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DC poleHodnotaJazyk
dc.contributor.authorJabłoński, Szymon
dc.contributor.authorMartyn, Tomasz
dc.contributor.editorSkala, Václav
dc.date.accessioned2018-05-21T07:50:30Z-
dc.date.available2018-05-21T07:50:30Z-
dc.date.issued2017
dc.identifier.citationWSCG '2017: short communications proceedings: The 25th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2016 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech RepublicMay 29 - June 2 2017, p. 91-100.en
dc.identifier.isbn978-80-86943-45-9
dc.identifier.issn2464-4617
dc.identifier.uriwscg.zcu.cz/WSCG2017/!!_CSRN-2702.pdf
dc.identifier.urihttp://hdl.handle.net/11025/29739
dc.description.abstractIn this paper, we propose a novel approach to efficient rendering of an unlimited number of 3D objects in real-time. We present a rendering pipeline that is based on a new computer graphics programming paradigm implementing a holistic approach to the virtual scene definition. Using Signed Distance Functions (SDF) for a virtual scene representation, we managed to control the content and complexity of the virtual scene with the use of mathematical equations. In order to solve the limited hardware problem, especially the limited capacity of the GPU memory, we propose a scene element repository which extends the idea of the data based amplification. The content of the repository strongly depends on a 3D object visualization method. One of the most important requirements of the developed pipeline is the possibility to render 3D objects created by artists. In order to achieve that, the object visualization method uses Sparse Voxel Octree (SVO) ray casting. The developed rendering pipeline is fully compatible with the available SVO algorithms. We show how to avoid occlusion errors which can occur in the SDF and SVO integration single-pass rendering pipeline. Finally, in order to control the content and complexity of the virtual scenes in an unlimited way, we propose a collection of global operators applicable to the virtual scene distance function. Developed Unlimited Object Instancing rendering pipeline can be easily integrated with traditional visualization methods, e.g. the triangle rasterization. The only hardware requirement for our approach is the support for compute shaders or any GPGPU API.en
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.relation.ispartofseriesWSCG '2017: short communications proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectpočítačová grafikacs
dc.subjectvykreslování voxelůcs
dc.subjectřídké voxelové oktávycs
dc.subjectpodepsaná vzdálenostní funkcecs
dc.subjectdatové zesílenícs
dc.subjectholistické programovací paradigmacs
dc.subjectprocedurální grafikacs
dc.subjectúroveň detailucs
dc.titleUnlimited object instancing in real-timeen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedcomputer graphicsen
dc.subject.translatedvoxel renderingen
dc.subject.translatedsparse voxel octreeen
dc.subject.translatedsigned distance functionen
dc.subject.translateddata based amplificationen
dc.subject.translatedholistic programming paradigmen
dc.subject.translatedprocedural graphicsen
dc.subject.translatedlevel of detailen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG '2017: Short Papers Proceedings

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