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Efficient Ray Tracing of Parametric Surgace for Advance Effects


Rohit Nigam (homepage)

Ray Tracing is one of the most important rendering techniques used in computer graphics. Ray traced images are more accurate and photo-realistic as compared to direct rendering. Ray Tracing was earlier considered impractical for rendering scenes at interactive rates because of its high computational cost. However, with the advancements in modern Graphics Processing Units (GPU) and CPUs, ray tracing at interactive rates has now become possible.

Parametric patches have been widely used in many fields to describe a model accurately. They provide a compact and effective way of representing an object and also possess the ability to remain curved on zooming. Ray Tracing of parametric surfaces was considered to be a static process because of the high complexity of intersection algorithms. With advancements in ray tracing techniques and high compute power devices, recent works on ray tracing parametric surfaces have reported near interactive results.

We present a scheme for interactive ray tracing of Bezier bicubic patches using Newton iteration in this dissertation. We use a mixed hierarchy representation as the acceleration structure. This has a bounding volume hierarchy above the patches and a fixed depth subpatch tree below it. This helps reduce the number of ray-patch intersections that needs to be evaluated and provides good initialization for the iterative step, keeping the memory requirements low. We use Newton iteration on the generated list of ray patch intersections in parallel. Our method can exploit the cores of the CPU and the GPU with OpenMP on the CPU and CUDA on the GPU by sharing work between them according to their relative speeds. A data parallel framework is used throughout starting with a list of rays, which is transformed to a list of ray-patch intersections by traversal and then to intersections and a list of secondary rays by root finding. We are able to significantly outperform multi-core CPU implementation and previous GPU implementation using the mixed hierarchy model.

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Shadow and reflection rays can be handled exactly in the same manner as a result. The secondary ray list is again sent to the starting of the algorithm to perform mixed hierarchy traversal and intersection tests. We perform fixed depth multiple bounce ray tracing. We also show how our method extends easily to generate soft shadows using area light sources. These effects provide higher realism to the ray traced images.

We render a million pixel image of the Teapot model at 125 fps on a system with an Intel i7 920 and a Nvidia GTX580 for primary rays only and at about 65 fps with one pass of shadow and refection rays. We are able to ray trace bigguy in a box scene with multi-bounce at near interactive rates. We get a speed up of about 5-30x for our hybrid Newton's method implementation over our optimized CPU implementation and about 20-50x over previous GPU implementation of Kajiya's method to ray trace Bezier surfaces. Traversing the mixed hierarchy is the most time consuming step of the algorithm. We expect to see better performance with greater cache size. The hybrid model would be optimal for systems with equal compute power of CPU and GPU. The proposed model is suitable for parallel architecture, hybrid systems and multi-GPU systems.

Global illumination effects have recently started gaining popularity with the progress in parallel architecture. We extend our algorithm to global illumination effects to demonstrate its capabilities. Global illumination effects have not been reported for parametric surfaces. We perform path tracing by tracing a large number of rays per pixel for a fixed depth. Number of samples greatly increase the quality of the image generated. We also perform more advanced effects like ambient occlusion, depth of field, motion blur and glossy surface. We are able to path trace a $512 \times 512$ image with 1000 samples per pixel in about 165 seconds. We report timings for other advanced effects. We find that ray coherence is essential for optimal performance when ray tracing Bezier surfaces on the GPU. Size of the dataset also plays a small part in the overall rendering times. The work done in this dissertation should serve as the starting point to optimally render Bezier surfaces with advanced global illumination techniques. (more...)

 

Year of completion:  July 2015
 Advisor :

P. J. Narayanan


Related Publications

  • Rohit Nigam, P J Narayanan - Hybrid Ray Tracing and Path Tracing of Bezier Surfaces Using A Mixed Hierarchy Proceedings of the 8th Indian Conference on Vision, Graphics and Image Processing, 16-19 Dec. 2012, Bombay, India. [PDF]


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A Hierarchical System Design for Detection of Glaucoma From Color Fundus Images


Madhulika Jain (homepage)

Glaucoma is an eye disorder which is prevalent in the aging population and causes irreversible loss of vision. Hence, computer aided solutions are of interest for screening purposes. Glaucoma is indicated by structural changes in the optic disc (OD), loss of nerve ?bres and atrophy of the peripapillary region of the OD in retina. In retinal images, most of these appear in the form of subtle variation in appearance. Hence, automated assessment of glaucoma from colour fundus images is a challenging problem. Prevalent approaches aim at detecting the primary indicator, namely, the optic cup deformation relative to the disc and use the ratio of the two diameters in the vertical direction, to classify images as normal or glaucomatous.

