Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes.
Abstract. Large scale particle-based fluid simulation is important to both the scientific and computer graphics communities. In this paper, we explore the effectiveness of implementing smoothed particle hydrodynamics on the streaming architecture of a GPU. A dynamic quadtree structure is proposed to accelerate the computation of inter-particle forces. Our method readily extends to higher dimensions without undue increase in memory or computation costs. We show that a GPU implementation runs nearly an order of magnitude faster than our CPU version for large problem sizes.
Figure 1: The appearance of participating media changes dramatically as medium density (or scattering coefficient) is increased from left to right. Multiple scattering contributes little to the left image but dominates the image on the right. The spatial density distribution is identical in all cases. Images are produced at 3 fps using the new model. AbstractEfficient and visually compelling reproduction of effects due to multiple scattering in participating media remains one of the most difficult tasks in computer graphics. Although several fast techniques were recently developed, most of them work only for special types of media (for example, uniform or sufficiently dense) or require extensive precomputation. In this paper we present a lighting model for the general case of inhomogeneous medium and demonstrate its implementation on programmable graphics hardware. It is capable of producing high quality imagery at interactive frame rates with only mild assumptions about medium scattering properties and a moderate amount of simple precomputation.
Abstract. Accurately simulating fluid dynamics on arbitrary surfaces is of significance in graphics, digital entertainment, and engineering applications. This paper aims to improve the efficiency and enhance interactivity of the simulation without sacrificing its accuracy. We develop a GPU-based fluid solver that is applicable for curved geometry. We resort to the conformal (i.e., angle-preserving) structure to parameterize a surface in order to simplify differential operators used in Navier-Stokes and other partial differential equations. Our conformal flow method integrates fluid dynamics with Riemannian metric over curved geometry. Another significant benefit is that a conformal parameterization naturally facilitates the automatic conversion of mesh geometry into a collection of regular geometry images well suited for modern graphics hardware pipeline. Our algorithm for mapping general genus zero meshes to conformal cubic maps is rigorous, efficient, and completely automatic. The proposed framework is very general and can be used to solve other types of PDEs on surfaces while taking advantage of GPU acceleration.Keywords: GPU, fluid simulation, conformal structure
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