首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
Computing global illumination in complex scenes is even with todays computational power a demanding task. In this work we propose a novel irradiance caching scheme that combines the advantages of two state-of-the-art algorithms for high-quality global illumination rendering: lightcuts , an adaptive and hierarchical instant-radiosity based algorithm and the widely used (ir)radiance caching algorithm for sparse sampling and interpolation of (ir)radiance in object space. Our adaptive radiance caching algorithm is based on anisotropic cache splatting, which adapts the cache footprints not only to the magnitude of the illumination gradient computed with light-cuts but also to its orientation allowing larger interpolation errors along the direction of coherent illumination while reducing the error along the illumination gradient. Since lightcuts computes the direct and indirect lighting seamlessly, we use a two-layer radiance cache, to store and control the interpolation of direct and indirect lighting individually with different error criteria. In multiple iterations our method detects cache interpolation errors above the visibility threshold of a pixel and reduces the anisotropic cache footprints accordingly. We achieve significantly better image quality while also speeding up the computation costs by one to two orders of magnitude with respect to the well-known photon mapping with (ir)radiance caching procedure.  相似文献   

2.
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   

3.
Currently 3D animation rendering and video compression are completely independent processes even if rendered frames are streamed on‐the‐fly within a client‐server platform. In such scenario, which may involve time‐varying transmission bandwidths and different display characteristics at the client side, dynamic adjustment of the rendering quality to such requirements can lead to a better use of server resources. In this work, we present a framework where the renderer and MPEG codec are coupled through a straightforward interface that provides precise motion vectors from the rendering side to the codec and perceptual error thresholds for each pixel in the opposite direction. The perceptual error thresholds take into account bandwidth‐dependent quantization errors resulting from the lossy com‐pression as well as image content‐dependent luminance and spatial contrast masking. The availability of the discrete cosine transform (DCT) coefficients at the codec side enables to use advanced models of the human visual system (HVS) in the perceptual error threshold derivation without incurring any significant cost. Those error thresholds are then used to control the rendering quality and make it well aligned with the compressed stream quality. In our prototype system we use the lightcuts technique developed by Walter et al., which we enhance to handle dynamic image sequences, and an MPEG‐2 implementation. Our results clearly demonstrate many advantages of coupling the rendering with video compression in terms of faster rendering. Furthermore, temporally coherent rendering leads to a reduction of temporal artifacts.  相似文献   

4.
In coloured media, the index of refraction does not decrease monotonically with increasing wavelength, but behaves in a quite non-monotonical way. This behaviour is called anomalous dispersion and results from the fact that the absorption of a material influences its index of refraction.
So far, this interesting fact has not been widely acknowledged by the graphics community. In this paper, we demonstrate how to calculate the correct refractive index for a material based on its absorption spectrum with the Kramers-Kronig relation, and we discuss for which types of objects this effect is relevant in practice.  相似文献   

5.
This paper presents a novel method for estimating specular roughness and tangent vectors, per surface point, from polarized second order spherical gradient illumination patterns. We demonstrate that for isotropic BRDFs, only three second order spherical gradients are sufficient to robustly estimate spatially varying specular roughness. For anisotropic BRDFs, an additional two measurements yield specular roughness and tangent vectors per surface point. We verify our approach with different illumination configurations which project both discrete and continuous fields of gradient illumination. Our technique provides a direct estimate of the per-pixel specular roughness and thus does not require off-line numerical optimization that is typical for the measure-and-fit approach to classical BRDF modeling.  相似文献   

6.
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   

7.
    
We present a new approach for accelerated global illumination computation in scenes with glossy surfaces. Our algorithm combines sparse illumination computation used in the radiance caching algorithm with BRDF importance sampling. To make this approach feasible, we extend the idea of lazy illumination evaluation, used in the caching approaches, from the spatial to the directional domain. Using importance sampling allows us to apply caching not only on low-gloss but also on shiny materials with high-frequency BRDFs, for which the radiance caching algorithm breaks down.  相似文献   

8.
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   

9.
We propose an algorithm for interactive ray‐casting of algebraic surfaces of high degree. A key point of our approach is a polynomial form adapted to the view frustum. This so called frustum form yields simple expressions for the Bernstein form of the ray equations, which can be computed efficiently using matrix products and pre‐computed quantities. Numerical root‐finding is performed using B‐spline and Bézier techniques, and we compare the performances of recent and classical algorithms. Furthermore, we propose a simple and fairly efficient anti‐aliasing scheme, based on a combination of screen space and object space techniques. We show how our algorithms can be implemented on streaming architectures with single precision, and demonstrate interactive frame‐rates for degrees up to 16.  相似文献   

10.
Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality.  相似文献   

11.
  总被引:3,自引:0,他引:3  
Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations.  相似文献   

12.
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   

13.
We present a general method to intuitively create a wide range of locomotion controllers for 3D legged characters. The key of our approach is the assumption that efficient locomotion can exploit the natural vibration modes of the body, where these modes are related to morphological parameters such as the shape, size, mass, and joint stiffness. The vibration modes are computed for a mechanical model of any 3D character with rigid bones, elastic joints, and additional constraints as desired. A small number of vibration modes can be selected with respect to their relevance to locomotion patterns and combined into a compact controller driven by very few parameters. We show that these controllers can be used in dynamic simulations of simple creatures, and for kinematic animations of more complex creatures of a variety of shapes and sizes.  相似文献   

