3D painting with volumetric texturing

OData support
Supervisor:
Dr. Szécsi László
Department of Control Engineering and Information Technology

In computer graphics, the shading of object surfaces is most commonly done with the

help of textures. By this, additional details can be added to the surface of a relatively

low polygon triangle mesh. There are many texture mapping algorithms and methods.

In the early days the algorithms were running on the CPU. Later, as the first graphics

cards came available for PC users, the algorithms started to be run on these GPUs. More

and more opportunities became available through the increased computation

capabilities.

Nowadays, when 2D texture mapping is present in the general usage, a new direction

has risen: finding alternative ways and algorithms to the 2D texture usage. New areas

have opened in the world of computer graphics, since graphics cards are not limited to a

certain fixed function way of rendering or texturing any more, but they can do many

other calculations as well. This era began with the introduction of the programmable

shaders.

A programmable graphics card is now commonplace; they are well integrated in our

lives. Their computation capabilities are well beyond the limits of a general CPU. This

potent performance is possible because of heavy parallelization. The increased power of

these new GPUs made new rendering techniques possible. There is much effort put into

volumetric modeling, which could replace the original triangle based rendering

techniques. The current processing units of the graphics cards can calculate the matrix

operations required for the visualization of the triangle based virtual word, incredibly

fast. Today’s 3D devices have at least half a dozen GPU cores installed. The

manufacturers tend to increase these numbers dramatically year by year. The increase in

quantity, represented by the hundreds of processing cores, facilitates the new

technologies as well. There are ever fewer restrictions on the programming of the

processing units. Increasingly larger textures can be used and the length of the codes

executed on the GPUs can be longer and longer.

In my Thesis Work, I will introduce the possibilities and drawbacks of volumetric

texturing, and I will show how they can be implemented or solved. I will create a

volumetric texturing system, by the help of which I will try to find its benefits and

limitations on current devices. With the help of the results, I would like to show

possible future usage of this technology.

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