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  3. Rendering (computer graphics)
  4. 2008
Showing papers on "Rendering (computer graphics) published in 2008"
Journal Article•10.1016/J.JCP.2008.01.047•
General purpose molecular dynamics simulations fully implemented on graphics processing units

[...]

Joshua A. Anderson1, Chris Lorenz2, Alex Travesset1•
Iowa State University1, King's College London2
01 May 2008-Journal of Computational Physics
TL;DR: This paper develops a general purpose molecular dynamics code that runs entirely on a single GPU and shows that the GPU implementation provides a performance equivalent to that of fast 30 processor core distributed memory cluster.

1,694 citations

Journal Article•10.1145/1409060.1409079•
Real-time KD-tree construction on graphics hardware

[...]

Kun Zhou1, Qiming Hou2, Rui Wang3, Baining Guo1•
Microsoft1, Tsinghua University2, Zhejiang University3
1 Dec 2008
TL;DR: This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction by developing a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs.
Abstract: We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs.As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling.

613 citations

Proceedings Article•10.1145/1508044.1508079•
A sorting classification of parallel rendering

[...]

Steven Molnar1, Michael Cox2, David S. Ellsworth1, Henry Fuchs1•
University of North Carolina at Chapel Hill1, Princeton University2
10 Dec 2008
TL;DR: In this article, the authors describe a classification scheme that provides a more structured framework for reasoning about parallel rendering, based on where the sort from object coordinates to screen coordinates occurs, which is fundamental whenever both geometry processing and rasterization are performed in parallel.
Abstract: We describe a classification scheme that we believe provides a more structured framework for reasoning about parallel rendering. The scheme is based on where the sort from object coordinates to screen coordinates occurs, which we believe is fundamental whenever both geometry processing and rasterization are performed in parallel. This classification scheme supports the analysis of computational and communication costs, and encompasses the bulk of current and proposed highly parallel renderers - both hardware and software. We begin by reviewing the standard feed-forward rendering pipeline, showing how different ways of parallelizing it lead to three classes of rendering algorithms. Next, we consider each of these classes in detail, analyzing their aggregate processing and communication costs, possible variations, and constraints they may impose on rendering applications. Finally, we use these analyses to compare the classes and identify when each is likely to be preferable. >

456 citations

Proceedings Article•10.1109/SMI.2008.4547955•
Salient local visual features for shape-based 3D model retrieval

[...]

Ryutarou Ohbuchi1, K. Osada1, Takahiko Furuya1, T. Banno1•
University of Yamanashi1
4 Jun 2008
TL;DR: A shape-based 3D model retrieval method based on multi-scale local visual features that achieves the performance comparable or superior to some of the most powerful 3D shape retrieval methods.
Abstract: In this paper, we describe a shape-based 3D model retrieval method based on multi-scale local visual features. The features are extracted from 2D range images of the model viewed from uniformly sampled locations on a view sphere. The method is appearance-based, and accepts all the models that can be rendered as a range image. For each range image, a set of 2D multi-scale local visual features is computed by using the scale invariant feature transform [22] algorithm. To reduce cost of distance computation and feature storage, a set of local features describing a 3D model is integrated into a histogram using the bag-of-features approach. Our experiments using two standard benchmarks, one for articulated shapes and the other for rigid shapes, showed that the methods achieved the performance comparable or superior to some of the most powerful 3D shape retrieval methods.

323 citations

Journal Article•10.1145/1360612.1360691•
Diffusion curves: a vector representation for smooth-shaded images

[...]

Alexandrina Orzan1, Adrien Bousseau1, Holger Winnemöller2, Pascal Barla, Joëlle Thollot1, David Salesin3 •
University of Grenoble1, Adobe Systems2, University of Washington3
1 Aug 2008
TL;DR: An interactive drawing system for allowing artists to create artworks using diffusion curves, either by drawing the curves in a freehand style, or by tracing existing imagery, is demonstrated.
Abstract: We describe a new vector-based primitive for creating smooth-shaded images, called the diffusion curve. A diffusion curve partitions the space through which it is drawn, defining different colors on either side. These colors may vary smoothly along the curve. In addition, the sharpness of the color transition from one side of the curve to the other can be controlled. Given a set of diffusion curves, the final image is constructed by solving a Poisson equation whose constraints are specified by the set of gradients across all diffusion curves. Like all vector-based primitives, diffusion curves conveniently support a variety of operations, including geometry-based editing, keyframe animation, and ready stylization. Moreover, their representation is compact and inherently resolution-independent. We describe a GPU-based implementation for rendering images defined by a set of diffusion curves in realtime. We then demonstrate an interactive drawing system for allowing artists to create artworks using diffusion curves, either by drawing the curves in a freehand style, or by tracing existing imagery. The system is simple and intuitive: we show results created by artists after just a few minutes of instruction. Furthermore, we describe a completely automatic conversion process for taking an image and turning it into a set of diffusion curves that closely approximate the original image content.

