共查询到20条相似文献,搜索用时 15 毫秒
1.
Hao Peng Peiqing Liu Lin Lu Andrei Sharf Lin Liu Dani Lischinski Baoquan Chen 《Computer Graphics Forum》2020,39(5):15-27
QR code is a 2D matrix barcode widely used for product tracking, identification, document management and general marketing. Recently, there have been various attempts to utilize QR codes in 3D manufacturing by carving QR codes on the surface of the printed 3D shape. Nevertheless, significant shape editing and modulation may be required to allow readability of the embedded 3D-QR-codes with good decoding accuracy. In this paper, we introduce a novel QR code 3D fabrication framework aimed at unobtrusive embedding of 3D-QR-codes in the shape hence introducing minimal shape modulation. Essentially, our method computes bi-directional carvings in the 3D shape surface to obtain the black-and-white QR pattern. By using a directional light source, the black-and-white QR pattern emerges as lighted and shadow casted blocks on the shape respectively. To account for minimal modulation and elusiveness, we optimize the QR code carving w.r.t. shape geometry, visual disparity and light source position. Our technique employs a simulation of lighting phenomena through carved modules on the shape to ensure adequate contrast of the printed 3D-QR-code. 相似文献
2.
Several fast global illumination algorithms rely on the Virtual Point Lights framework. This framework separates illumination into two steps: first, propagate radiance in the scene and store it in virtual lights, then gather illumination from these virtual lights. To accelerate the second step, virtual lights and receiving points are grouped hierarchically, for example using Multi-Dimensional Lightcuts. Computing visibility between clusters of virtual lights and receiving points is a bottleneck. Separately, matrix completion algorithms reconstruct completely a low-rank matrix from an incomplete set of sampled elements. In this paper, we use adaptive matrix completion to approximate visibility information after an initial clustering step. We reconstruct visibility information using as little as 10 % to 20 % samples for most scenes, and combine it with shading information computed separately, in parallel on the GPU. Overall, our method computes global illumination 3 or more times faster than previous state-of-the-art methods. 相似文献
3.
Sébastien Hillaire 《Computer Graphics Forum》2020,39(4):13-22
We present a physically based method to render the atmosphere of a planet from ground to space views. Our method is cheap to compute and, as compared to previous successful methods, does not require any high dimensional Lookup Tables (LUTs) and thus does not suffer from visual artifacts associated with them. We also propose a new approximation to evaluate light multiple scattering within the atmosphere in real time. We take a new look at what it means to render natural atmospheric effects, and propose a set of simple look up tables and parameterizations to render a sky and its aerial perspective. The atmosphere composition can change dynamically to match artistic visions and weather changes without requiring heavy LUT update. The complete technique can be used in real-time applications such as games, simulators or architecture pre-visualizations. The technique also scales from power-efficient mobile platforms up to PCs with high-end GPUs, and is also useful for accelerating path tracing. 相似文献
4.
Gradient-domain rendering can highly improve the convergence of light transport simulation using the smoothness in image space. These methods generate image gradients and solve an image reconstruction problem with rendered image and the gradient images. Recently, a previous work proposed a gradient-domain volumetric photon density estimation for homogeneous participating media. However, the image reconstruction relies on traditional L1 reconstruction, which leads to obvious artifacts when only a few rendering passes are performed. Deep learning based reconstruction methods have been exploited for surface rendering, but they are not suitable for volume density estimation. In this paper, we propose an unsupervised neural network for image reconstruction of gradient-domain volumetric photon density estimation, more specifically for volumetric photon mapping, using a variant of GradNet with an encoded shift connection and a separated auxiliary feature branch, which includes volume based auxiliary features such as transmittance and photon density. Our network smooths the images on global scale and preserves the high frequency details on a small scale. We demonstrate that our network produces a higher quality result, compared to previous work. Although we only considered volumetric photon mapping, it's straightforward to extend our method for other forms, like beam radiance estimation. 相似文献
5.
Tibor Stanko Mikhail Bessmeltsev David Bommes Adrien Bousseau 《Computer Graphics Forum》2020,39(5):149-161
A major challenge in line drawing vectorization is segmenting the input bitmap into separate curves. This segmentation is especially problematic for rough sketches, where curves are depicted using multiple overdrawn strokes. Inspired by feature-aligned mesh quadrangulation methods in geometry processing, we propose to extract vector curve networks by parametrizing the image with local drawing-aligned integer grids. The regular structure of the grid facilitates the extraction of clean line junctions; due to the grid's discrete nature, nearby strokes are implicitly grouped together. We demonstrate that our method successfully vectorizes both clean and rough line drawings, whereas previous methods focused on only one of those drawing types. 相似文献
6.
