graphics rendering
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Author(s):  
Aditya Balu ◽  
Sambit Ghadai ◽  
Onur Rauf Bingol ◽  
Adarsh Krishnamurthy

Abstract Distance field representation of objects in 3D space has several applications such as shape manipulation, graphics rendering, path planning, etc. Distance transforms (DTs) are discrete representations of distance fields in a regular voxel grid. The two main limitations of using distance transforms are that they are compute-intensive, and there are errors introduced while representing the object using DTs. In this work, we develop an hybrid GPU-accelerated marching wavefront method for computing DTs of models composed of trimmed NURBS surfaces with theoretical bounds. Our hybrid marching approach eliminates the error due to calculating approximate distances by marching. We also calculate the bounds on the error introduced due to the tessellation of the trimmed NURBS surfaces and calculate the propagation of these bounds in computing the DT. Finally, we present computation times for both 2D and 3D GPU DTs of test objects. We show that our GPU-accelerated approach is significantly faster than existing CPU-based methods.


2021 ◽  
pp. 54-61
Author(s):  
Yu Lu

The animation construction of forest scene is a virtual stand scene visualization framework which uses the related technologies of virtual forest modeling and stand scene visualization, and uses the scene graph technology to manage. This paper studies the influence of digital media technology on the animation design of forest scene. In this paper, the model of virtual stand scene is mainly completed by Creator modeling software of MultiGen company. In order to reduce the number of scene patches and ensure realism, the tree model is designed with OpenFlight tree hierarchy. At the same time, the key technologies of Creator modeling and model optimization are analyzed. The virtual stand scene visualization framework uses the open source graphics rendering engine OpenSceneGraph (OSG) as the scene driver to realize the stand scene visualization. This paper provides a variety of roaming control methods. The experimental results show that the virtual forest scene visualization framework can better simulate the forest scene and has a strong sense of reality.


2021 ◽  
Author(s):  
Shan Gu ◽  
Zhenjing Da

Abstract In order to improve the effect of English classroom teaching, this paper combines the digital twin technology to construct the English classroom situational teaching mode. The system uses advanced virtual reality technology and computer image technology, and combines with video and audio synchronization processing technology to provide a new set of methods for students' language learning. The graphics rendering server of the scene interactive teaching system renders and generates 3D virtual scenes or real images in real time. Moreover, this paper constructs the functional modules of the situational teaching system according to the English classroom teaching situation, and conducts an in-depth analysis of the system implementation methods, expresses the system core algorithm flow in the form of diagrams and tables, and obtains the overall system framework. Finally, this paper evaluates the effect of the English classroom situational teaching model proposed in this paper through experimental research. From the experimental results, it can be seen that the teaching model proposed in this paper is very effective.


Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Xuanfeng Zhang ◽  
Song Yan ◽  
QuanQi

It is very important to study and explore the application of virtual reality technology in landscape garden design, especially in the current environment of triple network integration and Internet of Things construction, to promote and facilitate the rapid development of digital landscape garden design in China. In this paper, we study the implementation method of virtual landscape gardening system and establish a virtual environment based on the ancient city of Yangcheng. On the computer platform, we study and realize a virtual roaming system of medium complexity with more complete roaming functions. Using the Quest3D software platform, a desktop-type virtual garden simulation system was developed, focusing on the virtual reality modeling technology method and virtual system implementation. The experimental results show that the GPU-accelerated drawing method based on GLSL can significantly improve the drawing frame rate of 3D garden landscape vegetation scenes with a small amount of scene data and has a certain feasibility. Based on the OpenSceneGraph (OSG) graphics rendering engine, the visualization of various types of 3D landscape models is realized, and the spatial layout of various types of landscape with parametric control is realized through digital vector layers, which flexibly manage and organize various garden elements and reasonably organize the spatial topological relationship between various types of landscape in 3D space. By integrating cross-platform ArcGISEngine components, the basic data of garden scenes including terrain data and vector data are managed. Through scene view cropping and hierarchical detail modeling technologies, the drawing efficiency and rendering real time of the garden landscape are improved. It realizes interactive 3D scene browsing and provides a six-degree-of-freedom all-round display of the overall landscape.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1387
Author(s):  
Oswaldo Sebastian Peñaherrera-Pulla ◽  
Carlos Baena ◽  
Sergio Fortes ◽  
Eduardo Baena ◽  
Raquel Barco

Cloud Gaming is a cutting-edge paradigm in the video game provision where the graphics rendering and logic are computed in the cloud. This allows a user’s thin client systems with much more limited capabilities to offer a comparable experience with traditional local and online gaming but using reduced hardware requirements. In contrast, this approach stresses the communication networks between the client and the cloud. In this context, it is necessary to know how to configure the network in order to provide service with the best quality. To that end, the present work defines a novel framework for Cloud Gaming performance evaluation. This system is implemented in a real testbed and evaluates the Cloud Gaming approach for different transport networks (Ethernet, WiFi, and LTE (Long Term Evolution)) and scenarios, automating the acquisition of the gaming metrics. From this, the impact on the overall gaming experience is analyzed identifying the main parameters involved in its performance. Hence, the future lines for Cloud Gaming QoE-based (Quality of Experience) optimization are established, this way being of configuration, a trendy paradigm in the new-generation networks, such as 4G and 5G (Fourth and Fifth Generation of Mobile Networks).


2021 ◽  
pp. 1065-1101
Author(s):  
Andrew Troelsen ◽  
Phillip Japikse
Keyword(s):  

2021 ◽  
Author(s):  
Mark Wesley Harris ◽  
Sudhanshu Semwal

The graphics rendering pipeline is key to generating realistic images, and is a vital process of computational design, modeling, games, and animation. Perhaps the largest limiting factor of rendering is time; the processing required for each pixel inevitably slows down rendering and produces a bottleneck which limits the speed and potential of the rendering pipeline. We applied deep generative networks to the complex problem of rendering an animated 3D scene. Novel datasets of annotated image blocks were used to train an existing attentional generative adversarial network to output renders of a 3D environment. The annotated Caltech-UCSD Birds-200-2011 dataset served as a baseline for comparison of loss and image quality. While our work does not yet generate production quality renders, we show how our method of using existing machine learning architectures and novel text and image processing has the potential to produce a functioning deep rendering framework


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