FIRE-3DV: Framework-Independent Rendering Engine for 3D Graphics using Vulkan

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Publicat a:arXiv.org (Dec 13, 2024), p. n/a
Autor principal: Allison, Christopher John
Altres autors: Zhou, Haoying, Munawar, Adnan, Kazanzides, Peter, Barragan, Juan Antonio
Publicat:
Cornell University Library, arXiv.org
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Accés en línia:Citation/Abstract
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022 |a 2331-8422 
035 |a 3145273730 
045 0 |b d20241213 
100 1 |a Allison, Christopher John 
245 1 |a FIRE-3DV: Framework-Independent Rendering Engine for 3D Graphics using Vulkan 
260 |b Cornell University Library, arXiv.org  |c Dec 13, 2024 
513 |a Working Paper 
520 3 |a Interactive dynamic simulators are an accelerator for developing novel robotic control algorithms and complex systems involving humans and robots. In user training and synthetic data generation applications, high-fidelity visualizations from the simulation are essential. Yet, robotic simulators often limit their rendering algorithms to preserve real-time interaction with the simulation. Advancements in Graphics Processing Units (GPU) enable improved visualization without compromising performance. However, these advancements cannot be fully leveraged in simulation frameworks that use legacy graphics application programming interfaces (API) to interface with the GPU. This paper presents a performance-focused and lightweight rendering engine supporting the modern Vulkan graphics API that can be easily integrated with other simulation frameworks to enhance visualizations. To illustrate the proposed method, our engine is used to modernize the legacy rendering pipeline of the Asynchronous Multi-Body Framework (AMBF), a dynamic simulation framework used extensively for interactive robotics simulation development. This new rendering engine implements graphical features such as physically based rendering (PBR), anti-aliasing, and ray-traced shadows, significantly improving the image fidelity of AMBF. Computational experiments show that the engine can render a simulated scene with over seven million triangles while maintaining GPU computation times within two milliseconds. 
653 |a Robotics 
653 |a Modernization 
653 |a Simulation 
653 |a Simulators 
653 |a User training 
653 |a Rendering 
653 |a Control algorithms 
653 |a Graphics processing units 
653 |a Pipelining (computers) 
653 |a Simulator fidelity 
653 |a Multibody systems 
653 |a Application programming interface 
653 |a Complex systems 
653 |a Algorithms 
653 |a Graphical user interface 
653 |a Real time 
653 |a Computer graphics 
653 |a Robot control 
653 |a Interactive systems 
653 |a Synthetic data 
653 |a Interactive control 
700 1 |a Zhou, Haoying 
700 1 |a Munawar, Adnan 
700 1 |a Kazanzides, Peter 
700 1 |a Barragan, Juan Antonio 
773 0 |t arXiv.org  |g (Dec 13, 2024), p. n/a 
786 0 |d ProQuest  |t Engineering Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/3145273730/abstract/embedded/6A8EOT78XXH2IG52?source=fedsrch 
856 4 0 |3 Full text outside of ProQuest  |u http://arxiv.org/abs/2410.05095