Olga Guţan Shreya Hegde Erick Jimenez Berumen Mikhail Bessmeltsev Edward Chien 《Computer Graphics Forum》2023,42(5):e14901
State-of-the-art methods for line drawing vectorization rely on generated frame fields for robust direction disambiguation, with each of the two axes aligning to different intersecting curve tangents around junctions. However, a common source of topological error for such methods are frame field singularities. To remedy this, we introduce the first frame field optimization framework guaranteed to produce singularity-free fields aligned to a line drawing. We first perform a convex solve for a roughly-aligned orthogonal frame field (cross field), and then comb away its internal singularities with an optimal transport–based matching. The resulting topology of the field is strictly maintained with the machinery of discrete trivial connections in a final, non-convex optimization that allows non-orthogonality of the field, improving smoothness and tangent alignment. Our frame fields can serve as a drop-in replacement for frame field optimizations used in previous work, improving the quality of the final vectorizations. 相似文献
7.
We describe a method to use Spherical Gaussians with free directions and arbitrary sharpness and amplitude to approximate the precomputed local light field for any point on a surface in a scene. This allows for a high-quality reconstruction of these light fields in a manner that can be used to render the surfaces with precomputed global illumination in real-time with very low cost both in memory and performance. We also extend this concept to represent the illumination-weighted environment visibility, allowing for high-quality reflections of the distant environment with both surface-material properties and visibility taken into account. We treat obtaining the Spherical Gaussians as an optimization problem for which we train a Convolutional Neural Network to produce appropriate values for each of the Spherical Gaussians' parameters. We define this CNN in such a way that the produced parameters can be interpolated between adjacent local light fields while keeping the illumination in the intermediate points coherent. 相似文献
8.
We propose a novel approach for denoising Monte Carlo path traced images, which uses data from individual samples rather than relying on pixel aggregates. Samples are partitioned into layers, which are filtered separately, giving the network more freedom to handle outliers and complex visibility. Finally the layers are composited front-to-back using alpha blending. The system is trained end-to-end, with learned layer partitioning, filter kernels, and compositing. We obtain similar image quality as recent state-of-the-art sample based denoisers at a fraction of the computational cost and memory requirements. 相似文献
9.
Fluorescent materials can shift energy between wavelengths, thereby creating bright and saturated colors both in natural and artificial materials. However, rendering fluorescence for continuous wavelengths or combined with wavelength dependent path configurations so far has only been feasible using spectral unidirectional methods. We present a regularization-based approach for supporting fluorescence in a spectral bidirectional path tracer. Our algorithm samples camera and light sub-paths with independent wavelengths, and when connecting them mollifies the BSDF at one of the connecting vertices such that it reradiates light across multiple wavelengths. We discuss arising issues such as color bias in early iterations, consistency of the method and MIS weights in the presence of spectral mollification. We demonstrate our method in scenes combining fluorescence and transport phenomena that are difficult to render with unidirectional or spectrally discrete methods. 相似文献
10.
Despite recent advances in Monte Carlo path tracing at interactive rates, denoised image sequences generated with few samples per-pixel often yield temporally unstable results and loss of high-frequency details. We present a novel adaptive rendering method that increases temporal stability and image fidelity of low sample count path tracing by distributing samples via spatio-temporal joint optimization of sampling and denoising. Adding temporal optimization to the sample predictor enables it to learn spatio-temporal sampling strategies such as placing more samples in disoccluded regions, tracking specular highlights, etc; adding temporal feedback to the denoiser boosts the effective input sample count and increases temporal stability. The temporal approach also allows us to remove the initial uniform sampling step typically present in adaptive sampling algorithms. The sample predictor and denoiser are deep neural networks that we co-train end-to-end over multiple consecutive frames. Our approach is scalable, allowing trade-off between quality and performance, and runs at near real-time rates while achieving significantly better image quality and temporal stability than previous methods. 相似文献
11.
