609 Works

Preserving Realism in Real-Time Rendering of Bidirectional Texture Functions

Jan Meseth, Gero Müller & Reinhard Klein
The Bidirectional Texture Function (BTF) is a suitable representation for the appearance of highly detailed surface structures under varying illumination and viewing conditions. Since real-time rendering of the full BTF data is currently not feasible, approximations of the six-dimensional BTF are used such that the amount of data is reduced and current graphics hardware can be exploited. While existing methods work well for materials with low depth variation, realism is lost if the depth variation...

OpenManip: An Extensible Cross-Scene-Graph Framework for Direct Object Manipulation

Michael Braitmaier, Manfred Weiler & Thomas Ertl
In this paper we describe a framework that exploits 3D widgets in order to allow for the direct manipulation of scene graph objects. The design of the frameworks is inspired by the OpenInventor manipulator functionality, but additionally emphasizes transparency from the underlying scene graph system, by separating core functionality from a relatively lean scene graph abstraction layer. Thus, the framework features different scene graph APIs, in particular OpenSG and Cosmo3D. Using our framework manipulation functionality...

An Occlusion Culling Toolkit for OpenSG PLUS

Dirk Staneker
Image-space occlusion culling is an useful approach to reduce the rendering load of large polygonal models in scienti c computing, mechanical engineering, or virtual medicine. Like most large model techniques, occlusion culling trades overhead costs with the rendering costs of the possibly occluded geometry. In this paper we present an occlusion culling toolkit for OpenSG. The toolkit includes three different image space techniques utilizing graphics hardware. These techniques are supported by other software techniques to...

Advanced Environment Mapping in VR Applications

Jan Kautz, Katja Daubert & Hans-Peter Seidel
In this paper, we propose an approach for rendering diffuse and glossy reflections using environment maps. This approach is geared towards VR applications, where realism and fast rendering is important. We exploit certain mathematical properties of diffuse reflections and certain features of graphics hardware for glossy reflections. This results in a very fast, single-pass rendering algorithm, which even allows to dynamically vary the incident lighting.

TRIPS - A Scalable Spatial Sound Library for OpenSG

Tomas Neumann, Christoph Fünfzig & Dieter Fellner
We present a Sound Library that is scalable on several computers and that brings the idea of a self-organized scenegraph to the Sound Library's interface. It supports the implementation of audio features right from the start at a high productivity level for rapid prototypes as well as for professional applications in the immersive domain. The system is built on top of OpenSG12 which offers a high level of functionality for visual applications and research, but...

Adaptive Tessellation of Subdivision Surfaces in OpenSG

Volker Settgast, Kerstin Müller, Christoph Fünfzig & Dieter Fellner
The need for realistic models especially in virtual reality environments leads us to freeform shapes like subdivision surfaces. Based on a standard polygonal mesh, the modeller can build various kinds of shapes using an arbitrary topology and special geometrical features like creases. Nowadays, it also is a part of most standard modelling packages like Maya and 3DStudio Max. However, the interactive display of subdivision surfaces in current scenegraph systems as static level-of-details is unpractical, because...

A Framework for Dynamic Connectivity Meshes

J.Vorsatz & Hans-Peter Seidel
Implementing algorithms that are based on dynamic triangle meshes often requires updating internal datastructures as soon as the connectivity of the mesh changes. The design of a class hierarchy that is able to deal with such changes is particularly challenging if the system reaches a certain complexity. The paper proposes a software design that enables the users to efficiently implement algorithms that can handle these dynamic changes while still maintaining a certain encapsulation of the...

The OpenRT Application Programming Interface - Towards A Common API for Interactive Ray Tracing

Andreas Dietrich, Ingo Wald, Carsten Benthin & Philipp Slusallek
For more than a decade now, interactive graphics has been shaped by triangle rasterization technology and the corresponding OpenGL graphics API. Since recently, however, interactive ray tracing is becoming a reality, and is slowly becoming available on several different hardware platforms. Due to its superior scalability, usability and efficiency, it is likely to play an increasingly important role in future interactive graphics applications. Though it would be desirable to drive this technology with a well-known...

Parallel Stereo Visualization For ClustersWith OpenInventor: A Case Study For The Automotive Industry

Fernando Vega, Gerd Suÿner, Thomas Reuding & Günther Greiner
Stereo visualization is an area which can greatly benefit from cluster computing due to the parallelizable nature of the rendering task. In order to implement this idea, we have developed a novel software architecture which allows the construction of parallel OpenInventor-based stereo applications. As a result of this work, we present the Open- Inventor Stereo Library for Clusters. The library provides tools to port transparently OpenInventor applications to stereo cluster-based OpenInventor applications. The distribution of...

Registration Year

  • 2016