Applications of Pixel Textures in Visualization and Realistic Image Synthesis
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SGI® Octane III®
Making ® ® Supercomputing SGI Octane III Personal™ KEY FEATURES Supercomputing Gets Personal Octane III takes high-performance computing out Office Ready of the data center and puts it at the deskside. It A pedestal, one foot by two combines the immense power and performance broad HPC application support and arrives ready foot form factor and capabilities of a high-performance cluster with the for immediate integration for a smooth out-of-the- quiet operation portability and usability of a workstation to enable box experience. a new era of personal innovation in strategic science, research, development and visualization. Octane III allows a wide variety of single and High Performance dual-socket node choices and a wide selection of Up to 120 high- In contrast with standard dual-processor performance, storage, integrated networking, and performance cores and workstations with only eight cores and moderate graphics and compute GPU options. The system nearly 2TB of memory memory capacity, the superior design of is available as an up to ten node deskside cluster Broad HPC Application Octane III permits up to 120 high-performance configuration or dual-node graphics workstation Support cores and nearly 2TB of memory. Octane III configurations. Accelerated time-to-results significantly accelerates time-to-results for over with support for over 50 50 HPC applications and supports the latest Supported operating systems include: ® ® ® HPC applications Intel processors to capitalize on greater levels SUSE Linux Enterprise Server and Red Hat of performance, flexibility and scalability. Pre- Enterprise Linux. All configurations are available configured with system software, cluster set up is with pre-loaded SGI® Performance Suite system Ease of Use a breeze. -
OCTANE Technical Report
OCTANE Technical Report Silicon Graphics, Inc. ANY DUPLICATION, MODIFICATION, DISTRIBUTION, PUBLIC PERFORMANCE, OR PUBLIC DISPLAY OF THIS DOCUMENT WITHOUT THE EXPRESS WRITTEN CONSENT OF SILICON GRAPHICS, INC. IS STRICTLY PROHIBITED. THE RECEIPT OR POSSESSION OF THIS DOCUMENT DOES NOT CONVEY ANY RIGHTS TO REPRODUCE, DISCLOSE OR DISTRIBUTE ITS CONTENTS, OR TO MANUFACTURE, USE, OR SELL ANYTHING THAT IT MAY DESCRIBE, IN WHOLE OR IN PART. Cop VED Table of Contents Section 1 Introduction .....................................................................................................1-1 1.1 Manufacturing.............................................................................................................. 1-3 1.1.1 Industrial Design .....................................................................................1-3 1.1.2 CAD/CAM Solid Modeling ....................................................................1-4 1.1.3 Analysis...................................................................................................1-5 1.1.4 Digital Prototyping..................................................................................1-6 1.2 Entertainment............................................................................................................... 1-8 1.2.1 3D Animation..........................................................................................1-8 1.2.2 Film/Video/Audio ...................................................................................1-9 1.2.3 Publishing..............................................................................................1-10 -
20 Years of Opengl
20 Years of OpenGL Kurt Akeley © Copyright Khronos Group, 2010 - Page 1 So many deprecations! • Application-generated object names • Depth texture mode • Color index mode • Texture wrap mode • SL versions 1.10 and 1.20 • Texture borders • Begin / End primitive specification • Automatic mipmap generation • Edge flags • Fixed-function fragment processing • Client vertex arrays • Alpha test • Rectangles • Accumulation buffers • Current raster position • Pixel copying • Two-sided color selection • Auxiliary color buffers • Non-sprite points • Context framebuffer size queries • Wide lines and line stipple • Evaluators • Quad and polygon primitives • Selection and feedback modes • Separate polygon draw mode • Display lists • Polygon stipple • Hints • Pixel transfer modes and operation • Attribute stacks • Pixel drawing • Unified text string • Bitmaps • Token names and queries • Legacy pixel formats © Copyright Khronos Group, 2010 - Page 2 Technology and culture © Copyright Khronos Group, 2010 - Page 3 Technology © Copyright Khronos Group, 2010 - Page 4 OpenGL is an architecture Blaauw/Brooks OpenGL SGI Indy/Indigo/InfiniteReality Different IBM 360 30/40/50/65/75 NVIDIA GeForce, ATI implementations Amdahl Radeon, … Code runs equivalently on Top-level goal Compatibility all implementations Conformance tests, … It’s an architecture, whether Carefully planned, though Intentional design it was planned or not . mistakes were made Can vary amount of No feature subsetting Configuration resource (e.g., memory) Config attributes (e.g., FB) Not a formal -
