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Dive into the research topics where Marc Olano is active.

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Featured researches published by Marc Olano.


international conference on computer graphics and interactive techniques | 1998

Appearance-preserving simplification

Jonathan D. Cohen; Marc Olano; Dinesh Manocha

We present a new algorithm for appearance-preserving simplification. Not only does it generate a low-polygon-count approximation of a model, but it also preserves the appearance. This is accomplished for a particular display resolution in the sense that we properly sample the surface position, curvature, and color attributes of the input surface. We convert the input surface to a representation that decouples the sampling of these three attributes, storing the colors and normals in texture and normal maps, respectively. Our simplification algorithm employs a new texture deviation metric, which guarantees that these maps shift by no more than a user-specified number of pixels on the screen. The simplification process filters the surface position, while the runtime system filters the colors and normals on a per-pixel basis. We have applied our simplification technique to several large models achieving significant amounts of simplification with little or no loss in rendering quality. CR Categories: I.3.5: Object hierarchies, I.3.7: Color, shading, shadowing, and texture Additional


interactive 3d graphics and games | 1992

3DM: a three dimensional modeler using a head-mounted display

Jeff Butterworth; Andrew Davidson; Stephen Hench; Marc Olano

3dm is a three dimensional (3D) surface modeling program that draws techniques of model manipulation from both CAD and drawing programs and applies them to modeling in an intuitive way. 3dm uses a head-mounted display (HMD) to simplify the problem of 3D model manipulation and understanding. A HMD places the user in the modeling space, making three dimensional relationships more understandable. As a result, 3dm is easy to learn how to use and encourages experimentation with model shapes.


international conference on computer graphics and interactive techniques | 1999

Reflection space image based rendering

Brian Keith Cabral; Marc Olano; Philip Nemec

The present invention provides a method, system, and computer program product for reflection space image based rendering of an object at an interactive frame rate. A set of source radiance environment maps associated with a set of source viewing vectors are warped to create a destination radiance environment map associated with a destination viewing vector in a current frame. Blending and weighting operations can also be applied in creating the final destination radiance environment map. An object is then rendered with texture environment mapped from the destination radiance environment map.


international conference on computer graphics and interactive techniques | 2000

Interactive multi-pass programmable shading

Mark S. Peercy; Marc Olano; John M. Airey; P. Jeffrey Ungar

Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline. We present two demonstrations of the method. The first is a constrained shading language that runs on graphics hardware supporting OpenGL 1.2 with a subset of the ARB imaging extensions. We remove the shading language constraints by minimally extending OpenGL. The key extensions are color range (supporting extended range and precision data types) and pixel texture (using framebuffer values as indices into texture maps). Our second demonstration is a renderer supporting the RenderMan Interface and RenderMan Shading Language on a software implementation of this extended OpenGL. For both languages, our compiler technology can take advantage of extensions and performance characteristics unique to any particular graphics hardware.


international conference on computer graphics and interactive techniques | 1998

A shading language on graphics hardware: the pixelflow shading system

Marc Olano; Anselmo Lastra

Over the years, there have been two main branches of computer graphics image-synthesis research; one focused on interactivity, the other on image quality. Procedural shading is a powerful tool, commonly used for creating high-quality images and production animation. A key aspect of most procedural shading is the use of a shading language, which allows a high-level description of the color and shading of each surface. However, shading languages have been beyond the capabilities of the interactive graphics hardware community. We have created a parallel graphics multicomputer, PixelFlow, that can render images at 30 frames per second using a shading language. This is the first system to be able to support a shading language in real-time. In this paper, we describe some of the techniques that make this possible.


