A Mathematical Framework for Efficient Closed-Form Single Scattering. Vincent Pegoraro Mathias Schott Philipp Slusallek

Size: px
Start display at page:

Download "A Mathematical Framework for Efficient Closed-Form Single Scattering. Vincent Pegoraro Mathias Schott Philipp Slusallek"

Transcription

1 A Mathematical Framework for Efficient Closed-Form Single Scattering Vincent Pegoraro Mathias Schott Philipp Slusallek

2 Outline 1. Introduction 2. Related Work 3. Air-Light Integral 4. Complexity Reduction Framework 5. Computational Complexity Analysis 6. Implementation 7. Results 8. Discussion and Future Work 9. Conclusion

3 Introduction Applications Entertainment: motion-picture / video-game Industrial design: automotive / architectural Safety-oriented research: exit / traffic signs Motivation Efficient simulation of accurate light transport Closed-form solution to air-light integral High order of computational complexity

4 Related Work Numerical Quadrature Ray-marching / volume-slicing: [Max 86, ] Prone to under-sampling artifacts Analytic Approaches Directional lights: [Blinn 82, ] Point lights: Semi-analytic solutions: [Lecocq et al. 00, ] Approximate Closed-form solutions: [Pegoraro et al. 09, ] High order of computational complexity

5 Air-Light Integral Measured Radiance

6 Reduced Radiance Air-Light Integral

7 Medium Radiance Air-Light Integral

8 Air-Light Integral Angular Distributions

9 Air-Light Integral Angular Distributions Phase function Light source

10 Air-Light Integral Medium Radiance (Sequel) A few expansions and substitutions later with the change of variable of integration d(n, k) distribution w/ 0/1/3-deep nested loops

11 Air-Light Integral and the antiderivative defined as w/ complex-valued exponential integral giving Overall O(N 6 ) computational complexity

12 Complexity Reduction Framework Outline Complexity Reduction of Medium Radiance Complexity Reduction of Antiderivative Antiderivative with Coefficients Reuse

13 Complexity Reduction Framework Medium Radiance: O(N ) O(N ) Algebraic manipulations, expand, substitute, rearrange

14 Complexity Reduction Framework Antiderivative Expand factorized nested sums

15 Complexity Reduction Framework Antiderivative: O(N 4 ) O(N 3 ) A few loop permutations, rearranging of the terms, and algebraic identities later where M = 1, or M = 2m F 3 = 0 for air-light

16 tabulate Complexity Reduction Framework Coefficients Reuse: O(N 3 ) O(N 2 ) Algebraic manipulations, expand, substitute, rearrange

17 Computational Complexity Analysis Order of Complexity of Individual Schemes Antiderivative: original vs. reduced Antiderivative: reduced vs. coefficients reuse Medium radiance: original vs. reduced

18 Implementation Avoiding Redundant Computation Evaluate exponential integral before iterating Compute power/factorial terms incrementally Optimization for air-light integration

19 Results Order of Complexity of Individual Schemes Phase function Light source Performance:

20 Results Performance Characteristics GPU-based fragment shader OpenGL & Cg at on GeForce GTX 280 CPU-based implementation Offline rendering system Benchmarks evaluating chromatic scattering Table of Coefficients Up to 16-term distributions: 0.88MB in 70ms Precomputation may be carried out on the fly

21 Results Low-Degree Angular Distributions on GPU 4.51x 3.28x 2.34x 3.66x

22 Results Low-Degree Angular Distributions on GPU Closed form Sun et al. Eddington

23 Results Low-Degree Angular Distributions on GPU Closed form Lecocq et al. Rayleigh

24 Results High-Degree Angular Distributions on CPU 11.0x 14.5x Speed-up increases with problem size

25 Results High-Degree Angular Distributions on CPU Closed form

26 Results High-Degree Angular Distributions on CPU Dual formulation

27 Results High-Degree Angular Distributions on CPU Reduced closed form Original closed form

28 Discussion and Future Work Table of Coefficients Currently a straightforward regular array OK due to typically small storage requirements 4-D not so OK for higher-degree representations Relatively sparse data Indices define bounds on subsequent indices Investigate alternative storage layouts

29 Conclusion Contributions Alternative formulation of closed-form solution Algebraic patterns and mathematical identities Analytic simplifications (no ad-hoc approx.) Benefits Reduce order of computational complexity Speed-ups increase with problem size Preserve generality and accuracy of solution Efficient generation of reference images

30 Acknowledgements German Research Foundation (DFG) Anonymous reviewers Thank you!

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague

Participating Media. Part I: participating media in general. Oskar Elek MFF UK Prague Participating Media Part I: participating media in general Oskar Elek MFF UK Prague Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies Non-interactive

More information

Importance Sampling of Area Lights in Participating Media

Importance Sampling of Area Lights in Participating Media Importance Sampling of Area Lights in Participating Media Christopher Kulla Marcos Fajardo Outline Previous Work Single Scattering Equation Importance Sampling for Point Lights Importance Sampling for

More information

Comparison of High-Speed Ray Casting on GPU

Comparison of High-Speed Ray Casting on GPU Comparison of High-Speed Ray Casting on GPU using CUDA and OpenGL November 8, 2008 NVIDIA 1,2, Andreas Weinlich 1, Holger Scherl 2, Markus Kowarschik 2 and Joachim Hornegger 1 1 Chair of Pattern Recognition

More information

The GPU as a co-processor in FEM-based simulations. Preliminary results. Dipl.-Inform. Dominik Göddeke.

