Název: Real-time visualization of dynamic unlimited objects instancing
Autoři: Jabłoński, Szymon
Martyn, Tomasz
Citace zdrojového dokumentu: WSCG '2018: short communications proceedings: The 26th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2016 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic May 28 - June 1 2018, p. 19-28.
Datum vydání: 2018
Nakladatel: Václav Skala - UNION Agency
Typ dokumentu: konferenční příspěvek
conferenceObject
URI: wscg.zcu.cz/WSCG2018/!!_CSRN-2802.pdf
http://hdl.handle.net/11025/34648
ISBN: 978-80-86943-41-1
ISSN: 2464-4617
Klíčová slova: počítačová grafika;holistické programovací paradigma;voxelové vykreslování;sparse voxel octree;datové zesílení;procesní generace;fraktální zvuky;úroveň detailu
Klíčová slova v dalším jazyce: computer graphics;holistic programming paradigm;voxel rendering;sparse voxel octree;data-based amplification;procedural generation;fractal noises;level of detail
Abstrakt: In this paper, we propose a novel approach to an efficient rendering of an unlimited number of dynamic and unique 3D objects in real-time. We present an extension to the Holistic Unlimited Object Instancing (UOI) rendering pipeline and the holistic computer graphics paradigm. We called this extension Dynamic Unlimited Object Instancing rendering pipeline. Using Signed Distance Functions (SDF) for the virtual scene representation and the Holistic Scene Dynamics Function, we can control and render an unlimited number of dynamic 3D objects in real-time. In order to solve some issues of the original UOI rendering pipeline, we developed two extensions: first, a collection of holistic Dynamic operators, and, second, the Multipass Depth-Based Ray Marching rendering pipeline. The operators are used to apply affine transformations to an unlimited number of 3D objects and also to animate their materials and other attributes. In order to solve the problem of the uniform object distribution within the scene, we redefined the original definition of the scene SDF component. The virtual scene equation is divided into independent SDF components, which are rendered separately using the Multipass Depth-Based Ray Marching pipeline. Thanks to both extensions, the new version of the Holistic UOI rendering pipeline can handle 3D objects intersections what significantly enhances the realism of SDF scenes. The presented extensions to the UOI rendering pipeline are fully compatible with the Holistic UOI rendering pipeline, SDF and Sparse Voxel Octree (SVO) based algorithms. The only hardware requirement for our approach is the support for multipass rendering with compute shaders or any GPGPU API.
Práva: © Václav Skala - UNION Agency
Vyskytuje se v kolekcích:WSCG '2018: Short Papers Proceedings

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