14.
In this paper, we propose an online motion capture marker labeling approach for multiple interacting articulated targets. Given hundreds of unlabeled motion capture markers from multiple articulated targets that are interacting each other, our approach automatically labels these markers frame by frame, by fitting rigid bodies and exploiting trained structure and motion models. Advantages of our approach include: 1) our method is an online algorithm, which requires no user interaction once the algorithm starts. 2) Our method is more robust than traditional the closest point-based approaches by automatically imposing the structure and motion models. 3) Due to the use of the structure model which encodes the rigidity of each articulated body of captured targets, our method can recover missing markers robustly. Our approach is efficient and particularly suited for online computer animation and video game applications.  相似文献   

15.
  总被引:1,自引:0,他引:1  
Caustic maps provide an interactive image-space method to render caustics, the focusing of light via reflection and refraction. Unfortunately, caustic mapping suffers problems similar to shadow mapping: aliasing from poor sampling and map projection as well as temporal incoherency from frame-to-frame sampling variations. To reduce these problems, researchers have suggested methods ranging from caustic blurring to building a multiresolution caustic map. Yet these all require a fixed photon sampling, precluding the use of importance-based photon densities. This paper introduces adaptive caustic maps. Instead of densely sampling photons via a rasterization pass, we adaptively emit photons using a deferred shading pass. We describe deferred rendering for refractive surfaces, which speeds rendering of refractive geometry up to 25% and with adaptive sampling speeds caustic rendering up to 200%. These benefits are particularly noticable for complex geometry or using millions of photons. While developed for a GPU rasterizer, adaptive caustic map creation can be performed by any renderer that individually traces photons, e.g., a GPU ray tracer.  相似文献   

16.
We present a new method for estimating the radiance function of complex area light sources. The method is based on Jensen's photon mapping algorithm. In order to capture high angular frequencies in the radiance function, we incorporate the angular domain into the density estimation. However, density estimation in position-direction space makes it necessary to find a tradeoff between the spatial and angular accuracy of the estimation. We identify the parameters which are important for this tradeoff and investigate the typical estimation errors. We show how the large data size, which is inherent to the underlying problem, can be handled. The method is applied to different automotive tail lights. It can be applied to a wide range of other real-world light sources.  相似文献   

17.
    
We introduce image-space radiosity and a hierarchical variant as a method for interactively approximating diffuse indirect illumination in fully dynamic scenes. As oft observed, diffuse indirect illumination contains mainly low-frequency details that do not require independent computations at every pixel. Prior work leverages this to reduce computation costs by clustering and caching samples in world or object space. This often involves scene preprocessing, complex data structures for caching, or wasted computations outside the view frustum. We instead propose clustering computations in image space, allowing the use of cheap hardware mipmapping and implicit quadtrees to allow coarser illumination computations. We build on a recently introduced multiresolution splatting technique combined with an image-space lightcut algorithm to intelligently choose virtual point lights for an interactive, one-bounce instant radiosity solution. Intelligently selecting point lights from our reflective shadow map enables temporally coherent illumination similar to results using more than 4096 regularly-sampled VPLs.  相似文献   

18.
Significant progress has been made in high-quality hair rendering, but it remains difficult to choose parameter values that reproduce a given real hair appearance. In particular, for applications such as games where naive users want to create their own avatars, tuning complex parameters is not practical. Our approach analyses a single flash photograph and estimates model parameters that reproduce the visual likeness of the observed hair. The estimated parameters include color absorptions, three reflectance lobe parameters of a multiple-scattering rendering model, and a geometric noise parameter. We use a novel melanin-based model to capture the natural subspace of hair absorption parameters. At its core, the method assumes that images of hair with similar color distributions are also similar in appearance. This allows us to recast the issue as an image retrieval problem where the photo is matched with a dataset of rendered images; we thus also match the model parameters used to generate these images. An earth-mover's distance is used between luminance-weighted color distributions to gauge similarity. We conduct a perceptual experiment to evaluate this metric in the context of hair appearance and demonstrate the method on 64 photographs, showing that it can achieve a visual likeness for a large variety of input photos.  相似文献   

19.
Point clusters occur in both spatial and non-spatial data. In the former context they may represent segmented particle data, in the latter context they may represent clusters in scatterplots. In order to visualize such point clusters, enclosing surfaces lead to much better comprehension than pure point renderings.
We propose a flexible system for the generation of enclosing surfaces for 3D point clusters. We developed a GPU-based 3D discrete Voronoi diagram computation that supports all surface extractions. Our system provides three different types of enclosing surfaces. By generating a discrete distance field to the point cluster and extracting an isosurface from the field, an enclosing surface with any distance to the point cluster can be generated. As a second type of enclosing surfaces, a hull of the point cluster is extracted. The generation of the hull uses a projection of the discrete Voronoi diagram of the point cluster to an isosurface to generate a polygonal surface. Generated hulls of non-convex clusters are also non-convex. The third type of enclosing surfaces can be created by computing a distance field to the hull and extracting an isosurface from the distance field. This method exhibits reduced bumpiness and can extract surfaces arbitrarily close to the point cluster without losing connectedness.
We apply our methods to the visualization of multidimensional spatial and non-spatial data. Multidimensional clusters are extracted and projected into a 3D visual space, where the point clusters are visualized. The respective clusters can also be visualized in object space when dealing with multidimensional particle data.  相似文献   

20.
Fluid animations in computer graphics show interactions with various kinds of objects. However, fluid flowing through a granular material such as sand is still not possible within current frameworks. In this paper, we present the simulation of fine granular materials interacting with fluids. We propose a unified Smoothed Particle Hydrodynamics framework for the simulation of both fluid and granular material. The granular volume is simulated as a continuous material sampled by particles. By incorporating previous work on porous flow in this simulation framework we are able to fully couple fluid and sand. Fluid can now percolate between sand grains and influence the physical properties of the sand volume. Our method demonstrates various new effects such as dry soil transforming into mud pools by rain or rigid sand structures being eroded by waves.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号