The GPU as a co-processor in FEM-based simulations. Preliminary results. Dipl.-Inform. Dominik Göddeke. The GPU as a co-processor in FEM-based simulations Preliminary results Dipl.-Inform. Dominik Göddeke dominik.goeddeke@mathematik.uni-dortmund.de Institute of Applied Mathematics University of Dortmund

More information

A Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU

A Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU for 3D Texture-based Volume Visualization on GPU Won-Jong Lee, Tack-Don Han Media System Laboratory (http://msl.yonsei.ac.k) Dept. of Computer Science, Yonsei University, Seoul, Korea Contents Background

More information

High Quality DXT Compression using OpenCL for CUDA. Ignacio Castaño

High Quality DXT Compression using OpenCL for CUDA. Ignacio Castaño High Quality DXT Compression using OpenCL for CUDA Ignacio Castaño icastano@nvidia.com March 2009 Document Change History Version Date Responsible Reason for Change 0.1 02/01/2007 Ignacio Castaño First

More information

Interactive Methods in Scientific Visualization

Interactive Methods in Scientific Visualization Interactive Methods in Scientific Visualization GPU Volume Raycasting Christof Rezk-Salama University of Siegen, Germany Volume Rendering in a Nutshell Image Plane Eye Data Set Back-to-front iteration

More information

Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media. Vincent Pegoraro Ingo Wald Steven G. Parker

Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media. Vincent Pegoraro Ingo Wald Steven G. Parker Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media Vincent Pegoraro Ingo Wald Steven G. Parker Outline Introduction Related Work Monte Carlo Integration Radiative Energy Transfer SMC

More information

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall Other Rendering Techniques 1 Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity 2 Intro Some more Raytracing Light maps Photon-map Reyes Shadow maps Sahdow volumes PRT BSSRF

More information

- Volume Rendering -

- Volume Rendering - Computer Graphics - Volume Rendering - Pascal Grittmann Using pictures from: Monte Carlo Methods for Physically Based Volume Rendering; SIGGRAPH 2018 Course; Jan Novák, Iliyan Georgiev, Johannes Hanika,

More information

CUDA Conference. Walter Mundt-Blum March 6th, 2008

CUDA Conference. Walter Mundt-Blum March 6th, 2008 CUDA Conference Walter Mundt-Blum March 6th, 2008 NVIDIA s Businesses Multiple Growth Engines GPU Graphics Processing Units MCP Media and Communications Processors PESG Professional Embedded & Solutions

More information

- Volume Rendering -

- Volume Rendering - Computer Graphics - Volume Rendering - Pascal Grittmann, Jaroslav Křivánek Using pictures from: Monte Carlo Methods for Physically Based Volume Rendering; SIGGRAPH 2018 Course; Jan Novák, Iliyan Georgiev,

More information

Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation. Carson Brownlee Peter S. Shirley Steven G.

Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation. Carson Brownlee Peter S. Shirley Steven G. Towards Interactive Global Illumination Effects via Sequential Monte Carlo Adaptation Vincent Pegoraro Carson Brownlee Peter S. Shirley Steven G. Parker Outline Motivation & Applications Monte Carlo Integration

More information

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline

Outline of Lecture. Real-Time High Quality Rendering. Geometry or Vertex Pipeline. Basic Hardware Pipeline. Pixel or Fragment Pipeline Real-Time High Quality Rendering CSE 274 [Fall 2015], Lecture 2 Graphics Hardware Pipeline, Reflection and Rendering Equations, Taonomy of Methods http://www.cs.ucsd.edu/~ravir Outline of Lecture Taonomy

More information

Practical Implementation of Light Scattering Effects Using Epipolar Sampling and 1D Min/Max Binary Trees

Practical Implementation of Light Scattering Effects Using Epipolar Sampling and 1D Min/Max Binary Trees Practical Implementation of Light Scattering Effects Using Epipolar Sampling and 1D Min/Max Binary Trees Egor Yusov Graphics Software Engineer Intel Corporation Demo 2 Agenda Introduction Light Scattering

More information

Ray Casting of Trimmed NURBS Surfaces on the GPU

Ray Casting of Trimmed NURBS Surfaces on the GPU Ray Casting of Trimmed NURBS Surfaces on the GPU Hans-Friedrich Pabst Jan P. Springer André Schollmeyer Robert Lenhardt Christian Lessig Bernd Fröhlich Bauhaus University Weimar Faculty of Media Virtual

More information

Light scattering is an important natural phenomenon, which arises when the light interacts with the particles distributed in the media.

