We present a technique for mapping relief textures onto arbitrary polygonal models in real time, producing correct self-occlusions, interpenetrations, shadows and per-pixel lighting. The technique uses a pixel-driven formulation based on an efficient ray-heightfield intersection implemented on the GPU. It has very low memory requirements, supports extreme close-up views of the surfaces and can be applicable to surfaces undergoing deformation.
Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to current hardware. We propose a novel volume rendering technique that simplifies the CPU-based processing and shifts much of the sorting burden to the GPU, where it can be performed more efficiently. Our hardware-assisted visibility sorting algorithm is a hybrid technique that operates in both object-space and image-space. In object-space, the algorithm performs a partial sort of the 3D primitives in preparation for rasterization. The goal of the partial sort is to create a list of primitives that generate fragments in nearly sorted order. In image-space, the fragment stream is incrementally sorted using a fixed-depth sorting network. In our algorithm, the object-space work is performed by the CPU and the fragment-level sorting is done completely on the GPU. A prototype implementation of the algorithm demonstrates that the fragment-level sorting achieves rendering rates of between one and six million tetrahedral cells per second on an ATI Radeon 9800.
We propose Hashedcubes, a data structure that enables real-time visual exploration of large datasets that improves the state of the art by virtue of its low memory requirements, low query latencies, and implementation simplicity. In some instances, Hashedcubes notably requires two orders of magnitude less space than recent data cube visualization proposals. In this paper, we describe the algorithms to build and query Hashedcubes, and how it can drive well-known interactive visualizations such as binned scatterplots, linked histograms and heatmaps. We report memory usage, build time and query latencies for a variety of synthetic and real-world datasets, and find that although sometimes Hashedcubes offers slightly slower querying times to the state of the art, the typical query is answered fast enough to easily sustain a interaction. In datasets with hundreds of millions of elements, only about 2% of the queries take longer than 40ms. Finally, we discuss the limitations of data structure, potential spacetime tradeoffs, and future research directions.
Dimensionality reduction methods are an essential tool for multidimensional data analysis, and many interesting processes can be studied as time‐dependent multivariate datasets. There are, however, few studies and proposals that leverage on the concise power of expression of projections in the context of dynamic/temporal data. In this paper, we aim at providing an approach to assess projection techniques for dynamic data and understand the relationship between visual quality and stability. Our approach relies on an experimental setup that consists of existing techniques designed for time‐dependent data and new variations of static methods. To support the evaluation of these techniques, we provide a collection of datasets that has a wide variety of traits that encode dynamic patterns, as well as a set of spatial and temporal stability metrics that assess the quality of the layouts. We present an evaluation of 9 methods, 10 datasets, and 12 quality metrics, and elect the best‐suited methods for projecting time‐dependent multivariate data, exploring the design choices and characteristics of each method. Additional results can be found in the online benchmark repository. We designed our evaluation pipeline and benchmark specifically to be a live resource, open to all researchers who can further add their favorite datasets and techniques at any point in the future.
Figure 1: Example effects using the k-buffer for multi-fragment processing. The Lucy model (28,055,742 triangles) is rendered with transparency on the left and with translucency on the right. These effects captured 8 fragments per pixel in a single geometry pass and were rendered with a current hardware implementation that avoids read-modify-write hazards. With our proposed extension to hardware, these hazards can be automatically avoided and performance improved. AbstractMany interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location; however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches.
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