Tutorial. Trattamento dei modelli 3D per l'esplorazione interattiva, il texture baking in Cinema 4D R10
In MIGLIARI, Riccardo (a cura di). Prospettiva dinamica interattiva. La tecnologia dei videogiochi per l'esplorazione di modelli 3D di architettura. pp. 212-217. Roma: Kappa 2008.
ISBN: 978-88-7890-941-0
Vengono presentate le modalità operative per la predisposizione di modelli tridimensionali esplorabili... more
Vengono presentate le modalità operative per la predisposizione di modelli tridimensionali esplorabili interattivamente.
La tecnica utilizzata si chiama texture baking e prevede la disposizione, nello spazio digitale 3D, di una serie di sorgenti luminose che interagiscono con i modelli in virtù delle caratteristiche fisiche e materiche.
Il lavoro è parte di una ricerca nazionale, denominata V.I.A. – Virtual Interactive Architecture, finanziata dal Ministero dell’Università e della Ricerca per il biennio 2005 – 2006. Vengono esplorate alcune tra le procedure oggi disponibili e vengono illustrati, nel dettaglio, i passi necessari per giungere al risultato.
Matematica di una pennellata. Disegno e dintorni
In MIGLIARI, Riccardo (a cura di), Disegno come Modello. pp. 25-27. Roma: Kappa, 2004.
ISBN 88-7890-605-0
Ricerche su assetti, arredi, percezione nella basilica dell'agorà di Iasos
in: «Bollettino dell’associazione Iasos di Caria», n. 17 (2011), pp. 10-16. ISSN: 1972-8832
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Seen by:A mixed dataflow algorithm for ray tracing on the CRAY T3E
The ray tracing scheme is one of the most complete and efficient rendering methods. A major drawback of this model is... more
The ray tracing scheme is one of the most complete and efficient rendering methods. A major drawback of this model is its high computational cost which limits its practical use. Moreover, the quest for realistic rendering requires larger and larger databases to describe scenes. With the development of distributed memory parallel computers such as the CRAY T3E, the most promising way to improve ray traced pictures productions seems to be
parallelization which offers both increased CPU power and memory facilities.
In the ray tracing algorithm, each pixel of the screen is processed independently. A natural way of parallelization is to distribute pixels over the machine nodes. However, since
we want to deal with large scenes, objects also have to be distributed among processors, so a modified parallel algorithm is necessary.
Strategies based on object dataflow have been proposed, but their communication load is too high. More efficient algorithms have to reduce the number of messages. Therefore we
propose a mixed dataflow approach : each message will contain several pieces of information on both objects and rays. By this way, we hope to limit the communication load and to ensure
a dynamic load balancing.
A parallel ray tracing algorithm on the T3E using our mixed dataflow approach is implemented. The results are very encouraging since the computation time and the communication flows may be reduced by significant factors. Scalability is globally improved, mainly because saturation occurs for larger problem sizes.
A Concurrent Dataflow Algorithm for Ray Tracing
Ray tracing has become established as one of the most important and popular rendering techniques for synthesizing... more
Ray tracing has become established as one of the most important and popular rendering techniques for synthesizing photo-realistic images. However, the high quality images require long computation times and memory-consuming scene description. Parallel architectures with distributed memories are increasingly being used for rendering and provide more memory and CPU power. This paper describes a new way to employ such computers efficiently for ray tracing. Here each pixel is processed independently, so a natural method of parallelization is to distribute pixels over the machine nodes. If the entire scene can be duplicated in the memory of each processor (in the absence of global memory), a scheme without dataflow is used, otherwise, objects composing the scene have to be distributed over processor nodes. In this last case two strategies are applicable to the computation: object dataflow and ray dataflow.
The fastest of these algorithms is the one without dataflow. If we want to deal with realistic pictures described by large scenes, we have to distribute objects among processors.
