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1.
We present a photon splatting technique which reduces noise and blur in the rendering of caustics. Blurring of illumination edges is an inherent problem in photon splatting, as each photon is unaware of its neighbours when being splatted. This means that the splat size is usually based on heuristics rather than knowledge of the local flux density. We use photon differentials to determine the size and shape of the splats such that we achieve adaptive anisotropic flux density estimation in photon splatting. As compared to previous work that uses photon differentials, we present the first method where no photons or beams or differentials need to be stored in a map. We also present improvements in the theory of photon differentials, which give more accurate results and a faster implementation. Our technique has good potential for GPU acceleration, and we limit the number of parameters requiring user adjustment to an overall smoothing parameter and the number of photons to be traced.  相似文献   

2.
We present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we generate footprints at all photon hit points. These enable illumination reconstruction by density estimation with variable kernel bandwidths without having to locate the k nearest photon hits first. Adapting an efficient BVH construction process for ray tracing acceleration, we build photon maps that enable the fast retrieval of all hits relevant to a shading point. We present a heuristic that automatically tunes the BVH build's termination criterion to the scene and illumination conditions. As all stages of the algorithm are highly parallelizable, we demonstrate an implementation using NVidia's CUDA manycore architecture running at interactive rates on a single GPU. Both light source and camera may be freely moved with global illumination fully recalculated in each frame.  相似文献   

3.
We present a new method for efficiently simulating the scattering of light within participating media. Using a theoretical reformulation of volumetric photon mapping, we develop a novel photon gathering technique for participating media. Traditional volumetric photon mapping samples the in‐scattered radiance at numerous points along the length of a single ray by performing costly range queries within the photon map. Our technique replaces these multiple point‐queries with a single beam‐query, which explicitly gathers all photons along the length of an entire ray. These photons are used to estimate the accumulated in‐scattered radiance arriving from a particular direction and need to be gathered only once per ray. Our method handles both fixed and adaptive kernels, is faster than regular volumetric photon mapping, and produces images with less noise.  相似文献   

4.
Creating bokeh effect in synthesized images can improve photorealism and emphasize interesting subjects. Therefore, we present a novel method for rendering realistic bokeh effects, especially chromatic effects, which are absent for existing methods. This new method refers to two key techniques: an accurate dispersive lens model and an efficient spectral rendering scheme. This lens model is implemented based on optical data of real lenses and considers wavelength dependency of physical lenses by introducing a sequential dispersive ray tracing algorithm inside this model. This spectral rendering scheme is proposed to support rendering of lens dispersion and integration between this new model and bidirectional ray tracing. The rendering experiments demonstrate that our method is able to simulate realistic spectral bokeh effects caused by lens stops and aberrations, especially chromatic aberration, and feature high rendering efficiency.  相似文献   

5.
We present a novel framework for efficiently computing the indirect illumination in diffuse and moderately glossy scenes using density estimation techniques. Many existing global illumination approaches either quickly compute an overly approximate solution or perform an orders of magnitude slower computation to obtain high-quality results for the indirect illumination. The proposed method improves photon density estimation and leads to significantly better visual quality in particular for complex geometry, while only slightly increasing the computation time. We perform direct splatting of photon rays, which allows us to use simpler search data structures. Since our density estimation is carried out in ray space rather than on surfaces, as in the commonly used photon mapping algorithm, the results are more robust against geometrically incurred sources of bias. This holds also in combination with final gathering where photon mapping often overestimates the illumination near concave geometric features. In addition, we show that our photon splatting technique can be extended to handle moderately glossy surfaces and can be combined with traditional irradiance caching for sparse sampling and filtering in image space.  相似文献   

6.
光谱维噪声使地物光谱扭曲或变形,中心波长偏移,影响地物信息提取和地表参量反演的精度。对光谱维噪声进行滤波处理,有利于改善遥感数据定量应用的效果。由于数学形态滤波的原理简单且较易实现,被应用到植被光谱以及有机化合物光谱的研究中。运用数学形态滤波对地面实测小麦光谱去噪,一方面对滤波后的光谱进行噪声和波形相似度的直观分析,另一方面通过植被指数反演小麦理化参量进行定量应用评价。结果表明,与传统Savitzky-Golay滤波相比,在可见-近红外波段范围内,数学形态滤波去噪后的光谱能够保持可见—近红外波段原始光谱的固有特征,叶面积指数和叶绿素的反演精度比去噪前有小幅提升,主要原因是实测光谱在该谱段范围的噪声影响很小;在短波红外波段范围内,数学形态滤波能有效去除短波红外大尺度噪声,提高叶片含水量的反演精度。而传统Savitzky-Golay滤波只能削弱短波红外大尺度噪声。广义形态滤波去噪后植被指数和叶片含水量之间的R2最高可达0.5130(去噪前0.3753),叶片含水量的反演值与实测值之间的R2最高可达0.4221(去噪前0.3097),RMSE为0.0243(去噪前0.0318),优于传统Savitzky-Golay滤波。  相似文献   

