{"title":"Multi-resolution shared representative filtering for real-time depth completion","authors":"Yu-Ting Wu, Tzu-Mao Li, I-Chao Shen, Hongquan Lin, Yung-Yu Chuang","doi":"10.2312/hpg.20211280","DOIUrl":"https://doi.org/10.2312/hpg.20211280","url":null,"abstract":"We present shared representative filtering for real-time high-resolution depth completion with RGB-D sensors. Conventional filtering-based methods face a dilemma when the missing regions of the depth map are large. When the filter window is small, the filter fails to include enough samples. On the other hand, when the window is large, the method could oversmooth depth boundaries due to the error introduced by the extra samples. Our method adapts the filter kernels to the shape of the missing regions to collect a sufficient number of samples while avoiding oversmoothing. We collect depth samples by searching for a small set of similar pixels, which we call the representatives, using an efficient line search algorithm. We then combine the representatives using a joint bilateral weight. Experiments show that our method can filter a high-resolution depth map within a few milliseconds while outperforming previous filtering-based methods on both real-world and synthetic data in terms of both efficiency and accuracy, especially when dealing with large missing regions in depth maps.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116750745","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}
{"title":"Directed acyclic graph encoding for compressed shadow maps","authors":"L. Scandolo, E. Eisemann","doi":"10.2312/hpg.20211283","DOIUrl":"https://doi.org/10.2312/hpg.20211283","url":null,"abstract":"Detailed shadows in large-scale environments are challenging. Our approach enables efficient detailed shadow computations for static environments at a low memory cost. It builds upon compressed precomputed multiresolution hierarchies but uses a directed acyclic graph to encode its tree structure. Further, depth values are compressed and stored separately and we use a bit-plane encoding for the lower tree levels entries in order to further reduce memory requirements and increase locality. We achieve between 20% to 50% improved compression rates, while retaining high performance.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121369248","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}
Balázs Faludi, Norbert Z. Zentai, M. Żelechowski, A. Zam, G. Rauter, M. Griessen, Philippe C. Cattin
{"title":"Transfer-function-independent acceleration structure for volume rendering in virtual reality","authors":"Balázs Faludi, Norbert Z. Zentai, M. Żelechowski, A. Zam, G. Rauter, M. Griessen, Philippe C. Cattin","doi":"10.2312/hpg.20211279","DOIUrl":"https://doi.org/10.2312/hpg.20211279","url":null,"abstract":"Visualizing volumetric medical datasets in a virtual reality environment enhances the sense of scale and has a wide range of applications in diagnostics, simulation, training, and surgical planning. To avoid motion sickness, rendering at the native refresh rate of the head-mounted display is important, and frame drops have to be avoided. Despite these strict requirements and the high computational complexity of direct volume rendering, it is feasible to provide a comfortable experience using volume ray casting on modern hardware. Many implementations use precomputed gradients or illumination to achieve the targeted frame rate, and most rely on acceleration structures, such as distance maps or octrees, to speed up the ray marching shader. With many of these techniques, the opacity of voxels is baked into the precomputed data, requiring a recomputation when the opacity changes. This makes it difficult to implement features that lead to a sudden change in voxel opacity, such as real-time transfer function editing, transparency masking, or toggling the visibility of segmented tissues. In this work, we present an empty space skipping technique using an octree that does not have to be recomputed when the transfer function is changed and performs well even when more complex transfer functions are used. We encode the content of the volume as bitfields in the octree and are able to skip empty areas, even with transfer functions that cannot efficiently be represented as a simple range of voxel values. We show that our approach allows arbitrarily editing of the transfer function in real-time while maintaining the target frame rate of 90 Hz.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131205811","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}
Kersten Schuster, Philip Trettner, Patric Schmitz, Julian Schakib, L. Kobbelt
{"title":"Compression and rendering of textured point clouds via sparse coding","authors":"Kersten Schuster, Philip Trettner, Patric Schmitz, Julian Schakib, L. Kobbelt","doi":"10.2312/hpg.20211284","DOIUrl":"https://doi.org/10.2312/hpg.20211284","url":null,"abstract":"Splat-based rendering techniques produce highly realistic renderings from 3D scan data without prior mesh generation. Mapping high-resolution photographs to the splat primitives enables detailed reproduction of surface appearance. However, in many cases these massive datasets do not fit into GPU memory. In this paper, we present a compression and rendering method that is designed for large textured point cloud datasets. Our goal is to achieve compression ratios that outperform generic texture compression algorithms, while still retaining the ability to efficiently render without prior decompression. To achieve this, we resample the input textures by projecting them onto the splats and create a fixed-size representation that can be approximated by a sparse dictionary coding scheme. Each splat has a variable number of codeword indices and associated weights, which define the final texture as a linear combination during rendering. For further reduction of the memory footprint, we compress geometric attributes by careful clustering and quantization of local neighborhoods. Our approach reduces the memory requirements of textured point clouds by one order of magnitude, while retaining the possibility to efficiently render the compressed data.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131935336","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}