IEEE Transactions on Visualization and Computer Graphics | 2009

Glimmer: Multilevel MDS on the GPU

Stephen Ingram; Tamara Munzner; Marc Olano

We present Glimmer, a new multilevel algorithm for multidimensional scaling designed to exploit modern graphics processing unit (GPU) hardware. We also present GPU-SF, a parallel, force-based subsystem used by Glimmer. Glimmer organizes input into a hierarchy of levels and recursively applies GPU-SF to combine and refine the levels. The multilevel nature of the algorithm makes local minima less likely while the GPU parallelism improves speed of computation. We propose a robust termination condition for GPU-SF based on a filtered approximation of the normalized stress function. We demonstrate the benefits of Glimmer in terms of speed, normalized stress, and visual quality against several previous algorithms for a range of synthetic and real benchmark datasets. We also show that the performance of Glimmer on GPUs is substantially faster than a CPU implementation of the same algorithm.


international conference on computer graphics and interactive techniques | 1997

Triangle scan conversion using 2D homogeneous coordinates

Marc Olano; Trey Greer

We present a new triangle scan conversion algorithm that works entirely in homogeneous coordinates. By using homogeneous coordinntes, the algorithm avoids costly clipping tests which make pipelining or hardware implementations of previous scan conversion algorithms difticult. The algorithm handles clipping by the addition of clip edges, without the need to actually split the clipped triangle. Furthermore, the algorithm can render true homogeneous triangles, including external triungles that should pass through infinity with two visible sections. An implementation of the algorithm on Pixel-Planes 5 runs about 33% faster than a similar implementation of the previous algorithm. CR


ieee visualization | 1997

Simplifying polygonal models using successive mappings

Jonathan D. Cohen; Dinesh Manocha; Marc Olano

We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each simplification operation and use this function to measure deviation of the new surface from both the previous level of detail and from the original surface. In addition, we use the mapping function to compute appropriate texture coordinates if the original map has texture coordinates at its vertices. Our overall algorithm uses edge collapse operations. We present rigorous procedures for the generation of local planar projections as well as for the selection of a new vertex position for the edge collapse operation. As compared to earlier methods, our algorithm is able to compute tight error bounds on surface deviation and produce an entire continuum of levels of detail with mappings between them. We demonstrate the effectiveness of our algorithm on several models: a Ford Bronco consisting of over 300 parts and 70,000 triangles, a textured lion model consisting of 49 parts and 86,000 triangles, and a textured, wrinkled torus consisting of 79,000 triangles.


interactive 3d graphics and games | 1995

Combatting rendering latency

Marc Olano; Jonathan D. Cohen; Mark R. Mine; Gary Bishop

Latency or lag in an interactive graphics system is the delay between user input and displayed output. We have found latency and the apparent bobbing and swimming of objects that it produces to be a serious problem for head-mounted display (HMD) and augmented reality applications. At UNC, we have been investigating a number of ways to reduce latency; we present two of these. Slats is an experimental rendering system for our Pixel-Planes 5 graphics machine guaranteeing a constant single NTSC field of latency. This guaranteed response is especially important for predictive tracking. Just-in-time pixels is an attempt to compensate for rendering latency by rendering the pixels in a scanned display based on their position in the scan.


interactive 3d graphics and games | 1995

Real-time programmable shading

Anselmo Lastra; Steven Molnar; Marc Olano; Yulan Wang

One of the main techniques used by software renderers to produce stunningly realistic images is programmable shading—executing an arbitrarily complex program to compute the color at each pixel. Thus far, programmable shading has only been available on software rendering systems that run on general-purpose computers. Rendering each image can take from minutes to hours. Parallel rendering engines, on the other hand, have steadily increased in generality and in performance. We believe that they are nearing the point where they will be able to perform moderately complex shading at real-time rates. Some of the obstacles to this are imposed by hardware, such as limited amounts of frame-buffer memory and the enormous computational resources that are needed to shade in real time. Other obstacles are imposed by software. For example, users generally are not granted access to the hardware at the level required for programmable shading. This paper first explores the capabilities that are needed to perform programmable shading in real times. We then describe the design issues and algorithms for a prototype shading architecture on PixelFlow, an experimental graphics engine under construction. We demonstrate through examples and simulation that PixelFlow will be able to perform high-quality programmable shading at real-time (30 to 60 Hz) rates. We hope that our experience will be useful to shading implementors on other hardware graphics systems.

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Yu Wang

University of Maryland

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Anselmo Lastra

University of North Carolina at Chapel Hill

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Dinesh Manocha

University of North Carolina at Chapel Hill

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John Hart

University of Chicago

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