information of the skirts and stochastic sampling of the shadow map. Our algorithm has been successfully implemented on programmable shader hardware, and interactive frame rates are obtained. We observe that the main bottleneck of our implementation lies in the rasterization stage; performance mainly depends on the size of the light source.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115655838","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
An Improved Normalization for the Ward Reflectance Model Ward反射模型的改进归一化
Journal of Graphics Tools Pub Date : 2006-01-01 DOI: 10.1080/2151237X.2006.10129215
A. Dür
{"title":"An Improved Normalization for the Ward Reflectance Model","authors":"A. Dür","doi":"10.1080/2151237X.2006.10129215","DOIUrl":"https://doi.org/10.1080/2151237X.2006.10129215","url":null,"abstract":"We analyze the energy balance of Ward's empirical reflection model and calculate the distribution of Ward's Monte-Carlo importance sampling used in the Radiance Lighting Simulation and Rendering System. Both results suggest a different normalization of the bidirectional reflection distribution function proposed by Ward.","PeriodicalId":318334,"journal":{"name":"Journal of Graphics Tools","volume":"52 25","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131472449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 52
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