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1.
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone‐shaped function which leaves elliptic footprints in the opacity buffer during slice‐based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front‐to‐back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high‐quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre‐computation.  相似文献   

2.
We propose a novel rendering method which supports interactive BRDF editing as well as relighting on a 3D scene. For interactive BRDF editing, we linearize an analytic BRDF model with basis BRDFs obtained from a principal component analysis. For each basis BRDF, the radiance transfer is precomputed and stored in vector form. In rendering time, illumination of a point is computed by multiplying the radiance transfer vectors of the basis BRDFs by the incoming radiance from gather samples and then linearly combining the results weighted by user‐controlled parameters. To improve the level of accuracy, a set of sub‐area samples associated with a gather sample refines the glossy reflection of the geometric details without increasing the precomputation time. We demonstrate this program with a number of examples to verify the real‐time performance of relighting and BRDF editing on 3D scenes with complex lighting and geometry.  相似文献   

3.
Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering.  相似文献   

4.
A rendering system for interior scenes is proposed in this paper. The light reaches the interior scene, usually through small regions, such as windows or abat‐jours, which we call portals. To provide a solution, suitable for rendering interior scenes with portals, we extend the traditional precomputed radiance transfer approaches. In our approach, a bounding sphere, which we call a shell, of the interior, centered at each portal, is created and the light transferred from the shell towards the interior through the portal is precomputed. Each shell acts as an environment light source and its intensity distribution is determined by rendering images of the scene, viewed from the center of the shell. By updating the intensity distribution of the shell at each frame, we are able to handle dynamic objects outside the shells. The material of the portals can also be modified at run time (e.g. changing from transparent glass to frosted glass). Several applications are shown, including the illumination of a cathedral, lit by skylight at different times of a day, and a car, running in a town, at interactive frame rates, with a dynamic viewpoint.  相似文献   

5.
We propose an algorithm to compute interactive indirect illumination in dynamic scenes containing millions of triangles. It makes use of virtual point lights (VPL) to compute bounced illumination and a point‐based scene representation to query indirect visibility, similar to Imperfect Shadow Maps (ISM). To ensure a high fidelity of indirect light and shadows, our solution is made view‐adaptive by means of two orthogonal improvements: First, the VPL distribution is chosen to provide more detail, that is, more dense VPL sampling, where these contribute most to the current view. Second, the scene representation for indirect visibility is adapted to ensure geometric detail where it affects indirect shadows in the current view.  相似文献   

6.
This paper proposes a method for efficiently rendering indirect highlights. Indirect highlights are caused by the primary light source reflecting off two or more glossy surfaces. Accurately simulating such highlights is important to convey the realistic appearance of materials such as chrome and shiny metal. Our method models the glossy BRDF at a surface point as a directional distribution, using a spherical von Mises‐Fisher (vMF) distribution. As our main contribution, we merge multiple vMFs into a combined multimodal distribution. This effectively creates a filtered radiance response function, allowing us to efficiently estimate indirect highlights. We demonstrate our method in a near‐interactive application for rendering scenes with highly glossy objects. Our results produce realistic reflections under both local and environment lighting.  相似文献   

7.
Area lights add tremendous realism, but rendering them interactively proves challenging. Integrating visibility is costly, even with current shadowing techniques, and existing methods frequently ignore illumination variations at unoccluded points due to changing radiance over the light's surface. We extend recent image‐space work that reduces costs by gathering illumination in a multiresolution fashion, rendering varying frequencies at corresponding resolutions. To compute visibility, we eschew shadow maps and instead rely on a coarse screen‐space voxelization, which effectively provides a cheap layered depth image for binary visibility queries via ray marching. Our technique requires no precomputation and runs at interactive rates, allowing scenes with large area lights, including dynamic content such as video screens.  相似文献   

8.
Environment‐mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya‐Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya‐Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l–3, where l is the spherical harmonic order, and with only 6 terms (l = 0 and l = 2) capturing 99.8% of the energy. Existing code for irradiance environment maps can be trivially adapted for real‐time rendering with tangent irradiance maps. We also demonstrate an application to offline rendering of the diffuse component of fibers, using our formula as a control variate for Monte Carlo sampling.  相似文献   

