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1.
Inverse Displacement Mapping   总被引:1,自引:0,他引:1  
Inverse displacement mapping is a variant of displacement mapping which does not actually perturb the geometry of the surface being mapped. It is thus a true texture mapping technique which can be applied during rendering without breaking viewing pipeline discipline. The method works by first projecting probing rays into texture space and solving for a ray-texture intersection there. Shadows can also be determined by mapping a probe from the intersection point towards the light source into texture space and seeing if an intersection results. Our implementation uses as much knowledge about the base surface as possible to speed up the ray-surface intersection calculation. We have limited our treatment to spheres, cones, cylinders and planes, and our rendering method to ray casting, in order to contain the scope of this work up to the present. The inverse displacement mapping technique can, however, be applied more widely, for example as part of a full ray-tracer, and also as part of the rendering pipeline for a wider class of smooth surfaces.  相似文献   

2.
Silhouette is a key feature that distinguishes displacement mapping from normal mapping. However the silhouette rendering in the GPU implementation of displacement mapping (which is often called inversed displacement mapping) is tricky. Previous approaches rely mostly on construction of additional extruding prism‐like geometry, which slows down the rendering significantly. In this paper, we proposed a method for solving the silhouette rendering problem in inverse displace mapping without using any extruding prism‐like geometry. At each step of intersection finding, we continuously bends the viewing ray according to the current local tangent space associated with the surface. Thus, it allows mapping a displacement map onto an arbitrary curved surface with more accurate silhouette. While our method is simple, it offers surprisingly good results over Curved Relief Map (CRM) [ [OP05] ] in many difficult or degenerated cases.  相似文献   

3.
Recent work has shown that distributing Monte Carlo errors as a blue noise in screen space improves the perceptual quality of rendered images. However, obtaining such distributions remains an open problem with high sample counts and high‐dimensional rendering integrals. In this paper, we introduce a temporal algorithm that aims at overcoming these limitations. Our algorithm is applicable whenever multiple frames are rendered, typically for animated sequences or interactive applications. Our algorithm locally permutes the pixel sequences (represented by their seeds) to improve the error distribution across frames. Our approach works regardless of the sample count or the dimensionality and significantly improves the images in low‐varying screen‐space regions under coherent motion. Furthermore, it adds negligible overhead compared to the rendering times. Note: our supplemental material provides more results with interactive comparisons against previous work.  相似文献   

4.
We present a fast algorithm for low‐distortion locally injective harmonic mappings of genus 0 triangle meshes with and without cone singularities. The algorithm consists of two portions, a linear subspace analysis and construction, and a nonlinear non‐convex optimization for determination of a mapping within the reduced subspace. The subspace is the space of solutions to the Harmonic Global Parametrization (HGP) linear system [BCW17], and only vertex positions near cones are utilized, decoupling the variable count from the mesh density. A key insight shows how to construct the linear subspace at a cost comparable to that of a linear solve, extracting a very small set of elements from the inverse of the matrix without explicitly calculating it. With a variable count on the order of the number of cones, a tangential alternating projection method [HCW17] and a subsequent Newton optimization [CW17] are used to quickly find a low‐distortion locally injective mapping. This mapping determination is typically much faster than the subspace construction. Experiments demonstrating its speed and efficacy are shown, and we find it to be an order of magnitude faster than HGP and other alternatives.  相似文献   

5.
Bump shading for volume textures   总被引:1,自引:0,他引:1  
Bump mapping was introduced as a method of rendering realistic shading on bumpy surfaces, without actually rendering a full 3D model of the bumps. Bump mapping works well for parameterized surfaces. The authors interpret the 3D texture as a displacement function to be added to the surface position  相似文献   

6.
Various applications of global surface parametrization benefit from the alignment of parametrization isolines with principal curvature directions. This is particularly true for recent parametrization‐based meshing approaches, where this directly translates into a shape‐aware edge flow, better approximation quality, and reduced meshing artifacts. Existing methods to influence a parametrization based on principal curvature directions suffer from scale‐dependence, which implies the necessity of parameter variation, or try to capture complex directional shape features using simple 1D curves. Especially for non‐sharp features, such as chamfers, fillets, blends, and even more for organic variants thereof, these abstractions can be unfit. We present a novel approach which respects and exploits the 2D nature of such directional feature regions, detects them based on coherence and homogeneity properties, and controls the parametrization process accordingly. This approach enables us to provide an intuitive, scale‐invariant control parameter to the user. It also allows us to consider non‐local aspects like the topology of a feature, enabling further improvements. We demonstrate that, compared to previous approaches, global parametrizations of higher quality can be generated without user intervention.  相似文献   

7.
We propose a versatile pipeline to render B‐Rep models interactively, precisely and without rendering‐related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray‐casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then fills up cracks in the rendered image. Crack detection works in image space, using depth information, while crack‐filling is either achieved in image space using a simple classification process, or performed in object space through selective ray‐casting. The crack filling method can be dynamically changed at runtime. Our image space crack filling approach has a limited runtime cost and enables high quality, real‐time navigation. Our higher quality, object space approach results in a rendering of similar quality than full‐scene ray‐casting, but is 2 to 6 times faster, can be used during navigation and provides accurate, reliable rendering. Integration of our work with existing tesselation‐based rendering engines is straightforward.  相似文献   

