15 results on '"Jiri Bittner"'
Search Results
2. On Ray Reordering Techniques for Faster GPU Ray Tracing
- Author
-
Jiri Bittner, Jakub Boksansky, Michael Guthe, and Daniel Meister
- Subjects
Wavefront ,Computer science ,Path tracing ,Ray tracing (graphics) ,Tracing ,Real-time rendering ,ComputingMethodologies_COMPUTERGRAPHICS ,Computational science - Abstract
We study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray sorting keys and discuss their properties. We propose a novel modification of a previously proposed method using the termination point estimation that is well-suited to tracing secondary rays. We evaluate the ray reordering techniques in the context of the wavefront path tracing using the RTX trace kernels. We show that ray reordering yields significantly higher trace speed on recent GPUs (1.3 − 2.0 ×), but to recover the reordering overhead in the hardware-accelerated trace phase is problematic.
- Published
- 2020
- Full Text
- View/download PDF
3. Parallel Reinsertion for Bounding Volume Hierarchy Optimization
- Author
-
Daniel Meister and Jiri Bittner
- Subjects
Computer science ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,020201 artificial intelligence & image processing ,02 engineering and technology ,Bounding volume hierarchy ,Computer Graphics and Computer-Aided Design ,Algorithm - Published
- 2018
- Full Text
- View/download PDF
4. Parallel BVH Construction using Progressive Hierarchical Refinement
- Author
-
Daniel Meister, J. Hendrich, and Jiri Bittner
- Subjects
Computer science ,Software rendering ,Scientific visualization ,020207 software engineering ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Graphics pipeline ,Computational science ,Computer graphics ,Real-time computer graphics ,Vector graphics ,Bounding volume ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Ray tracing (graphics) ,2D computer graphics ,3D computer graphics ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We propose a novel algorithm for construction of bounding volume hierarchies BVHs for multi-core CPU architectures. The algorithm constructs the BVH by a divisive top-down approach using a progressively refined cut of an existing auxiliary BVH. We propose a new strategy for refining the cut that significantly reduces the workload of individual steps of BVH construction. Additionally, we propose a new method for integrating spatial splits into the BVH construction algorithm. The auxiliary BVH is constructed using a very fast method such as LBVH based on Morton codes. We show that the method provides a very good trade-off between the build time and ray tracing performance. We evaluated the method within the Embree ray tracing framework and show that it compares favorably with the Embree BVH builders regarding build time while maintaining comparable ray tracing speed.
- Published
- 2017
- Full Text
- View/download PDF
5. Parallel On-Demand Hierarchy Construction on Contemporary GPUs
- Author
-
Jiri Bittner, Vlastimil Havran, Marek Vinkler, and Jiri Sochor
- Subjects
Computer science ,business.industry ,Software rendering ,020207 software engineering ,Volume rendering ,02 engineering and technology ,Parallel computing ,Data structure ,Computer Graphics and Computer-Aided Design ,3D rendering ,Rendering (computer graphics) ,Bounding volume ,Tree traversal ,Signal Processing ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Ray tracing (graphics) ,Computer Vision and Pattern Recognition ,Tiled rendering ,business ,Software ,ComputingMethodologies_COMPUTERGRAPHICS ,Subdivision - Abstract
We present the first parallel on-demand spatial hierarchy construction algorithm targeting ray tracing on many-core processors such as GPUs. The method performs simultaneous ray traversal and spatial hierarchy construction focused on the parts of the data structure being traversed. The method is based on a versatile framework built around a task pool and runs entirely on the GPU. We show that the on-demand construction can improve rendering times compared to full hierarchy construction. We evaluate our method on both object (BVH) and space (kd-tree) subdivision data structures and compare them mutually. The on-demand method is particularly beneficial for rendering large scenes with high occlusion. We also present SAH kd-tree builder that outperforms previous state-of-the-art builders running on the GPU.
- Published
- 2016
- Full Text
- View/download PDF
6. Ray Traced Shadows: Maintaining Real-Time Frame Rates
- Author
-
Michael Wimmer, Jiri Bittner, and Jakub Boksansky
- Subjects
Computer graphics ,Time frame ,Computer science ,Computation ,Graphics hardware ,Computer graphics (images) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Ray tracing (graphics) ,Tracing ,Bottleneck ,ComputingMethodologies_COMPUTERGRAPHICS ,Rendering (computer graphics) - Abstract
Efficient and accurate shadow computation is a long-standing problem in computer graphics. In real-time applications, shadows have traditionally been computed using the rasterization-based pipeline. With recent advances of graphics hardware, it is now possible to use ray tracing in real-time applications, making ray traced shadows a viable alternative to rasterization. While ray traced shadows avoid many problems inherent in rasterized shadows, tracing every shadow ray independently can become a bottleneck if the number of required rays rises, e.g., for high-resolution rendering, for scenes with multiple lights, or for area lights. Therefore, the computation should focus on image regions where shadows actually appear, in particular on the shadow boundaries.
