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A Comparison of Antialiasing Techniques 抗锯齿技术的比较

Three antialiasing techniques were applied to a scene of moderate complexity. Early results suggest that prefiltering is still the most computationally effective method. A Comparison of Antialiasing Techniques Franklin C. Crow Ohio State University 三种抗锯齿技术应用于中等复杂度的场景。 早期结果表明,预过滤仍然是计算效率最高的方法。 抗锯齿技术的比较Franklin C. Crow俄亥俄州立大学

2019-01-04

二值图像中目标物体轮廓的边界跟踪算法

摘要 :分析了二值图像识别中常见的边界跟踪算法, 在此基础上提出一种通用性强的边界跟踪算法, 能够根 据上一边界点的位置判断轮廓走向.在搜索下一个边界点时, 只需要对候选的 5 个点进行判断, 便可以找到下 一个边界点的位置, 从而减少了搜索的次数, 使得边界跟踪的时间大为减少.算法对于轮廓不封闭的线段也可 以一次扫描得到其轮廓信息.实验表明, 算法不仅速度快, 而且轮廓识别准确.对于目标物较复杂的图像, 算法 更能体现出其优越性. 关键词 :图像识别;二值图像;边界跟踪;目标物体轮廓;模式识别

2019-01-04

计算机图形学-清华AMiner研究报告第九期-2018 PDF

目录 1.1 计算机图形学概念 .......................................................................................................................................2 1.2 计算机图形学发展历史...............................................................................................................................4 1.3 中国计算机图形学发展...............................................................................................................................6 1.3 计算机图形学著名公司...............................................................................................................................7 1 概述篇 2.1 计算机图形学总体框架............................................................................................................................ 11 2.2 计算机图形学研究内容............................................................................................................................ 12 2.2.1 建模...................................................................................................................................................... 12 2.2.2 动画...................................................................................................................................................... 14 2.2.3 渲染...................................................................................................................................................... 15 2.2.4 图形交互 ............................................................................................................................................. 18 2.3 计算机图形学相关技术算法.................................................................................................................... 21 2.3.1 OpenGL............................................................................................................................................... 21 2.3.2 二维图形变换..................................................................................................................................... 21 2.3.3 三维图形变换..................................................................................................................................... 21 2 技术篇 3.1 领军人物..................................................................................................................................................... 26 3.2 中坚力量..................................................................................................................................................... 30 3.3 领域新星..................................................................................................................................................... 33 3 人才篇 4.1 2018 SIGGRAPH 中国学生发表的论文................................................................................................39 4 会议篇 5.1 计算机图形学的应用.................................................................................................................................43 5 应用篇 6 趋势篇 6.1 计算机图形学的发展趋势........................................................................................................................ 47 图 1 计算机图形学发展历史 ............................................................................................................................4 图 2 Ivan E. Sutherland...................................................................................................................................5 图 3 计算机图形学总体框架 .......................................................................................................................... 11 图 4 计算机图形学技术起源 ......................................................................................................................... 12 图 5 栅格化 ...................................................................................................................................................... 16 图 6 栅格化的本质.......................................................................................................................................... 17 图 7 光线投射流程.......................................................................................................................................... 17 图 8 photoshop 网格线 ............................................................................................................................... 18 图 9 方向约束示意图...................................................................................................................................... 19 图 10 引力场示意图 ....................................................................................................................................... 19 图 11 拖动........................................................................................................................................................ 19 图 12 计算机图形学全球学者分布图 .......................................................................................................... 24 图 13 计算机图形学各国人才顺逆差图...................................................................................................... 24 图 14 计算机图形学学者 h-index 统计...................................................................................................... 25 图 15 计算机图形学学者男女比................................................................................................................... 25 图 16 计算机图形学学者中国分布图 .......................................................................................................... 25 图 17 《阿凡达》............................................................................................................................................ 43 图 18 游戏人物绘制......................................................................................................................................... 44 表 1 图形和图像辨析.........................................................................................................................................2 表 2 图像处理&计算机视觉&计算机图形学对比........................................................................................3 表 3 几何计算在计算机图形学中的作用 ..................................................................................................... 12 表 4 三维空间模型及构模方法比较............................................................................................................. 13