We explore the use of global motion pattern-based features to detect glaucoma from images and propose an image representation that serves to accentuate subtle indicators of the disease. These global image features are then used to identify normal cases effectively. The proposed method is demonstrated on a large image dataset consisting of 1845 images annotated by 3 medical experts. The global approach is extended to detect atrophy and two hierarchical system designs are proposed. In the ?rst design, only global analysis is used, while in the second both global and local analysis are employed.

In the ?rst design, the ?rst stage is based on features capturing information mainly of primary indicators while the second stage is based on features extracted for detecting atrophy (secondary visual indicator).

The second design attempts to combine the strengths of global and local analysis of the OD region. Global features are used to remove as many normal cases as possible in the ?rst stage and local features are used to perform a ?ner classi?cation in the second stage. This system has been tested on 1040 images with ground truth collected from 3 glaucoma experts. The results show the hybrid approach offers a good solution for glaucoma screening from retinal images (more...)

 

Year of completion:  July 2015
 Advisor :

Jayanthi Sivaswamy


Related Publications

  • K Sai Deepak, Madhulika Jain, Gopal Datt Joshi, Jayanthi Sivaswamy - Motion pattern-based image features for glaucoma detection from retinal images Proceedings of the 8th Indian Conference on Vision, Graphics and Image Processing, 16-19 Dec. 2012, Bombay, India. [PDF]

  • Madhulika Jain, Arunava Chakravarty, Gopal Datt Joshi and Jayanthi Sivaswamy - A Hierarchical and Multifactorial System Design for detection of Glaucoma from Color Fundus Images, in Medical Image Computing and Computer Assisted Intervention 2014 (Not Accepted). [PDF]

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Representation of Ballistic Strokes of Handwriting for Recognition and Verification.


Prabhu Teja S (homepage)

The primary computing device interfaces are moving away from the traditional keyboard and mouse inputs towards touch and stylus based interactions. To improve their effectiveness, the interfaces for such devices should be made robust, efficient, and intuitive. One of the most natural ways of communication for humans has been through handwriting. Handwriting based interfaces are more practical than keyboards, especially for scripts of Indic and Han family, which have a large number of symbols. Pen based computing serves four functionalities: a. pointing input b. handwriting recognition c. direct manipulation d. gesture recognition. The second and fourth problems fall under the broad umbrella of pattern recognition problems. In this thesis we focus on efficient representations for handwriting.

In the the first part of this thesis we propose a representation for online handwriting based on ballistic strokes. We first propose a technique to segment online handwriting into its constituent ballistic strokes based on the curvature profile. We argue that the proposed method of segmentation is more robust to noise, compared to the traditional speed profile minima based segmentation. We, then, propose to represent the segmented strokes as the arc of a circle. This representation if validated by the Sigma-lognormal theory of handwriting generation. These features are encoded using a bag-of-words representation, which we name bag-of-strokes. This representation is shown to achieve state- of-art accuracies on various datasets.

In the second part, we extend this representation to the problem of signature verification. To define a verification system, a similarity metric is to be defined. We propose a metric learning algorithm based on the Support Vector Machine (SVM) hyperplanes learned to separate the training data. This results in a very simple metric learning strategy that capable of being modified to increase the number of users registered by the verification system. We experiment with this technique on the publicly available SVC-2004 database and show that this method results in accuracies applicable to practical scenarios. (more...)

 

Year of completion:  July 2015
 Advisor :

Anoop M. Namboodiri


Related Publications

  • Prabhu Teja S. and Anoop M Namboodiri - A Ballistic Stroke Representation of Online Handwriting for Recognition Proceedings of the 12th International Conference on Document Analysis and Recognition, 25-28 Aug. 2013, Washington DC, USA. [PDF]


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Optimizing Average Precision using Weakly Supervised Data.


Aseem Behl (homepage)

Many tasks in computer vision, such as action classification and object detection, require us to rank a set of samples according to their relevance to a particular visual category. The performance of such tasks is often measured in terms of the average precision (AP). Yet it is common practice to employ the support vector machine (SVM) classifier, which optimizes a surrogate 0-1 loss. The popularity of SVM can be attributed to its empirical performance. Specifically, in fully supervised settings, svm tends to provide similar accuracy to AP-SVM, which directly optimizes an AP-based loss. However, we hypothesize that in the significantly more challenging and practically useful setting of weakly supervised learning, it becomes crucial to optimize the right accuracy measure. In order to test this hypothesis, we propose a novel latent AP-SVM that minimizes a carefully designed upper bound on the AP-based loss function over weakly supervised samples. Using publicly available datasets, we demonstrate the advantage of our approach over standard loss-based learning frameworks on three challenging problems: action classification, character recognition and object detection. (more...)