Light scattering is an important natural phenomenon, which arises when the light interacts with the particles distributed in the media. Light scattering is an important natural phenomenon, which arises when the light interacts with the particles distributed in the media. Rendering such effects greatly enhances the scene realism To accurately

More information

Motivation. My General Philosophy. Assumptions. Advanced Computer Graphics (Spring 2013) Precomputation-Based Relighting

Motivation. My General Philosophy. Assumptions. Advanced Computer Graphics (Spring 2013) Precomputation-Based Relighting Advanced Computer Graphics (Spring 2013) CS 283, Lecture 17: Precomputation-Based Real-Time Rendering Ravi Ramamoorthi http://inst.eecs.berkeley.edu/~cs283/sp13 Motivation Previously: seen IBR. Use measured

More information

Computer Graphics (CS 543) Lecture 1 (Part 1): Introduction to Computer Graphics

Computer Graphics (CS 543) Lecture 1 (Part 1): Introduction to Computer Graphics Computer Graphics (CS 543) Lecture 1 (Part 1): Introduction to Computer Graphics Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) What is Computer Graphics (CG)? Computer

More information

Fast continuous collision detection among deformable Models using graphics processors CS-525 Presentation Presented by Harish

Fast continuous collision detection among deformable Models using graphics processors CS-525 Presentation Presented by Harish Fast continuous collision detection among deformable Models using graphics processors CS-525 Presentation Presented by Harish Abstract: We present an interactive algorithm to perform continuous collision

More information

Fragment-Parallel Composite and Filter. Anjul Patney, Stanley Tzeng, and John D. Owens University of California, Davis

Fragment-Parallel Composite and Filter. Anjul Patney, Stanley Tzeng, and John D. Owens University of California, Davis Fragment-Parallel Composite and Filter Anjul Patney, Stanley Tzeng, and John D. Owens University of California, Davis Parallelism in Interactive Graphics Well-expressed in hardware as well as APIs Consistently

More information

L10 Layered Depth Normal Images. Introduction Related Work Structured Point Representation Boolean Operations Conclusion

L10 Layered Depth Normal Images. Introduction Related Work Structured Point Representation Boolean Operations Conclusion L10 Layered Depth Normal Images Introduction Related Work Structured Point Representation Boolean Operations Conclusion 1 Introduction Purpose: using the computational power on GPU to speed up solid modeling

More information

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak

CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing. by Stephen Kazmierczak CS 563 Advanced Topics in Computer Graphics Irradiance Caching and Particle Tracing by Stephen Kazmierczak Introduction Unbiased light transport algorithms can sometimes take a large number of rays to

More information

Programmable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1

Programmable GPUs. Real Time Graphics 11/13/2013. Nalu 2004 (NVIDIA Corporation) GeForce 6. Virtua Fighter 1995 (SEGA Corporation) NV1 Programmable GPUs Real Time Graphics Virtua Fighter 1995 (SEGA Corporation) NV1 Dead or Alive 3 2001 (Tecmo Corporation) Xbox (NV2A) Nalu 2004 (NVIDIA Corporation) GeForce 6 Human Head 2006 (NVIDIA Corporation)

More information

GpuPy: Accelerating NumPy With a GPU

GpuPy: Accelerating NumPy With a GPU GpuPy: Accelerating NumPy With a GPU Washington State University School of Electrical Engineering and Computer Science Benjamin Eitzen - eitzenb@eecs.wsu.edu Robert R. Lewis - bobl@tricity.wsu.edu Presentation

More information

Using GPUs. Visualization of Complex Functions. September 26, 2012 Khaldoon Ghanem German Research School for Simulation Sciences

Using GPUs. Visualization of Complex Functions. September 26, 2012 Khaldoon Ghanem German Research School for Simulation Sciences Visualization of Complex Functions Using GPUs September 26, 2012 Khaldoon Ghanem German Research School for Simulation Sciences Outline GPU in a Nutshell Fractals - A Simple Fragment Shader Domain Coloring

More information

Wednesday, July 24, 13

Wednesday, July 24, 13 The Chase Pushing the Limits of Modern Mobile GPU Renaldas Zioma, Unity Technologies Ole Ciliox, Unity Technologies The Chase High-End Mobile Demo Built with off-the-shelf Unity 4.2 The Chase Goals Impressive

More information

Advanced Computer Graphics CS 563: Real Time Volumetric Shadows using 1D Min Max Mipmaps

Advanced Computer Graphics CS 563: Real Time Volumetric Shadows using 1D Min Max Mipmaps Advanced Computer Graphics CS 563: Real Time Volumetric Shadows using 1D Min Max Mipmaps Rob Martin Computer Science Dept. Worcester Polytechnic Institute (WPI) Introduction We want to model the effects

More information

Debunking the 100X GPU vs CPU Myth: An Evaluation of Throughput Computing on CPU and GPU

Debunking the 100X GPU vs CPU Myth: An Evaluation of Throughput Computing on CPU and GPU Debunking the 100X GPU vs CPU Myth: An Evaluation of Throughput Computing on CPU and GPU The myth 10x-1000x speed up on GPU vs CPU Papers supporting the myth: Microsoft: N. K. Govindaraju, B. Lloyd, Y.

