Many shading models are able to provide realistic rendering of lighting effects under various atmospheric conditions but computational times are often expensive. This paper proposes a method to render lighting effects...
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ISBN:
(纸本)0769508685
Many shading models are able to provide realistic rendering of lighting effects under various atmospheric conditions but computational times are often expensive. This paper proposes a method to render lighting effects within participating media in real-time on a graphics workstation. It consists of mathematical approximations based on a re-formulation of the light transport equation considering atmospheric scattering with light sources described by their luminous intensity distribution. Hardware capabilities of graphicscomputer boards are used to accelerate parts of the rendering process.
We propose an efficient out-of-core octree generation method for arbitrarily large point clouds. It utilizes a hierarchical counting sort to quickly split the point cloud into small chunks, which are then processed in...
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We propose an efficient out-of-core octree generation method for arbitrarily large point clouds. It utilizes a hierarchical counting sort to quickly split the point cloud into small chunks, which are then processed in parallel. Levels of detail are generated by subsampling the full data set bottom up using one of multiple exchangeable sampling strategies. We introduce a fast hierarchical approximate blue-noise strategy and compare it to a uniform random sampling strategy. The throughput, including out-of-core access to disk, generating the octree, and writing the final result to disk, is about an order of magnitude faster than the state of the art, and reaches up to around 6 million points per second for the blue-noise approach and up to around 9 million points per second for the uniform random approach on modern SSDs.
Interactive applications such as virtual reality systems have become popular in recent years. A ground surface composed of a granular material can be deformed when it comes into contact with an object, and, in this pa...
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ISBN:
(纸本)0769520286
Interactive applications such as virtual reality systems have become popular in recent years. A ground surface composed of a granular material can be deformed when it comes into contact with an object, and, in this paper, we propose a deformation algorithm for the ground surface which is useful for such applications. The deformation algorithm is divided into three steps: (1) detection of the collision between an object and the ground surface, (2) displacement of the granular material, and (3) erosion of the material at steep slopes. The proposed algorithm can handle objects of various shapes, including a concave polyhedron, and a texture sliding technique is proposed to represent the motion of the granular materials. In addition, the proposed algorithm can be used at an interactive frame rate.
This paper presents a new method for smoothly blending among multiple polygonal shapes. The blended shape is computed as a weighted average of the input shapes. The weight of each input shape is allowed to vary across...
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ISBN:
(纸本)0769520286
This paper presents a new method for smoothly blending among multiple polygonal shapes. The blended shape is computed as a weighted average of the input shapes. The weight of each input shape is allowed to vary across the shape. This feature increases the flexibility for controlling the local appearance of the blended shapes. Our method computes the blended shape hierarchically, starting from the coarse version of the shape and adding the details gradually. Several examples are shown to demonstrate the advantages of the proposed method.
Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. Th...
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ISBN:
(纸本)0769522343
Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a pre-processing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of wails to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time.
Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. The method works directly on a triangle mesh without requiring a...
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Given a cross field over a triangulated surface we present a practical and robust method to compute a field aligned coarse quad layout over the surface. The method works directly on a triangle mesh without requiring any parametrization and it is based on a new technique for tracing field-coherent geodesic paths directly on a triangle mesh, and on a new relaxed formulation of a binary LP problem, which allows us to extract both conforming quad layouts and coarser layouts containing t-junctions. Our method is easy to implement, very robust, and, being directly based on the input cross field, it is able to generate better aligned layouts, even with complicated fields containing many singularities. We show results on a number of datasets and comparisons with state-of-the-art methods.
Shadow removal is a challenging problem and previous approaches often produce de-shadowed regions that are visually inconsistent with the rest of the image. We propose an automatic shadow region harmonization approach...
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Shadow removal is a challenging problem and previous approaches often produce de-shadowed regions that are visually inconsistent with the rest of the image. We propose an automatic shadow region harmonization approach that makes the appearance of a de-shadowed region (produced using any previous technique) compatible with the rest of the image. We use a shadow-guided patch-based image synthesis approach that reconstructs the shadow region using patches sampled from non-shadowed regions. This result is then refined based on the reconstruction confidence to handle unique textures. Qualitative comparisons over a wide range of images, and a quantitative evaluation on a benchmark dataset show that our technique significantly improves upon the state-of-the-art.
This paper presents a new technique which makes use of deformation and motion properties between animated meshes for finding their spatial correspondences. Given a pair of animated meshes exhibiting a semantically sim...
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This paper presents a new technique which makes use of deformation and motion properties between animated meshes for finding their spatial correspondences. Given a pair of animated meshes exhibiting a semantically similar motion, we compute a sparse set of feature points on each mesh and compute spatial correspondences among them so that points with similar motion behavior are put in correspondence. At the core of our technique is our new, dynamic feature descriptor named AnimHOG, which encodes local deformation characteristics. AnimHOG is ob-tained by computing the gradient of a scalar field inside the spatiotemporal neighborhood of a point of interest, where the scalar values are obtained from the deformation characteristic associated with each vertex and at each frame. The final matching has been formulated as a discreet optimization problem that finds the matching of each feature point on the source mesh so that the descriptor similarity between the corresponding feature pairs as well as compatibility and consistency as measured across the pairs of correspondences are maximized. Consequently, reliable correspondences can be found even among the meshes of very different shape, as long as their motions are similar. We demonstrate the performance of our technique by showing the good quality of matching results we obtained on a number of animated mesh pairs.
This paper presents an algorithm for rendering of point sampled CSG models. The approach works with arbitrary CSG trees of surfel models with arbitrary sampling densities. Edges and corners are rendered by reconstruct...
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ISBN:
(纸本)0769522343
This paper presents an algorithm for rendering of point sampled CSG models. The approach works with arbitrary CSG trees of surfel models with arbitrary sampling densities. Edges and corners are rendered by reconstructing the involved surfaces separately. The reconstructed surfaces are clipped at intersections. This way, blurring at any magnification is avoided. As opposed to existing methods, which resample surfaces close to object intersections, the proposed approach preserves the original object representation. Since no resampling is needed, dynamic scenes can be handled very flexible. Complex intersections involving any number of objects can be rendered.
Color images often have to be converted to grayscale for reproduction, artistic purposes, or for subsequent processing. Methods performing the conversion of color images to grayscale aim to retain as much information ...
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Color images often have to be converted to grayscale for reproduction, artistic purposes, or for subsequent processing. Methods performing the conversion of color images to grayscale aim to retain as much information about the original color image as possible, while simultaneously producing perceptually plausible grayscale results. Recently, many methods of conversion have been proposed, but their performance has not yet been assessed. Therefore, the strengths and weaknesses of color-to-grayscale conversions are not known. In this paper, we present the results of two subjective experiments in which a total of 24 color images were converted to grayscale using seven state-of-the-art conversions and evaluated by 119 human subjects using a paired comparison paradigm. We surveyed nearly 20000 human responses and used them to evaluate the accuracy and preference of the color-to-grayscale conversions. To the best of our knowledge, the study presented in this paper is the first perceptual evaluation of color-to-grayscale conversions. Besides exposing the strengths and weaknesses of the researched methods, the aim of the study is to attain a deeper understanding of the examined field, which can accelerate the progress of color-to-grayscale conversion.
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