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> <channel><title>Icare3D</title> <atom:link href="http://www.icare3d.org/feed" rel="self" type="application/rss+xml" /><link>http://www.icare3d.org</link> <description>Research, Computer Graphics and GPU</description> <lastBuildDate>Fri, 17 May 2013 12:46:22 +0000</lastBuildDate> <language>en-US</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.5.1</generator> <item><title>Octree-Based Sparse Voxelization Using The GPU Hardware Rasterizer</title><link>http://www.icare3d.org/research-cat/publications/octree-based-sparse-voxelization-using-the-gpu-hardware-rasterizer.html</link> <comments>http://www.icare3d.org/research-cat/publications/octree-based-sparse-voxelization-using-the-gpu-hardware-rasterizer.html#comments</comments> <pubDate>Sat, 16 Jun 2012 04:54:58 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Publications]]></category> <guid
isPermaLink="false">http://localhost/?p=636</guid> <description><![CDATA[Discrete voxel representations are generating growing interest in a wide range of applications in computational sciences and particularly in computer<a
href="http://www.icare3d.org/research-cat/publications/octree-based-sparse-voxelization-using-the-gpu-hardware-rasterizer.html" class="searchmore">Read the Rest...</a><div
class="clr"></div>]]></description> <content:encoded><![CDATA[<div
style="display: none;"><a
href="/research/publications/CG12/OpenGL_Insight_Cover.png"><img
class="ngg-singlepic ngg-center alignright" style="border: 0px none; margin-top: 0px; margin-bottom: 0px;" src="/research/publications/CG12/OpenGL_Insight_Cover.png" alt="OpenGL_Insight_Cover" width="241" height="295" /></a>Discrete voxel representations are generating growing interest in a wide range of applications in computational sciences and particularly in computer graphics. In this chapter, we ﬁrst describe an efficient OpenGL implementation of a simple surface voxelization algorithm that produces a regular 3D texture. This technique uses the GPU hardware rasterizer and the new image load/store interface exposed by OpenGL 4.2.The first part of this chapter will allow to familiarize the reader with the general algorithm and the new OpenGL features we leverage. In the second part we describe an extension of this approach, which enables building and updating a sparse voxel representation in the form of an octree structure. In order to scale to very large scenes, our approach avoids relying on an intermediate full regular grid to build the structure and constructs the octree directly. This second approach exploits the draw indirect features standardized in OpenGL 4.0 in order to allow synchronization-free launching of shader threads during the octree construction, as well as the new atomic counter functions exposed in OpenGL 4.2.</p></div> ]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/research-cat/publications/octree-based-sparse-voxelization-using-the-gpu-hardware-rasterizer.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Interactive Indirect Illumination Using Voxel Cone Tracing</title><link>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html</link> <comments>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html#comments</comments> <pubDate>Thu, 01 Sep 2011 00:00:56 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Publications]]></category> <guid
isPermaLink="false">http://localhost/?p=474</guid> <description><![CDATA[Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the<a
href="http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html" class="searchmore">Read the Rest...</a><div
class="clr"></div>]]></description> <content:encoded><![CDATA[<div
style="display: none;"> <a
href="/research/publications/CNSGE11b/givoxels_sponzanew1.png"><img
class="ngg-singlepic ngg-center aligncenter" style="border: 0px none; margin-top: 0px; margin-bottom: 0px;" src="/research/publications/CNSGE11b/givoxels_sponzanew1.png" alt="givoxels_sponzanew1" width="853" height="453" /></a></p><p>Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real-time that avoids costly precomputation steps and is not restricted to low-frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25-70FPS). It exhibits an almost scene-independent performance and can handle complex scenes with dynamic content thanks to an interactive octree-voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion.</p></div><h2>More info</h2><h4>Online Videos</h4><div><iframe
src="http://www.youtube.com/embed/fAsg_xNzhcQ" frameborder="0" width="425" height="349"></iframe> <iframe
src="http://www.youtube.com/embed/QNQtwzVGmsM" frameborder="0" width="425" height="349"></iframe></div><div></div> ]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight</title><link>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing-an-insight.html</link> <comments>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing-an-insight.html#comments</comments> <pubDate>Sun, 07 Aug 2011 00:00:43 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Publications]]></category> <guid
isPermaLink="false">http://localhost/?p=717</guid> <description><![CDATA[]]></description> <content:encoded><![CDATA[]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing-an-insight.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes</title><link>http://www.icare3d.org/research-cat/publications/gigavoxels-a-voxel-based-rendering-pipeline-for-efficient-exploration-of-large-and-detailed-scenes.html</link> <comments>http://www.icare3d.org/research-cat/publications/gigavoxels-a-voxel-based-rendering-pipeline-for-efficient-exploration-of-large-and-detailed-scenes.html#comments</comments> <pubDate>Tue, 12 Jul 2011 00:00:34 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Publications]]></category> <guid