- Published
- 2019
- Full Text
- View/download PDF
7. Real-Time External Labeling of Ghosted Views
- Author
-
Jiri Bittner and Ladislav Cmolik
- Subjects
Structure (mathematical logic) ,Computer science ,020207 software engineering ,02 engineering and technology ,Solid modeling ,Viewpoints ,computer.software_genre ,Computer Graphics and Computer-Aided Design ,Fuzzy logic ,Signal Processing ,0202 electrical engineering, electronic engineering, information engineering ,Computer Vision and Pattern Recognition ,Data mining ,computer ,Software - Abstract
We present a new algorithm for calculating the external labeling of ghosted views of moderately complex 3D models. The algorithm uses multiple criteria decision making, based on fuzzy logic, to optimize positions of the labels associated with different parts of the input model. The proposed method can be used with various existing algorithms for creating ghosted views from 3D models. The method operates in real-time, which allows the user to acquire a good understanding of the structure of the input model by studying the model and its labels from different viewpoints. We have conducted a user study to evaluate label layouts produced by our algorithm and those created by humans. The results show that the proposed method can significantly improve user understanding of labeled ghosted views of complicated 3D models, and its label layouts are comparable with label layouts created by humans.
- Published
- 2018
8. T-SAH: Animation Optimized Bounding Volume Hierarchies
- Author
-
Jiri Bittner and Daniel Meister
- Subjects
Real-time computer graphics ,Computer graphics ,Bounding volume ,Computer science ,Computer graphics (images) ,Ray tracing (graphics) ,Animation ,Bounding volume hierarchy ,Computer Graphics and Computer-Aided Design ,3D computer graphics ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We propose a method for creating a bounding volume hierarchy BVH that is optimized for all frames of a given animated scene. The method is based on a novel extension of surface area heuristic to temporal domain T-SAH. We perform iterative BVH optimization using T-SAH and create a single BVH accounting for scene geometry distribution at different frames of the animation. Having a single optimized BVH for the whole animation makes our method extremely easy to integrate to any application using BVHs, limiting the per-frame overhead only to refitting the bounding volumes. We evaluated the T-SAH optimized BVHs in the scope of real-time GPU ray tracing. We demonstrate, that our method can handle even highly complex inputs with large deformations and significant topology changes. The results show, that in a vast majority of tested scenes our method provides significantly better run-time performance than traditional SAH and also better performance than GPU based per-frame BVH rebuild.
- Published
- 2015
- Full Text
- View/download PDF
9. Extended Morton codes for high performance bounding volume hierarchy construction
- Author
-
Marek Vinkler, Vlastimil Havran, and Jiri Bittner
- Subjects
Hardware_MEMORYSTRUCTURES ,Theoretical computer science ,Computer science ,Computation ,020207 software engineering ,Z-order curve ,02 engineering and technology ,Bounding volume hierarchy ,Spatial sorting ,Spatial coherence ,Bounding volume ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Ray tracing (graphics) ,Spatial extent ,Algorithm - Abstract
We propose an extension to the Morton codes used for spatial sorting of scene primitives. The extended Morton codes increase the coherency of the clusters resulting from the object sorting and work better for non-uniform distribution of scene primitives. In particular, our codes are enhanced by encoding the size of the objects, applying adaptive ordering of the code bits, and using variable bit counts for different dimensions. We use these codes for constructing Bounding Volume Hierarchies (BVH) and show that the extended Morton code leads to higher quality BVH, particularly for the fastest available BVH build algorithms that heavily rely on spatial coherence of Morton code sorting. In turn, our method allows to achieve up to 54% improvement in the BVH quality especially for scenes with a non-uniform spatial extent and varying object sizes. Our method is easy to implement into any Morton code based build algorithm as it involves only a modification of the Morton code computation step.
- Published
- 2017
- Full Text
- View/download PDF
10. Exploiting coherence in hierarchical visibility algorithms
- Author
-
Vlastimil Havran and Jiri Bittner
- Subjects
Spatial coherence ,Hierarchy ,Computer science ,Visibility (geometry) ,Context (language use) ,Coherence (statistics) ,Computer Graphics and Computer-Aided Design ,Algorithm ,Software ,Visibility culling ,Scope (computer science) ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We present a series of simple improvements that make use of temporal and spatial coherence in the scope of hierarchical visibility algorithms. The hierarchy updating avoids visibility tests of certain interior nodes of the hierarchy. The visibility propagation algorithm reuses information about visibility of neighbouring spatial regions. Finally, the conservative hierarchy updating avoids visibility tests of the hierarchy nodes that are expected to remain visible. We evaluate the presented methods in the context of hierarchical visibility culling using occlusion trees. Copyright © 2002 John Wiley & Sons, Ltd.