Recent advances in bidirectional path tracing (BPT) reveal that the use of multiple light sub-paths and the resampling of a small number of these can improve the efficiency of BPT. By increasing the number of pre-sampled light sub-paths, the possibility of generating light paths that provide large contributions can be better explored and this can alleviate the correlation of light paths due to the reuse of pre-sampled light sub-paths by all eye sub-paths. The increased number of pre-sampled light subpaths, however, also incurs a high computational cost. In this paper, we propose a two-stage resampling method for BPT to efficiently handle a large number of pre-sampled light sub-paths. We also derive a weighting function that can treat the changes in path probability due to the two-stage resampling. Our method can handle a two orders of magnitude larger number of presampled light sub-paths than previous methods in equal-time rendering, resulting in stable and better noise reduction than state-of-the-art methods. 相似文献
12.
Looking at a cup of hot tea, an observer can see color patterns and granular textures both on the water surface and in the steam. Motivated by this example, we model the appearance of iridescent water droplets. Mie scattering describes the scattering of light waves by individual spherical particles and is the building block for both effects, but we show that other mechanisms must also be considered in order to faithfully reproduce the appearance. Iridescence on the water surface is caused by droplets levitating above the surface, and interference between light scattered by drops and reflected by the water surface, known as Quetelet scattering, is essential to producing the color. We propose a model, new to computer graphics, for rendering this phenomenon, which we validate against photographs. For iridescent steam, we show that variation in droplet size is essential to the characteristic color patterns. We build a droplet growth model and apply it as a post-processing step to an existing computer graphics fluid simulation to compute collections of particles for rendering. We significantly accelerate the rendering of sparse particles with motion blur by intersecting rays with particle trajectories, blending contributions along viewing rays. Our model reproduces the distinctive color patterns correlated with the steam flow. For both effects, we instantiate individual droplets and render them explicitly, since the granularity of droplets is readily observed in reality, and demonstrate that Mie scattering alone cannot reproduce the visual appearance. 相似文献
13.
In the past few years, advances in graphics hardware have fuelled an explosion of research and development in the field of interactive and real-time rendering in screen space. Following this trend, a rapidly increasing number of applications rely on multifragment rendering solutions to develop visually convincing graphics applications with dynamic content. The main advantage of these approaches is that they encompass additional rasterised geometry, by retaining more information from the fragment sampling domain, thus augmenting the visibility determination stage. With this survey, we provide an overview of and insight into the extensive, yet active research and respective literature on multifragment rendering. We formally present the multifragment rendering pipeline, clearly identifying the construction strategies, the core image operation categories and their mapping to the respective applications. We describe features and trade-offs for each class of techniques, pointing out GPU optimisations and limitations and provide practical recommendations for choosing an appropriate method for each application. Finally, we offer fruitful context for discussion by outlining some existing problems and challenges as well as by presenting opportunities for impactful future research directions. 相似文献
14.
Oriented bounding box (OBB) hierarchies can be used instead of hierarchies based on axis-aligned bounding boxes (AABB), providing tighter fitting to the underlying geometric structures and resulting in improved interference tests, such as ray-geometry intersections. In this paper, we present a method for the fast, parallel transformation of an existing bounding volume hierarchy (BVH), based on AABBs, into a hierarchy based on oriented bounding boxes. To this end, we parallelise a high-quality OBB extraction algorithm from the literature to operate as a standalone OBB estimator and further extend it to efficiently build an OBB hierarchy in a bottom up manner. This agglomerative approach allows for fast parallel execution and the formation of arbitrary, high-quality OBBs in bounding volume hierarchies. The method is fully implemented on the GPU and extensively evaluated with ray intersections. 相似文献
15.
Sparse Voxel Directed Acyclic Graphs (SVDAGs) are an efficient solution for storing high-resolution voxel geometry. Recently, algorithms for the interactive modification of SVDAGs have been proposed that maintain the compressed geometric representation. Nevertheless, voxel attributes, such as colours, require an uncompressed storage, which can result in high memory usage over the course of the application. The reason is the high cost of existing attribute-compression schemes which remain unfit for interactive applications. In this paper, we introduce two attribute compression methods (lossless and lossy), which enable the interactive editing of compressed high-resolution voxel scenes including attributes. 相似文献
16.