8.
Dual paraboloid mapping is an approach for environment mapping. Its major advantage is its fast map generation speed. For graphics applications, when filtering is needed, the filtering tool would naturally be mipmapping. However, directly applying mipmapping to dual paraboloid mapping would give us three problems. They are the discontinuity across the dual paraboloid map boundary, the non‐uniform sampling problem and the depth testing issue. We propose three approaches to solve these problems. Our approaches are based on some closed form equations derived via theoretical analysis. Using these equations, we modify the coordinates involved during the rendering process. In other words, these problems are handled just by using dual paraboloid maps and mipmaps differently, instead of fundamentally altering their data structures. Consequently, we are fixing the problems without damaging the map generation speed advantage. Applying all three approaches, we improve the rendering quality of dual paraboloid map mipmaps to a level equivalent to that of cubemap mipmaps, while preserving its fast map generation speed advantage. This gives dual paraboloid map mipmaps the potential to be a better choice than cubemap mipmaps for the devices with less computational power. The effectiveness and the efficiency of the proposed approaches are demonstrated using a glossy reflection application and an omnidirectional soft shadow generation application.  相似文献   

9.
In this paper, we extend the concept of pre‐filtered shadow mapping to stochastic rasterization, enabling real‐time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important visibility information by relying on pinhole renderings from an area light source, providing plausible results only for small light sources. Since we sample the entire 4D shadow light field stochastically, we are able to closely approximate shadows of large area lights as well. In order to efficiently reconstruct smooth shadows from this sparse data, we exploit the analogy of soft shadow computation to rendering defocus blur, and introduce a multiplane pre‐filtering algorithm. We demonstrate how existing pre‐filterable approximations of the visibility function, such as variance shadow mapping, can be extended to four dimensions within our framework.  相似文献   

10.
Power saving is a prevailing concern in desktop computers and, especially, in battery‐powered devices such as mobile phones. This is generating a growing demand for power‐aware graphics applications that can extend battery life, while preserving good quality. In this paper, we address this issue by presenting a real‐time power‐efficient rendering framework, able to dynamically select the rendering configuration with the best quality within a given power budget. Different from the current state of the art, our method does not require precomputation of the whole camera‐view space, nor Pareto curves to explore the vast power‐error space; as such, it can also handle dynamic scenes. Our algorithm is based on two key components: our novel power prediction model, and our runtime quality error estimation mechanism. These components allow us to search for the optimal rendering configuration at runtime, being transparent to the user. We demonstrate the performance of our framework on two different platforms: a desktop computer, and a mobile device. In both cases, we produce results close to the maximum quality, while achieving significant power savings.  相似文献   

11.
Samples with high contribution but low probability density, often called fireflies, occur in all practical Monte Carlo estimators and are part of computing unbiased estimates. For finite‐sample estimates, however, they can lead to excessive variance. Rejecting all samples classified as outliers, as suggested in previous work, leads to estimates that are too low and can cause undesirable artefacts. In this paper, we show how samples can be re‐weighted depending on their contribution and sampling frequency such that the finite‐sample estimate gets closer to the correct expected value and the variance can be controlled. For this, we first derive a theory for how samples should ideally be re‐weighted and that this would require the probability density function of the optimal sampling strategy. As this probability density function is generally unknown, we show how the discrepancy between the optimal and the actual sampling strategy can be estimated and used for re‐weighting in practice. We describe an efficient algorithm that allows for the necessary analysis of per‐pixel sample distributions in the context of Monte Carlo rendering without storing any individual samples, with only minimal changes to the rendering algorithm. It causes negligible runtime overhead, works in constant memory and is well suited for parallel and progressive rendering. The re‐weighting runs as a fast post‐process, can be controlled interactively and our approach is non‐destructive in that the unbiased result can be reconstructed at any time.  相似文献   

12.
Traditional automatic shader simplification simplifies shaders in an offline process, which is typically carried out in a context‐oblivious manner or with the use of some example contexts, e.g., certain hardware platforms, scenes, and uniform parameters, etc. As a result, these pre‐simplified shaders may fail at adapting to runtime changes of the rendering context that were not considered in the simplification process. In this paper, we propose a new automatic shader simplification technique, which explores two key aspects of a runtime simplification framework: the optimization space and the instant search for optimal simplified shaders with runtime context. The proposed technique still requires a preprocess stage to process the original shader. However, instead of directly computing optimal simplified shaders, the proposed preprocess generates a reduced shader optimization space. In particular, two heuristic estimates of the quality and performance of simplified shaders are presented to group similar variants into representative ones, which serve as basic graph nodes of the simplification dependency graph (SDG), a new representation of the optimization space. At the runtime simplification stage, a parallel discrete optimization algorithm is employed to instantly search in the SDG for optimal simplified shaders. New data‐driven cost models are proposed to predict the runtime quality and performance of simplified shaders on the basis of data collected during runtime. Results show that the selected simplifications of complex shaders achieve 1.6 to 2.5 times speedup and still retain high rendering quality.  相似文献   