 

Year of completion:  July 2015
 Advisor :

Prof. C.V. Jawahar and Dr. M. Pawan Kumar


Related Publications

  • Aseem Behl, Pritish Mohapatra, C. V. Jawahar, M. Pawan Kumar - Optimizing Average Precision using Weakly Supervised Data IEEE Transations on Pattern Analysis and Machine Intelligence (TPAMI 2015). [PDF]

  • Puneet K. Dokania, Aseem Behl, C.V. Jawahar, M. Pawan Kumar -  Learning to Rank using High-Order Information Proceedings of European Conference on Computer Vision,06-12 Sep 2014, Zurich. [PDF]

  • Aseem Behl, C.V. Jawahar and M. Pawan Kumar - Optimizing Average Precision using Weakly Supervised Data Proceedings of the IEEE International Conference on Computer Vision and Pattern Recognition, 23-28 June 2014, Columbus, Ohio, USA. [PDF]


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Two GPU Algorithms for Raytracing


Srinath Ravichandran (homepage)

Raytracing has been primarily used for generating photo-realistic imagery. Once considered as an offline algorithm, raytracing has primarily become realtime or near realtime with the advancement in computer hardware power. GPU computing has enabled the general purpose usage of graphics cards which were primarily designed for for graphics rendering purposes. Raytracing could be considered as a very embarrassingly parallel process in which each pixel's contribution to the final image is computed independent of one another. The tremendous power of GPUs has been been utilized for vastly improving the performance of almost all the functions in a raytracing pipeline.

The raytracing pipeline for rendering images fundamentally consists of three phases. The first is an acceleration structure construction phase which involves creating a data structure. It provides very fast results for intersection queries for the rays traced within the scene and all the objects contained within the scene. The second is the traversal phase in which each ray is traced within the scene employing the aforementioned data structure. The final optional phase is shading in which each hit point is shaded based on a shading algorithm. The shading algorithm determines the color of the pixel of the image for which a particular ray was traversed and the shading performed for all the rays for all the pixels computes the final rendered image. In this thesis we examine two problems associated with the GPU raytracing pipeline and provide two new approaches for them.

In the first work, we develop a novel parallel algorithm for performing raytracing without constructing any explicit acceleration structure on the GPU. This decouples the long standing notion of creating and storing a separate acceleration structure followed by tracing rays through the structure. Our algorithm creates an implicit hierarchical acceleration structure and traverses the implicit structure at each phase of the algorithm in tandem. Parallel construction algorithms for acceleration structures are difficult to implement on the GPU and also have a large memory footprint to store the resulting structure. Compared to CPUs the amount of memory available to GPUs is limited and hence methods that work on very small memory footprints are of utmost importance. Our algorithm is conceptually very simple, utilizing efficient parallel GPU primitives such as sort and reduce. Further our algorithm has small memory requirements compared to methods that construct acceleration structures thereby making it a suitable candidate for the GPU. Since our method employs a traverse-while-construct method, it is particularly very useful for animated scenes in which the acceleration structure has to be created for each frame in a traditional raytracing pipeline. We implement our algorithm on a CUDA enabled machine and show that our algorithm can perform much better than the serial CPU version of the algorithm.

Our second work is targeted towards the problem in the shading phase of the raytracing pipeline. Traditional renderers employed in the production rendering are primary unidirectional path tracers which traces rays from the camera into the scene. However the path tracing algorithm has difficulty in rendering scenes with complicated lighting scenarios which provide very good aesthetic value to certain kinds of scenes. Bidirectional path tracing on the other hand traces rays from both the camera and the lights within the scene and hence able to render scenes with complicated lighting scenarios much more effectively than path tracing. Current production renderers are primarily CPU based and only a few have started to employ GPUs for the entire pipeline. Limited memory compared to CPUs was the original factor for not employing GPUs. However with current generation GPUs having much more memory than earlier generations, GPUs have been slowly adopted for path tracing based pipelines. However bidirectional path tracers that are GPU based are yet to be fully employed in a full production rendering scenario. Our work is aimed providing a solution that tries to bridge the gap that enables bidirectional path tracing to be used in the production rendering scenario which involves complex materials. We specifically provide a new connection mechanism employed in the light vertex cache - bidirectional path tracing algorithm (LVC-BDPT) for improving shading efficiency as well as a sort based pipeline for improving the runtime performance of the algorithm on the GPU. We show that we perform much better than the unoptimized version of the algorithm as well as providing much better quality for the same amount computations performed.

 

Year of completion:  July 2015
 Advisor :

P. J. Narayanan


Related Publications

  • Srinath Ravichandran and P. J. Narayanan - Parallel Divide and Conquer Ray Tracing In SIGGRAPH ASIA 2013 Technical Briefs, 19-22nd Nov. 2013, Hong Kong. [PDF]

  • Srinath Ravichandran and P. J. Narayanan - Coherent and Importance Sampled LVC-BDPT (Submitted to Siggraph Asia 2015 - Technical Briefs, Under Review).

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