We present a multi-scale algorithm for mapping a texture defined by an input image onto an arbitrary surface. It avoids the generation and storage of a new, specific texture. the idea is to progressively cover the sur...
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ISBN:
(纸本)9781581135213
We present a multi-scale algorithm for mapping a texture defined by an input image onto an arbitrary surface. It avoids the generation and storage of a new, specific texture. the idea is to progressively cover the surface by texture patches of various sizes and shapes, selected from a single input image. the process starts with large patches. A mapping that minimizes the texture fitting error with already textured neighbouring patches is selected. When this error is above a threshold, the patch is split into smaller ones, and the algorithm recursively looks for good fits at a smaller scale. the process ends when the surface is entirely covered. Our results show that the method correctly handles a wide set of texture patterns, which can be used at different mapping scales. Hierarchical texture mapping only outputs texture coordinates in the original texture for each triangle of the initial mesh. Rendering is therefore easy and memory cost minimal. Moreover the initial geometry is preserved.
We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. the Light Stage used in this work is a two-meter sphere...
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ISBN:
(纸本)9781581135213
We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. the Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. the color response of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.
the Scalable, Advanced graphics Environment (SAGE) is a new high-end, multi-chip rendering architecture. Each single SAGE board can render in excess of 80 million fully lit, textured, anti-aliased triangles per second...
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ISBN:
(纸本)9781581135213
the Scalable, Advanced graphics Environment (SAGE) is a new high-end, multi-chip rendering architecture. Each single SAGE board can render in excess of 80 million fully lit, textured, anti-aliased triangles per second. SAGE brings high quality antialiasing filters to video rate hardware for the first time. To achieve this, the concept of a frame buffer is replaced by a fully double-buffered sample buffer of between 1 and 16 non-uniformly placed samples per final output pixel. the video output raster of samples is subject to convolution by a 5x5 programmable reconstruction and bandpass filter that replaces the traditional RAMDAC. the reconstruction filter processes up to 400 samples per output pixel, and supports any radially symmetric filter, including those with negative lobes (full Mitchell-Netravali filter). Each SAGE board comprises four parallel rendering sub-units, and supports up to two video output channels. Multiple SAGE systems can be tiled together to support even higher fill rates, resolutions, and performance.
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. the various elements of geometric data are then coupled with a s...
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ISBN:
(纸本)9781581135213
Rendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. the various elements of geometric data are then coupled with a shading program at runtime to draw the asset. In this paper we describe a system in which pre-processing is done in a compilation process in which the geometric data are processed with knowledge of their shading programs. the data are converted into structures targeted directly to the hardware, and a code stream is assembled that describes the manipulations required to render these data structures. Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset) output from a 3D modeling package and shaders in a platform independent form and performs platform-independent optimizations, and a back end that performs platform-specific optimizations and generates platform-targeted data structures and code streams. Our compiler back-end has been targeted to four platforms, three of which are radically different from one another. On all platforms the rendering performance of our compiled assets, used in real situations, is well above that of hand-coded assets.
We present a new technique for the display of high-dynamic-range images, which reduces the contrast while preserving detail. It is based on a two-scale decomposition of the image into a base layer, encoding large-scal...
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ISBN:
(纸本)9781581135213
We present a new technique for the display of high-dynamic-range images, which reduces the contrast while preserving detail. It is based on a two-scale decomposition of the image into a base layer, encoding large-scale variations, and a detail layer. Only the base layer has its contrast reduced, thereby preserving detail. the base layer is obtained using an edge-preserving filter called the bilateral filter. this is a non-linear filter, where the weight of each pixel is computed using a Gaussian in the spatial domain multiplied by an influence function in the intensity domain that decreases the weight of pixels with large intensity differences. We express bilateral filtering in the framework of robust statistics and show how it relates to anisotropic diffusion. We then accelerate bilateral filtering by using a piecewise-linear approximation in the intensity domain and appropriate subsampling. this results in a speed-up of two orders of magnitude. the method is fast and requires no parameter setting.
Analytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition...