isPermaLink="false">http://localhost/?p=638</guid> <description><![CDATA[In this thesis, we present a new approach to efficiently render large scenes and detailed objects in real-time. Our approach<a
href="http://www.icare3d.org/research-cat/publications/gigavoxels-a-voxel-based-rendering-pipeline-for-efficient-exploration-of-large-and-detailed-scenes.html" class="searchmore">Read the Rest...</a><div
class="clr"></div>]]></description> <content:encoded><![CDATA[<div
style="display: none;"> <img
class="ngg-singlepic ngg-none" src="/research/publications/Cra11/Overview.png" alt="Overview" width="644" height="644" /></p><p>In this thesis, we present a new approach to efficiently render large scenes and detailed objects in real-time. Our approach is based on a new volumetric pre-filtered geometry representation and an associated voxel-based approximate cone tracing that allows an accurate and high performance rendering with high quality filtering of highly detailed geometry. In order to bring this voxel representation as a standard real-time rendering primitive, we propose a new GPU-based approach designed to entirely scale to the rendering of very large volumetric datasets.<br
/> Our system achieves real-time rendering performance for several billion voxels. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence.<br
/> Our solution is based on an adaptive hierarchical data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. We introduce a new GPU cache mechanism providing a very efficient paging of data in video memory and implemented as a very efficient data-parallel process. This cache is coupled with a data production pipeline able to dynamically load or produce voxel data directly on the GPU. One key element of our method is to guide data production and caching in video memory directly based on data requests and usage information emitted directly during rendering.<br
/> We demonstrate our approach with several applications. We also show how our pre-filtered geometry model and approximate cone tracing can be used to very efficiciently achieve blurry effects and real-time indirect lighting.</p></div> ]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/research-cat/publications/gigavoxels-a-voxel-based-rendering-pipeline-for-efficient-exploration-of-large-and-detailed-scenes.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Interactive Indirect Illumination Using Voxel Cone Tracing: A Preview</title><link>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing-a-preview.html</link> <comments>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing-a-preview.html#comments</comments> <pubDate>Sat, 19 Feb 2011 17:44:01 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Publications]]></category> <guid
isPermaLink="false">http://localhost/?p=719</guid> <description><![CDATA[]]></description> <content:encoded><![CDATA[]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/research-cat/publications/interactive-indirect-illumination-using-voxel-cone-tracing-a-preview.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>OpenGL 4.0+ ABuffer V2.0: Linked lists of fragment pages</title><link>http://www.icare3d.org/codes-and-projects/codes/opengl-4-0-abuffer-v2-0-linked-lists-of-fragment-pages.html</link> <comments>http://www.icare3d.org/codes-and-projects/codes/opengl-4-0-abuffer-v2-0-linked-lists-of-fragment-pages.html#comments</comments> <pubDate>Mon, 19 Jul 2010 01:25:56 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Codes]]></category> <guid
isPermaLink="false">http://www.icare3d.org/?p=822</guid> <description><![CDATA[]]></description> <content:encoded><![CDATA[<p>[include_blog_post_header]/2010/07/opengl-40-abuffer-v20-linked-lists-of.html[/include_blog_post_header]<br
/> <span
id="more-822"></span><br
/> [include_blog_post_core]/2010/07/opengl-40-abuffer-v20-linked-lists-of.html[/include_blog_post_core]</p> ]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/codes-and-projects/codes/opengl-4-0-abuffer-v2-0-linked-lists-of-fragment-pages.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels</title><link>http://www.icare3d.org/research-cat/publications/efficient-rendering-of-highly-detailed-volumetric-scenes-with-gigavoxels.html</link> <comments>http://www.icare3d.org/research-cat/publications/efficient-rendering-of-highly-detailed-volumetric-scenes-with-gigavoxels.html#comments</comments> <pubDate>Thu, 01 Jul 2010 00:00:46 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Publications]]></category> <guid
isPermaLink="false">http://localhost/?p=567</guid> <description><![CDATA[]]></description> <content:encoded><![CDATA[]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/research-cat/publications/efficient-rendering-of-highly-detailed-volumetric-scenes-with-gigavoxels.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Fast and Accurate Single-Pass A-Buffer using OpenGL 4.0+</title><link>http://www.icare3d.org/codes-and-projects/codes/fast-and-accurate-single-pass-a-buffer-using-opengl-4-0.html</link> <comments>http://www.icare3d.org/codes-and-projects/codes/fast-and-accurate-single-pass-a-buffer-using-opengl-4-0.html#comments</comments> <pubDate>Wed, 09 Jun 2010 03:56:51 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[Codes]]></category> <guid