More information

GPU-accelerated data expansion for the Marching Cubes algorithm

GPU-accelerated data expansion for the Marching Cubes algorithm GPU-accelerated data expansion for the Marching Cubes algorithm San Jose (CA) September 23rd, 2010 Christopher Dyken, SINTEF Norway Gernot Ziegler, NVIDIA UK Agenda Motivation & Background Data Compaction

More information

A Low Level Introduction to High Dimensional Sparse Grids

A Low Level Introduction to High Dimensional Sparse Grids A Low Level Introduction to High Dimensional Sparse Grids http://people.sc.fsu.edu/ jburkardt/presentations/sandia 2007.pdf... John 1 Clayton Webster 2 1 Virginia Tech 2 Sandia National Laboratory. 21

More information

Computer Graphics CS 543 Lecture 13a Curves, Tesselation/Geometry Shaders & Level of Detail

Computer Graphics CS 543 Lecture 13a Curves, Tesselation/Geometry Shaders & Level of Detail Computer Graphics CS 54 Lecture 1a Curves, Tesselation/Geometry Shaders & Level of Detail Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) So Far Dealt with straight lines

More information

AGGREGATE G-BUFFER ANTI-ALIASING

AGGREGATE G-BUFFER ANTI-ALIASING AGGREGATE G-BUFFER ANTI-ALIASING Cyril Crassin 1, Morgan McGuire 1,2, Kayvon Fatahalian 3, Aaron Lefohn 1 1 NVIDIA 2 Williams College 3 Carnegie Mellon University Motivation Pixel The Mummy [ Universal

More information

GPGPU. Peter Laurens 1st-year PhD Student, NSC

GPGPU. Peter Laurens 1st-year PhD Student, NSC GPGPU Peter Laurens 1st-year PhD Student, NSC Presentation Overview 1. What is it? 2. What can it do for me? 3. How can I get it to do that? 4. What s the catch? 5. What s the future? What is it? Introducing

More information

Data parallel algorithms, algorithmic building blocks, precision vs. accuracy

Data parallel algorithms, algorithmic building blocks, precision vs. accuracy Data parallel algorithms, algorithmic building blocks, precision vs. accuracy Robert Strzodka Architecture of Computing Systems GPGPU and CUDA Tutorials Dresden, Germany, February 25 2008 2 Overview Parallel

More information

Amortized Supersampling

Amortized Supersampling Amortized Supersampling LEI YANG H, DIEGO NEHAB M, PEDRO V. SANDER H, PITCHAYA SITTHI-AMORN V, JASON LAWRENCE V, HUGUES HOPPE M H M V Dec. 18, 2009, Pacifico Yokohama, Japan Outline 3/27 Problem Amortized

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

CS5610 Final Project : Realistic Water Simulation with opengl

CS5610 Final Project : Realistic Water Simulation with opengl CS5610 Final Project : Realistic Water Simulation with opengl Members: Ben Felsted EunGyoung Han Team Name: gldeepblue() Goal: We had planed on implementing the paper Interactive Animation of Ocean Waves

More information

Real Time Atmosphere Rendering for the Space Simulators

Real Time Atmosphere Rendering for the Space Simulators Real Time Atmosphere Rendering for the Space Simulators Radovan Josth Department of Computer Graphics and Multimedia FIT BUT Faculty of Information Technology Brno University of Technology Brno / Czech

More information

CGT520 Lighting. Lighting. T-vertices. Normal vector. Color of an object can be specified 1) Explicitly as a color buffer

CGT520 Lighting. Lighting. T-vertices. Normal vector. Color of an object can be specified 1) Explicitly as a color buffer CGT520 Lighting Lighting Color of an object can be specified 1) Explicitly as a color buffer Bedrich Benes, Ph.D. Purdue University Department of Computer Graphics 2) Implicitly from the illumination model.