Interactive Rendering with Coherent Ray Tracing
EUROGRAPHICS 2001 / A. Chalmers and T.-M. Rhyne Volume 20 (2001), Number 3 (Guest Editors) Interactive Rendering with Coherent Ray Tracing Ingo Wald, Philipp Slusallek, Carsten Benthin, and Markus Wagner Computer Graphics Group, Saarland University Abstract For almost two decades researchers have argued that ray tracing will eventually become faster than the rasteri- zation technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all. This paper provides several contributions to this discussion: We first present a highly optimized implementation of a ray tracer that improves performance by more than an order of magnitude compared to currently available ray tracers. The new algorithm makes better use of computational resources such as caches and SIMD instructions and better exploits image and object space coherence. Secondly, we show that this software implementation can challenge and even outperform high-end graphics hardware in interactive rendering performance for complex environments. We also provide an brief overview of the benefits of ray tracing over rasterization algorithms and point out the potential of interactive ray tracing both in hardware and software. 1. Introduction Ray tracing is famous for its ability to generate high-quality images but is also well-known for long rendering times due to its high computational cost. -
IRIS Performer™ Programmer's Guide
IRIS Performer™ Programmer’s Guide Document Number 007-1680-030 CONTRIBUTORS Edited by Steven Hiatt Illustrated by Dany Galgani Production by Derrald Vogt Engineering contributions by Sharon Clay, Brad Grantham, Don Hatch, Jim Helman, Michael Jones, Martin McDonald, John Rohlf, Allan Schaffer, Chris Tanner, and Jenny Zhao © Copyright 1995, Silicon Graphics, Inc.— All Rights Reserved This document contains proprietary and confidential information of Silicon Graphics, Inc. The contents of this document may not be disclosed to third parties, copied, or duplicated in any form, in whole or in part, without the prior written permission of Silicon Graphics, Inc. RESTRICTED RIGHTS LEGEND Use, duplication, or disclosure of the technical data contained in this document by the Government is subject to restrictions as set forth in subdivision (c) (1) (ii) of the Rights in Technical Data and Computer Software clause at DFARS 52.227-7013 and/ or in similar or successor clauses in the FAR, or in the DOD or NASA FAR Supplement. Unpublished rights reserved under the Copyright Laws of the United States. Contractor/manufacturer is Silicon Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. Indigo, IRIS, OpenGL, Silicon Graphics, and the Silicon Graphics logo are registered trademarks and Crimson, Elan Graphics, Geometry Pipeline, ImageVision Library, Indigo Elan, Indigo2, Indy, IRIS GL, IRIS Graphics Library, IRIS Indigo, IRIS InSight, IRIS Inventor, IRIS Performer, IRIX, Onyx, Personal IRIS, Power Series, RealityEngine, RealityEngine2, and Showcase are trademarks of Silicon Graphics, Inc. AutoCAD is a registered trademark of Autodesk, Inc. X Window System is a trademark of Massachusetts Institute of Technology. -
Realityengine Graphics
RealityEngine Graphics Kurt Akeley Silicon Graphics Computer Systems Abstract Silicon Graphics Iris 3000 (1985) and the Apollo DN570 (1985). Toward the end of the ®rst-generation period advancesin technology The RealityEngineTM graphics system is the ®rst of a new genera- allowed lighting, smooth shading, and depth buffering to be imple- tion of systems designed primarily to render texture mapped, an- mented, but only with an order of magnitude less performance than tialiased polygons. This paper describes the architecture of the was available to render ¯at-shaded lines and polygons. Thus the RealityEngine graphics system, then justi®es some of the decisions target capability of these machines remained ®rst-generation. The made during its design. The implementation is near-massively par- Silicon Graphics 4DG (1986) is an example of such an architecture. allel, employing 353 independent processors in its fullest con®gura- tion, resulting in a measured ®ll rate of over 240 million antialiased, Because ®rst-generation machines could not ef®ciently eliminate texture mapped pixels per second. Rendering performance exceeds hidden surfaces, and could not ef®ciently shade surfaces even if the 1 million antialiased, texture mapped triangles per second. In ad- application was able to eliminate them, they were more effective dition to supporting the functions required of a general purpose, at rendering wireframe images than at rendering solids. Begin- high-end graphics workstation, the system enables realtime, ªout- ning in 1988 a second-generation of graphics systems, primarily the-windowº image generation and interactive image processing. workstations rather than terminals, became available. These ma- chines took advantage of reduced memory costs and the increased availability of ASICs to implement deep framebuffers with multiple CR Categories and Subject Descriptors: I.3.1 [Computer rendering processors. -