2018-09-22

NVIDIA-Turing-Architecture-WhitepaperNVIDIA-图灵架构的白皮书

TABLE OF CONTENTS Introduction to the NVIDIA Turing Architecture ....................................................................1 NVIDIA Turing Key Features.......................................................................................................... 3 New Streaming Multiprocessor (SM) ....................................................................................... 3 Turing Tensor Cores................................................................................................................. 4 Real-Time Ray Tracing Acceleration ......................................................................................... 4 New Shading Advancements.................................................................................................... 4 Mesh Shading...................................................................................................................... 4 Variable Rate Shading (VRS)................................................................................................ 5 Texture-Space Shading........................................................................................................ 5 Multi-View Rendering (MVR)............................................................................................... 5 Deep Learning Features for Graphics....................................................................................... 5 Deep Learning Features for Inference...................................................................................... 6 GDDR6 High-Performance Memory Subsystem....................................................................... 6 Second-Generation NVIDIA NVLink .......................................................................................... 6 USB-C and VirtualLink............................................................................................................... 6 Turing GPU Architecture In-Depth ........................................................................................7 Turing TU102 GPU........................................................................................................................ 7 Turing Streaming Multiprocessor (SM) Architecture.................................................................. 11 Turing Tensor Cores............................................................................................................... 15 Turing Optimized for Datacenter Applications........................................................................... 16 Turing Memory Architecture and Display Features.................................................................... 20 GDDR6 Memory Subsystem................................................................................................... 20 L2 Cache and ROPs................................................................................................................. 21 Turing Memory Compression................................................................................................. 22 Video and Display Engine ....................................................................................................... 22 USB-C and VirtualLink................................................................................................................. 24 NVLink Improves SLI ................................................................................................................... 24 Turing Ray Tracing Technology............................................................................................26 Turing RT Cores .......................................................................................................................... 31 NVIDIA NGX Technology .....................................................................................................34 NGX Software Architecture ........................................................................................................ 34 Deep Learning Super-Sampling (DLSS) ....................................................................................... 35 InPainting ................................................................................................................................... 38 AI Slow-Mo............................................................................................................................. 39 AI Super Rez........................................................................................................................... 39 NVIDIA Turing GPU Architecture WP-09183-001_v01 | iii Turing Advanced Shading Technologies ..............................................................................40 Mesh Shading............................................................................................................................. 40 Variable Rate Shading................................................................................................................. 43 Content Adaptive Shading...................................................................................................... 45 Motion Adaptive Shading....................................................................................................... 46 Foveated Rendering ............................................................................................................... 47 Texture Space Shading ............................................................................................................... 48 The Mechanics of TSS............................................................................................................. 49 Multi-View Rendering................................................................................................................. 51 Multi-View Rendering Use Cases............................................................................................ 52 Resource Management and Binding Model ............................................................................... 54 Turing Features Enhance Virtual Reality ..............................................................................55 Conclusion ..........................................................................................................................57 Appendix A Turing TU104 GPU ............................................................................................58 Appendix B Turing TU106 GPU ...........................................................................................63 Appendix C RTX-OPS Description ........................................................................................66 The Hybrid Rendering Model ..................................................................................................... 66 RTX-OPS Workload-based Metric Explained............................................................................... 67 Appendix D Ray Tracing Overview .......................................................................................69 Basic Ray Tracing Mechanics...................................................................................................... 70 Bounding Volume Hierarchy .................................................................................................. 71 Denoising Filtering...................................................................................................................... 