Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or ligh...
详细信息
Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant. Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated. Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [computergraphics]: Color, shading, shadowing, and texture
Displacement mapping is a technique for applying fine geometric detail to a simpler base surface. The displacement is often specified as a scalar function which makes it relatively easy to increase visual complexity w...
详细信息
Displacement mapping is a technique for applying fine geometric detail to a simpler base surface. The displacement is often specified as a scalar function which makes it relatively easy to increase visual complexity without the difficulties inherent in more general modeling techniques. We would like to use displacement mapping in real-time applications. Ideally, a graphics accelerator should create a polygonal tessellation of the displaced surface on the fly to avoid storage and host bandwidth overheads. We present an online, adaptive, crack-free tessellation scheme for real-time displacement mapping that uses only local information for each triangle to perform a view-dependent tessellation. The tessellation works in homogeneous coordinates and avoids re-transformation of displaced points, making it suitable for high-performance hardware implementation. The use of interval analysis produces meshes with good error bounds that converge quickly to the true surface.
We present a variational method for the segmentation of piecewise affine flow fields. Compared to other approaches to motion segmentation, we minimize a single energy functional both with respect to the affine motion ...
详细信息
We present a spatialized audio rendering system for the use in immersive virtual environments. The system is optimized for rendering a sufficient number of dynamically moving sound sources in multi-speaker environment...
详细信息
ISBN:
(纸本)9781581135305
We present a spatialized audio rendering system for the use in immersive virtual environments. The system is optimized for rendering a sufficient number of dynamically moving sound sources in multi-speaker environments using off-the-shelf audio hardware. Based on simplified physics-based models, we achieve a good trade-off between audio quality, spatial precision, and performance. Convincing acoustic room simulation is accomplished by integrating standard hardware reverberation devices as used in the professional audio and broadcast community. We elaborate on important design principles for audio rendering as well as on practical implementation issues. Moreover, we describe the integration of the audio rendering pipeline into a scene graph-based virtual reality toolkit.
This paper deals with parallelization and implementation aspects of PDE based image processing models for large cluster environments with distributed memory. As an example we focus on nonlinear isotropic diffusion fil...
详细信息
Differential methods are frequently used techniques for optic flow computations. They can be classified into local methods such as the Lucas-Kanade technique or Bigün's structure tensor method, and into globa...
详细信息
Complex application examples or scenarios such as site planning need a lot of information, especially spatially referenced data1 in order to find a best place for a new building or an industrial area and to solve indi...
详细信息
Theußl et al. [Theußl et al. 2001] showed that volumetric data sampled on a body-centred cubic (BCC) lattice is nearly 30% more efficient than data sampled on a cubic lattice, and produced volume renderings ...
详细信息
ISBN:
(纸本)1581135254
Theußl et al. [Theußl et al. 2001] showed that volumetric data sampled on a body-centred cubic (BCC) lattice is nearly 30% more efficient than data sampled on a cubic lattice, and produced volume renderings using splatting. We extend this work to generate isosurfaces based on the BCC lattice, and also on the hexagonal-close packed (HCP) grid. This sketch presents a modified version of marching octahedra that simplifies the BCC mesh to an octahedral mesh to reduce the number of triangles generated for the isosurface.
The usability of three-dimensional (3D) interaction techniques depends upon both the interface software and the physical devices used. However, little research has addressed the issue of mapping 3D input devices to in...
详细信息
Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or ligh...
详细信息
Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant. Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated. Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present.
暂无评论