Computing @SERC Resources,Services and Policies
Computing @SERC Resources,Services and Policies R.Krishna Murthy SERC - An Introduction • A state-of-the-art Computing facility • Caters to the computing needs of education and research at the institute • Comprehensive range of systems to cater to a wide spectrum of computing requirements. • Excellent infrastructure supports uninterrupted computing - anywhere, all times. SERC - Facilities • Computing - – Powerful hardware with adequate resources – Excellent Systems and Application Software,tools and libraries • Printing, Plotting and Scanning services • Help-Desk - User Consultancy and Support • Library - Books, Manuals, Software, Distribution of Systems • SERC has 5 floors - Basement,Ground,First,Second and Third • Basement - Power and Airconditioning • Ground - Compute & File servers, Supercomputing Cluster • First floor - Common facilities for Course and Research - Windows,NT,Linux,Mac and other workstations Distribution of Systems - contd. • Second Floor – Access Stations for Research students • Third Floor – Access Stations for Course students • Both the floors have similar facilities Computing Systems Systems at SERC • ACCESS STATIONS *SUN ULTRA 20 Workstations – dual core Opteron 4GHz cpu, 1GB memory * IBM INTELLISTATION EPRO – Intel P4 2.4GHz cpu, 512 MB memory Both are Linux based systems OLDER Access stations * COMPAQ XP 10000 * SUN ULTRA 60 * HP C200 * SGI O2 * IBM POWER PC 43p Contd... FILE SERVERS 5TB SAN storage IBM RS/6000 43P 260 : 32 * 18GB Swappable SSA Disks. Contd.... • HIGH PERFORMANCE SERVERS * SHARED MEMORY MULTI PROCESSOR • IBM P-series 690 Regatta (32proc.,256 GB) • SGI ALTIX 3700 (32proc.,256GB) • SGI Altix 350 ( 16 proc.,16GB – 64GB) Contd... * IBM SP3. NH2 - 16 Processors WH2 - 4 Processors * Six COMPAQ ALPHA SERVER ES40 4 CPU’s per server with 667 MHz. -
OCTANE® Workstation Owner's Guide
OCTANE® Workstation Owner’s Guide Document Number 007-3435-003 CONTRIBUTORS Written by Charmaine Moyer Production by Linda Rae Sande Illustrated by Kwong Liew Engineering contributions by Jim Bergman, Brian Bolich, Bob Cook, Mark Glusker, John Hahn, Steve Manzi, Ted Marsh, Donna McMaster, Jim Pagura, Michael Poimboeuf, Brad Reger, Jose Reinoso, Bob Sanders, Chris Wheaton, Michael Wright, and many others on the OCTANE engineering and business team. St. Peter’s Basilica image courtesy of ENEL SpA and InfoByte SpA. Disk Thrower image courtesy of Xavier Berenguer, Animatica. © 1997 - 1999, Silicon Graphics, Inc.— All Rights Reserved The contents of this document may not be copied or duplicated in any form, in whole or in part, without the prior written permission of Silicon Graphics, Inc. LIMITED AND RESTRICTED RIGHTS LEGEND Use, duplication, or disclosure by the Government is subject to restrictionsas set forth in the Rights in Data clause at FAR 52.227-14 and/or in similar orsuccessor clauses in the FAR, or in the DOD, DOE or NASA FAR Supplements.Unpublished rights reserved under the Copyright Laws of the United States.Contractor/manufacturer is Silicon Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94043-1389. Silicon Graphics, IRIS, IRIX, and OCTANE are registered trademarks and the Silicon Graphics logo, IRIX Interactive Desktop, Power Fortran Accelerator, IRIS InSight, and Stereoview are trademarks of Silicon Graphics, Inc. ADAT is a registered trademark of Alesis Corporation. Centronics is a registered trademark of Centronics Data Computer Corporation. Envi-ro-tech is a trademark of TECHSPRAY. Macintosh is a registered trademark of Apple Computer, Inc. -
Design and Speedup of an Indoor Walkthrough System
