共查询到20条相似文献,搜索用时 31 毫秒
1.
Robert Herzog Shinichi Kinuwaki Karol Myszkowski Hans-Peter Seidel 《Computer Graphics Forum》2008,27(2):183-192
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
2.
Hypertexturing can be a powerful way of adding rich geometric details to surfaces at low memory cost by using a procedural three‐dimensional (3D) space distortion. However, this special kind of texturing technique still raises a major problem: the efficient control of the visual result. In this paper, we introduce a framework for interactive hypertexture modelling. This framework is based on two contributions. First, we propose a reformulation of the density modulation function. Our density modulation is based on the notion of shape transfer function. This function, which can be easily edited by users, allows us to control in an intuitive way the visual appearance of the geometric details resulting from the space distortion. Second, we propose to use a hybrid surface and volume‐point‐based representation in order to be able to dynamically hypertexture arbitrary objects at interactive frame rates. The rendering consists in a combined splat‐ and raycasting‐based direct volume rendering technique. The splats are used to model the volumetric object while raycasting allows us to add the details. An experimental study on users shows that our approach improves the design of hypertextures and yet preserves their procedural nature. 相似文献
3.
In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes. 相似文献
4.
Scanning and acquisition methods produce highly detailed surface meshes that need multi‐chart parameterizations to reduce stretching and distortion. From these complex shape surfaces, high‐quality approximations are automatically generated by using surface simplification techniques. Multi‐chart textures hinder the quality of the simplification of these techniques for two reasons: either the chart boundaries cannot be simplified leading to a lack of geometric fidelity; or texture distortions and artefacts appear near the simplified boundaries. In this paper, we present an edge‐collapse based simplification method that provides an accurate, low‐resolution approximation from a multi‐chart textured model. For each collapse, the model is reparameterized by local bijective mappings to avoid texture distortions and chart boundary artefacts on the simplified mesh due to the geometry changes. To better apply the appearance attributes and to guarantee geometric fidelity, we drive the simplification process with the quadric error metrics weighted by a local area distortion measure. 相似文献
5.
In this paper, we present an efficient (topology preserving) multiresolution meshing framework for interactive level-of-detail (LOD) generation and rendering of large triangle meshes. More specifically, the presented approach, called FastMesh, provides view-dependent LOD generation and real-time mesh simplification that minimizes visual artifacts. Multiresolution triangle mesh representations are an important tool for reducing triangle mesh complexity in interactive rendering environments. Ideally, for interactive visualization, a triangle mesh is simplified to the maximal tolerated visible error and, thus, mesh simplification is view-dependent. This paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure and presents optimized implementations of several view-dependent or visual mesh simplification heuristics within that framework. Despite being optimized for performance, these error heuristics provide conservative error bounds. The presented framework is highly efficient both in space and time cost and needs only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates. 相似文献
6.
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
7.
Pablo Bauszat Martin Eisemann Elmar Eisemann Marcus Magnor 《Computer Graphics Forum》2015,34(2):597-608
Adaptive filtering techniques have proven successful in handling non‐uniform noise in Monte‐Carlo rendering approaches. A recent trend is to choose an optimal filter per pixel from a selection of non spatially‐varying filters. Nonetheless, the best filter choice is difficult to predict in the absence of a reference rendering. Our approach relies on the observation that the reconstruction error is locally smooth for a given filter. Hence, we propose to construct a dense error prediction from a small set of sparse but robust estimates. The filter selection is then formulated as a non‐local optimization problem, which we solve via graph cuts, to avoid visual artifacts due to inconsistent filter choices. Our approach does not impose any restrictions on the used filters, outperforms previous state‐of‐the‐art techniques and provides an extensible framework for future reconstruction techniques. 相似文献
8.
We present a flexible and highly efficient hardware‐assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our method is exclusively based on the rasterization of simple geometric primitives and takes full advantage of graphics hardware. Both vertex and geometry shaders are used to compute the tetrahedral projection, while the volume ray integral is evaluated in a fragment shader; hence, volume rendering is performed entirely on the GPU within a single pass through the pipeline. We apply a CUDA‐based visibility ordering achieving rendering and sorting performance of over 6 M Tet/s for unstructured datasets. Furthermore, as each tetrahedron is processed independently, we employ a data‐parallel solution which is neither bound by GPU memory size nor does it rely on auxiliary volume information. In addition, iso‐surfaces can be readily extracted during the rendering process, and time‐varying data are handled without extra burden. 相似文献
9.
10.
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen‐space glossy to glossy reflections in realtime. We use spherical von Mises‐Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non‐linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP‐maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ~ 6% loss at frame rate, but enables glossy to glossy reflections. 相似文献
11.
We present novel methods to enhance Computer Generated Holography (CGH) by introducing a complex‐valued wave‐based occlusion handling method. This offers a very intuitive and efficient interface to introduce optical elements featuring physically‐based light interaction exhibiting depth‐of‐field, diffraction, and glare effects. Fur‐thermore, an efficient and flexible evaluation of lit objects on a full‐parallax hologram leads to more convincing images. Previous illumination methods for CGH are not able to change the illumination settings of rendered holo‐grams. In this paper we propose a novel method for real‐time lighting of rendered holograms in order to change the appearance of a previously captured holographic scene. These functionalities are features of a bigger wave‐based rendering framework which can be combined with 2D framebuffer graphics. We present an algorithm which uses graphics hardware to accelerate the rendering. 相似文献
12.
Veronika Šoltészová Daniel Patel Stefan Bruckner Ivan Viola 《Computer Graphics Forum》2010,29(3):883-891
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
13.
Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accelerated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these methods typically perform well only for a certain class of input sequences and often require long pre‐processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre‐processing time than previous methods. 相似文献
14.
Sebastian Grottel Guido Reina Carsten Dachsbacher Thomas Ertl 《Computer Graphics Forum》2010,29(3):953-962
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
15.
Hung-Kuang Chen Chin-Shyurng Fahn Jeffrey J. P. Tsai Rong-Ming Chen Ming-Bo Lin 《Multimedia Systems》2006,11(5):480-494
The real-time interactive 3D multimedia applications such as 3D computer games and virtual reality (VR) have become prominent multimedia applications in recent years. In these applications, both visual fidelity and degree of interactivity are usually crucial to the success or failure of employment. Although the visual fidelity can be increased using more polygons for representing an object, it takes a higher rendering cost and adversely affects the rendering efficiency. To balance between the visual quality and the rendering efficiency, a set of level-of-detail (LOD) meshes has to be generated in advance. In this paper, we propose a highly efficient polygonal mesh simplification algorithm that is capable of generating a set of high-quality discrete LOD meshes in linear run time. The new algorithm adopts memoryless vertex quadric computation, and suggests the use of constant size replacement selection min-heap, pipelined simplification, two-stage optimization, and a new hole-filling scheme, which enable it to generate very high-quality LOD meshes using relatively small amount of main memory space in linear runtime. 相似文献
16.
Physically based rendering systems often support spectral rendering to simulate light transport in the real world. Material representations in such simulations need to be defined as spectral distributions. Since commonly available material data are in tristimulus colours, we ideally would like to obtain spectral distributions from tristimulus colours as an input to spectral rendering systems. Reproduction of spectral distributions given tristimulus colours, however, has been considered an ill‐posed problem since single tristimulus colour corresponds to a set of different spectra due to metamerism. We show how to resolve this problem using a data‐driven approach based on measured spectra and propose a practical algorithm that can faithfully reproduce a corresponding spectrum only from the given tristimulus colour. The key observation in colour science is that a natural measured spectrum is usually well approximated by a weighted sum of a few basis functions. We show how to reformulate conversion of tristimulus colours to spectra via principal component analysis. To improve accuracy of conversion, we propose a greedy clustering algorithm which minimizes reconstruction error. Using pre‐computation, the runtime computation is just a single matrix multiplication with an input tristimulus colour. Numerical experiments show that our method well reproduces the reference measured spectra using only the tristimulus colours as input. 相似文献
17.
This paper presents a method for the accurate rendering of path‐based surface details such as grooves, scratches and similar features. The method is based on a continuous representation of the features in texture space, and the rendering is performed by means of two approaches: one for isolated or non‐intersecting grooves and another for special situations like intersections or ends. The proposed solutions perform correct antialiasing and take into account visibility and inter‐reflections with little computational effort and memory requirements. Compared to anisotropic BRDFs and scratch models, we have no limitations on the distribution of grooves over the surface or their geometry, thus allowing more general patterns. Compared to displacement mapping techniques, we can efficiently simulate features of all sizes without requiring additional geometry or multiple representations. 相似文献
18.
We present a physically based real‐time water simulation and rendering method that brings volumetric foam to the real‐time domain, significantly increasing the realism of dynamic fluids. We do this by combining a particle‐based fluid model that is capable of accounting for the formation of foam with a layered rendering approach that is able to account for the volumetric properties of water and foam. Foam formation is simulated through Weber number thresholding. For rendering, we approximate the resulting water and foam volumes by storing their respective boundary surfaces in depth maps. This allows us to calculate the attenuation of light rays that pass through these volumes very efficiently. We also introduce an adaptive curvature flow filter that produces consistent fluid surfaces from particles independent of the viewing distance. 相似文献
19.
The art of representing images with triangles is known as image triangulation, which purposefully uses abstraction and simplification to guide the viewer's attention. The manual creation of image triangulations is tedious and thus several tools have been developed in the past that assist in the placement of vertices by means of image feature detection and subsequent Delaunay triangulation. In this paper, we formulate the image triangulation process as an optimization problem. We provide an interactive system that optimizes the vertex locations of an image triangulation to reduce the root mean squared approximation error. Along the way, the triangulation is incrementally refined by splitting triangles until certain refinement criteria are met. Thereby, the calculation of the energy gradients is expensive and thus we propose an efficient rasterization‐based GPU implementation. To ensure that artists have control over details, the system offers a number of direct and indirect editing tools that split, collapse and re‐triangulate selected parts of the image. For final display, we provide a set of rendering styles, including constant colours, linear gradients, tonal art maps and textures. Finally, we demonstrate temporal coherence for animations and compare our method with existing image triangulation tools. 相似文献
20.
Depth and visual hulls are useful for quick reconstruction and rendering of a 3D object based on a number of reference views. However, for many scenes, especially multi‐object, these hulls may contain significant artifacts known as phantom geometry. In depth hulls the phantom geometry appears behind the scene objects in regions occluded from all the reference views. In visual hulls the phantom geometry may also appear in front of the objects because there is not enough information to unambiguously imply the object positions. In this work we identify which parts of the depth and visual hull might constitute phantom geometry. We define the notion of reduced depth hull and reduced visual hull as the parts of the corresponding hull that are phantom‐free. We analyze the role of the depth information in identification of the phantom geometry. Based on this, we provide an algorithm for rendering the reduced depth hull at interactive frame‐rates and suggest an approach for rendering the reduced visual hull. The rendering algorithms take advantage of modern GPU programming techniques. Our techniques bypass explicit reconstruction of the hulls, rendering the reduced depth or visual hull directly from the reference views. 相似文献