- Published
- 2001
- Full Text
- View/download PDF
11. Optomechanical design of a portable compact bidirectional texture function measurement instrument
- Author
-
Sarka Nemcova, Cap Jiri, Jiri Bittner, Jan Hošek, and Vlastimil Havran
- Subjects
Rapid prototyping ,Physics ,Data processing ,Materials processing ,business.industry ,Materials Science (miscellaneous) ,020207 software engineering ,02 engineering and technology ,01 natural sciences ,Industrial and Manufacturing Engineering ,010309 optics ,Optics ,Data acquisition ,0103 physical sciences ,Digital image processing ,0202 electrical engineering, electronic engineering, information engineering ,Business and International Management ,Bidirectional texture function ,business - Abstract
Recent developments in optoelectronics and material processing techniques make it possible to design and produce a portable and compact measurement instrument for bidirectional texture function (BTF). Parallelized optics, on-board data processing, rapid prototyping, and other nonconventional production techniques and materials were the key to building an instrument capable of in situ measurements with fast data acquisition. We designed, built, and tested a prototype of a unique portable and compact multi-camera system for BTF measurement which is capable of in situ measurement of temporally unstable samples. In this paper, we present its optomechanical design.
- Published
- 2017
- Full Text
- View/download PDF
12. Efficient Online Visibility for Shadow Maps
- Author
-
Oliver Mattausch, Jiri Bittner, Ari Silvennoinen, Daniel Scherzer, and Michael Wimmer
- Published
- 2012
- Full Text
- View/download PDF
13. On Tools for Game Interaction Analysis
- Author
-
Ivo Maly, Jiri Bittner, Pavel Slavik, and Michal Hapala
- Subjects
Game mechanics ,Human–computer interaction ,Computer science ,Mathematical game - Published
- 2012
- Full Text
- View/download PDF
14. LCTS: Ray shooting using longest common traversal sequences
- Author
-
Vlastimil Havran and Jiri Bittner
- Subjects
Tree traversal ,Sequence ,Acceleration ,Hierarchy (mathematics) ,Computer science ,Computer graphics (images) ,Regular polygon ,Coherence (signal processing) ,Computer Graphics and Computer-Aided Design ,Algorithm - Abstract
We describe two new techniques of ray shooting acceleration that exploit the traversal coherence of a spatial hierarchy. The fir st technique determines a sequence of adjacent leaf‐cells of the hierarchy that is pierced by all rays contained within a certain convex shaft. This sequence is used to accelerate ray shooting for all remaining rays within the shaft. The second technique establishes a cut of the hierarchy that contains nodes where the hierarchy traversal can no longer be predetermined for all rays contained within a given shaft. This cut is used to initiate the traversal for all remaining rays contained in the shaft. The description of the methods is followed by results evaluated by their practical implementation.
15. Lightdrum—Portable Light Stage for Accurate BTF Measurement on Site
- Author
-
Vlastimil Havran, Jan Hošek, Šárka Němcová, Jiří Čáp, and Jiří Bittner
- Subjects
surface reflectance ,bidirectional texture function ,surface reflectance measurement ,Chemical technology ,TP1-1185 - Abstract
We propose a miniaturised light stage for measuring the bidirectional reflectance distribution function (BRDF) and the bidirectional texture function (BTF) of surfaces on site in real world application scenarios. The main principle of our lightweight BTF acquisition gantry is a compact hemispherical skeleton with cameras along the meridian and with light emitting diode (LED) modules shining light onto a sample surface. The proposed device is portable and achieves a high speed of measurement while maintaining high degree of accuracy. While the positions of the LEDs are fixed on the hemisphere, the cameras allow us to cover the range of the zenith angle from 0 ∘ to 75 ∘ and by rotating the cameras along the axis of the hemisphere we can cover all possible camera directions. This allows us to take measurements with almost the same quality as existing stationary BTF gantries. Two degrees of freedom can be set arbitrarily for measurements and the other two degrees of freedom are fixed, which provides a tradeoff between accuracy of measurements and practical applicability. Assuming that a measured sample is locally flat and spatially accessible, we can set the correct perpendicular direction against the measured sample by means of an auto-collimator prior to measuring. Further, we have designed and used a marker sticker method to allow for the easy rectification and alignment of acquired images during data processing. We show the results of our approach by images rendered for 36 measured material samples.
- Published
- 2017
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.