310 citations

Journal Article•10.1145/1360612.1360614•
Finding paths through the world's photos

[...]

Noah Snavely1, Rahul Garg1, Steven M. Seitz1, Richard Szeliski2•
University of Washington1, Microsoft2
1 Aug 2008
TL;DR: This work takes as input a large set of community or personal photos, reconstructs camera viewpoints, and automatically computes orbits, panoramas, canonical views, and optimal paths between views.
Abstract: When a scene is photographed many times by different people, the viewpoints often cluster along certain paths. These paths are largely specific to the scene being photographed, and follow interesting regions and viewpoints. We seek to discover a range of such paths and turn them into controls for image-based rendering. Our approach takes as input a large set of community or personal photos, reconstructs camera viewpoints, and automatically computes orbits, panoramas, canonical views, and optimal paths between views. The scene can then be interactively browsed in 3D using these controls or with six degree-of-freedom free-viewpoint control. As the user browses the scene, nearby views are continuously selected and transformed, using control-adaptive reprojection techniques.

258 citations

Journal Article•10.1109/TVCG.2008.162•
Size-based Transfer Functions: A New Volume Exploration Technique

[...]

Carlos D. Correa1, Kwan-Liu Ma1•
University of California, Davis1
01 Nov 2008-IEEE Transactions on Visualization and Computer Graphics
TL;DR: This paper introduces size-based transfer functions, which map the local scale of features to color and opacity, and shows that they can improve classification and enhance volume rendering techniques, such as maximum intensity projection.
Abstract: The visualization of complex 3D images remains a challenge, a fact that is magnified by the difficulty to classify or segment volume data. In this paper, we introduce size-based transfer functions, which map the local scale of features to color and opacity. Features in a data set with similar or identical scalar values can be classified based on their relative size. We achieve this with the use of scale fields, which are 3D fields that represent the relative size of the local feature at each voxel. We present a mechanism for obtaining these scale fields at interactive rates, through a continuous scale-space analysis and a set of detection filters. Through a number of examples, we show that size-based transfer functions can improve classification and enhance volume rendering techniques, such as maximum intensity projection. The ability to classify objects based on local size at interactive rates proves to be a powerful method for complex data exploration.

217 citations

Journal Article•10.1109/TVCG.2008.118•
Color Design for Illustrative Visualization

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Lujin Wang1, Joachim Giesen2, Kevin T. McDonnell3, Peter Zolliker4, Klaus Mueller1 •
Stony Brook University1, University of Jena2, Dowling College3, Swiss Federal Laboratories for Materials Science and Technology4
01 Nov 2008-IEEE Transactions on Visualization and Computer Graphics
TL;DR: This work describes a knowledge-based system that captures established color design rules into a comprehensive interactive framework, aimed to aid users in the selection of colors for scene objects and incorporating individual preferences, importance functions, and overall scene composition.
Abstract: Professional designers and artists are quite cognizant of the rules that guide the design of effective color palettes, from both aesthetic and attention-guiding points of view. In the field of visualization, however, the use of systematic rules embracing these aspects has received less attention. The situation is further complicated by the fact that visualization often uses semi-transparencies to reveal occluded objects, in which case the resulting color mixing effects add additional constraints to the choice of the color palette. Color design forms a crucial part in visual aesthetics. Thus, the consideration of these issues can be of great value in the emerging field of illustrative visualization. We describe a knowledge-based system that captures established color design rules into a comprehensive interactive framework, aimed to aid users in the selection of colors for scene objects and incorporating individual preferences, importance functions, and overall scene composition. Our framework also offers new knowledge and solutions for the mixing, ordering and choice of colors in the rendering of semi-transparent layers and surfaces. All design rules are evaluated via user studies, for which we extend the method of conjoint analysis to task-based testing scenarios. Our framework's use of principles rooted in color design with application for the illustration of features in pre-classified data distinguishes it from existing systems which target the exploration of continuous-range density data via perceptual color maps.

