Browsing by Subject "Octree"
Now showing 1 - 4 of 4
- Results Per Page
- Sort Options
Item Open Access Conservative occlusion culling for urban visualization using a slice-wise data structure(Academic Press, 2007) Yılmaz, T.; Güdükbay, UğurIn this paper, we propose a framework for urban visualization using a conservative from-region visibility algorithm based on occluder shrinking. The visible geometry in a typical urban walkthrough mainly consists of partially visible buildings. Occlusion-culling algorithms, in which the granularity is buildings, process these partially visible buildings as if they are completely visible. To address the problem of partial visibility, we propose a data structure, called slice-wise data structure, that represents buildings in terms of slices parallel to the coordinate axes. We observe that the visible parts of the objects usually have simple shapes. This observation establishes the base for occlusion-culling where the occlusion granularity is individual slices. The proposed slice-wise data structure has minimal storage requirements. We also propose to shrink general 3D occluders in a scene to find volumetric occlusion. Empirical results show that significant increase in frame rates and decrease in the number of processed polygons can be achieved using the proposed slice-wise occlusion-culling as compared to an occlusion-culling method where the granularity is individual buildings. © 2007 Elsevier Inc. All rights reserved.Item Open Access Dynamic point-region quadtrees for particle simulations(Elsevier Inc., 2013) Oğuz, O.; Durupınar, F.; Güdükbay, UğurWe propose an algorithm for dynamically updating point-region (PR) quadtrees. Our algorithm is optimized for simultaneous update of data points comprising a quadtree. The intended application area focuses on simulating continuum phenomena, such as crowds, fluids, and smoke. We minimize the number of tree updates by making use of small changes in the positions of data points. We compare the efficiency of the proposed algorithm with two other approaches for updating a quadtree. One of these techniques creates the tree from scratch at each time-step. The second technique subsequently deletes a data point from the tree and reinserts it in its updated position. We achieve significant performance gains with our method in both cases. © 2012 Elsevier Inc. All rights reserved.Item Open Access Ray tracing geometric models and parametric surfaces(1989) İşler, VeysiIn many computer graphics applications such as CAD, realistic displays have very important and positive effects on designers using the system. There axe several techniques to generate realistic images with the computer. Ray tracing gives the most effective results by simulating the interaction of light with its environment. Furthermore, this technique can be easily adopted to many physical phenomena such as reflection, refraction, shadows, etc. by which the interaction of many different objects with each other could be realistically simulated. However, it may require excessive amount of time to generate an image. In this thesis , we studied the ray tracing algorithm arid the speed problem associated with it and several methods developed to overcome this problem. We also implemented a ray tracer system that could be used to model a three dimensional scene and And out the lighting effects on the objects.Item Open Access Scene representation technologies for 3DTV-a survey(Institute of Electrical and Electronics Engineers, 2007-11) Alatan, A. A.; Yemez, Y.; Güdükbay, Uğur; Zabulis, X.; Müller, K.; Erdem, C.; Weigel, C.; Smolic, A.3-D scene representation is utilized during scene extraction, modeling, transmission and display stages of a 3DTV framework. To this end, different representation technologies are proposed to fulfill the requirements of 3DTV paradigm. Dense point-based methods are appropriate for free-view 3DTV applications, since they can generate novel views easily. As surface representations, polygonal meshes are quite popular due to their generality and current hardware support. Unfortunately, there is no inherent smoothness in their description and the resulting renderings may contain unrealistic artifacts. NURBS surfaces have embedded smoothness and efficient tools for editing and animation, but they are more suitable for synthetic content. Smooth subdivision surfaces, which offer a good compromise between polygonal meshes and NURBS surfaces, require sophisticated geometry modeling tools and are usually difficult to obtain. One recent trend in surface representation is point-based modeling which can meet most of the requirements of 3DTV, however the relevant state-of-the-art is not yet mature enough. On the other hand, volumetric representations encapsulate neighborhood information that is useful for the reconstruction of surfaces with their parallel implementations for multiview stereo algorithms. Apart from the representation of 3-D structure by different primitives, texturing of scenes is also essential for a realistic scene rendering. Image-based rendering techniques directly render novel views of a scene from the acquired images, since they do not require any explicit geometry or texture representation. 3-D human face and body modeling facilitate the realistic animation and rendering of human figures that is quite crucial for 3DTV that might demand real-time animation of human bodies. Physically based modeling and animation techniques produce impressive results, thus have potential for use in a 3DTV framework for modeling and animating dynamic scenes. As a concluding remark, it can be argued that 3-D scene and texture representation techniques are mature enough to serve and fulfill the requirements of 3-D extraction, transmission and display sides in a 3DTV scenario. © 2007 IEEE.