More information

GPGPU Programming & Erlang. Kevin A. Smith

GPGPU Programming & Erlang. Kevin A. Smith GPGPU Programming & Erlang Kevin A. Smith What is GPGPU Programming? Using the graphics processor for nongraphical programming Writing algorithms for the GPU instead of the host processor Why? Ridiculous

More information

Fast Tridiagonal Solvers on GPU

Fast Tridiagonal Solvers on GPU Fast Tridiagonal Solvers on GPU Yao Zhang John Owens UC Davis Jonathan Cohen NVIDIA GPU Technology Conference 2009 Outline Introduction Algorithms Design algorithms for GPU architecture Performance Bottleneck-based

More information

Problem Spaces & Search CSE 473

Problem Spaces & Search CSE 473 Problem Spaces & Search Problem Spaces & Search CSE 473 473 Topics 473 Topics Agents & Environments Problem Spaces Search & Constraint Satisfaction Knowledge Repr n & Logical Reasoning Machine Learning

More information

B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes

B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes B-KD rees for Hardware Accelerated Ray racing of Dynamic Scenes Sven Woop Gerd Marmitt Philipp Slusallek Saarland University, Germany Outline Previous Work B-KD ree as new Spatial Index Structure DynR

More information

Chapter 1 Introduction

Chapter 1 Introduction Chapter 1 Introduction The central problem in computer graphics is creating, or rendering, realistic computergenerated images that are indistinguishable from real photographs, a goal referred to as photorealism.

More information

Abstract. Introduction. Kevin Todisco

Abstract. Introduction. Kevin Todisco - Kevin Todisco Figure 1: A large scale example of the simulation. The leftmost image shows the beginning of the test case, and shows how the fluid refracts the environment around it. The middle image

More information

Improving Memory Space Efficiency of Kd-tree for Real-time Ray Tracing Byeongjun Choi, Byungjoon Chang, Insung Ihm

Improving Memory Space Efficiency of Kd-tree for Real-time Ray Tracing Byeongjun Choi, Byungjoon Chang, Insung Ihm Improving Memory Space Efficiency of Kd-tree for Real-time Ray Tracing Byeongjun Choi, Byungjoon Chang, Insung Ihm Department of Computer Science and Engineering Sogang University, Korea Improving Memory

More information

DEPARTMENT - Mathematics. Coding: N Number. A Algebra. G&M Geometry and Measure. S Statistics. P - Probability. R&P Ratio and Proportion

DEPARTMENT - Mathematics. Coding: N Number. A Algebra. G&M Geometry and Measure. S Statistics. P - Probability. R&P Ratio and Proportion DEPARTMENT - Mathematics Coding: N Number A Algebra G&M Geometry and Measure S Statistics P - Probability R&P Ratio and Proportion YEAR 7 YEAR 8 N1 Integers A 1 Simplifying G&M1 2D Shapes N2 Decimals S1

More information

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 FTF-AUT-F0348 Hugo Osornio Luis Olea A P R. 2 0 1 4 TM External Use Agenda Back to the Basics! What is a GPU?

More information

Real-Time Multiple Scattering using Light Propagation Volumes

Real-Time Multiple Scattering using Light Propagation Volumes Real-Time Multiple Scattering using Light Propagation Volumes Markus Billeter Erik Sintorn Chalmers University of Technology Ulf Assarsson (b) Single Scattered Volumetric Shadows (a) Rendering with our

More information

A Crash Course in Compilers for Parallel Computing. Mary Hall Fall, L2: Transforms, Reuse, Locality

A Crash Course in Compilers for Parallel Computing. Mary Hall Fall, L2: Transforms, Reuse, Locality A Crash Course in Compilers for Parallel Computing Mary Hall Fall, 2008 1 Overview of Crash Course L1: Data Dependence Analysis and Parallelization (Oct. 30) L2 & L3: Loop Reordering Transformations, Reuse

More information

GPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir

GPGPU Applications. for Hydrological and Atmospheric Simulations. and Visualizations on the Web. Ibrahim Demir GPGPU Applications for Hydrological and Atmospheric Simulations and Visualizations on the Web Ibrahim Demir Big Data We are collecting and generating data on a petabyte scale (1Pb = 1,000 Tb = 1M Gb) Data

More information

Participating Media. Part II: interactive methods, atmosphere and clouds. Oskar Elek MFF UK Prague

Participating Media. Part II: interactive methods, atmosphere and clouds. Oskar Elek MFF UK Prague Participating Media Part II: interactive methods, atmosphere and clouds Oskar Elek MFF UK Prague Outline Motivation Introduction Properties of participating media Rendering equation Storage strategies

More information

3D on the Web Why We Need Declarative 3D Arguments for an W3C Incubator Group

3D on the Web Why We Need Declarative 3D Arguments for an W3C Incubator Group 3D on the Web Why We Need Declarative 3D Arguments for an W3C Incubator Group Philipp Slusallek Johannes Behr Kristian Sons German Research Center for Artificial Intelligence (DFKI) Intel Visual Computing

More information

ME964 High Performance Computing for Engineering Applications

ME964 High Performance Computing for Engineering Applications ME964 High Performance Computing for Engineering Applications Outlining Midterm Projects Topic 3: GPU-based FEA Topic 4: GPU Direct Solver for Sparse Linear Algebra March 01, 2011 Dan Negrut, 2011 ME964

More information

Loop Optimizations. Outline. Loop Invariant Code Motion. Induction Variables. Loop Invariant Code Motion. Loop Invariant Code Motion

