On Prism-based Motion Blur and Locking-proof Tetrahedra
Licentiatavhandling, 2021
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.
real time
prism
parallel
GPU
FEM
motion blur
continuous collision detection
locking
Författare
Mads Rönnow
Chalmers, Data- och informationsteknik, Interaktionsdesign
Improved Accuracy for Prism-Based Motion Blur
The Journal of Computer Graphics Techniques,;Vol. 11(2022)p. 82-95
Artikel i vetenskaplig tidskrift
Locking-Proof Tetrahedra
ACM Transactions on Graphics,;Vol. 40(2021)
Artikel i vetenskaplig tidskrift
Fast Analytical Motion Blur with Transparency
Computers and Graphics,;Vol. 95(2021)p. 36-34
Artikel i vetenskaplig tidskrift
Fotorealistisk rendering för realtid
Vetenskapsrådet (VR) (2014-4559), 2014-01-01 -- 2021-12-31.
Interaktiva 3D deformerbara kroppars design
Vetenskapsrådet (VR) (2015-05345), 2016-01-01 -- 2018-12-31.
Styrkeområden
Informations- och kommunikationsteknik
Ämneskategorier (SSIF 2011)
Datavetenskap (datalogi)
Utgivare
Chalmers