A Survey of Temporal Antialiasing Techniques
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Efficient Supersampling Antialiasing for High-Performance Architectures
Efficient Supersampling Antialiasing for High-Performance Architectures TR91-023 April, 1991 Steven Molnar The University of North Carolina at Chapel Hill Department of Computer Science CB#3175, Sitterson Hall Chapel Hill, NC 27599-3175 This work was supported by DARPA/ISTO Order No. 6090, NSF Grant No. DCI- 8601152 and IBM. UNC is an Equa.l Opportunity/Affirmative Action Institution. EFFICIENT SUPERSAMPLING ANTIALIASING FOR HIGH PERFORMANCE ARCHITECTURES Steven Molnar Department of Computer Science University of North Carolina Chapel Hill, NC 27599-3175 Abstract Techniques are presented for increasing the efficiency of supersampling antialiasing in high-performance graphics architectures. The traditional approach is to sample each pixel with multiple, regularly spaced or jittered samples, and to blend the sample values into a final value using a weighted average [FUCH85][DEER88][MAMM89][HAEB90]. This paper describes a new type of antialiasing kernel that is optimized for the constraints of hardware systems and produces higher quality images with fewer sample points than traditional methods. The central idea is to compute a Poisson-disk distribution of sample points for a small region of the screen (typically pixel-sized, or the size of a few pixels). Sample points are then assigned to pixels so that the density of samples points (rather than weights) for each pixel approximates a Gaussian (or other) reconstruction filter as closely as possible. The result is a supersampling kernel that implements importance sampling with Poisson-disk-distributed samples. The method incurs no additional run-time expense over standard weighted-average supersampling methods, supports successive-refinement, and can be implemented on any high-performance system that point samples accurately and has sufficient frame-buffer storage for two color buffers. -
NVIDIA Opengl in 2012 Mark Kilgard
NVIDIA OpenGL in 2012 Mark Kilgard • Principal System Software Engineer – OpenGL driver and API evolution – Cg (“C for graphics”) shading language – GPU-accelerated path rendering • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial Outline • OpenGL’s importance to NVIDIA • OpenGL API improvements & new features – OpenGL 4.2 – Direct3D interoperability – GPU-accelerated path rendering – Kepler Improvements • Bindless Textures • Linux improvements & new features • Cg 3.1 update NVIDIA’s OpenGL Leverage Cg GeForce Parallel Nsight Tegra Quadro OptiX Example of Hybrid Rendering with OptiX OpenGL (Rasterization) OptiX (Ray tracing) Parallel Nsight Provides OpenGL Profiling Configure Application Trace Settings Parallel Nsight Provides OpenGL Profiling Magnified trace options shows specific OpenGL (and Cg) tracing options Parallel Nsight Provides OpenGL Profiling Parallel Nsight Provides OpenGL Profiling Trace of mix of OpenGL and CUDA shows glFinish & OpenGL draw calls Only Cross Platform 3D API OpenGL 3D Graphics API • cross-platform • most functional • peak performance • open standard • inter-operable • well specified & documented • 20 years of compatibility OpenGL Spawns Closely Related Standards Congratulations: WebGL officially approved, February 2012 “The web is now 3D enabled” Buffer and OpenGL 4 – DirectX 11 Superset Event Interop • Interop with a complete compute solution – OpenGL is for graphics – CUDA / OpenCL is for compute • Shaders can be saved to and loaded from binary -
Msalvi Temporal Supersampling.Pdf
1 2 3 4 5 6 7 8 We know for certain that the last sample, shaded in the current frame, is valid. 9 We cannot say whether the color of the remaining 3 samples would be the same if computed in the current frame due to motion, (dis)occlusion, change in lighting, etc.. 10 Re-using stale/invalid samples results in quite interesting image artifacts. In this case the fairy model is moving from the left to the right side of the screen and if we re-use every past sample we will observe a characteristic ghosting artifact. 11 There are many possible strategies to reject samples. Most involve checking whether plurality of pre and post shading attributes from past frames is consistent with information acquired in the current frame. In practice it is really hard to come up with a robust strategy that works in the general case. For these reasons “old” approaches have seen limited success/applicability. 12 More recent temporal supersampling methods are based on the general idea of re- using resolved color (i.e. the color associated to a “small” image region after applying a reconstruction filter), while older methods re-use individual samples. What might appear as a small difference is actually extremely important and makes possible to build much more robust temporal techniques. First of all re-using resolved color makes possible to throw away most of the past information and to only keep around the last frame. This helps reducing the cost of temporal methods. Since we don’t have access to individual samples anymore the pixel color is computed by continuous integration using a moving exponential average (EMA). -
V2a Neurons Pattern Respiratory Muscle Activity in Health and Disease