7.
In this paper, we present improvements to half vector space light transport (HSLT) [ KHD14 ], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation of half vector space ray differentials in a different domain than the original work. This enables a more uniform stratification over the image plane during Markov chain exploration. Furthermore, we introduce a new multi chain perturbation in half vector space, which, if combined appropriately with half vector perturbation, makes the mutation strategy both more robust to geometric configurations with fine displacements and faster due to reduced number of ray casts. We provide and analyze the results of improved HSLT and discuss possible applications of our new half vector ray differentials.  相似文献   

8.
Into the Blue: Better Caustics through Photon Relaxation   总被引:1,自引:0,他引:1  
The photon mapping method is one of the most popular algorithms employed in computer graphics today. However, obtaining good results is dependent on several variables including kernel shape and bandwidth, as well as the properties of the initial photon distribution. While the photon density estimation problem has been the target of extensive research, most algorithms focus on new methods of optimising the kernel to minimise noise and bias. In this paper we break from convention and propose a new approach that directly redistributes the underlying photons. We show that by relaxing the initial distribution into one with a blue noise spectral signature we can dramatically reduce background noise, particularly in areas of uniform illumination. In addition, we propose an efficient heuristic to detect and preserve features and discontinuities. We then go on to demonstrate how reconfiguration also permits the use of very low bandwidth kernels, greatly improving render times whilst reducing bias.  相似文献   

9.
李婷  周洲  李东武 《测控技术》2019,38(10):30-34
为了克服现有信号处理算法对探地雷达噪声及杂波滤除的不足,提出了一种基于MUSIC谱估计时域与频域联合滤波方法。利用常用的去直流波和均值滤波抑制方法进行雷达信号预处理,在此基础上,引入谱分析中信号子空间与噪声子空间的概念,将MUSIC算法与最小二乘法相结合来进行探地雷达杂波及噪声处理。仿真及实验结果表明,提出的回波处理方法可以有效地抑制雷达信号中的噪声和杂波,能提高测量数据的精度,具有较高的实用性和可用性。  相似文献   

10.
When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, low‐curvaturesurfaces, and ray tracing shadows from point‐like light sources, the accessed geometry is coherentand a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standardgeometry cache performs poorly: ray tracing of specular reflection from highly curved surfaces, tracing rays thatare many reflection levels deep, and distribution ray tracing for wide glossy reflection, global illumination, widesoft shadows, and ambient occlusion. Fortunately, less geometric accuracy is necessary in the incoherent cases.This observation can be formalized by looking at the ray differentials for different types of scattering: coherentrays have small differentials, while incoherent rays have large differentials. We utilize this observation to obtainefficient multiresolution caching of geometry and textures (including displacement maps) for classic and distributionray tracing in complex scenes. We use an existing multiresolution caching scheme (originally developed forscanline rendering) for textures and displacement maps, and introduce a multiresolution geometry caching schemefor tessellated surfaces. The multiresolution geometry caching scheme makes it possible to efficiently render scenesthat, if fully tessellated, would use 100 times more memory than the geometry cache size.  相似文献   

11.
In this paper, the optimal filtering problem for polynomial system states with polynomial multiplicative noise over linear observations is treated proceeding from the general expression for the stochastic Ito differential of the optimal estimate and the error variance. As a result, the Ito differentials for the optimal estimate and error variance corresponding to the stated filtering problem are first derived. The procedure for obtaining a closed system of the filtering equations for any polynomial state with polynomial multiplicative noise over linear observations is then established, which yields the explicit closed form of the filtering equations in the particular cases of a linear state equation with linear multiplicative noise and a bilinear state equation with bilinear multiplicative noise. In the example, performance of the designed optimal filter is verified for a quadratic state with a quadratic multiplicative noise over linear observations against the optimal filter for a quadratic state with a state‐independent noise and a conventional extended Kalman–Bucy filter. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

12.
An Adaptive Spectral Rendering with a Perceptual Control   总被引:1,自引:0,他引:1  
In this paper, we present a spectral rendering method based on a ray tracing algorithm and guided by a perceptual control of the error made. An adaptive representation of spectral data for light sources and materials is used and induces, for each pixel, the evaluation of an algebraic expression. For each visible wavelength, the computations of complex spread in refractive and dispersive materials, based on several photon maps, are locally restricted by an adaptive evaluation of the expression. This method allows to simulate high quality physically-based pictures and, in particular, some specific phenomena like dispersion in transparent objects, scattered caustics,. . .  相似文献   