73 NVIDIA Turing GPU Architecture WP-09183-001_v01 | iv LIST OF FIGURES Figure 1. Turing Reinvents Graphics............................................................................................ 2 Figure 2. Turing TU102 Full GPU with 72 SM Units ..................................................................... 8 Figure 3. NVIDIA Turing TU102 GPU.......................................................................................... 10 Figure 4. Turing TU102/TU104/TU106 Streaming Multiprocessor (SM).................................... 12 Figure 5. Concurrent Execution of Floating Point and Integer Instructions in the Turing SM.... 13 Figure 6. New Shared Memory Architecture............................................................................. 14 Figure 7. Turing Shading Performance Speedup versus Pascal on Many Different Workloads. 14 Figure 8. New Turing Tensor Cores Provide Multi-Precision for AI Inference............................ 16 Figure 9. Tesla T4 delivers up to 40X Higher Inference Performance........................................ 17 Figure 10. Tesla T4 Delivers More than 50X the Energy Efficiency of CPU-based Inferencing .... 18 Figure 11. Turing GDDR6 ............................................................................................................. 21 Figure 12. 50% Higher Effective Bandwidth ................................................................................ 22 Figure 13. Video Feature Enhancements..................................................................................... 23 Figure 14. NVLink Enables New SLI Display Topologies............................................................... 25 Figure 15. SOL MAN from NVIDIA SOL Ray Tracing Demo (See Demo) ....................................... 27 Figure 16. Hybrid Rendering Pipeline .......................................................................................... 28 Figure 17. Details of Ray Tracing and Rasterization Pipeline Stages............................................ 29 Figure 18. From Reflections Demo .............................................................................................. 30 Figure 19. Ray Tracing Pre Turing ................................................................................................ 32 Figure 20. Turing Ray Tracing with RT Cores................................................................................ 32 Figure 21. Turing Ray Tracing Performance................................................................................. 33 Figure 22. Turing with 4K DLSS is Twice the Performance of Pascal with 4K TAA....................... 35 Figure 23. DLSS 2X versus 64xSS image almost Indistinguishable................................................ 36 Figure 24. DLSS 2X Provides Significantly Better Temporal Stability and Image Clarity Than TAA ......................................................................................................... 37 Figure 25. NGX InPainting Examples, Missing Image Data Is Intelligently Replaced with Meaningful Image Information................................................................................... 38 Figure 26. AI Super Rez Provides Improved Image Clarity Over Other Filtering Methods.......... 39 Figure 27. Mesh Shading, Visually Rich Images ........................................................................... 40 Figure 28. Current Graphics Pipeline versus a Graphics Pipeline with Task and Mesh Shaders.. 41 Figure 29. Screenshot from the Asteroid Field Demo.................................................................. 42 Figure 30. An Asteroid at Low and High Levels of Detail (LOD) ................................................... 42 Figure 31. Dynamically Computed, Spherical Cutaway of a Koenigsegg Model, Viewed in NVIDIA Holodeck™..................................................................................... 43 Figure 32. Turing VRS Supported Shading Rates and Example Application to a Game Frame..... 44 Figure 33. Example of Content Adaptive Shading........................................................................ 46 NVIDIA Turing GPU Architecture WP-09183-001_v01 | v Figure 34. Perceived Blur Due to Object Motion Combined with Retinal and Display Persistence ..................................................................................................... 47 Figure 35. Traditional Rasterization and Shading Process........................................................... 49 Figure 36. Texture Space Shading Process................................................................................... 50 Figure 37. Texture Space Shading for Stereo............................................................................... 51 Figure 38. 200° FOV HMD Where Two Canted Panels are Used and Benefit from MVR............. 53 Figure 39Figure 37 MVR Single Pass Cascaded Shadow Map Rendering .................................... 54 Figure 40. Turing Features for VR................................................................................................ 56 Figure 41. Turing TU104 Full Chip Diagram ................................................................................. 59 Figure 42. Turing TU106 Full Chip Diagram ................................................................................. 64 Figure 43. Workload Distribution Over One Turing Frame Time ................................................. 66 Figure 44. Peak Operations of Each Type Base for GTX 2080 Ti .................................................. 68 Figure 45. Basic Ray Tracing Process ........................................................................................... 70 Figure 46. Abstraction of Tree Traversal and a Ray Intersecting Different Levels of Bounding Boxes.......................................................................................................... 72 Figure 47. Shadow Map Percentage Closer Filtering (PCF) versus Ray Tracing with Denoising... 74 Figure 48. Shadow Mapping Compared to Ray Traced Shadows that use 1 Sample Per Pixel and Denoising............................................................................................... 74 Figure 49. Screen-Space Ambient Occlusion Compared to Ray-Traced Ambient Occlusion........ 75 Figure 50. RTX Ray Tracing........................................................................................................... 76 Figure 51. Scene from Battlefield V with RTX On and Off............................................................ 77 Figure 52. Scene #2 from Battlefield V with RTX On and Off....................................................... 78 Figure 53. Shadow of the Tomb Raider with RTX ON .................................................................. 79 NVIDIA Turing GPU Architecture WP-09183-001_v01 | vi LIST OF TABLES Table 1. Comparison of NVIDIA Pascal GP102 and Turing TU102 .................................... 8 Table 2. Enhanced Video Engine, Tesla P4 versus Tesla T4............................................ 19 Table 3. DisplayPort Support in Turing GPUs .................................................................. 23 Table 4. Comparison of NVIDIA Pascal GP104 and Turing TU104 GPUs........................ 60 Table 5. Comparison of the Pascal Tesla P4 and the Turing Tesla T4 ........................... 61 Table 6. Comparison of NVIDIA Pascal GP104 to Turing TU106 GPUs........................... 64