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ISBN:
(纸本)9781581135213
Analytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition of extremal stabbing lines, which are the extremities of shadow boundaries. We treat scenes containing multiple edges or vertices in degenerate configurations, (e.g., collinear or coplanar). We introduce a robust Ε method to determine whether each generalized extremal stabbing line is blocked, or is touched by these scene elements, and thus added to the line's generators. We develop robust blocker predicates for polygons which are smaller than Ε. For larger Ε values, small shadow features merge and eventually disappear. We can thus robustly connect generalized extremal stabbing lines in degenerate scenes to form shadow boundaries. We show that our approach is consistent, and that shadow boundary connectivity is preserved when features merge. We have implemented our algorithm, and show that we can robustly compute analytic shadow boundaries to the precision of our chosen Ε threshold for non-trivial models, containing numerous degeneracies.
Person-independent and pose-invariant estimation of eye-gaze is important for situation analysis and for automated video annotation. We propose a fast cascade regression based method that first estimates the location ...
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ISBN:
(纸本)9781509014378
Person-independent and pose-invariant estimation of eye-gaze is important for situation analysis and for automated video annotation. We propose a fast cascade regression based method that first estimates the location of a dense set of markers and their visibility, then reconstructs face shape by fitting a part-based 3D model. Next, the reconstructed 3D shape is used to estimate a canonical view of the eyes for 3D gaze estimation. the model operates in a feature space that naturally encodes local ordinal properties of pixel intensities leading to photometric invariant estimation of gaze. To evaluate the algorithm in comparison with alternative approaches, three publicly-available databases were used, Boston University Head Tracking, Multi-View Gaze and CAVE Gaze datasets. Precision for head pose and gaze averaged 4 degrees or less for pitch, yaw, and roll. the algorithm outperformed alternative methods in both datasets.
the present paper is part of the study to develop the advanced computer aided manufacture (CAM) system called the changeable die system (CDS) that applies the cold-forming technique to produce curved metal plates with...
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ISBN:
(纸本)9780791849101
the present paper is part of the study to develop the advanced computer aided manufacture (CAM) system called the changeable die system (CDS) that applies the cold-forming technique to produce curved metal plates with complex, three-dimensional geometry. this paper focuses on the algorithm of predicting the spring-back behavior using nonlinear finite element method, which is a key element within the framework of the CDS process. the validity of the algorithm is confirmed by comparison with experimental results obtained by the CDS machine in the cold-forming process of curved steel plates.
We present a novel technique, both flexible and efficient, for interactive remeshing of irregular geometry. First, the original (arbitrary genus) mesh is substituted by a series of 2D maps in parameter space. Using th...
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ISBN:
(纸本)9781581135213
We present a novel technique, both flexible and efficient, for interactive remeshing of irregular geometry. First, the original (arbitrary genus) mesh is substituted by a series of 2D maps in parameter space. Using these maps, our algorithm is then able to take advantage of established signal processing and halftoning tools that offer real-time interaction and intricate control. the user can easily combine these maps to create a control map - a map which controls the sampling density over the surface patch. this map is then sampled at interactive rates allowing the user to easily design a tailored resampling. Once this sampling is complete, a Delaunay triangulation and fast optimization are performed to perfect the final mesh. As a result, our remeshing technique is extremely versatile and general, being able to produce arbitrarily complex meshes with a variety of properties including: uniformity, regularity, semi-regularity, curvature sensitive resampling, and feature preservation. We provide a high level of control over the sampling distribution allowing the user to interactively custom design the mesh based on their requirements thereby increasing their productivity in creating a wide variety of meshes.
In this paper, we present a system for interactive computation of global illumination in dynamic scenes. Our system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirect...
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ISBN:
(纸本)9781581135213
In this paper, we present a system for interactive computation of global illumination in dynamic scenes. Our system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirectional path tracer. the Shading Cache is an object-space hierarchical subdivision mesh with lazily computed shading values at its vertices. A high frame rate display is generated from the Shading Cache using hardware-based interpolation and texture mapping. An image space sampling scheme refines the Shading Cache in regions that have the most interpolation error or those that are most likely to be affected by object or camera motion. Our system handles dynamic scenes and moving light sources efficiently, providing useful feedback within a few seconds and high quality images within a few tens of seconds, without the need for any pre-computation. Our approach allows us to significantly outperform other interactive systems based on caching ray-tracing samples, especially in dynamic scenes. Based on our results, we believe that the Shading Cache will be an invaluable tool in lighting design and modelling while rendering.
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