166 citations

Patent•
Multilingual administration of enterprise data with default target languages

[...]

William Kress Bodin1, David Jaramillo1, Ann M. Maynard1•
IBM1
24 Apr 2008
TL;DR: In this paper, methods, systems, and computer program products are provided for multilingual administration of enterprise data, including retrieving enterprise data; extracting text from enterprise data for rendering from digital media file, the extracted text being in a source language; identifying that the source language is not a predetermined default target language for rendering the enterprise data.
Abstract: Methods, systems, and computer program products are provided for multilingual administration of enterprise data. Embodiments include retrieving enterprise data; extracting text from the enterprise data for rendering from digital media file, the extracted text being in a source language; identifying that the source language is not a predetermined default target language for rendering the enterprise data; translating the extracted text in the source language to translated text in the default target language; converting the translated text to synthesized speech in the default target language; and storing the synthesized speech in the default target language in a digital media file.

166 citations

Book•
Introduction to 3D Game Programming with DirectX 11

[...]

Frank D. Luna
15 Sep 2008
TL;DR: This updated bestseller shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores.
Abstract: This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It shows how to use new Direct12 features such as command lists, pipeline state objects, descriptor heaps and tables, and explicit resource management to reduce CPU overhead and increase scalability across multiple CPU cores. The book covers modern special effects and techniques such as hardware tessellation, writing compute shaders, ambient occlusion, reflections, normal and displacement mapping, shadow rendering, and character animation. Includes a companion DVD with code and figures.FEATURES: Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 12 Uses new Direct3D 12 features to reduce CPU overhead and take advantage of multiple CPU cores Contains detailed explanations of popular real-time game effects Includes a DVD with source code and all the images (including 4-color) from the book Learn advance rendering techniques such as ambient occlusion, real-time reflections, normal and displacement mapping, shadow rendering, programming the geometry shader, and character animation Covers a mathematics review and 3D rendering fundamentals such as lighting, texturing, blending and stenciling Use the end-of-chapter exercises to test understanding and provide experience with DirectX 12

164 citations

Journal Article•10.1145/1409060.1409093•
A layered, heterogeneous reflectance model for acquiring and rendering human skin

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Craig Donner1, Tim Weyrich2, Eugene d'Eon3, Ravi Ramamoorthi1, Szymon Rusinkiewicz4 •
Columbia University1, University College London2, Nvidia3, Princeton University4
1 Dec 2008
TL;DR: In this paper, a layered, heterogeneous spectral reflectance model for human skin is proposed, which captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters.
Abstract: We introduce a layered, heterogeneous spectral reflectance model for human skin. The model captures the inter-scattering of light among layers, each of which may have an independent set of spatially-varying absorption and scattering parameters. For greater physical accuracy and control, we introduce an infinitesimally thin absorbing layer between scattering layers. To obtain parameters for our model, we use a novel acquisition method that begins with multi-spectral photographs. By using an inverse rendering technique, along with known chromophore spectra, we optimize for the best set of parameters for each pixel of a patch. Our method finds close matches to a wide variety of inputs with low residual error.We apply our model to faithfully reproduce the complex variations in skin pigmentation. This is in contrast to most previous work, which assumes that skin is homogeneous or composed of homogeneous layers. We demonstrate the accuracy and flexibility of our model by creating complex skin visual effects such as veins, tattoos, rashes, and freckles, which would be difficult to author using only albedo textures at the skin's outer surface. Also, by varying the parameters to our model, we simulate effects from external forces, such as visible changes in blood flow within the skin due to external pressure.
Patent•
System and method for controlling media rendering in a network using a mobile device

[...]

