This is a demo with shader source code of the image-based interactive ray tracing method presented at High Performance Graphics 2016, created by Kostas Vardis. The archive includes 4 different scenes of variable complexity. DIRT, using a combination of geometry sampled in multi-fragment buffers, exact ray-triangle intersection tests and deferred access of shading data, achieves a fast data structure construction time that makes it ideal for the rendering of completely dynamic scenes and previewing during scene editing. More details can be found in the original paper.
You can download the demo here. Detailed documentation is included in the archive.
Demo requirements: Windows 64-bit operating system, OpenGL 4.4, Visual C++ 2015 x64 Update 3 redistributable (in the redist folder), NVIDIA GPU with Maxwell architecture or newer, as the provided demo employs conservative rasterization through the GL_NV_conservative_raster extension.
This is a demo with shader source code of the fragment-based image-space interactive ray tracing method presented at i3D 2016, created by Kostas Vardis. The archive includes 4 different scenes of variable complexity. MMRT generalizes image-space ray tracing by performing ray traversals on a cubemap A-buffer structure built on the fly. The architecture exploits GPU accelerated double-linked lists, decoupled storage, bidirectional ray traversal and various empty-space skipping strategies. The method is suitable for (approximate) solutions to global illumination and shading algorithms, such as path tracing and ambient occlusion. Its inherent fast acceleration structure construction times, scalable tracing performance and support for fully dynamic environments, makes it ideal for interactive previewing and real-time rendering applications. More details can be found in the original paper.
You can download the demo here. Detailed documentation is included in the archive.
Demo requirements: Windows 64-bit operating system, OpenGL 4.4, Visual C++ 2015 x64 Update 3 redistributable (in the redist folder)
This is a demo of the CRC real-time GI method (with shader source), published at JCGT and presented at i3D 2015, created by Kostas Vardis. CRC is a fast multi-bounce diffuse global illumination approach with approximate indirect lighting visibility that utilizes optimal positioning of cache points and chrominance compression to improve performance and minimize memory access. More details about the method can be found at the original paper.
You can download the demo here.
Demo requirements: 64-bit Windows, OpenGL 4.2 (for running the compiled demo) - OpenGL 3.3, when atomic counters are disabled. Visual C++ 2012 x64 redistributable (in the redist folder)
The Virtual Repair and Measurement System (VRMW) is a multi-purpose platform for virtual operations on digitized cultural heritage objects. The base system (Virtual Reassembly System) is concentrated on object reassembly tasks and measurements in a fully three-dimensional environment and supports collection management facilities and manual manipulation functionality. However, the system is modular and supports various extensions. VRMW is free to download and use for personal, academic or generally, non-profit purposes.
You can download the VRMW - Virtual Reassembly System software here. The bundle also includes documentation and supporting tools. Example data can be downloaded here. Please note that the example data archive is ~1.5GB. Both files should be extracted to the same folder. You can also download the VRMW - Virtual Reassembly System Documentation separately. Before downloading the VRMW suite, make sure to read the End User's License Agreement.
System requirements: 64-bit Windows Operating System (tested on Windows 7 and 10), OpenGL 3.3 compliant graphics processing unit (GPU), Microsoft Visual Studio 2013 C++ x64 Redistributable files (included). The software has been tested on systems with an NVIDIA graphics card.
A free tool for estimating a number of surface features in real time, using fully GPU-accelerated geometry sampling in parametric space. This tool is a direct implementation of the method presented in A. Andreadis, G. Papaioannou, P. Mavridis, A Parametric Space Approach to the Computation of Multi-Scale Geometric Features, proc. GRAPP 2015. The tool includes the estimation of the following features: Mean curvature, open sphere volume (volumetric obscurrence), shape index and local bending energy. The software comes with a modified MIT license and was funded by the PRESIOUS EU STREP project.
This Meshlab plugin implements the segmentation methodology presented in the 2014 Eurographics poster "Facet Extraction and Classification for the Reassembly of Fractured 3D Objects" by A. Andreadis, P. Mavridis and G. Papaioannou. The zip file contains the source code and binaries of the plugin compiled for 32/64-bit MeshLab v1.3.3 for Windows (.dll) and 64-bit MeshLab v1.3.3 for Linux (.so - tested on Mint 17.3 64bit). The source code can also be found at the Meshlab repository. This software was funded by the PRESIOUS EU STREP project.
A comprehensive shader source code boundle for efficiently solving the visibility determination problem in screen space, a fundamental task for many image-based and frame buffer techniques, including complex rendering effects like order-independent-transparency, CSG rendering and collision detection.
This extensive collection includes the most widely-used multi-fragment rendering solutions such as the depth peeling variants as well as k-buffer and A-buffer alternatives. The source code is mainly written using the OpenGL 4.4 API, except from the parts that do not require GPU-accelerated atomic memory operations (OpenGL 3.3).
The code was developed by Andreas-Alexandros Vasilakis. If you use this material for any kind of test or rendering, please acknowledge the creator (by citing the corresponding paper) and/or provide a link to this page.
XEngine is a scene graph-based deferred rendering API that was initially implemented as standalone engine and a research platform for testing various real-time algorithms for shading and illumination effects using OpenGL. The engine is provided as a DLL (32/64bit, Debug and Release versions) with an ANSI C API for higher compatibility with different compilers. The engine is provided "as is", without its source code, and remains a property of the AUEB Graphics Group, under MIT license.
The API is split in two core parts, the engine API and a scenegraph API: The Engine API is responsible for various core engine tasks, such as management of the graphics engine main event loop, file utilities, logging system, timing and the internal rendering pipeline. The SceneGraph API incorporates an extensible scene graph library that is responsible for the engine's scene management. It has been designed to work alongside the engine's deferred renderer in order to provide a generic scene description. The graph can be also accessed by an external XML scene file description, with the use of the SceneGraph's Scene Description Language.
XEngine is accompanied by an example that demonstrates how the API is integrated onto a simple program. The example uses FreeGLUT for the window management and the input handling (such as mouse, joystick and keyboard functions).
Please keep in mind that this is an undergoing project still in its early stages and more advanced features will be added with each new version. See the change log for the latest changes.
A monastery cloister model, complete with courtyard and a stone statue, in Wavefront Object format (OBJ). The model was created by Georgios Papaioannou for testing global illumination algorithms and sky models. If you use this mesh for any kind of test or rendering, please acknowledge the creator and provide a link to this page.
Two simple models that were used in the paper Inverse Light Design for High-Occlusion Environments, in Wavefront Object format (OBJ). The models were created by Georgios Papaioannou. If you use this mesh for any kind of test or rendering, please acknowledge the creator and provide a link to this page.
A model of an Ancient Greek Temple. The model and its surrounding environment is in Wavefront Object format (OBJ) and comes complete with textures and materials. The model was created by Georgios Papaioannou, based on photographic material from the Delphi archaeological site and architectural studies. If you use this mesh for any kind of test or rendering, please acknowledge the creator and provide a link to this page.
We use this 240K-triangle model for testing ambient occlusion and near-field indirect lighting techniques due to its high depth complexity in both broad-scale and detailed geometry parts. The model is in Wavefront Object format (OBJ) and comes complete with textures and materials. Model created by Georgios Papaioannou. If you use this mesh for any kind of test or rendering, please acknowledge the creator and provide a link to this page.
Download the model of some Minoan palace ruins that is used for benchmarking our illumination and volume generation algorithms. The model is in Wavefront Object format (OBJ) and comes complete with textures and materials. Model created by Georgios Papaioannou. If you use this mesh for any kind of test or rendering, please acknowledge the creator and provide a link to this page.