V2a Neurons Pattern Respiratory Muscle Activity in Health and Disease by Victoria N. Jensen A dissertation submitted to the University of Cincinnati in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Cincinnati College of Medicine Neuroscience Graduate Program December 2019 Committee Chairs Mark Baccei, Ph.D. Steven Crone, Ph.D. i Abstract Respiratory failure is the leading cause of death in in amyotrophic lateral sclerosis (ALS) patients and spinal cord injury patients. Therefore, it is important to identify neural substrates that may be targeted to improve breathing following disease and injury. We show that a class of ipsilaterally projecting, excitatory interneurons located in the brainstem and spinal cord – V2a neurons – play key roles in controlling respiratory muscle activity in health and disease. We used chemogenetic approaches to increase or decrease V2a excitability in healthy mice and following disease or injury. First, we showed that silencing V2a neurons in neonatal mice caused slow and irregular breathing. However, silencing V2a neurons in adult mice did not alter the regularity of respiration and actually increased breathing frequency, suggesting that V2a neurons play different roles in controlling breathing at different stages of development. V2a neurons also pattern respiratory muscle activity. Our lab has previously shown that increasing V2a excitability activates accessory respiratory muscles at rest in healthy mice. Surprisingly, we show that silencing V2a neurons also activated accessory respiratory muscles. These data suggest that two types of V2a neurons exist: Type I V2a neurons activate accessory respiratory muscles at rest whereas Type II V2a neurons prevent their activation when they are not needed. -
Discontinuity Edge Overdraw Pedro V
Discontinuity Edge Overdraw Pedro V. Sander Hugues Hoppe John Snyder Steven J. Gortler Harvard University Microsoft Research Microsoft Research Harvard University http://cs.harvard.edu/~pvs http://research.microsoft.com/~hoppe [email protected] http://cs.harvard.edu/~sjg Abstract Aliasing is an important problem when rendering triangle meshes. Efficient antialiasing techniques such as mipmapping greatly improve the filtering of textures defined over a mesh. A major component of the remaining aliasing occurs along discontinuity edges such as silhouettes, creases, and material boundaries. Framebuffer supersampling is a simple remedy, but 2×2 super- sampling leaves behind significant temporal artifacts, while greater supersampling demands even more fill-rate and memory. We present an alternative that focuses effort on discontinuity edges by overdrawing such edges as antialiased lines. Although the idea is simple, several subtleties arise. Visible silhouette edges must be detected efficiently. Discontinuity edges need consistent orientations. They must be blended as they approach (a) aliased original (b) overdrawn edges (c) final result the silhouette to avoid popping. Unfortunately, edge blending Figure 1: Reducing aliasing artifacts using edge overdraw. results in blurriness. Our technique balances these two competing objectives of temporal smoothness and spatial sharpness. Finally, With current graphics hardware, a simple technique for reducing the best results are obtained when discontinuity edges are sorted aliasing is to supersample and filter the output image. On current by depth. Our approach proves surprisingly effective at reducing displays (desktop screens of ~1K×1K resolution), 2×2 supersam- temporal artifacts commonly referred to as "crawling jaggies", pling reduces but does not eliminate aliasing. Of course, a finer with little added cost. -
Good Game Game Idea Development Knowledge Value Creation Unique
57-я научная конференция аспирантов, магистрантов и студентов БГУИР, 2021 г CUTTING-EDGE GAME CREATION Maglich I.M. Belarusian State University of Informatics and Radioelectronics, Minsk, Republic of Belarus Liakh Y. V. – Lecturer Annotation. The main features of cutting-edge game creation and several examples of such games are given in this thesis. The terms of idea and imagination and the role of them in game development, as well as the main game development tools are explained. Keywords. Game, idea, imagination, graphics, game engine, soundtrack, mechanics. This thesis demonstrates how a combination of unique value characteristics can be used to create games which stand out from the mass. The most important aspect in creating of a cutting-edge game is an idea. In the dictionary term “idea” is referred to as the ability or gift of forming such conscious ideas or mental images, especially for the purposes of artistic or intellectual creation. The initial idea for a game in an individual’s mind is often brought to the organization as a collection of thoughts untouched, not yet contested via idea sharing practices. The resulting evolving idea moves through organizational knowledge boundaries to which individuals contribute by adding value [1]. The market of computer games is really huge now and the competition is only increasing. That’s why you need good imagination to create an exclusive idea. So, what is your imagination? Imagination is the ability of a person to spontaneously create or deliberately construct images, representations, ideas of objects, which in the life experience of the imagining in a holistic form were not previously perceived or cannot be perceived at all through the senses. -