Christian Gran, Andreas Zisowsky, Ralph Neff, Magdalena Leuca Espelien
9 Oct 2008
TL;DR: In this article, a system and a method control media rendering in a network using a mobile device is presented, where the system and the method manage, control and/or render media in a home network using remote access and a remote user interface.
Abstract: A system and a method control media rendering in a network using a mobile device. The system and the method manage, control and/or render media in a home network using remote access and/or a remote user interface. The system and the method enable a user to control media rendering from multiple storage devices and/or multiple servers connected to the home network using the mobile device. The system and the method enable a user to control media rendering on multiple rendering devices connected to the home network using the mobile device. The system and the method have a control element hosted on a fixed, non-mobile device connected directly to the home network or connected to the home network as a stand-alone device.
Proceedings Article•10.1109/VR.2008.4480765•
Advanced tracking through efficient image processing and visual-inertial sensor fusion

[...]

Gabriele Bleser, Didier Stricker
8 Mar 2008
TL;DR: An evaluation of different models with special investigation of the effects of using accelerometers on the tracking performance and the development of an image processing approach that does not require special landmarks but uses natural features is provided.
Abstract: We present a new visual-inertial tracking device for augmented and virtual reality applications. The paper addresses two fundamental issues of such systems. The first one concerns the definition and modelling of the sensor fusion. Much work has been done in this area and several models for exploiting the data of the gyroscopes and linear accelerometers have been proposed. However, the respective advantages of each model and in particular the benefits of the integration of the accelerometer data in the filter are still unclear. The paper therefore provides an evaluation of different models with special investigation of the effects of using accelerometers on the tracking performance. The second contribution is about the development of an image processing approach that does not require special landmarks but uses natural features. Our solution relies on a 3D model of the scene that enables to predict the appearances of the features by rendering the model using the prediction data of the sensor fusion filter. The feature localisation is robust and accurate mainly because local lighting is also estimated. The final system is evaluated with help of ground-truth and real data. High stability and accuracy is demonstrated also for large environments.
Proceedings Article•10.1145/1508044.1508045•
Advanced illumination techniques for GPU-based volume raycasting

[...]

Markus Hadwiger1, Patric Ljung2, Christof Rezk Salama3, Timo Ropinski4•
VRVis1, Princeton University2, University of Siegen3, University of Münster4
10 Dec 2008
TL;DR: The focus of this course is on advanced illumination techniques which approximate the physically-based light transport more convincingly and are able to interactively create convincing images from volumetric data whose visual quality goes far beyond traditional approaches.
Abstract: Volume raycasting techniques are important for both visual arts and visualization. They allow an efficient generation of visual effects and the visualization of scientific data obtained by tomography or numerical simulation. Thanks to their flexibility, experts agree that GPU-based raycasting is the state-of-the art technique for interactive volume rendering. It will most likely replace existing slice-based techniques in the near future. Volume rendering techniques are also effective for the direct rendering of implicit surfaces used for soft body animation and constructive solid geometry.The lecture starts off with an in-depth introduction to the concepts behind GPU-based ray-casting to provide a common base for the following parts. The focus of this course is on advanced illumination techniques which approximate the physically-based light transport more convincingly. Such techniques include interactive implementation of soft and hard shadows, ambient occlusion and simple Monte-Carlo based approaches to global illumination including translucency and scattering.With the proposed techniques, users are able to interactively create convincing images from volumetric data whose visual quality goes far beyond traditional approaches. The optical properties in participating media are defined using the phase function. Many approximations to the physically based light transport applied for rendering natural phenomena such as clouds or smoke assume a rather homogenous phase function model. For rendering volumetric scans on the other hand different phase function models are required to account for both surface-like structures and fuzzy boundaries in the data. Using volume rendering techniques, artists who create medical visualization for science magazines may now work on tomographic scans directly, without the necessity to fall back to creating polygonal models of anatomical structures.
Journal Article•10.1016/J.JFRANKLIN.2008.03.003•
Multi-location wideband synthetic aperture imaging for urban sensing applications ☆

[...]

Fauzia Ahmad1, Moeness G. Amin1•
Villanova University1
01 Sep 2008-Journal of The Franklin Institute-engineering and Applied Mathematics
TL;DR: Image fusion techniques for combining synthetic aperture radar images acquired from multiple locations along two sides of an enclosed structure are presented and results are provided which demonstrate the improved performance of the multiple location scheme compared to operation from a single vantage point.
Abstract: The presence of significant multipath propagation and heavy clutter in indoor environments imposes severe limitations on imaging through walls, rendering through-the-wall radar imaging a difficult and complex proposition. It is highly desirable to properly interpret the radar images and determine the contents of the indoor scene with a high level of confidence. Data collected from multiple vantage points around a structure can be used to improve imaging visibility into the indoor scene, which, in turn, enhances indoor target detection and localization. In this paper, we consider multi-location radar imaging. Image fusion techniques for combining synthetic aperture radar images acquired from multiple locations along two sides of an enclosed structure are presented. Supporting results, based on real-data collected in a semi-controlled laboratory environment, are provided which demonstrate the improved performance of the multiple location scheme compared to operation from a single vantage point.
Journal Article•10.1145/1360612.1360665•
Animating developable surfaces using nonconforming elements

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Elliot English1, Robert Bridson1•
University of British Columbia1
1 Aug 2008
TL;DR: A new second order accurate constrained mechanics time integration method is proposed that greatly reduces the numerical damping present in the usual first order methods used in graphics, for virtually no extra cost and sometimes significant speed-up.
Abstract: We present a new discretization for the physics-based animation of developable surfaces. Constrained to not deform at all in-plane but free to bend out-of-plane, these are an excellent approximation for many materials, including most cloth, paper, and stiffer materials. Unfortunately the conforming (geometrically continuous) discretizations used in graphics break down in this limit. Our nonconforming approach solves this problem, allowing us to simulate surfaces with zero in-plane deformation as a hard constraint. However, it produces discontinuous meshes, so we further couple this with a "ghost" conforming mesh for collision processing and rendering. We also propose a new second order accurate constrained mechanics time integration method that greatly reduces the numerical damping present in the usual first order methods used in graphics, for virtually no extra cost and sometimes significant speed-up.
Journal Article•10.1109/MCG.2008.83•
The State of the Art in Mobile Graphics Research

[...]

Tolga Capin1, Kari Pulli2, Tomas Akenine-Möller3•
Bilkent University1, Nokia2, Lund University3
01 Jul 2008-IEEE Computer Graphics and Applications
TL;DR: This survey of mobile graphics research describes current solutions in terms of specialized hardware, rendering and transmission, visualization, and user interfaces.
Abstract: High-quality computer graphics let mobile-device users access more compelling content. Still, the devices' limitations and requirements differ substantially from those of a PC. This survey of mobile graphics research describes current solutions in terms of specialized hardware (including 3D displays), rendering and transmission, visualization, and user interfaces.
Journal Article•10.1109/TVCG.2008.169•
Texture-based Transfer Functions for Direct Volume Rendering

[...]

Jesus J. Caban1, Penny Rheingans1•
University of Maryland, College Park1
01 Nov 2008-IEEE Transactions on Visualization and Computer Graphics
TL;DR: A texture-based transfer function for direct volume rendering is introduced and textural metrics can be combined and/or maximized to capture and better differentiate similar structures.
Abstract: Visualization of volumetric data faces the difficult task of finding effective parameters for the transfer functions. Those parameters can determine the effectiveness and accuracy of the visualization. Frequently, volumetric data includes multiple structures and features that need to be differentiated. However, if those features have the same intensity and gradient values, existing transfer functions are limited at effectively illustrating those similar features with different rendering properties. We introduce texture-based transfer functions for direct volume rendering. In our approach, the voxelpsilas resulting opacity and color are based on local textural properties rather than individual intensity values. For example, if the intensity values of the vessels are similar to those on the boundary of the lungs, our texture-based transfer function will analyze the textural properties in those regions and color them differently even though they have the same intensity values in the volume. The use of texture-based transfer functions has several benefits. First, structures and features with the same intensity and gradient values can be automatically visualized with different rendering properties. Second, segmentation or prior knowledge of the specific features within the volume is not required for classifying these features differently. Third, textural metrics can be combined and/or maximized to capture and better differentiate similar structures. We demonstrate our texture-based transfer function for direct volume rendering with synthetic and real-world medical data to show the strength of our technique.
Patent•
Pipeline for network based server-side 3D image rendering

[...]

