Information
- Publication Type: Invited Talk
- Workgroup(s)/Project(s):
- Date: 2009
- Event: University of Erlangen Research Seminar
- Location: Erlangen, Germany
- Conference date: 27. July 2009 –
Abstract
Real-time rendering is a quickly developing field in computer graphics. Recent advances in graphics hardware make it possible to tackle completely new challenges, and to rethink old ones. While previously, the main focus of real-time rendering lay on classical problems like visibility and level-of-detail rendering, nowadays we see new challenges in the form of interactive procedural content generation, handling of massive amounts of data, and interactive simulation of extremely complex objects.In this talk, I will cover some of the recent advances we had in our group. First, we try to integrate procedural modeling techniques with the new parallel programming paradigms made commonly available through modern GPUs, and map L-system generation onto hardware to accelerate the generation of large L-systems. Then, I'll briefly show some results for really large scale visualization and editing of a huge point-based model consisting of over 1.2 Billion point samples of a Roman catacomb. Finally, I will treat a new approach to handle the classical visibility problem, where we show how to calculate visibility of a whole scene by exploiting the spatial coherence of visibility, thus accelerating the process so it becomes viable for interactive scene design.
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No further information available.BibTeX
@talk{WIMMER-2009-ARTR2, title = "Advances in Real-Time Rendering", author = "Michael Wimmer", year = "2009", abstract = "Real-time rendering is a quickly developing field in computer graphics. Recent advances in graphics hardware make it possible to tackle completely new challenges, and to rethink old ones. While previously, the main focus of real-time rendering lay on classical problems like visibility and level-of-detail rendering, nowadays we see new challenges in the form of interactive procedural content generation, handling of massive amounts of data, and interactive simulation of extremely complex objects. In this talk, I will cover some of the recent advances we had in our group. First, we try to integrate procedural modeling techniques with the new parallel programming paradigms made commonly available through modern GPUs, and map L-system generation onto hardware to accelerate the generation of large L-systems. Then, I'll briefly show some results for really large scale visualization and editing of a huge point-based model consisting of over 1.2 Billion point samples of a Roman catacomb. Finally, I will treat a new approach to handle the classical visibility problem, where we show how to calculate visibility of a whole scene by exploiting the spatial coherence of visibility, thus accelerating the process so it becomes viable for interactive scene design. ", event = "University of Erlangen Research Seminar", location = "Erlangen, Germany", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/WIMMER-2009-ARTR2/", }