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

Dec 16, 2015

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

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Poster Session 3

Simulation and Rendering

Page 2: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Arno Zinke, Gerrit Sobotka, Andreas Weber

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Photo Realistic Rendering Of Blond Hair

Institute of Computer Science II, University of Bonn, Germany

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

Photo Realistic Rendering Of Blond Hair

indirect illumination close upshair-hair scattering

“near field“ scattering model for light from hair fibers generalization of Marschner et al. 2003 (“far field” model)

foto near field

far field

&complex lighting

far

fiel

d m

od

el

front light back light

nea

r fi

eld

mo

de

l

Page 4: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Nils Thürey, Ulrich Rüde

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Free Surface Lattice-Boltzmann fluid simulations with and without level sets

University of Erlangen, LSS

Page 5: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Free Surface Fluid Simulations

• Lattice-Boltzmann methods for free surfaces

• Comparison of two surface tracking algorithms

• Visualization results (movies!)

Page 6: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Veronica Sundstedt

Alan Chalmers, Kirsten Cater, Kurt Debattista

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Top-Down Visual Attention for Efficient Rendering of Task

Related Scenes

Department of Computer Science University of Bristol, UK

Page 7: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

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

Page 8: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 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

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

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 rendering

time as a presorted sequence

Selection Strategy

Application

OD

-Buffe

r

State TrackingPipeline Buffer

SIS=SG

H

Graphics Hardware

Page 10: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

S. Kimmerle, M. Wacker, C. Holzer

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Multilayered Wrinkle Textures from Strain

WSI/GRIS University Tübingen

Page 11: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

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

Page 12: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Ugo Erra, Rosario De Chiara,Vittorio Scarano, Maurizio Tatafiore

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance

ISIS Lab.Dipartimento di Informatica ed Applicazioni “R.Capocelli”

Università di Salerno

Page 13: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

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

Page 14: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

N. Fritz, Ph. Lucas, Ph. Slusallek

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

CGiS, a new Language for Data-Parallel GPU Programming

Saarland University

Page 15: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

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

MainApplication

SSEKernels

GPUKernels

GPU-RT SSE-RT

CGiSSource

OptimizingCGiS

Compiler

GlueCode

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

Kirill Dmitriev and Hans-Peter Seidel

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Progressive Path Tracing with Lightweight Local Error

Estimation

Max-Planck-Institut für Informatik,Saarbrücken (Germany)

Page 17: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

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

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

Manfred ErnstChristian Vogelgsang

Günther Greiner

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Stack Implementation onProgrammable Graphics Hardware

Universität Erlangen-Nürnberg

Lehrstuhl für Graphische Datenverarbeitung

Page 19: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

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

Page 20: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Martin Sunkel, Jan Kautz, H.-P. Seidel

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Rendering and Simulation of Liquid Foams

Max Planck Institute for Computer Science

Page 21: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Rendering and Simulation of Liquid Foams

Two-stages:

• Physics on CPU– Sphere interaction– Intersection planes

• Geometry computation on GPU– Project intersecting vertices to planes

Page 22: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Marco Winter

9th International Fall WorkshopVISION, MODELING, AND VISUALIZATION 2004November 16 - 18, 2004Stanford (California), USA

Depth-Buffer based Navigation

University of Erlangen-Nuremberg

Page 23: 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Depth-Buffer based Navigation

• Navigation system for avatars

• Collision handling solely based on depth-buffer analysis

• Fast, intuitive