Ke Ma1, Lijiang Fang1, Chao Li1•
Microsoft1
8 Sep 2008
TL;DR: In this article, the authors present a system and/or a method that facilitates rendering a portion of an image from a server on a client via a network, where the client can establish two or more TCP/IP connections with the server in order to interact with the portion of the image.
Abstract: The claimed subject matter provides a system and/or a method that facilitates rendering a portion of an image from a server on a client. A portion of an image can be hosted by a server. A client can utilize a device to interact with the portion of an image via a network. The client can established two or more TCP/IP connections with the server in order to interact with the portion of the image. A pipe component can enforce an isolated pipeline and a processing thread for each of a user manipulation of the portion of the image, a transmission of a user request to manipulate the portion of the image via the network, a rendering of the portion of the image on the server, a compression of the portion of the image on the server, a transmission of the compressed portion of the image via the network, a decompression of the portion of the image on the client, and a display of the portion of the image on the client.
Proceedings Article•10.1109/MMSP.2008.4665045•
Reliability-based generation and view synthesis in layered depth video

[...]

Klaus-Robert Müller1, Aljosa Smolic1, K. Dix1, Peter Kauff1, Thomas Wiegand1 •
Heinrich Hertz Institute1
5 Nov 2008
TL;DR: High quality intermediate views for an existing 9-view auto-stereoscopic display are presented, which prove the suitability of the LDV approach for advanced 3D video (3DV) systems.
Abstract: In this paper, a system for video rendering on multiscopic 3D displays is considered where the data is represented as layered depth video (LDV). This representation consists of one full or central video with associated per-pixel depth and additional residual layers. Thus, only one full view with additional residual data needs to be transmitted. The LDV data is used at the receiver to generate all intermediate views for the display. The paper presents the LDV layer extraction as well as the view synthesis, using a scene reliability-driven approach. Here, unreliable image regions are detected and in contrast to previous approaches the residual data is enlarged to reduce artifacts in unreliable areas during rendering. To provide maximum data coverage, the residual data remains at its original positions and will not be projected towards the central view. The view synthesis process also uses this reliability analysis to provide higher quality intermediate views than previous approaches. As a final result, high quality intermediate views for an existing 9-view auto-stereoscopic display are presented, which prove the suitability of the LDV approach for advanced 3D video (3DV) systems.
Patent•
System, Device, and Method for Conveying Information Using Enhanced Rapid Serial Presentation

[...]

Joshua F. Kriger, Eileen C. Shapiro
3 Oct 2008
TL;DR: In this paper, a method for rendering a rapid serial presentation on a consumer device having at least a display screen is presented, where the message may include an advertisement, a suggested action, or a question presented to a consumer.
Abstract: A method for rendering a rapid serial presentation on a consumer device having at least a display screen involves rendering a portion of the rapid serial presentation on the display screen of the consumer device, automatically pausing rendering of the rapid serial presentation, displaying a message on the display screen for a quantum of time during such pausing, and thereafter resuming rendering of the rapid serial presentation on the display screen. The message may include an advertisement, a suggested action, or a question presented to a consumer. RSP content and non-RSP content may be rendered at different locations of the display screen.
Book Chapter•10.1007/978-3-540-89639-5_86•
Environment-Independent VR Development

[...]

Oliver Kreylos1•
University of California, Davis1
1 Dec 2008
TL;DR: Vrui (Virtual Reality User Interface) is a C++ development toolkit for highly interactive and high-performance VR applications, aimed at producing completely environment-independent software.
Abstract: Vrui (Virtual Reality User Interface) is a C++ development toolkit for highly interactive and high-performance VR applications, aimed at producing completely environment-independent software. Vrui not only hides differences between display systems and multi-pipe rendering approaches, but also separates applications from the input devices available at any environment. Instead of directly referencing input devices, e. g., by name, Vrui applications work with an intermediate tool layer that expresses interaction with input devices at a higher semantic level. This allows environment integrators to provide tools to map the available input devices to semantic events such as selection, location, dragging, navigation, menu selection, etc., in the most efficient and intuitive way possible. As a result, Vrui applications run effectively on widely different VR environments, ranging from desktop systems with only keyboard and mouse to fully-immersive multi-screen systems with multiple 6-DOF input devices. Vrui applications on a desktop are not run in a "simulator" mode mostly useful for debugging, but are fully usable and look and feel similar to native desktop applications.
Journal Article•10.1109/TVCG.2008.163•
Smoke Surfaces: An Interactive Flow Visualization Technique Inspired by Real-World Flow Experiments

[...]