Loop Optimizations. Outline. Loop Invariant Code Motion. Induction Variables. Loop Invariant Code Motion. Loop Invariant Code Motion Outline Loop Optimizations Induction Variables Recognition Induction Variables Combination of Analyses Copyright 2010, Pedro C Diniz, all rights reserved Students enrolled in the Compilers class at the

More information

Image Processing Tricks in OpenGL. Simon Green NVIDIA Corporation

Image Processing Tricks in OpenGL. Simon Green NVIDIA Corporation Image Processing Tricks in OpenGL Simon Green NVIDIA Corporation Overview Image Processing in Games Histograms Recursive filters JPEG Discrete Cosine Transform Image Processing in Games Image processing

More information

Introduction to Compilers

Introduction to Compilers Introduction to Compilers Compilers are language translators input: program in one language output: equivalent program in another language Introduction to Compilers Two types Compilers offline Data Program

More information

frame buffer depth buffer stencil buffer

frame buffer depth buffer stencil buffer Final Project Proposals Programmable GPUS You should all have received an email with feedback Just about everyone was told: Test cases weren t detailed enough Project was possibly too big Motivation could

More information

Efficient Depth-Compensated Interpolation for Full Parallax Displays

Efficient Depth-Compensated Interpolation for Full Parallax Displays ETN-FPI TS3 Plenoptic Sensing Efficient Depth-Compensated Interpolation for Full Parallax Displays Reinhard Koch and Daniel Jung Multimedia Information Processing Full parallax autostereoscopic display

More information

Computational Physics with X-rays: Optimizing and Parallelizing Ptychography Reconstruction and 3D X-ray Diffraction Visualization

Computational Physics with X-rays: Optimizing and Parallelizing Ptychography Reconstruction and 3D X-ray Diffraction Visualization Computational Physics with X-rays: Optimizing and Parallelizing Ptychography Reconstruction and 3D X-ray Diffraction Visualization Thomas L. Falch, Anne C. Elster (advisor), Jostein B. Fløystad (PhD student,

More information

Programmable GPUS. Last Time? Reading for Today. Homework 4. Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes

Programmable GPUS. Last Time? Reading for Today. Homework 4. Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes Last Time? Programmable GPUS Planar Shadows Projective Texture Shadows Shadow Maps Shadow Volumes frame buffer depth buffer stencil buffer Stencil Buffer Homework 4 Reading for Create some geometry "Rendering

More information

Importance Sampling Spherical Harmonics

Importance Sampling Spherical Harmonics Importance Sampling Spherical Harmonics Wojciech Jarosz 1,2 Nathan A. Carr 2 Henrik Wann Jensen 1 1 University of California, San Diego 2 Adobe Systems Incorporated April 2, 2009 Spherical Harmonic Sampling

More information

Real-Time Image Based Lighting in Software Using HDR Panoramas

Real-Time Image Based Lighting in Software Using HDR Panoramas Real-Time Image Based Lighting in Software Using HDR Panoramas Jonas Unger, Magnus Wrenninge, Filip Wänström and Mark Ollila Norrköping Visualization and Interaction Studio Linköping University, Sweden

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Enhancing Traditional Rasterization Graphics with Ray Tracing. March 2015

Enhancing Traditional Rasterization Graphics with Ray Tracing. March 2015 Enhancing Traditional Rasterization Graphics with Ray Tracing March 2015 Introductions James Rumble Developer Technology Engineer Ray Tracing Support Justin DeCell Software Design Engineer Ray Tracing

More information

Detecting Self-Mutating Malware Using Control-Flow Graph Matching

Detecting Self-Mutating Malware Using Control-Flow Graph Matching Detecting Self-Mutating Malware Using Control-Flow Graph Matching Danilo Bruschi Lorenzo Martignoni Mattia Monga Dipartimento di Informatica e Comunicazione Università degli Studi di Milano {bruschi,martign,monga}@dico.unimi.it

More information

Direct Rendering of Trimmed NURBS Surfaces

Direct Rendering of Trimmed NURBS Surfaces Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended

More information

Chapter 7. Conclusions and Future Work

Chapter 7. Conclusions and Future Work Chapter 7 Conclusions and Future Work In this dissertation, we have presented a new way of analyzing a basic building block in computer graphics rendering algorithms the computational interaction between

More information

Optimized Stencil Shadow Volumes. Cass Everitt & Mark J. Kilgard

Optimized Stencil Shadow Volumes. Cass Everitt & Mark J. Kilgard Optimized Stencil Shadow Volumes Cass Everitt & Mark J. Kilgard Outline: Complete Lecture Review of Stenciled Shadow Volumes Stenciled Shadow Volumes Optimizations More Information Outline: Review of Stenciled

More information

Fast Third-Order Texture Filtering

Fast Third-Order Texture Filtering Chapter 20 Fast Third-Order Texture Filtering Christian Sigg ETH Zurich Markus Hadwiger VRVis Research Center Current programmable graphics hardware makes it possible to implement general convolution filters