13.
Color from black and white   总被引:1,自引:1,他引:0  
Color constancy can be achieved by analyzing the chromatic aberration in an image. Chromatic aberration spatially separates light of different wavelengths and this allows the spectral power distribution of the light to be extracted. This is more information about the light than is registered by the cones of the human visual system or by a color television camera; and, using it, we show how color constancy, the separation of reflectance from illumination, can be achieved. As examples, we consider grey-level images of (a) a colored dot under unknown illumination, and (b) an edge between two differently colored regions under unknown illumination. Our first result is that in principle we can determine completely the spectral power distribution of the reflected light from the dot or, in the case of the color edge, the difference in the spectral power distributions of the light from the two regions. By employing a finite-dimensional linear model of illumination and surface reflectance, we obtain our second result, which is that the spectrum of the reflected light can be uniquely decomposed into a component due to the illuminant and another component due to the surface reflectance. This decomposition provides the complete spectral reflectance function, and hence color, of the surface as well as the spectral power distribution of the illuminant. Up to the limit of the accuracy of the finite-dimensional model, this effectively solves the color constancy problem.  相似文献   

14.
语音增强主要用来提高受噪声污染的语音可懂度和语音质量,它的主要应用与在嘈杂环境中提高移动通信质量有关。传统的语音增强方法有谱减法、维纳滤波、小波系数法等。针对复杂噪声环境下传统语音增强算法增强后的语音质量不佳且存在音乐噪声的问题,提出了一种结合小波包变换和自适应维纳滤波的语音增强算法。分析小波包多分辨率在信号频谱划分中的作用,通过小波包对含噪信号作多尺度分解,对不同尺度的小波包系数进行自适应维纳滤波,使用滤波后的小波包系数重构进而获取增强的语音信号。仿真实验结果表明,与传统增强算法相比,该算法在低信噪比的非平稳噪声环境下不仅可以更有效地提高含噪语音的信噪比,而且能较好地保存语音的谱特征,提高了含噪语音的质量。  相似文献   

15.
一种基于非线性增益小波滤波的高光谱影像去噪技术研究   总被引:2,自引:0,他引:2  
提出了一种光谱域非线性增益的高光谱影像小波滤波去噪方法。首先对高光谱曲线进行小波变换,计算低频部分的方差并以此设定噪声和特征之间阈值,对属于噪声的高频系数置零,对属于细节特征的高频系数非线性增益,实现对高光谱曲线的滤波去噪。通过与高光谱影像均值滤波平滑法、最小二乘平滑法对比分析结果表明,该方法在噪声抑制和细节保持方面取得了较好的效果。  相似文献   

16.
程姝  周志强  季静 《微机发展》2014,(12):249-252
为解决模糊图像复原技术经典算法受噪声等高频成分影响较大的问题,文中提出一种简单快速处理含特殊噪声模糊图像的方法。当噪声叠加到图像中,图像赖以估计模糊核参数的频域特征减弱甚至消失。一般去除噪声的方法在滤除噪声的同时也除去了一些可用于模糊参数估计的重要信息,因此,含噪图像通常会寻求它法处理。但文中研究发现,对于某种特殊的噪声例如椒盐噪声,使用针对于它的滤波方法,例如中值滤波,信息损失量极小,因此含特殊噪声图像可以按此方法处理。结合有针对性的滤波方法去除特殊噪声,减少信息损失,从而快速恢复图像。仿真实验结果表明,对于含噪图像,该算法比以往算法更优越。  相似文献   

17.
In this paper, we seek to eliminate the noise caused by caustic paths during progressive Monte Carlo path tracing. We employ a filtering strategy over path space, handling each subspace using specialized derivations of path tracing and progressive photon mapping. Evaluating diffuse paths with path tracing allows the use of sample stratification over both pixels and the image as a whole, whilst sharp detailed caustics are produced using progressive photon mapping. This is an efficient, low noise progressive algorithm with vanishing bias combining the advantages of both Monte Carlo methods, and particle tracing.  相似文献   

18.
This paper reports the results of a fundamental study investigating the filtering characteristics of the colour mechanisms that encode spatial information. The shape of the contrast sensitivity function of the human visual system with red, green and blue stimuli was investigated under selective chromatic adaptation, and at eccentricities of 0°, 13° and 26°. The results are compared with those obtained with an achromatic test, at the same eccentricities. The band-pass character of the contrast sensitivity function is brought to light for the three selective chromatic adaptation states obtained. It is more pronounced in peripheral than in foveal vision, whatever the temporal frequency tested. The authors suggest an interpretation of the shape changes of the contrast sensitivity curves based on the neurological properties of achromatic and chromatic mechanisms. The functional exploration of the neurophysiological and optical properties of the visual system may be useful to display designers and users as far as the system efficiency for using colour as an information code is concerned.  相似文献   

19.
CCD扫描噪声建模及自适应滤波算法   总被引:2,自引:1,他引:1       下载免费PDF全文
王娜  曾平  孔月萍 《计算机工程》2008,34(20):244-246
为去除图像因扫描引入的电荷耦合器件(CCD)噪声,提出一种基于变窗口的自适应滤波算法。分析CCD主要噪声:散粒,固有和输出噪声的噪声特性,建立CCD扫描噪声模型,根据噪声和边缘处理方式的不同设计了局部和全局自适应滤波器。实验结果表明,该算法具有较好的信噪分离能力,在充分抑制噪声的同时,很好地保持了边缘,提高对比度,视觉效果良好。  相似文献   

20.
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis‐Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well‐designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.  相似文献   

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