{"title":"Vertex-blend attribute compression","authors":"Bastian Kuth, Quirin Meyer","doi":"10.2312/hpg.20211282","DOIUrl":"https://doi.org/10.2312/hpg.20211282","url":null,"abstract":"Skeleton-based animations require per-vertex attributes called vertex-blend attributes. They consist of a weight tuple and a bone index tuple. With meshes becoming more complex, vertex-blend attributes call for compression. However, no technique exists that exploits their special properties. To this end, we propose a novel and optimal weight compression method called Optimal Simplex Sampling and a novel bone index compression. For our test models, we compress bone index tuples between 2.3:1 and 3.5:1 and weight tuples between 1.6:1 and 2.5:1 while being visually lossless. We show that our representations can speed rendering and reduces GPU memory requirements over uncompressed representations with a similar error. Further, our representations compress well with general-purpose codecs making them suitable for offline-storage and streaming.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114223861","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}
{"title":"Rearchitecting spatiotemporal resampling for production","authors":"Chris Wyman, Alexey Panteleev","doi":"10.2312/hpg.20211281","DOIUrl":"https://doi.org/10.2312/hpg.20211281","url":null,"abstract":"Recent work by Bitterli et al. [BWP* 20] introduced a real-time, many-light algorithm for rendering dynamic direct illumination from millions of lights by iteratively applying resampled importance sampling using weighted reservoir sampling. While enabling new levels of lighting complexity in real-time, the total cost remained beyond the budgets of even the most computationally demanding games. We introduce key algorithmic improvements developed while productizing this method that collectively reduce lighting costs by up to 7X, dramatically improve memory coherence, shrink the required ray budget, increase rendering quality, and expose parameters that enable trading quality for performance.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"180 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123050944","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}
I. Wald, W. Usher, N. Morrical, L. Lediaev, Valerio Pascucci
{"title":"RTX beyond ray tracing: exploring the use of hardware ray tracing cores for tet-mesh point location","authors":"I. Wald, W. Usher, N. Morrical, L. Lediaev, Valerio Pascucci","doi":"10.2312/hpg.20191189","DOIUrl":"https://doi.org/10.2312/hpg.20191189","url":null,"abstract":"We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA reference method, we describe and evaluate three different approaches to reformulate this problem in a manner that allows it to be mapped to these new hardware units. Each variant replaces the simpler problem of point queries with the more complex one of ray queries; however, thanks to hardware acceleration, these approaches are actually faster than the reference method.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125592826","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}
{"title":"Wide BVH traversal with a short stack","authors":"K. Vaidyanathan, Sven Woop, Carsten Benthin","doi":"10.2312/hpg.20191190","DOIUrl":"https://doi.org/10.2312/hpg.20191190","url":null,"abstract":"Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in the hierarchy can be compressed, the size of the working set for a full traversal stack remains a significant overhead. In this paper we introduce an algorithm for wide bounding volume hierarchy (BVH) traversal that uses a short stack of just a few entries. This stack can be fully stored in scarce on-chip memory, which is especially important for GPUs and dedicated ray tracing hardware implementations. Our approach in particular generalizes the restart trail algorithm for binary BVHs to BVHs of arbitrary widths. Applying our algorithm to wide BVHs, we demonstrate that the number of traversal steps with just five stack entries is close to that of a full traversal stack. We also propose an extension to efficiently cull leaf nodes when a closer intersection has been found, which reduces ray primitive intersections by up to 14%.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116225362","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}
{"title":"Stochastic lightcuts","authors":"Cem Yuksel","doi":"10.2312/hpg.20191192","DOIUrl":"https://doi.org/10.2312/hpg.20191192","url":null,"abstract":"We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely eliminates the sampling correlation of lightcuts and replaces it with noise. To minimize this noise, we present a robust hierarchical sampling strategy, combining the benefits of importance sampling, adaptive sampling, and stratified sampling. Our approach also provides temporally stable results and lifts any restrictions on the light types that can be approximated with lightcuts. We present examples of using stochastic lightcuts with path tracing as well as indirect illumination with virtual lights, achieving more than an order of magnitude faster render times than lightcuts by effectively approximating direct illumination using a small number of light samples, in addition to providing temporal stability. Our comparisons to other stochastic sampling techniques demonstrate that we provide superior sampling quality that matches and improves the excellent convergence rates of the lightcuts approach.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121154631","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}
Andreas Dietrich, J. Wurster, E. Kam, T. Gierlinger
{"title":"Real-time ray tracing on head-mounted-displays for advanced visualization of sheet metal stamping defects","authors":"Andreas Dietrich, J. Wurster, E. Kam, T. Gierlinger","doi":"10.2312/hpg.20191196","DOIUrl":"https://doi.org/10.2312/hpg.20191196","url":null,"abstract":"Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically accelerate ray tracing, make it possible for the first time to target head-mounted displays (HMDs), which require constant high frame rates as well as high resolution images for each eye. This allows for utilizing ray tracing algorithms in novel virtual reality scenarios, which are impractical to do with rasterization. In this short paper we present our experiences of applying real-time ray tracing to the problem of detecting cosmetic defects in sheet metal stamping simulations by creating a virtual light cage.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122680134","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}