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

Kartik Lakhotia, Rajgopal Kannan, Viktor Prasanna USENIX ATC 18

Kartik Lakhotia, Rajgopal Kannan, Viktor Prasanna USENIX ATC 18 Accelerating PageRank using Partition-Centric Processing Kartik Lakhotia, Rajgopal Kannan, Viktor Prasanna USENIX ATC 18 Outline Introduction Partition-centric Processing Methodology Analytical Evaluation

More information

1. Introduction. Introduction to Computer Graphics

1. Introduction. Introduction to Computer Graphics 1 1. Introduction Introduction to Computer Graphics 2 Display and Input devices Display and Input Technologies Physical Display Technologies 3 The first modern computer display devices we had were cathode

More information

Raycasting. Ronald Peikert SciVis Raycasting 3-1

Raycasting. Ronald Peikert SciVis Raycasting 3-1 Raycasting Ronald Peikert SciVis 2007 - Raycasting 3-1 Direct volume rendering Volume rendering (sometimes called direct volume rendering) stands for methods that generate images directly from 3D scalar

More information

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012) Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry http://inst.eecs.berkeley.edu/~cs184 Overview Lighting and shading key in computer graphics HW 2 etc. ad-hoc shading models,

More information

PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes J. Pantaleoni, L. Fascione, M. Hill, T. Aila

PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes J. Pantaleoni, L. Fascione, M. Hill, T. Aila PantaRay: Fast Ray-traced Occlusion Caching of Massive Scenes J. Pantaleoni, L. Fascione, M. Hill, T. Aila Agenda Introduction Motivation Basics PantaRay Accelerating structure generation Massively parallel

More information

Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science. State University of New York. EngiNet WARNING CS 560

Binghamton University. EngiNet. Thomas J. Watson. School of Engineering and Applied Science. State University of New York. EngiNet WARNING CS 560 Binghamton University EngiNet State University of New York EngiNet Thomas J. Watson School of Engineering and Applied Science WARNING All rights reserved. No Part of this video lecture series may be reproduced

More information

Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers

Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers Order Independent Transparency with Dual Depth Peeling Louis Bavoil, Kevin Myers Document Change History Version Date Responsible Reason for Change 1.0 February 9 2008 Louis Bavoil Initial release Abstract

More information

Overview. Videos are everywhere. But can take up large amounts of resources. Exploit redundancy to reduce file size

Overview. Videos are everywhere. But can take up large amounts of resources. Exploit redundancy to reduce file size Overview Videos are everywhere But can take up large amounts of resources Disk space Memory Network bandwidth Exploit redundancy to reduce file size Spatial Temporal General lossless compression Huffman

More information

COMPUTER GRAPHICS. Computer Multimedia Systems Department Prepared By Dr Jamal Zraqou

COMPUTER GRAPHICS. Computer Multimedia Systems Department Prepared By Dr Jamal Zraqou COMPUTER GRAPHICS Computer Multimedia Systems Department Prepared By Dr Jamal Zraqou Introduction What is Computer Graphics? Applications Graphics packages What is Computer Graphics? Creation, Manipulation

More information

Applications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research

Applications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past

More information

Construction of Minimum-Weight Spanners Mikkel Sigurd Martin Zachariasen

Construction of Minimum-Weight Spanners Mikkel Sigurd Martin Zachariasen Construction of Minimum-Weight Spanners Mikkel Sigurd Martin Zachariasen University of Copenhagen Outline Motivation and Background Minimum-Weight Spanner Problem Greedy Spanner Algorithm Exact Algorithm:

More information

White Paper. Perlin Fire. February 2007 WP _v01

White Paper. Perlin Fire. February 2007 WP _v01 White Paper Perlin Fire February 2007 WP-03012-001_v01 Document Change History Version Date Responsible Reason for Change 01 AT, CK Initial release Go to sdkfeedback@nvidia.com to provide feedback on Perlin

More information

Perceptual Effects in Real-time Tone Mapping

Perceptual Effects in Real-time Tone Mapping Perceptual Effects in Real-time Tone Mapping G. Krawczyk K. Myszkowski H.-P. Seidel Max-Planck-Institute für Informatik Saarbrücken, Germany SCCG 2005 High Dynamic Range (HDR) HDR Imaging Display of HDR

More information

High Performance Computing for PDE Some numerical aspects of Petascale Computing

High Performance Computing for PDE Some numerical aspects of Petascale Computing High Performance Computing for PDE Some numerical aspects of Petascale Computing S. Turek, D. Göddeke with support by: Chr. Becker, S. Buijssen, M. Grajewski, H. Wobker Institut für Angewandte Mathematik,

More information

Today s class. Roots of equation Finish up incremental search Open methods. Numerical Methods, Fall 2011 Lecture 5. Prof. Jinbo Bi CSE, UConn

Today s class. Roots of equation Finish up incremental search Open methods. Numerical Methods, Fall 2011 Lecture 5. Prof. Jinbo Bi CSE, UConn Today s class Roots of equation Finish up incremental search Open methods 1 False Position Method Although the interval [a,b] where the root becomes iteratively closer with the false position method, unlike

More information

Computer Graphics CS 543 Lecture 1 (Part I) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI)

Computer Graphics CS 543 Lecture 1 (Part I) Prof Emmanuel Agu. Computer Science Dept. Worcester Polytechnic Institute (WPI) Computer Graphics CS 543 Lecture 1 (Part I) Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) About This Course Computer graphics: algorithms, mathematics, data structures..