Numerical Technique for Calculation of Radiant Energy Flux to Targets from Flames
iiii«jiiiin«iitfftaw « ^»gJ>^ j rü t 5wr!TKg t‘‘3v>g>!eaBggMglMgW8ro?ftanW This dissertation has been microfilmed exactly as received 66-1874 I SHAHROKHI, Firouz, 1938- NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES. The University of Oklahoma, Ph.D., 1966 Engineering, mechanical University Microfilms, Inc., Ann Arbor, Michigan j THE UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY BY FIROUZ SHAHROKHI Norman, Oklahoma 1965 NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES DISSERTATION COMMITTEE ABSTRACT This is a study to predict total flux at a given surface from a flame which has a specified shape and. dimen sion. The solution to the transport equation for an absorbing and emitting media has been calculated based on a thermody namic equilibrium and non-equilibrium flame. In the thermodynamic equilibrium case, it is assumed that the cir cumstances are such that at each point in the flame a local temperature T is defined and the volume emission coefficient at that point is given in terms of volume absorption coeffi cient by the Kirchhoff's Law. The flame's monochromatic intensity of volume emission in a thermodynamic equilibrium is assumed to be the product of monochromatic volume extinction coefficient and the black body intensity. In the non-equilibrium case, a measured monochromatic intensity of volume emission of a given flame is used as well as the measured monochromatic volume extinction coefficient. -
Decima Engine: Novità Riguardanti Il Motore Grafico
Decima Engine: novità riguardanti il motore grafico Durante la conferenza intitolata “Decima Engine: Advances in Lighting and AA” avvenuta durante l’annuale manifestazione Siggraph nella città di Los Angeles,Carpentier (Guerrilla Games) e Ishiyama (Kojima Productions) hanno sviscerato alcune novità dietro il motore grafico proprietario chiamato appunto Decima Engine. Inizialmente sviluppato dai Guerrilla Games per la serie Killzone, esteso e migliorato per supportare nuovi giochi tra cuiHorizon: Zero Dawn il motore grafico viene oggi condiviso con lo studio Kojima Production – studio di cui il famosissimo Hideo Kojima, sviluppatore e mente della saga Metal Gear Solid, è a capo – che sta in questo momento sviluppando Death Stranding. Gioco che sarà ovviamente (ed è appunto il motivo della condivisione del motore grafico targato Guerrilla) esclusiva Playstation. La sessione di conferenza ricopre vari punti tra cui due in particolare hanno suscitato l’interesse di tutti i partecipanti e sviluppatori di videogiochi. GGX Spherical Area Light e Height Fog. Senza scendere in complicatissime formule matematiche (di cui la conferenza ovviamente era piena zeppa) il primo tratterebbe, per la prima volta in un motore grafico, un nuovo sistema di riflessione della luce che riuscirebbe rispetto al passato a migliorarne l’efficacia dando risultati più naturali specialmente durante rendering effettuati da certe angolazioni. Per i più tecnici ci sarebbero riusciti aggiungendo micro-facet shaders GGX alle AREA Light di forma sferica. L’Height Fog sarebbe invece il risultato della collaborazione con lo studioKojima Production. Questa nuova tecnologia è una customizzazione avvenuta per una esigenza da parte dello studio per il nuovo titolo Death Stranding. Il Decima Engine possedeva già un flessibile sistema di dispersione particellare e atmosferico ma lo studio chiedeva esplicitamente un sistema atmosferico ottimizzato per il rendering fotorealistico. -
Study of Supersampling Methods for Computer Graphics Hardware Antialiasing
Study of Supersampling Methods for Computer Graphics Hardware Antialiasing Michael E. Goss and Kevin Wu [email protected] Visual Computing Department Hewlett-Packard Laboratories Palo Alto, California December 5, 2000 Abstract A study of computer graphics antialiasing methods was done with the goal of determining which methods could be used in future computer graphics hardware accelerators to provide improved image quality at acceptable cost and with acceptable performance. The study focused on supersampling techniques, looking in detail at various sampling patterns and resampling filters. This report presents a detailed discussion of theoretical issues involved in aliasing in computer graphics images, and also presents the results of two sets of experiments designed to show the results of techniques that may be candidates for inclusion in future computer graphics hardware. Table of Contents 1. Introduction ........................................................................................................................... 1 1.1 Graphics Hardware and Aliasing.....................................................................................1 1.2 Digital Images and Sampling..........................................................................................1 1.3 This Report...................................................................................................................... 2 2. Antialiasing for Raster Graphics via Filtering ...................................................................3 2.1 Signals -
