Human irises gain their appearance from a layered and highly complex structure that is difficult to model and render with conventional techniques. We present an approach that uses domain knowledge from the field of ocular prosthetics. In that field, ocularists create an artificial iris by painting many simple semi-transparent layers. We translate this methodology into a simple and effective toolkit which can be used to create and render realistic looking irises.
a) (b) (c)Figure 1: Inspired by the pâte-de-verre techniques of glass sculpting, the whale's-tail vase is modeled by scaling the tail and placing it onto a glass "bead." The geometry of the tail and bead is textured around the base, and the whale's tail is used for the cap of the vessel. The full vase is shown in (a), a zoomed image in (b), and the wireframe detail of the model in (c). AbstractA shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the construction of a tetrahedral mesh that fills the space between the base surface and its offset. By identifying a corresponding tetrahedral mesh in texture space, the shell map can be implemented through a straightforward barycentriccoordinate map between corresponding tetrahedra. The generality of shell maps allows texture space to contain geometric objects, procedural volume textures, scalar fields, or other shell-mapped objects.
We present a software system that enables path-traced rendering of complex scenes. The system consists of two primary components: an application layer that implements the basic rendering algorithm, and an out-of-core scheduling and data-management layer designed to assist the application layer in exploiting hybrid computational resources (e.g., CPUs and GPUs) simultaneously. We describe the basic system architecture, discuss design decisions of the system's data-management layer, and outline an efficient implementation of a path tracer application, where GPUs perform functions such as ray tracing, shadow tracing, importance-driven light sampling, and surface shading. The use of GPUs speeds up the runtime of these components by factors ranging from two to twenty, resulting in a substantial overall increase in rendering speed. The path tracer scales well with respect to CPUs, GPUs and memory per node as well as scaling with the number of nodes. The result is a system that can render large complex scenes with strong performance and scalability.
a) (b) (c)Figure 1: Inspired by the pâte-de-verre techniques of glass sculpting, the whale's-tail vase is modeled by scaling the tail and placing it onto a glass "bead." The geometry of the tail and bead is textured around the base, and the whale's tail is used for the cap of the vessel. The full vase is shown in (a), a zoomed image in (b), and the wireframe detail of the model in (c). AbstractA shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the construction of a tetrahedral mesh that fills the space between the base surface and its offset. By identifying a corresponding tetrahedral mesh in texture space, the shell map can be implemented through a straightforward barycentriccoordinate map between corresponding tetrahedra. The generality of shell maps allows texture space to contain geometric objects, procedural volume textures, scalar fields, or other shell-mapped objects.
We present a visualization system to assist designers of schedulingbased multi-threaded out-of-core algorithms. Our system facilitates the understanding and improving of the algorithm through a stack of visual widgets that effectively correlate the out-of-core system state with scheduling decisions. The stack presents an increasing refinement in the scope of both time and abstraction level; at the top of the stack, the evolution of a derived efficiency measure is shown for the scope of the entire out-of-core system execution and at the bottom the details of a single scheduling decision are displayed. The stack provides much more than a temporal zoom-effect as each widget presents a different view of the scheduling decision data, presenting distinct aspects of the out-of-core system state as well as correlating them with the neighboring widgets in the stack. This approach allows designers to to better understand and more effectively react to problems in scheduling or algorithm design.As a case study we consider a global illumination renderer and show how visualization of the scheduling behavior has led to key improvements of the renderer's performance.
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