9.
Molecular dynamics simulations are a principal tool for studying molecular systems. Such simulations are used to investigate molecular structure, dynamics, and thermodynamical properties, as well as a replacement for, or complement to, costly and dangerous experiments. With the increasing availability of computational power the resulting data sets are becoming increasingly larger, and benchmarks indicate that the interactive visualization on desktop computers poses a challenge when rendering substantially more than millions of glyphs. Trading visual quality for rendering performance is a common approach when interactivity has to be guaranteed. In this paper we address both problems and present a method for high‐quality visualization of massive molecular dynamics data sets. We employ several optimization strategies on different levels of granularity, such as data quantization, data caching in video memory, and a two‐level occlusion culling strategy: coarse culling via hardware occlusion queries and a vertex‐level culling using maximum depth mipmaps. To ensure optimal image quality we employ GPU raycasting and deferred shading with smooth normal vector generation. We demonstrate that our method allows us to interactively render data sets containing tens of millions of high‐quality glyphs.  相似文献   

10.
Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission‐absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three‐dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone‐tracing approach, which builds on a new real‐time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real‐world data sets gaining several new insights.  相似文献   

11.
The selection of an appropriate global transfer function is essential for visualizing time‐varying simulation data. This is especially challenging when the global data range is not known in advance, as is often the case in remote and in‐situ visualization settings. Since the data range may vary dramatically as the simulation progresses, volume rendering using local transfer functions may not be coherent for all time steps. We present an exploratory technique that enables coherent classification of time‐varying volume data. Unlike previous approaches, which require pre‐processing of all time steps, our approach lets the user explore the transfer function space without accessing the original 3D data. This is useful for interactive visualization, and absolutely essential for in‐situ visualization, where the entire simulation data range is not known in advance. Our approach generates a compact representation of each time step at rendering time in the form of ray attenuation functions, which are used for subsequent operations on the opacity and color mappings. The presented approach offers interactive exploration of time‐varying simulation data that alleviates the cost associated with reloading and caching large data sets.  相似文献   

12.
We present a new algorithm for efficient rendering of high‐quality depth‐of‐field (DoF) effects. We start with a single rasterized view (reference view) of the scene, and sample the light field by warping the reference view to nearby views. We implement the algorithm using NVIDIA's CUDA to achieve parallel processing, and exploit the atomic operations to resolve visibility when multiple pixels warp to the same image location. We then directly synthesize DoF effects from the sampled light field. To reduce aliasing artifacts, we propose an image‐space filtering technique that compensates for spatial undersampling using MIP mapping. The main advantages of our algorithm are its simplicity and generality. We demonstrate interactive rendering of DoF effects in several complex scenes. Compared to existing methods, ours does not require ray tracing and hence scales well with scene complexity.  相似文献   

13.
Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects that show up when rendering thin objects, and that translucent shadow maps are only available for point light sources. Furthermore, translucent shadow maps introduce limitations to shadow mapping techniques exploiting the same maps. In this paper we present a novel approach for rendering translucent materials at interactive frame rates. Our approach allows for an efficient calculation of translucency with native support for general illumination conditions, especially area and environment lighting, at high accuracy. The proposed technique's only parameter is the used diffusion profile, and thus it works out of the box without any parameter tuning. Furthermore, it can be used in combination with any existing surface diffusion techniques to add translucency effects. Our approach introduces Spatial Adjacency Maps that depend on precalculations to be done for fixed meshes. We show that these maps can be updated in real time to also handle deforming meshes and that our results are of superior quality as compared to other well known real‐time techniques for rendering translucency.  相似文献   

14.
A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state‐of‐the‐art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead to interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies.  相似文献   

