We examine a class of adaptive sampling techniques employed in image synthesis and show that those commonly used for efficient anti-aliasing are statistically biased. This bias is dependent upon the image function bei...
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An efficient algorithm is introduced for the production of realistic image sequences of dynamic environments. The practicality of the radiosity method, which computes the interreflection of light within complex diffus...
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In this paper we present a technique for computing the direct lighting in a three-dimensional scene containing area light sources. Our method correctly handles partial visibility between luminaires and receivers, and ...
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ISBN:
(纸本)0201485605
In this paper we present a technique for computing the direct lighting in a three-dimensional scene containing area light sources. Our method correctly handles partial visibility between luminaires and receivers, and is able to efficiently generate accurate soft shadows in scenes modeled with general bidirectional reflectance distribution functions. In most current algorithms, the form factor between a light source and receiver is computed using a stochastic ray casting approach which evaluates partial visibility. Such an approach often leads to noisy artifacts or aliasing problems. Generating significantly more rays is often the only solution to improving image quality. Our approach first stores visibility information in the image plane, using lazy evaluation of the visibility function. In a second phase, illumination values for each pixel are generated, using analytic or stochastic integration. Soft shadows and other shading effects are generated with high accuracy in less time than with existing shading algorithms. Coherence in specific blocker light source relationships across the image plane is exploited to amortize the cost of analytic form factor calculations. By storing information in the image plane, our method is currently designed for generating a single image, and is thus view-dependent. Copyright ACM 1999.
We introduce a new concept for accelerating realistic image synthesis algorithms. At the core of this procedure is a novel physical error metric that correctly predicts the perceptual threshold for detecting artifacts...
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ISBN:
(纸本)0201485605
We introduce a new concept for accelerating realistic image synthesis algorithms. At the core of this procedure is a novel physical error metric that correctly predicts the perceptual threshold for detecting artifacts in scene features. Built into this metric is a computational model of the human visual system's loss of sensitivity at high background illumination levels, high spatial frequencies, and high contrast levels (visual masking). An important feature of our model is that it handles the luminance-dependent processing and spatially dependent processing independently. This allows us to precompute the expensive spatially-dependent component, making our model extremely efficient. We illustrate the utility of our procedure with global illumination algorithms used for realistic image synthesis. The expense of global illumination computations is many orders of magnitude higher than the expense of direct illumination computations and can greatly benefit by applying our perceptually based technique. Results show our method preserves visual quality while achieving significant computational gains in areas of images with high frequency texture patterns, geometric details, and lighting variations. Copyright ACM 1999.
In this paper we develop a computational model of adaptation and spatial vision for realistic tone reproduction. The model is based on a multiscale representation of pattern, luminance, and color processing in the hum...
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ISBN:
(纸本)0897919998
In this paper we develop a computational model of adaptation and spatial vision for realistic tone reproduction. The model is based on a multiscale representation of pattern, luminance, and color processing in the human visual system. We incorporate the model into a tone reproduction operator that maps the vast ranges of radiances found in real and synthetic scenes into the small fixed ranges available on conventional display devices such as CRT's and printers. The model allows the operator to address the two major problems in realistic tone reproduction: wide absolute range and high dynamic range scenes can be displayed;and the displayed images match our perceptions of the scenes at both threshold and suprathresh-old levels to the degree possible given a particular display device. Although in this paper we apply our visual model to the tone reproduction problem, the model is general and can be usefully applied to image quality metrics, image compression methods, and perceptually-based image synthesis algorithms.
We present an approach for accelerating hierarchical radiosity by clustering objects. Previous approaches constructed effective hierarchies by subdividing surfaces, but could not exploit a hierarchical grouping on exi...
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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.
Microfacet models have proven very successful for modeling light reflection from rough surfaces. In this paper we review microfacet theory and demonstrate how it can be extended to simulate transmission through rough ...
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We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base of that vector which yields a vector (t u v)T, where t is the ...
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ISBN:
(纸本)9781450378338
We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base of that vector which yields a vector (t u v)T, where t is the distance to the plane in which the triangle lies and (u, v) represents the coordinates inside the triangle. One advantage of this method is that the plane equation need not be computed on the fly nor be stored, which can amount to significant memory savings for triangle meshes. As we found our method to be comparable in speed to previous methods, we believe it is the fastest ray/triangle intersection routine for triangles which do not have precomputed plane equations.
The principal objective of this research is to investigate, develop and demonstrate coarse-grained, parallel-processing strategies for nonlinear dynamic simulations of rotating bladed-disk assemblies. The parallel-pro...
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