W. von Funck, Tino Weinkauf1, Holger Theisel2, Hans-Peter Seidel•
Zuse Institute Berlin1, Otto-von-Guericke University Magdeburg2
01 Nov 2008-IEEE Transactions on Visualization and Computer Graphics
TL;DR: This paper introduces an alternative representation of smoke structures: as semi-transparent streak surfaces as well as modifications of the approach to mimic smoke nozzles, wool tufts, and time surfaces.
Abstract: Smoke rendering is a standard technique for flow visualization. Most approaches are based on a volumetric, particle based, or image based representation of the smoke. This paper introduces an alternative representation of smoke structures: as semi-transparent streak surfaces. In order to make streak surface integration fast enough for interactive applications, we avoid expensive adaptive retriangulations by coupling the opacity of the triangles to their shapes. This way, the surface shows a smoke-like look even in rather turbulent areas. Furthermore, we show modifications of the approach to mimic smoke nozzles, wool tufts, and time surfaces. The technique is applied to a number of test data sets.
Patent•
Method and system for video rendering, computer program product therefor

[...]

Davide Aliprandi1, Emiliano Piccinelli1•
STMicroelectronics1
31 Jul 2008
TL;DR: In this article, a method of rendering video frames starting from source frames of a scene acquired using a multi-viewpoint camera system including a Free Viewpoint Video (FVV) synthesizing process is presented.
Abstract: A method of rendering video frames starting from source frames of a scene acquired using a multi-viewpoint camera system including a Free Viewpoint Video (FVV) synthesizing process.
Journal Article•10.1111/J.1467-8659.2008.01154.X•
Interactive Volume Rendering with Dynamic Ambient Occlusion and Color Bleeding

[...]

Timo Ropinski1, Jennis Meyer-Spradow1, Stefan Diepenbrock1, Jörg Mensmann1, Klaus Hinrichs1 •
University of Münster1
01 Apr 2008-Computer Graphics Forum
TL;DR: The proposed method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters, and can be integrated easily into existing volume rendering applications.
Abstract: We propose a method for rendering volumetric data sets at interactive frame rates while supporting dynamic ambient occlusion as well as an approximation to color bleeding. In contrast to ambient occlusion approaches for polygonal data, techniques for volumetric data sets have to face additional challenges, since by changing rendering parameters, such as the transfer function or the thresholding, the structure of the data set and thus the light interactions may vary drastically. Therefore, during a preprocessing step which is independent of the rendering parameters we capture light interactions for all combinations of structures extractable from a volumetric data set. In order to compute the light interactions between the different structures, we combine this preprocessed information during rendering based on the rendering parameters defined interactively by the user. Thus our method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters. For instance, if the user alters the transfer function to extract different structures from a volumetric data set the light interactions between the extracted structures are captured in the rendering while still allowing interactive frame rates. Compared to known local illumination models for volume rendering our method does not introduce any substantial rendering overhead and can be integrated easily into existing volume rendering applications. In this paper we will explain our approach, discuss the implications for interactive volume rendering and present the achieved results.
Journal Article•10.1111/J.1467-8659.2008.01182.X•
High-speed Marching Cubes using HistoPyramids

[...]

Christopher Dyken1, Christopher Dyken2, Gernot Ziegler3, Christian Theobalt4, Hans-Peter Seidel3 •
University of Oslo1, SINTEF2, Max Planck Society3, Stanford University4
01 Dec 2008-Computer Graphics Forum
TL;DR: This work outfits the Histogram Pyramid (HP) algorithm, previously only used in GPU data compaction, with the capability for arbitrary data expansion, and presents how it can be implemented in the parallel programming language CUDA (compute unified device architecture), by using a novel 1D chunk/layer construction.
Abstract: We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or comparable graphics APIs. It currently outperforms all other known graphics processing units (GPU)-based iso-surface extraction algorithms in direct rendering for sparse or large volumes, even those using the recently introduced geometry shader (GS) capabilites. To achieve this, we outfit the Histogram Pyramid (HP) algorithm, previously only used in GPU data compaction, with the capability for arbitrary data expansion. After reformulation of MC as a data compaction and expansion process, the HP algorithm becomes the core of a highly efficient and interactive MC implementation. For graphics hardware lacking GSs, such as mobile GPUs, the concept of HP data expansion is easily generalized, opening new application domains in mobile visual computing. Further, to serve recent developments, we present how the HP can be implemented in the parallel programming language CUDA (compute unified device architecture), by using a novel 1D chunk/layer construction.
Proceedings Article•10.1109/VR.2008.4480766•
Hybrid Feature Tracking and User Interaction for Markerless Augmented Reality

[...]

