SearcharxivSearch

arXiv subjects

Grigoris Tsopouridis

Publications and source records attributed to Grigoris Tsopouridis.

3 recordsLinked to original sources

Transparency Rendering in Computer-Aided Design: Methodologies, Trade-offs, and Challenges

This paper surveys the state of transparency rendering in Computer-Aided Design (CAD), with a focus on both practical deployment in industrial systems and the underlying algorithms. We first review current approaches to transparency rendering in CAD environments and outline application scenarios in which accurate and performant transparency is critical for design inspection, communication, and decision-making. We then analyze the trade-offs between approximate and exact transparency techniques, comparing their performance-quality balance on desktop and mobile platforms and discussing criteria for selecting appropriate methods. The survey further identifies the need for robust benchmarks, quality metrics, and evaluation methodologies tailored to CAD-specific visualization tasks. We examine techniques for emphasizing important interior components such as importance-driven transparency, silhouette-based methods, and related approaches to support effective spatial understanding in complex assemblies. Finally, we discuss the unique challenges of rendering transparent constructive solid geometry (CSG) objects, including robustness, correctness, and integration with modern rendering pipelines. Collectively, these contributions characterize current capabilities, systematize open problems, and outline future research directions for transparency rendering in CAD visualization.

cs.GR

STAR-NT: Spatiotemporal Acceleration of Real-Time Neural Transparency Rendering

Neural order-independent transparency delivers high-quality rendering of overlapping transparent surfaces, but its geometry passes and network input generation remain costly, particularly on mobile and legacy hardware. We present a spatiotemporal acceleration framework that exploits spatial and temporal coherence to reduce this overhead while preserving visual quality. Spatially, we use adaptive quadtree-based screen-space subdivision to scale geometry pass resolution according to local color variance. Temporally, selected frames reuse the previous transparency result through depth-based reprojection instead of full rendering. Together, these optimizations reduce rendering cost and integrate efficiently into existing real-time rendering pipelines.

cs.GR

Deep and Fast Approximate Order Independent Transparency

We present a machine learning approach for efficiently computing order independent transparency (OIT). Our method is fast, requires a small constant amount of memory (depends only on the screen resolution and not on the number of triangles or transparent layers), is more accurate as compared to previous approximate methods, works for every scene without setup and is portable to all platforms running even with commodity GPUs. Our method requires a rendering pass to extract all features that are subsequently used to predict the overall OIT pixel color with a pre-trained neural network. We provide a comparative experimental evaluation and shader source code of all methods for reproduction of the experiments.

cs.GR