Dense dynamic aggregates of similar elements are frequent in natural phenomena and challenging to render under full real time constraints. The optimal representation to render them changes drastically depending on the distance at which they are observed, ranging from sets of detailed textured meshes for near views to point clouds for distant ones. Our multiscale representation use impostors to achieve the mid-range transition from mesh-based to point-based scales. To ensure a visual continuum, the impostor model should match as closely as possible the mesh on one side, and reduce to a single pixel response that equals point rendering on the other. In this paper, we propose a model based on rich spherical impostors, able to combine precomputed as well as dynamic procedural data, and offering seamless transitions from close instanced meshes to distant points. Our approach is architectured around an on-the-fly discrimination mechanism and intensively exploits the rough spherical geometry of the impostor proxy. In particular, we propose a new sampling mechanism to reconstruct novel views from the precomputed ones, together with a new conservative occlusion culling method, coupled with a two-pass rendering pipeline leveraging early-Z rejection. As a result, our system scales well and is even able to render sand, while supporting completely dynamic stackings. 相似文献
17.
Any point inside a d-dimensional simplex can be expressed in a unique way as a convex combination of the simplex's vertices, and the coefficients of this combination are called the barycentric coordinates of the point. The idea of barycentric coordinates extends to general polytopes with n vertices, but they are no longer unique if n > d+1. Several constructions of such generalized barycentric coordinates have been proposed, in particular for polygons and polyhedra, but most approaches cannot guarantee the non-negativity of the coordinates, which is important for applications like image warping and mesh deformation. We present a novel construction of non-negative and smooth generalized barycentric coordinates for arbitrary simple polygons, which extends to higher dimensions and can include isolated interior points. Our approach is inspired by maximum entropy coordinates, as it also uses a statistical model to define coordinates for convex polygons, but our generalization to non-convex shapes is different and based instead on the project-and-smooth idea of iterative coordinates. We show that our coordinates and their gradients can be evaluated efficiently and provide several examples that illustrate their advantages over previous constructions. 相似文献
18.
The idea of improving multi-sided piecewise polynomial surfaces, by explicitly prescribing their behavior at a central surface point, allows for decoupling shape finding from enforcing local smoothness constraints. Quadratic-Attraction Subdivision determines the completion of a quadratic expansion at the central point to attract a differentiable subdivision surface towards bounded curvature, with good shape also in-the-large. 相似文献
19.
Markus Schütz Gottfried Mandlburger Johannes Otepka Michael Wimmer 《Computer Graphics Forum》2020,39(2):51-64
Research in rendering large point clouds traditionally focused on the generation and use of hierarchical acceleration structures that allow systems to load and render the smallest fraction of the data with the largest impact on the output. The generation of these structures is slow and time consuming, however, and therefore ill-suited for tasks such as quickly looking at scan data stored in widely used unstructured file formats, or to immediately display the results of point-cloud processing tasks. We propose a progressive method that is capable of rendering any point cloud that fits in GPU memory in real time, without the need to generate hierarchical acceleration structures in advance. Our method supports data sets with a large amount of attributes per point, achieves a load performance of up to 100 million points per second, displays already loaded data in real time while remaining data is still being loaded, and is capable of rendering up to one billion points using an on-the-fly generated shuffled vertex buffer as its data structure, instead of slow-to-generate hierarchical structures. Shuffling is done during loading in order to allow efficiently filling holes with random subsets, which leads to a higher quality convergence behavior. 相似文献
20.
A long-standing goal in scene understanding is to obtain interpretable and editable representations that can be directly constructed from a raw monocular RGB-D video, without requiring specialized hardware setup or priors. The problem is significantly more challenging in the presence of multiple moving and/or deforming objects. Traditional methods have approached the setup with a mix of simplifications, scene priors, pretrained templates, or known deformation models. The advent of neural representations, especially neural implicit representations and radiance fields, opens the possibility of end-to-end optimization to collectively capture geometry, appearance, and object motion. However, current approaches produce global scene encoding, assume multiview capture with limited or no motion in the scenes, and do not facilitate easy manipulation beyond novel view synthesis. In this work, we introduce a factored neural scene representation that can directly be learned from a monocular RGB-D video to produce object-level neural presentations with an explicit encoding of object movement (e.g., rigid trajectory) and/or deformations (e.g., nonrigid movement). We evaluate ours against a set of neural approaches on both synthetic and real data to demonstrate that the representation is efficient, interpretable, and editable (e.g., change object trajectory). Code and data are available at: http://geometry.cs.ucl.ac.uk/projects/2023/factorednerf/ . 相似文献