Taehee Lee1, Tobias Höllerer2•
University of California, Los Angeles1, University of California, Santa Barbara2
8 Mar 2008
TL;DR: A real-time system architecture that combines two types of feature tracking methods for augmented reality (AR) and a user interaction for establishing a global coordinate system and for locating virtual objects in the AR environment is proposed.
Abstract: We describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments We propose a real-time system architecture that combines two types of feature tracking methods Distinctive image features of the scene are detected and tracked frame- to-frame by computing optical flow In order to achieve real-time performance, multiple operations are processed in a multi-threaded manner for capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame We also introduce a user interaction for establishing a global coordinate system and for locating virtual objects in the AR environment A user's bare hand is used for the user interface by estimating a camera pose relative to the user's outstretched hand We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments using hands for interaction
Book•
OpenGL ES 2.0 Programming Guide

[...]

Aaftab Munshi, Dan Ginsburg, Dave Shreiner
24 Jul 2008
TL;DR: The authors carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback through detailed, downloadable C-based code examples.
Abstract: OpenGL ES is the industrys leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ES 3.0 Programming Guide, Second Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, youll learn how to set up and program every aspect of the graphics pipeline. Step by step, youll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, youll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces Shaders: creating and attaching shader objects; compiling shaders; checking for compile errors; creating, linking, and querying program objects; and using source shaders and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment shaders: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language.
Proceedings Article•10.2312/VG/VG-PBG08/137-146•
Adaptive sampling and rendering of fluids on the GPU

[...]

Yanci Zhang1, Barbara Solenthaler1, Renato Pajarola1•
University of Zurich1
10 Aug 2008
TL;DR: A novel GPU-friendly algorithm for the Smoothed Particle Hydrodynamics (SPH) simulation for weakly compressible fluids that can simulate and render a large number of particles at interactive speed and supports adaptive sampling of the fluids.
Abstract: In this paper, we propose a novel GPU-friendly algorithm for the Smoothed Particle Hydrodynamics (SPH) simulation for weakly compressible fluids. The major goal of our algorithm is to implement a GPU-based SPH simulation that can simulate and render a large number of particles at interactive speed. Additionally, our algorithm exhibits the following three features. Firstly, our algorithm supports adaptive sampling of the fluids. Particles can be split into several sub-particles in geometrically complex regions to provide a more accurate simulation. At the same time, nearby particles deep inside the fluids are merged to a single particle to reduce the number of particles. Secondly, the fluids are visualized by directly computing the intersection between ray and an isosurface defined by the surface particles. A dynamic particle grouping algorithm and equation solver are employed to quickly find the ray-isosurface intersection. Thirdly, based on the observation that the SPH simulation is a naturally parallel algorithm, the whole SPH simulation, including the adaptive sampling of the fluids as well as surface particle rendering, is executed on the GPU to fully utilize the computational power and parallelism of modern graphics hardware. Our experimental data shows that we can simulate about 50K adaptively sampled particles, or up to 120K particles in the fixed sampling case at a rate of approximately 20 time steps per second.
Patent•
System and method for rendering of texel imagery

[...]

Robert T. Pack1•
Utah State University1
14 Feb 2008
TL;DR: In this paper, a point cloud data set is pre-processed for fast and efficient rendering, which includes creating an octree hierarchy from the data, generating a level of detail (LOD) representation for each octree node, simplifying the points in each node according to a simplification tolerance, and storing the data structure in a file.
Abstract: A point cloud data set may be pre-processed for fast and efficient rendering. The pre-processing may comprise creating an octree hierarchy from the data, generating a level of detail (LOD) representation for each octree node, simplifying the points in each node according to a simplification tolerance, and storing the data structure in a file. Textures associated with each node may be stored in a separate, compressed file, such as a texture atlas. At render time, the octree and LOD hierarchy may be traversed until a suitable LOD node is found. The associated texture data may be accessed, and the node may be rendered as a textured quadrilateral and/or a splat point primitive. In an alternative approach, multiple point cloud datasets may be merged using a global transform function. The merged dataset may be simplified using a hierarchical LOD tree. Textures may be ascribed to each LOD node. The resulting structure may be rendered using splat and billboard point primitives. The model may be streamed over a network to a client where the rendering may take place.
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