More information

Massively Parallel GPU-friendly Algorithms for PET. Szirmay-Kalos László, Budapest, University of Technology and Economics

Massively Parallel GPU-friendly Algorithms for PET. Szirmay-Kalos László,   Budapest, University of Technology and Economics Massively Parallel GPU-friendly Algorithms for PET Szirmay-Kalos László, http://cg.iit.bme.hu, Budapest, University of Technology and Economics (GP)GPU: CUDA (OpenCL) Multiprocessor N Multiprocessor 2

More information

Ray tracing based fast refraction method for an object seen through a cylindrical glass

Ray tracing based fast refraction method for an object seen through a cylindrical glass 20th International Congress on Modelling and Simulation, Adelaide, Australia, 1 6 December 2013 www.mssanz.org.au/modsim2013 Ray tracing based fast refraction method for an object seen through a cylindrical

More information

3D Reconstruction with Tango. Ivan Dryanovski, Google Inc.

3D Reconstruction with Tango. Ivan Dryanovski, Google Inc. 3D Reconstruction with Tango Ivan Dryanovski, Google Inc. Contents Problem statement and motivation The Tango SDK 3D reconstruction - data structures & algorithms Applications Developer tools Problem formulation

More information

Numerical approach estimate

Numerical approach estimate Simulation Nature of simulation Numericalapproachfor investigating models of systems. Data are gathered to estimatethe true characteristics of the model. Garbage in garbage out! One of the techniques of

More information

Foundations for Functions Knowledge and Skills: Foundations for Functions Knowledge and Skills:

Foundations for Functions Knowledge and Skills: Foundations for Functions Knowledge and Skills: Texas University Interscholastic League Contest Event: Mathematics The 40-minute, 60-question contest is designed to test knowledge and understanding in the areas of algebra I and II, geometry, trigonometry,

More information

EFFICIENT SOLVER FOR LINEAR ALGEBRAIC EQUATIONS ON PARALLEL ARCHITECTURE USING MPI

EFFICIENT SOLVER FOR LINEAR ALGEBRAIC EQUATIONS ON PARALLEL ARCHITECTURE USING MPI EFFICIENT SOLVER FOR LINEAR ALGEBRAIC EQUATIONS ON PARALLEL ARCHITECTURE USING MPI 1 Akshay N. Panajwar, 2 Prof.M.A.Shah Department of Computer Science and Engineering, Walchand College of Engineering,

More information

A Survey of Modelling and Rendering of the Earth s Atmosphere

A Survey of Modelling and Rendering of the Earth s Atmosphere Spring Conference on Computer Graphics 00 A Survey of Modelling and Rendering of the Earth s Atmosphere Jaroslav Sloup Department of Computer Science and Engineering Czech Technical University in Prague

More information

Interpolating and Approximating Implicit Surfaces from Polygon Soup

Interpolating and Approximating Implicit Surfaces from Polygon Soup Interpolating and Approimating Implicit Surfaces from Polygon Soup Chen Shen, James F. O Brien, Jonathan R. Shewchuk University of California, Berkeley Geometric Algorithms Seminar CS 468 Fall 2005 Overview

More information

Practical Product Importance Sampling for Direct Illumination

Practical Product Importance Sampling for Direct Illumination Eurographics 2008 Practical Product Importance Sampling for Direct Illumination Petrik Clarberg Tomas Akenine-Möller Lund University Sweden This work was presented by Petrik Clarberg at Eurographics 2008

More information

On Level Scheduling for Incomplete LU Factorization Preconditioners on Accelerators

On Level Scheduling for Incomplete LU Factorization Preconditioners on Accelerators On Level Scheduling for Incomplete LU Factorization Preconditioners on Accelerators Karl Rupp, Barry Smith rupp@mcs.anl.gov Mathematics and Computer Science Division Argonne National Laboratory FEMTEC

More information

Per-pixel Rendering of Terrain Data

Per-pixel Rendering of Terrain Data Per-pixel Rendering of Terrain Data Taek Sang Jeong and JungHyun Han Department of Computer Science and Engineering, Korea University, Korea Abstract. This paper presents a novel approach to terrain rendering,

More information

Real-Time Universal Capture Facial Animation with GPU Skin Rendering

Real-Time Universal Capture Facial Animation with GPU Skin Rendering Real-Time Universal Capture Facial Animation with GPU Skin Rendering Meng Yang mengyang@seas.upenn.edu PROJECT ABSTRACT The project implements the real-time skin rendering algorithm presented in [1], and

More information