Download
poster session 3 n.
Skip this Video
Loading SlideShow in 5 Seconds..
Poster Session 3 PowerPoint Presentation
Download Presentation
Poster Session 3

Poster Session 3

241 Vues Download Presentation
Télécharger la présentation

Poster Session 3

- - - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript

  1. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Poster Session 3 Simulation and Rendering

  2. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Photo Realistic Rendering Of Blond Hair Arno Zinke, Gerrit Sobotka, Andreas Weber Institute of Computer Science II, University of Bonn, Germany

  3. Photo Realistic Rendering Of Blond Hair “near field“ scattering model for light from hair fibers generalization of Marschner et al. 2003 (“far field” model) close ups indirect illumination hair-hair scattering & back light nearfield complex lighting front light foto near fieldmodel far field model far field

  4. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Free Surface Lattice-Boltzmann fluid simulations with and without level sets Nils Thürey, Ulrich Rüde University of Erlangen, LSS

  5. Free Surface Fluid Simulations • Lattice-Boltzmann methods for free surfaces • Comparison of two surface tracking algorithms • Visualization results (movies!)

  6. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Top-Down Visual Attention for Efficient Rendering of Task Related Scenes Veronica Sundstedt Alan Chalmers, Kirsten Cater, Kurt Debattista Department of Computer Science University of Bristol, UK

  7. Top-Down Visual... • People fail to notice quality degradations in images when performing a visual task • We exploit this in a perception-based selective rendering framework 14.5 min 14.5 min 3 min

  8. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Reducing State Changeswith a Pipeline Buffer Jens Krokowski, Christian Sohler University of PaderbornGermany Matthias Westermann Dortmund University Germany Harald Räcke Carnegie Mellon UniversityUSA

  9. Reducing State Changeswith a Pipeline Buffer • Problem: state sorting vs. spatial sorting • Our new method: • Application can use any sorting • Online state sorting during rendering • Main results: • Reduces # state changes significantly • Improves the rendering time ~30% • Achieves almost the same renderingtime as a presorted sequence

  10. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Multilayered Wrinkle Textures from Strain S. Kimmerle, M. Wacker, C. Holzer WSI/GRIS University Tübingen

  11. Multilayered Wrinkle Texturesfrom Strain Enrich simulated garments with textures to get finer details • Based on strain deformation tensor • Procedurally generated • Blend different textures depending on strain directions • Apply textures by bump and displacement mapping • Much faster than simulation of high-resolution meshes • Physical plausible results

  12. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance Ugo Erra, Rosario De Chiara, Vittorio Scarano, Maurizio Tatafiore ISIS Lab.Dipartimento di Informatica ed Applicazioni “R.Capocelli”Università di Salerno

  13. Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance • Goals • Map a behavioral model of a flock on GPU to manage efficiently large aggregate motion of “birdoids”(flock of birds, herd of land animals, bank of fishes). • Use graphic device extensions for obstacle avoidance of the flock. • Tools • Birdoids are managed as pixels of rectangular texture. • 3D texture and hardware interpolation are used as look-up tables to manage vector fields. • Pixel shaders use the behavioral model to update the position of birdoids. • Results • GPU boosted simulation scales well on increasing number of boids • On GeForce FX 5800(average FPS) • 32 birdoids - 115 FPS • 4096 birdoids - 30 FPS • 16384 birdoids - 8 FPS

  14. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA CGiS, a new Language for Data-Parallel GPU Programming N. Fritz, Ph. Lucas, Ph. Slusallek Saarland University

  15. CGiS, a new Language for Data-Parallel GPU Programming • Trend: GPGPU • Problem: Abstraction from hardware • Main obstacle: Multiple domains • Solution: CGiS • Unified language • Abstract • Robust • Portable • Feedback from (potential) users wanted

  16. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Progressive Path Tracing with Lightweight Local Error Estimation Kirill Dmitriev and Hans-Peter Seidel Max-Planck-Institut für Informatik,Saarbrücken (Germany)

  17. Lightweight error estimation • Split all samples to two equal halves A and B • Estimate accuracy for 4x4 pixels tile i as: Reference image Estimated error Number of samples

  18. Manfred Ernst Christian Vogelgsang Günther Greiner Stack Implementation onProgrammable Graphics Hardware Universität Erlangen-Nürnberg Lehrstuhl für Graphische Datenverarbeitung 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA

  19. Stack Implementation on Programmable Graphics Hardware • Essential for hierarchical data structures • Stacks are stored in textures • Push and pop with fragment programs • Multiple stacks • GPU ray tracing using Kd-trees

  20. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Rendering and Simulation of Liquid Foams Martin Sunkel, Jan Kautz, H.-P. Seidel Max Planck Institute for Computer Science

  21. Rendering and Simulation of Liquid Foams Two-stages: • Physics on CPU • Sphere interaction • Intersection planes • Geometry computation on GPU • Project intersecting vertices to planes

  22. 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004Stanford (California), USA Depth-Buffer based Navigation Marco Winter University of Erlangen-Nuremberg

  23. Depth-Buffer based Navigation • Navigation system for avatars • Collision handling solely based on depth-buffer analysis • Fast, intuitive