scholarly journals Introduction to 3 Dimensional Computer Graphics. (3). Ray Tracing and Its Acceleration Methods.

1992 ◽  
Vol 46 (3) ◽  
pp. 284-290
Author(s):  
Yoshio Ohno ◽  
Koji Nakamaru
Author(s):  
J.R. McIntosh ◽  
D.L. Stemple ◽  
William Bishop ◽  
G.W. Hannaway

EM specimens often contain 3-dimensional information that is lost during micrography on a single photographic film. Two images of one specimen at appropriate orientations give a stereo view, but complex structures composed of multiple objects of graded density that superimpose in each projection are often difficult to decipher in stereo. Several analytical methods for 3-D reconstruction from multiple images of a serially tilted specimen are available, but they are all time-consuming and computationally intense.


Proceedings ◽  
2020 ◽  
Vol 49 (1) ◽  
pp. 69
Author(s):  
Taisei Mori ◽  
Yohei Ogino ◽  
Akihiro Matsuda ◽  
Yumiko Funabashi

In this paper, 3-axial knee joint torques given by compression sports tights were performed by numerical simulations using 3-dimensional computer graphics of a human model. Running motions of the human model were represented as the 3-dimensional computer graphics, and the running motions were determined by the motion capturing system of human subjects. Strain distribution on the surface of the 3-dimentional computer graphics of the human model was applied to the boundary conditions of the numerical simulations. An anisotropic hyperelastic model considering stress softening of fabric materials was implemented to reproduce the mechanical characteristics of the compression sports tights. Based on the strain-time relationships, knee joint torques in 3-dimentional coordinates given by the compression sports tights were calculated. As a result, the three types of knee joint torque generated by the compression sports tights in running motions were calculated. From the calculated results, the maximum value of flexion/extension, varus/valgus, and internal/external knee joint torques were given as 2.52, 0.59, and 0.31 Nm, respectively. The effect of compression sports tights on the knee joint was investigated.


2021 ◽  
Author(s):  
Gonçalo Soares ◽  
João Madeiras Pereira

Real-time physically based rendering has long been looked at as the holy grail in Computer Graphics. With the introduction of Nvidia RTX-enabled GPUs family, light transport simulations under real-time constraint started to look like a reality. This paper presents Lift, an educational framework written in C++ that explores the RTX hardware pipeline by using the low-level Vulkan API and its Ray Tracing extension, recently made available by Khronos Group. Furthermore, to accomplish low variance rendered images, we integrated the AI-based denoiser available from the Nvidia ́s OptiX framework. Lift’s development arose primarily in the context of the graduate 3D Programming course taught at Instituto Superior Técnico and Master Theses focused on Real-Time Ray Trac- ing and provides the foundations for laboratory assignments and projects development. The platform aims to make easier students to learn and to develop, by programming the shaders of the RT pipeline, their physically-based ren- dering approaches and to compare them with the built-in progressive unidirectional and bidirectional path tracers. The GUI allows a user to specify camera settings and navigation speed, to select the input scene as well as the rendering method, to define the number of samples per pixel and the path length as well as to denoise the generated image either every frame or just the final frame. Statistics related with the timings, image resolution and total number of accumulated samples are provided too. Such platform will teach that nowadays physically-accurate images can be rendered in real-time under different lighting conditions and how well a denoiser can reconstruct images rendered with just one sample per pixel.


Author(s):  
Marion Cottingham

This chapter introduces the Isoluminance Contour Model, which not only provides a quick and easy method for generating images, but also dramatically reduces the amount of work required by traditional computer graphics methods. It starts with the history of the model from its conception in 1981: it was used to generate flat-shaded greyscale, simple, primitive objects such as cubes, cylinders, cones, and spheres, by generating full-color smooth-shaded images for animated sequences. The model compares the degree of realism and the speed of production it generates with that achieved by using smooth shading and ray-tracing methods. It ultimately describes how the amount of data used by the Isoluminance Contour Model can be adapted dynamically to suit the screen size of the primitive object being generated, making real-time 4-dimensional animated visualization feasible on a Pentium 400 (or equivalent) or faster PC.


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