2018-09-22

Computer assisted assembly and rendering of solids 计算机辅助装配和渲染固体 作者:GW Romney

Computer assisted assembly and rendering of solids 作者:GW Romney 摘要:The objective of the paper is to describe a technique that produces shaded renderings of solids; and to describe an assembly procedure which may be used to assemble representations of 3-D objects in such a way that they can be photographically rendered. The algorithm that is used to produce photographic renderings may be subdivided into two parts -- (1) the visible surface procedure that determines which surfaces are visible and which are invisible and retains the description of only the visible surfaces, and (2) the shader which varies the tonal gradation on all visible surfaces. The assembly procedure is a tool that allows a user to form, manipulate and photographically render 3-D objects. A set of primitive structures described by planar triangles are used as the 3-D object building-set. Both the rendering and assembly procedures are presently operational software programs written in a combination of Fortran V and UNIVAC 1108 Assembly Language. (Author) 出版源:The University of Utah , 1969 计算机辅助装配和渲染固体 作者:GW Romney 摘要:本文的目的是描述一种产生阴影效果的技术。并描述一个组装程序,它可以用来组装3D物体的表示,使得它们可以进行照片渲染。用于生成照片效果图的算法可以细分为两部分 - (1)确定哪些表面可见和哪些不可见并保留仅可见表面的描述的可见表面过程,以及 (2)着色器改变所有可见表面上的色调渐变。装配过程是一种允许用户形成,操纵和照相渲染三维物体的工具。由平面三角形描述的一组基本结构被用作三维对象构建集合。渲染和汇编程序都是目前运行的软件程序,结合使用Fortran V和UNIVAC 1108汇编语言编写。 (作者) 出版源:犹他大学,1969年 资源宝贵。

2018-07-01

swf to pdf

swf是动画设计软件Flash的专用格式,被广泛应用于网页设计、动画制作等领域,swf文件通常也被称为Flash文件。swf普及程度很高,现在超过99%的网络使用者都可以读取swf档案。swf 可以用Adobe Flash Player打开,浏览器必须安装Adobe Flash Player插件。 该软件体积小巧,可将flash的swf格式转为pdf方便查看,功能强大!

2018-06-20

The-NURBS-Book-Piegl

The-NURBS-Book-Piegl,NURBS,Piegl,皮格尔 The-NURBS-Book-Piegl

2018-02-08

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