WOLF 359 "BRAVE NEW WORLD" by Gabriel Urbina Story By: Sarah Shachat & Gabriel Urbina
WOLF 359 "BRAVE NEW WORLD" by Gabriel Urbina Story by: Sarah Shachat & Gabriel Urbina Writer's Note: This episode takes place starting on Day 1220 of the Hephaestus Mission. FADE IN: On HERA. Speaking directly to us. HERA So here's a story. Once upon a time, there lived a broken little girl. She was born with clouded eyes, and a weak heart, not destined to beat through an entire lifetime. But instead of being wretched or afraid, the little girl decided to be clever. She got very, very good at fixing things. First she fixed toys, and clocks, and old machines that no one thought would ever run again. Then, she fixed bigger things. She fixed the cold and drafty orphanage where she grew up; when she went to school, she fixed equations to make them more useful; everything around her, she made better... and sharper... and stronger. She had no friends, of course, except for the ones she made. The little girl had a talent for making dolls - beautiful, wonderful mechanical dolls - and she thought they were better friends than anyone in the world. They could be whatever she wanted them to be - and as real as she wanted them to be - and they never left her behind... and they never talked back... and they were never afraid of her. Except when she wanted them to be. But if there was one thing the girl never felt like she could fix, it was herself. Until... one day a strange thing happened. The broken girl met an old man - older than anyone she had ever met, but still tricky and clever, almost as clever as the girl. -
Sampling & Anti-Aliasing
CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM → 8:50PM Presentation 5 5/5/09 Questions from Last Time? Acceleration techniques n Bounding Regions n Acceleration Spatial Data Structures n Regular Grids n Adaptive Grids n Bounding Volume Hierarchies n Dot product problem Slide Credits David Luebke - University of Virginia Kevin Suffern - University of Technology, Sydney, Australia Linge Bai - Drexel Anti-aliasing n Aliasing: signal processing term with very specific meaning n Aliasing: computer graphics term for any unwanted visual artifact based on sampling n Jaggies, drop-outs, etc. n Anti-aliasing: computer graphics term for fixing these unwanted artifacts n We’ll tackle these in order Signal Processing n Raster display: regular sampling of a continuous(?) function n Think about sampling a 1-D function: Signal Processing n Sampling a 1-D function: Signal Processing n Sampling a 1-D function: Signal Processing n Sampling a 1-D function: n What do you notice? Signal Processing n Sampling a 1-D function: what do you notice? n Jagged, not smooth Signal Processing n Sampling a 1-D function: what do you notice? n Jagged, not smooth n Loses information! Signal Processing n Sampling a 1-D function: what do you notice? n Jagged, not smooth n Loses information! n What can we do about these? n Use higher-order reconstruction n Use more samples n How many more samples? The Sampling Theorem n Obviously, the more samples we take the better those samples approximate the original function n The sampling theorem: A continuous bandlimited function can be completely represented by a set of equally spaced samples, if the samples occur at more than twice the frequency of the highest frequency component of the function The Sampling Theorem n In other words, to adequately capture a function with maximum frequency F, we need to sample it at frequency N = 2F. -
KARELIA UNIVERSITY of APPLIED SCIENCES Degree Programme in Business Information Technology
KARELIA UNIVERSITY OF APPLIED SCIENCES Degree Programme In Business Information Technology Teemu Kokkonen MICROTRANSACTIONS IN AN ANDROID GAME Thesis June 2014 THESIS June 2014 Degree Programme In Business Information Technology Karjalankatu 3 80220 JOENSUU FINLAND 013 260 600 Author(s) Teemu Kokkonen Title Microtransactions in an Android Game Commissioned by - Abstract The objective of this thesis is to explore the products sold within mobile applications and games, called in-app purchases or microtransactions. The thesis studies the history and nature of these microtransactions and examines their positive and negative effects on game design, as well as analyzes their usage in modern mobile games. To reinforce the research, a mobile game codenamed TownBuilder was developed alongside the thesis. The game paid attention to the designs explored in the earlier chapters and incorporated design choices that attempted to optimize the effectiveness of the microtransactions. In addition to the design, a portable code package was set to be developed to simplify the usage of the in-app purchases in conjunction with Google Play services. The game that was developed during the thesis reached an early alpha stage, with the microtransaction functionality demonstrably in place and some gameplay to go with it. The design of the game was inspired by several successful examples on the field, and even though it is not finished, the design was set a solid foundation for including microtransactions in a player-friendly way. With all its perks and disadvantages, it remains still yet to be seen if microtransactions are the way of the future for the games industry. Despite the success stories, there are a lot of alternatives, some of which yet undiscovered.