Displacement Mapping and Volume Rendering Graphics Hardware

Displacement Mapping and Volume Rendering Graphics Hardware

Author: Michael C. Doggett

Publisher: Universal-Publishers

Published: 2002

Total Pages: 160

ISBN-13: 1581121660

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The complexity of graphics hardware is currently undergoing a major change with the introduction of geometry engines on relatively inexpensive single chip ASICs which now contain the complete graphics rendering pipeline in full custom hardware. While the highest performance in measured in frames per second is theultimate criteria for judging these chips, the focus is now starting to shift towards new features and different rendering techniques and pipelines. This dissertation introduces new hardware architectures for more realistic surface rendering of three dimensional objects and the rendering of volumetric datasets. Surface rendering is dealt with in the first part of the dissertation where the architectures for displacement map rendering in hardware are proposed. This work represents the first to appear in scientific literature on displacement map hardware rendering. Where possible these architectures propose components that integrate into currently available pipelines and make use of existing units in those pipelines. Displacement map rendering in hardware is a desired feature currently under development by most graphics hardware vendors. The first architecture is scan-line based and works just before rasterization and the second adaptively retessellates a triangle mesh using additional hardware on either side of the geometry transformation stage in the graphics pipeline. The VIZARDII architecture and several hardware based performance improvements for any ray casting architecture are presented in the second part titled Volume Rendering. VIZARDII is an interactve programmable hardware acelerator for Volume Rendering implemented on a PCI Card. The main pipeline is implemented on a Xilinx FPGA allowing new features to be added relatively quickly. A memory interface is presented and discussed with its final implementation appearing in the VIZARDII system. Novel architectures for ray queuing and sorting, sub-cube based space leaping are also presented which improve the performance of ray casting based hardware architectures. Antialiasing that occurs when ray casting volume data is also discussed and possible solutions are presented using multiresolutionvolume datasets.


Volume Rendering

Volume Rendering

Author: Fouad Sabry

Publisher: One Billion Knowledgeable

Published: 2024-05-14

Total Pages: 131

ISBN-13:

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What is Volume Rendering In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Volume rendering Chapter 2: Rendering (computer graphics) Chapter 3: Texture mapping Chapter 4: Voxel Chapter 5: Tomography Chapter 6: Ray casting Chapter 7: Scientific visualization Chapter 8: Reyes rendering Chapter 9: Clipping (computer graphics) Chapter 10: Volume ray casting (II) Answering the public top questions about volume rendering. (III) Real world examples for the usage of volume rendering in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Volume Rendering.


Digital Human Modeling

Digital Human Modeling

Author: Yang Cai

Publisher: Springer

Published: 2008-11-05

Total Pages: 214

ISBN-13: 3540894306

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The emerging information technologies have enabled new human patterns ranging from physiological interactions to psychological interactions. Perhaps the best example is the rapid ‘evolution’ of our thumbs from simply holding to controlling mobile devices in just a few years recently. Taking the medical field as an example, the fast-growing technologies such as pill cameras, implantable devices, robotic surgeries, and virtual reality training methods will change the way we live and work. Human Algorithms aim to model human forms, interactions, and dynamics in this new context. Human Algorithms are engineering methods that are beyond theories. They intend to push the envelopes of multi-physics, sensing, and virtual technologies to the limit. They have become more comprehensive and inexpensive for use in real-world designs: inside monitors, connected to networks, and under the patient’s skin. This book aims to reflect the state of the art of Human Algorithms. It is a survey of innovative ideas for readers who may be new to this field. The targeted groups include college students, researchers, engineers, designers, scientists, managers, and healthcare professionals. The 11 chapters are divided into three parts: Human Dynamics, Virtual Humans, and Human Forms. Part I: Human Dynamics. In the first chapter “Implantable Computing,” Warwick and Gasson present an overview of the latest developments in the field of Brain to Computer Interfacing. They describe human experimentation in which neural implants have linked the human nervous system bi-directionally with technological devices and the Internet. In the chapter “Brainwave-Based Imagery Analysis,” Cowell et al.


Video-Based Rendering

Video-Based Rendering

Author: Marcus A. Magnor

Publisher: CRC Press

Published: 2005-08-08

Total Pages: 218

ISBN-13: 1439865701

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Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as comput


Real-Time Volume Graphics

Real-Time Volume Graphics

Author: Klaus Engel

Publisher: CRC Press

Published: 2006-07-21

Total Pages: 515

ISBN-13: 1439864292

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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr


GPU Gems 2

GPU Gems 2

Author: Matt Pharr

Publisher: Addison-Wesley Professional

Published: 2005

Total Pages: 814

ISBN-13: 9780321335593

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More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.


Vision, Modeling, and Visualization 2005

Vision, Modeling, and Visualization 2005

Author: Günther Greiner

Publisher: IOS Press

Published: 2005

Total Pages: 554

ISBN-13:

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Vision, modeling, and visualization are complementary disciplines that are rapidly converging. This text presents papers about segmentation and feature extraction, image understanding, models from video, image fusion and direct volume rendering.


GPU Pro 6

GPU Pro 6

Author: Wolfgang Engel

Publisher: CRC Press

Published: 2015-07-28

Total Pages: 574

ISBN-13: 1482264625

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The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance