006 Spezielle Computerverfahren
Refine
H-BRS Bibliography
- yes (28) (remove)
Departments, institutes and facilities
- Fachbereich Informatik (25)
- Institute of Visual Computing (IVC) (14)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (4)
- Fachbereich Ingenieurwissenschaften und Kommunikation (2)
- Fachbereich Wirtschaftswissenschaften (2)
- Institut für Sicherheitsforschung (ISF) (2)
- Institut für KI und Autonome Systeme (A2S) (1)
- Institut für Verbraucherinformatik (IVI) (1)
- Institut für funktionale Gen-Analytik (IFGA) (1)
Document Type
- Article (28) (remove)
Year of publication
Keywords
- 3D user interface (2)
- biometrics (2)
- haptics (2)
- virtual reality (2)
- 3D navigation (1)
- AI usage in sports (1)
- AR (1)
- Altenhilfe (1)
- Artificial Intelligence (1)
- Auditory Cueing (1)
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real‐time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi‐view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design scientists can also use this special-purpose hardware to accelerate general-purpose computations such as point containment queries. This article explains the principles behind these techniques and their application to vector field visualization of large simulation data using particle tracing.