isPermaLink="false">http://www.icare3d.org/?p=832</guid> <description><![CDATA[]]></description> <content:encoded><![CDATA[<p>[include_blog_post_header]/2010/06/fast-and-accurate-single-pass-buffer.html[/include_blog_post_header]<br
/> <span
id="more-832"></span><br
/> [include_blog_post_core]/2010/06/fast-and-accurate-single-pass-buffer.html[/include_blog_post_core]</p> ]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/codes-and-projects/codes/fast-and-accurate-single-pass-a-buffer-using-opengl-4-0.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>New Blog</title><link>http://www.icare3d.org/news_articles/new_blog.html</link> <comments>http://www.icare3d.org/news_articles/new_blog.html#comments</comments> <pubDate>Mon, 19 Apr 2010 01:15:46 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[News and articles]]></category> <guid
isPermaLink="false">http://localhost?p=99</guid> <description><![CDATA[After many years using this website as a kind of blog, I finally decided to make a separate blog and<a
href="http://www.icare3d.org/news_articles/new_blog.html" class="searchmore">Read the Rest...</a><div
class="clr"></div>]]></description> <content:encoded><![CDATA[<p
align="justify"><img
style="margin: 2px;" title="icare3dbloglogo" src="http://www.icare3d.org/images/stories/icare3dbloglogo.png" alt="icare3dbloglogo" width="285" height="72" align="right" />After many years using this website as a kind of blog, I finally decided to make a separate blog and I turned out to Blogger. Publishing things involved too much formating effort and I became lazy posting here. In addition, I will keep this website to publish about my personal works and creations, while the blog will cover much wider topics. The intend of this new blog is to publish more regularly my thoughts and findings about GPUs, parallel programming, and computer graphics in general.</p><p>You can follow it <a
href="http://blog.icare3d.org">here</a>, or use the top menu.<a
href="http://blog.icare3d.org "><br
/> </a></p> ]]></content:encoded> <wfw:commentRss>http://www.icare3d.org/news_articles/new_blog.html/feed</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>GigaBroccoli: The Mandelbulb into GigaVoxels</title><link>http://www.icare3d.org/news_articles/gigabroccoli_the_mandelbulb_into_gigavoxels.html</link> <comments>http://www.icare3d.org/news_articles/gigabroccoli_the_mandelbulb_into_gigavoxels.html#comments</comments> <pubDate>Mon, 23 Nov 2009 15:54:24 +0000</pubDate> <dc:creator>Cyril Crassin</dc:creator> <category><![CDATA[News and articles]]></category> <guid
isPermaLink="false">http://localhost?p=98</guid> <description><![CDATA[Last week I discovered this website: http://www.skytopia.com/project/fractal/mandelbulb.html. It describes a new way of rendering 3D Mandelbrot fractals using three components<a
href="http://www.icare3d.org/news_articles/gigabroccoli_the_mandelbulb_into_gigavoxels.html" class="searchmore">Read the Rest...</a><div
class="clr"></div>]]></description> <content:encoded><![CDATA[<p
align="justify"><a
href="/images/stories/GigaVoxels/GigaBroccoli/gigabroccoli1.png"><img
class="alignright" style="margin: 5px; border: 0pt none;" title="gigabroccoli1" src="/images/stories/GigaVoxels/GigaBroccoli/gigabroccoli1.png" alt="gigabroccoli1" width="284" height="276" align="right" /></a>Last week I discovered this website: <a
href="http://www.skytopia.com/project/fractal/mandelbulb.html">http://www.skytopia.com/project/fractal/mandelbulb.html</a>. It describes a new way of rendering 3D Mandelbrot fractals using three components simplex numbers, instead of the traditional 4D Quaternion. This new function produces a lot more interesting 3D fractal details and lead to very impresive renderings.</p><p
style="text-align: justify;" align="justify">I have implemented this function as a GPU producer into GigaVoxels and I am able to render it in real-time as you can see on this video. It is a work-in-progress, but it already works quite well ! (around 20FPS)</p><p
style="text-align: justify;" align="justify">The fractal is computed on the GPU, not during the ray-casting as usually done, but as voxels stored into an Octree.<br
/> Voxels are produced on-the-fly and stored into a cache in video memory in order to be reused while they stay visible. The octree is also subdivided on-the-fly and the subdivision is triggered directly by the ray-casting kernel. That prevents to generate any occluded data.<br
/> I compute Ambient Occlusion very efficiently using filtered low resolution voxels and soft shadows are computed with secondary rays.</p><p>&nbsp;</p><p>Better quality video files can be downloaded there: <a
href='http://artis.imag.fr/Membres/Cyril.Crassin/GigaBroccoli1.avi'><img
src='http://www.icare3d.org/wp-content/plugins/attachment-file-icons/mime/avi-icon.png'/></a><a
href='http://artis.imag.fr/Membres/Cyril.Crassin/GigaBroccoli1.avi'>GigaBroccoli1.avi</a> <a
href='http://artis.imag.fr/Membres/Cyril.Crassin/GigaBroccoli2.avi'><img
src='http://www.icare3d.org/wp-content/plugins/attachment-file-icons/mime/avi-icon.png'/></a><a
href='http://artis.imag.fr/Membres/Cyril.Crassin/GigaBroccoli2.avi'>GigaBroccoli2.avi</a></p><p><span
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