Accordingly a choice has to be made between object and ray dataflow. This choice is not easy because of variability in computers, communication networks and scenes, also algorithms might not be based on the same sequential model. Here, we propose a method which chooses the type of flow to use dynamically. This arose from the development of a parallel ray tracing algorithm that included the two modes of dataflow, i.e. a concurrent dataflow algorithm.
As our scheme allows the use of both algorithms, processors need to exchange objects and rays. The processors’ load and some local parameters are used to choose between ray or
object dataflow at any instant. Global information is transmitted by a non-centralized strategy, which assures scalability and the production of relevant messages. Finally, our algorithm offers a
dynamic management of concurrent dataflows, which intrinsically assures dynamic load balancing.
Using concurrent dataflow our algorithm gives very encouraging results, as the computation time for rendering pictures and the number of exchanged messages are reduced by significant factors in relation to classical dataflow algorithms.
This concurrent algorithm is scalable as performances on a CRAY T3E with 64 processors shows. Finally the reduction of the magnitude of the flow of data communication reduces the risk of network saturation, which might otherwise compromise the algorithm.
Rappresentazione tridimensionale di modelli digitali per l'architettura
In questo contributo verranno esaminate le diverse metodologie utilizzate per modellare in 3 dimensioni l'organismo di... more In questo contributo verranno esaminate le diverse metodologie utilizzate per modellare in 3 dimensioni l'organismo di architettura, sino ad arrivare ad una corretta visualizzazione delle forme nello spazio, mediante l'ausilio degli strumenti informatici. Il modello ottenuto e il suo trattamento successivo permetteranno la stesura di tavole contenenti viste assonometriche o prospettiche più o meno realistiche per l'illustrazione delle proporzioni tra i volumi e dei materiali impiegati. Verranno inoltre presentate soluzioni alle più comuni criticità che possono presentarsi a chi approccia per la prima volta la tematica. Sono state inserite a tal proposito numerose immagini a corredo del testo, frutto dell'attività didattica svolta dagli allievi durante il laboratorio progettuale di Disegno dell'Architettura II per il corso di laurea in Ingegneria Edile/Architettura dell'Università di Bologna.
Morphological Antialiasing and Topological Reconstruction
Preprint copy of GRAPP 2011
Morphological antialiasing is a post-processing approach which does note require additional samples computation.
This algorithm acts as a non-linear filter, ill-suited to massively parallel hardware architectures. We
redesigned the initial method using multiple passes with, in particular, a new approach to line length computation.
We also introduce in the method the notion of topological reconstruction to correct the weaknesses
of postprocessing antialiasing techniques. Our method runs as a pure post-process filter providing full-image
antialiasing at high framerates, competing with traditional MSAA.
103 views
Illuminating and Rendering Heterogeneous Participating Media in Real-Time Using Opacity Propagation
Preprint of GRAPP 2011
We present a new approach to illuminate and render single scattering effects in heterogeneous participating
media... more
We present a new approach to illuminate and render single scattering effects in heterogeneous participating
media in real time. The medium’s density is modeled as a sum of radial basis functions, and is then sampled
into a first volumetric grid. We then integrate the extinction function from each light source to each cell in
the volume by a fast cell-to-cell propagation process on the GPU, and store the result in a second volume. We
finally render both scattering medium and surfaces using a regular step ray-marching from the observer to the
nearest surface. As we traverse the medium, we fetch data from both volumes and approximate a solution to
the scattering equation. Our method is real-time, easy to implement and to integrate in a larger pipeline.
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Seen by:Silhouette rendering based on stability measurement
by John Brosz
John Brosz, Faramarz F. Samavti, and Mario Costa Sousa. In the Spring Conference on Computer Graphics 2004.
A better silhouette for a mesh can be rendered if we take into account the stability of edges inside and outside the... more A better silhouette for a mesh can be rendered if we take into account the stability of edges inside and outside the current silhouette. Using the dot product between the normal and the viewing direction we can measure this stability. This gives us two types of edges: silhouette and non-silhouette and an associated stability of each. We apply this classification and stability measure to achieve several different styles of rendering as well as temporal frame coherence.

