We propose a conceptual extension of the standard triangle-based graphics pipeline by an additional intersection stage. The corresponding intersection program performs ray-object intersection tests for each fragment of an object's bounding volume. The resulting hit fragments are transfered to the fragment shading stage for computing the illumination and performing further fragment operations. Our approach combines the efficiency of the standard hardware graphics pipeline with the advantages of ray casting such as pixel accurate rendering and exact normals as well as early ray termination.This concept serves as a framework for the implementation of an interactive ray casting system for trimmed NURBS surfaces. We show how to realize an iterative ray-object intersection method for NURBS primitives as an intersection program. Convex hulls are used as tight bounding volumes for the NURBS patches to minimize the number of fragments to be processed. In addition, we developed a trimming algorithm for the GPU that works with an exact representation of the trimming curves. First experiments with our implementation show that real-time rendering of medium complex scenes is possible on current graphics hardware.
This paper presents a highly efficient direct trimming technique for NURBS surfaces, which is applicable to tessellation-based rendering as well as ray tracing systems. The central idea is to split the trim curves into monotonic segments with respect to the two parameter dimensions of the surface patches. We use an optimized bisection method to classify a point with respect to each monotonic trim curve segment without performing an actual intersection test. Our hierarchical acceleration structure allows the use of a large number of such curve segments and performs the bisection method only for points contained in the bounding boxes of the curve segments.We have integrated our novel point classification scheme into a GPU-based NURBS ray casting system and implemented the entire trimmed NURBS rendering algorithm in a single OpenGL GLSL shader. The shader can handle surfaces and trim curves of arbitrary degrees, which allows the use of original CAD data without incorporating any approximations. Performance data confirms that our trimming approach can deal with hundreds of thousands of trim curves at interactive rates. Our point classification scheme can be applied to other application domains dealing with complex curved regions including flood fills, font rendering and vector graphics mapped on arbitrary surfaces.
In this article, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure, and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rockart. The system allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques.
In Computer-Aided Design (CAD), Non-Uniform Rational B-Splines (NURBS) are a common model representation for export, simulation and visualization. In this paper, we present a direct rendering method for trimmed NURBS models based on their parametric description. Our approach builds on a novel trimming method and a three-pass pipeline which both allow for a sub-pixel precise visualization. The rendering pipeline bypasses tessellation limitations of current hardware using a feedback mechanism. In contrast to existing work, our trimming method scales well with a large number of trim curves and estimates the trimmed surface's footprint in screen-space which allows for an anti-aliasing with minimal performance overhead. Fragments with trimmed edges are routed into a designated off-screen buffer for subsequent blending with background faces. The evaluation of the presented algorithms shows that our rendering system can handle CAD models with ten thousands of trimmed NURBS surfaces. The suggested two-level data structure used for trimming outperforms state-of-the-art methods while being more precise and memory efficient. Our curve coverage estimation used for anti-aliasing provides an efficient trade-off between quality and performance compared to multisampling or screen-space anti-aliasing approaches.
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