On Prism-based Motion Blur and Locking-proof Tetrahedra
This thesis is a collection of three papers, two of which address the need for motion blur solutions that cater to applications that need to be accurate and as well as interactive, and a third that addresses the problem of locking in standard FEM simulations. In short, this thesis deals with the problem of representing continuous motion in a discrete setting.
In Paper I, we implement a GPU based fast analytical motion blur renderer. Using ray/triangular prism intersections to determine triangle visibility and shading, we achieve interactive frame rates.
In Paper II, we show and address the limitations of using prisms as approximations of the triangle swept volume. A hybrid method of prism intersections and time-dependent edge equations is used to overcome the limitations of Paper I.
In Paper III, we provide a solution that alleviates volumetric locking in standard Neo-Hookean FEM simulations without resorting to higher order interpolation.
continuous collision detection
Chalmers, Data- och informationsteknik, Interaktionsdesign
Rønnow, M. J. L. Assarsson, U. Fratarcangeli, M. Fast Analytical Motion Blur with Transparency
Rønnow, M. J. L. Assarsson, U. Fratarcangeli, M. Improved Accuracy for Prism-based Motion Blur
Frâncu, M. Asgeirsson, A. Rønnow, M. J. L. Erleben, K. Locking-Proof Tetrahedra
Interaktiva 3D deformerbara kroppars design
Vetenskapsrådet (VR) (2015-05345), 2016-01-01 -- 2018-12-31.
Fotorealistisk rendering för realtid
Vetenskapsrådet (VR) (2014-4559), 2014-01-01 -- 2021-12-31.
Informations- och kommunikationsteknik
Opponent: Marco Tarini, University of Milan, Italy