15.
Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the perception of photo‐realistic images. Path tracing is able to simulate the physical behaviour of light using Monte Carlo techniques. However, the computational burden of this technique prohibits interactive rendering times on standard commodity hardware in high‐quality. Trying to solve the Monte Carlo integration with fewer samples results in characteristic noisy images. Global illumination filtering methods take advantage of the fact that the integral for neighbouring pixels may be very similar. Averaging samples of similar characteristics in screen‐space may approximate the correct integral, but may result in visible outliers. In this paper, we present a novel path tracing pipeline based on an edge‐aware filtering method for the indirect illumination which produces visually more pleasing results without noticeable outliers. The key idea is not to filter the noisy path traced images but to use it as a guidance to filter a second image composed from characteristic scene attributes that do not contain noise by default. We show that our approach better approximates the Monte Carlo integral compared to previous methods. Since the computation is carried out completely in screen‐space it is therefore applicable to fully dynamic scenes, arbitrary lighting and allows for high‐quality path tracing at interactive frame rates on commodity hardware.  相似文献   

16.
Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real‐world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re‐produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state‐of‐the‐art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.  相似文献   

17.
This paper presents a novel method to detect free‐surfaces on particle‐based volume representation. In contrast to most particle‐based free‐surface detection methods, which perform the surface identification based on physical and geometrical properties derived from the underlying fluid flow simulation, the proposed approach only demands the spatial location of the particles to properly recognize surface particles, avoiding even the use of kernels. Boundary particles are identified through a Hidden Point Removal (HPR) operator used for visibility test. Our method is very simple, fast, easy to implement and robust to changes in the distribution of particles, even when facing large deformation of the free‐surface. A set of comparisons against state‐of‐the‐art boundary detection methods show the effectiveness of our approach. The good performance of our method is also attested in the context of fluid flow simulation involving free‐surface, mainly when using level‐sets for rendering purposes.  相似文献   

18.
This paper aims at rendering interactive visual effects inherent to complex interactions between trees and rain in real‐time in order to increase the realism of natural rainy scenes. Such a complex phenomenon involves a great number of physical processes influenced by various interlinked factors and its rendering represents a thorough challenge in Computer Graphics. We approach this problem by introducing an original method to render drops dripping from leaves after interception of raindrops by foliage. Our method introduces a new hydrological model representing interactions between rain and foliage through a phenomenological approach. Our model reduces the complexity of the phenomenon by representing multiple dripping drops with a new fully functional form evaluated per‐pixel on‐the‐fly and providing improved control over density and physical properties. Furthermore, an efficient real‐time rendering scheme, taking full advantage of latest GPU hardware capabilities, allows the rendering of a large number of dripping drops even for complex scenes.  相似文献   

19.
Simulation of light transport through lens systems plays an important role in graphics. While basic imaging properties can be conveniently derived from linear models (like ABCD matrices), these approximations fail to describe nonlinear effects and aberrations that arise in real optics. Such effects can be computed by proper ray tracing, for which, however, finding suitable sampling and filtering strategies is often not a trivial task. Inspired by aberration theory, which describes the deviation from the linear ray transfer in terms of wavefront distortions, we propose a ray‐space formulation for nonlinear effects. In particular, we approximate the analytical solution to the ray tracing problem by means of a Taylor expansion in the ray parameters. This representation enables a construction‐kit approach to complex optical systems in the spirit of matrix optics. It is also very simple to evaluate, which allows for efficient execution on CPU and GPU alike, including the computation of mixed derivatives of any order. We evaluate fidelity and performance of our polynomial model, and show applications in high‐quality offline rendering and at interactive frame rates.  相似文献   

20.
Depth-of-Field Rendering by Pyramidal Image Processing   总被引:1,自引:0,他引:1  
We present an image-based algorithm for interactive rendering depth-of-field effects in images with depth maps. While previously published methods for interactive depth-of-field rendering suffer from various rendering artifacts such as color bleeding and sharpened or darkened silhouettes, our algorithm achieves a significantly improved image quality by employing recently proposed GPU-based pyramid methods for image blurring and pixel disocclusion. Due to the same reason, our algorithm offers an interactive rendering performance on modern GPUs and is suitable for real-time rendering for small circles of confusion. We validate the image quality provided by our algorithm by side-by-side comparisons with results obtained by distributed ray tracing.  相似文献   

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