Vol.4, No. 4 (2000) THE INTERNATIONAL JOURNAL OF VIRTUAL REALITY 1 DESIGN AND SPEEDUP OF AN INDOOR WALKTHROUGH SYSTEM Bin Chan, Wenping Wang The University of Hong Kong, Hong Kong Mark Green The University of Alberta, Canada ABSTRACT This paper describes issues in designing a practical walkthrough system for indoor environments. We propose several new rendering speedup techniques implemented in our walkthrough system. Tests have been carried out to benchmark the speedup brought about by different techniques. One of these techniques, called dynamic visibility, which is an extended view frustum algorithm with object space information integrated. It proves to be more efficient than existing standard visibility preprocessing methods without using pre-computed data. 1. Introduction Architectural walkthrough models are useful in previewing a building before it is built and in directory systems that guide visitors to a particular location. Two primary problems in developing walkthrough software are modeling and a real-time display. That is, how to easily create the 3D model and how to display a complex architectural model at a real-time rate. Modeling involves the creation of a building and the placement of furniture and other decorative objects. Although most commercially available CAD software serves similar purposes, it is not flexible enough to allow us to easily create openings on walls, such as doors and windows. Since in our own input for building a walkthrough system consists of 2D floor plans, we developed a program that converts the 2D floor plans into 3D models and handles door and window openings in a semi-automatic manner. By rendering we refer to computing illumination and generating a 2D view of a 3D scene at an interactive rate. -
Digital Media: Bridges Between Data Particles and Artifacts
DIGITAL MEDIA: BRIDGES BETWEEN DATA PARTICLES AND ARTIFACTS FRANK DIETRICH NDEPETDENTCONSULTANT 3477 SOUTHCOURT PALO ALTO, CA 94306 Abstract: The field of visual communication is currently facing a period of transition to digital media. Two tracks of development can be distinguished; one utilitarian, the other artistic in scope. The first area of application pragmatically substitutes existing media with computerized simulations and adheres to standards that have evolved out of common practice . The artistic direction experimentally investigates new features inherent in computer imaging devices and exploits them for the creation of meaningful expression. The intersection of these two apparently divergent approaches is the structural foundation of all digital media. My focus will be on artistic explorations, since they more clearly reveal the relevant properties. The metaphor of a data particle is introduced to explain the general universality of digital media. The structural components of the data particle are analysed in terms of duality, discreteness and abstraction. These properties are found to have significant impact on the production process of visual information : digital media encourage interactive use, integrate, different classes of symbolic representation, and facilitate intelligent image generation. Keywords: computerized media, computer graphics, computer art, digital aesthetics, symbolic representation. Draft of an invited paper for VISUAL COMPUTER The International Journal of Comuter Graphics to be published summer 1986. digital media 0 0. INTRODUCTION Within the last two decades we have witnessed a substantial increase in both quantity and quality of computer generated imagery. The work of a small community of pioneering engineers, scientists and artists started in a few scattered laboratories 20 years ago but today reaches a prime time television audience and plays an integral part in the ongoing diffusion of computer technology into offices and homes. -
3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
Volumetric Fog Rendering Bachelor’S Thesis (9 ECT)
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Tartu University Library UNIVERSITY OF TARTU Institute of Computer Science Computer Science curriculum Siim Raudsepp Volumetric Fog Rendering Bachelor’s thesis (9 ECT) Supervisor: Jaanus Jaggo, MSc Tartu 2018 Volumetric Fog Rendering Abstract: The aim of this bachelor’s thesis is to describe the physical behavior of fog in real life and the algorithm for implementing fog in computer graphics applications. An implementation of the volumetric fog algorithm written in the Unity game engine is also provided. The per- formance of the implementation is evaluated using benchmarks, including an analysis of the results. Additionally, some suggestions are made to improve the volumetric fog rendering in the future. Keywords: Computer graphics, fog, volumetrics, lighting CERCS: P170: Arvutiteadus, arvutusmeetodid, süsteemid, juhtimine (automaat- juhtimisteooria) Volumeetrilise udu renderdamine Lühikokkuvõte: Käesoleva bakalaureusetöö eesmärgiks on kirjeldada udu füüsikalist käitumist looduses ja koostada algoritm udu implementeerimiseks arvutigraafika rakendustes. Töö raames on koostatud volumeetrilist udu renderdav rakendus Unity mängumootoris. Töös hinnatakse loodud rakenduse jõudlust ning analüüsitakse tulemusi. Samuti tuuakse töös ettepanekuid volumeetrilise udu renderdamise täiustamiseks tulevikus. Võtmesõnad: Arvutigraafika, udu, volumeetria, valgustus CERCS: P170: Computer science, numerical analysis, systems, control 2 Table of Contents Introduction