Design and implementation of panoramic movie system by using commodity 3D graphics hardware

Author(s):  
T. Yamamoto ◽  
M. Doi
2009 ◽  
Vol 2009 ◽  
pp. 1-7 ◽  
Author(s):  
Hanli Zhao ◽  
Xiaogang Jin ◽  
Jianbing Shen ◽  
Shufang Lu

Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported occlusion queries, only a small number of objects (or sub-objects) are rendered in subsequent layers, which accelerates the picking efficiency. Experimental results demonstrate the high performance of our novel approach. Due to its simplicity, our algorithm can be easily integrated into existing real-time rendering systems.


2012 ◽  
Author(s):  
Jonas de Miranda Gomes ◽  
Luiz Velho ◽  
Mario Costa Sousa

2002 ◽  
Vol 11 (04) ◽  
pp. 377-391
Author(s):  
CHENG-HSIEN CHEN ◽  
CHEN-YI LEE

Currently, memory bandwidth has become the main bottleneck in graphics system. Reducing the memory access can reduce the power consumption and boost overall system performance. Low power technique is more important for graphics applications on hand-held or mobile device. In this paper, we propose a novel visibility driven rasterizer to reduce the memory access and operations on invisible pixels. It integrates with two-level hierarchical Z-buffer to do visibility driven rasterization. The rasterization scheme is tile-order scan-line based, and the rasterizer can smartly change the tile-size depending on the triangle size. This technique can balance the rasterization loading under different triangles. Moreover, we propose a fast visibility test algorithm to quickly reject a group of pixels within the tile. Simulation results show that the overall bandwidth reduction can be up to 60% under our test images.


2012 ◽  
Vol 160 ◽  
pp. 323-326
Author(s):  
Fang Fei Zhou ◽  
Yong Sun

In this paper, we proposed an improved antialiasing method for graphics hardware. We first give a detail introduction for the edge antialiasing methods which are popular now. Then, an improved edge antialiasing method is proposed. The basic idea of this method is that we employ five scanlines to scan all the sampling occurently. Thus, every three samples will be formed into a final sample and be stored into a unused storage space. Actually, this method is feasible to be implemented by hardware since it is low-cost. Experimental results show that our method can achieve good appearance.


2011 ◽  
Vol 268-270 ◽  
pp. 1339-1342
Author(s):  
Yang Liu ◽  
Wen Bo Fang ◽  
Nan Xin Qin ◽  
Hong Yu

OpenGL is an excellent tool for developing 3D graphics. Because of its language based on C language, the documents which about OpenGL application in VB are very scarce currently. This article uses a 3D experimental model developed by OpenGL in VB environment as example, to introduce how to set up OpenGL framework in VB, and how to draw 3D graphics and implement interact, how to use the transformation matrix to control the transformations of 3D graphics, to provide some experiences and methods for VB programmers.


2009 ◽  
Vol 2009 ◽  
pp. 1-15 ◽  
Author(s):  
A. Jurgelionis ◽  
P. Fechteler ◽  
P. Eisert ◽  
F. Bellotti ◽  
H. David ◽  
...  

Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.


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