13.
Many‐light rendering is becoming more common and important as rendering goes into the next level of complexity. However, to calculate the illumination under many lights, state of the art algorithms are still far from efficient, due to the separate consideration of light sampling and BRDF sampling. To deal with the inefficiency of many‐light rendering, we present a novel light sampling method named BRDF‐oriented light sampling, which selects lights based on importance values estimated using the BRDF's contributions. Our BRDF‐oriented light sampling method works naturally with MIS, and allows us to dynamically determine the number of samples allocated for different sampling techniques. With our method, we can achieve a significantly faster convergence to the ground truth results, both perceptually and numerically, as compared to previous many‐light rendering algorithms.  相似文献   

14.
Microfacet theory is commonly used to build reflectance models for surfaces. While traditional microfacet‐based models assume that the distribution of a surface's microstructure is continuous, recent studies indicate that some surfaces with tiny, discrete and stochastic facets exhibit glittering visual effects, while some surfaces with structured features exhibit anisotropic specular reflection. Accordingly, this paper proposes an efficient and stationary method of surface material modeling to process both glittery and non‐glittery surfaces in a consistent way. Our method comprises two steps: in the preprocessing step, we take a fixed‐size sample normal map as input, then organize 4D microfacet trees in position and normal space for arbitrary‐sized surfaces; we also cluster microfacets into 4D K‐lobes via the adaptive k‐means method. In the rendering step, moreover, surface normals can be efficiently evaluated using pre‐clustered microfacets. Our method is able to efficiently render any structured, discrete and continuous micro‐surfaces using a precisely reconstructed surface NDF. Our method is both faster and uses less memory compared to the state‐of‐the‐art glittery surface modeling works.  相似文献   

15.
Empty‐space skipping is an essential acceleration technique for volume rendering. Image‐order empty‐space skipping is not well suited to GPU implementation, since it must perform checks on, essentially, a per‐sample basis, as in kd‐tree traversal, which can lead to a great deal of divergent branching at runtime, which is very expensive in a modern GPU pipeline. In contrast, object‐order empty‐space skipping is extremely fast on a GPU and has negligible overheads compared with approaches without empty‐space skipping, since it employs the hardware unit for rasterisation. However, previous object‐order algorithms have been able to skip only exterior empty space and not the interior empty space that lies inside or between volume objects. In this paper, we address these issues by proposing a multi‐layer depth‐peeling approach that can obtain all of the depth layers of the tight‐fitting bounding geometry of the isosurface by a single rasterising pass. The maximum count of layers peeled by our approach can be up to thousands, while maintaining 32‐bit float‐point accuracy, which was not possible previously. By raytracing only the valid ray segments between each consecutive pair of depth layers, we can skip both the interior and exterior empty space efficiently. In comparisons with 3 state‐of‐the‐art GPU isosurface rendering algorithms, this technique achieved much faster rendering across a variety of data sets.  相似文献   

16.
Robust and efficient rendering of complex lighting effects, such as caustics, remains a challenging task. While algorithms like vertex connection and merging can render such effects robustly, their significant overhead over a simple path tracer is not always justified and – as we show in this paper ‐ also not necessary. In current rendering solutions, caustics often require the user to enable a specialized algorithm, usually a photon mapper, and hand‐tune its parameters. But even with carefully chosen parameters, photon mapping may still trace many photons that the path tracer could sample well enough, or, even worse, that are not visible at all. Our goal is robust, yet lightweight, caustics rendering. To that end, we propose a technique to identify and focus computation on the photon paths that offer significant variance reduction over samples from a path tracer. We apply this technique in a rendering solution combining path tracing and photon mapping. The photon emission is automatically guided towards regions where the photons are useful, i.e., provide substantial variance reduction for the currently rendered image. Our method achieves better photon densities with fewer light paths (and thus photons) than emission guiding approaches based on visual importance. In addition, we automatically determine an appropriate number of photons for a given scene, and the algorithm gracefully degenerates to pure path tracing for scenes that do not benefit from photon mapping.  相似文献   

17.
Presenting high‐fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head‐mounted displays (HMDs) suffer from thermal and battery‐life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high‐quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up‐sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware‐accelerated tessellation stages. Our approach allows fast de‐coding and rendering of extrapolated views on a client device by using hardware‐accelerated interpolation between shading samples and a set of potentially visible geometry. A comparison to existing shading methods shows that our sample distributions allow better client shading quality than previous atlas streaming approaches and outperforms image‐based methods in all relevant aspects.  相似文献   

18.
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   

19.
Image vectorisation is a fundamental method in graphic design and is one of the tools allowing to transfer artist work into computer graphics. The existing methods are based mainly on segmentation, or they analyse every image pixel; thus, they are relatively slow. We introduce a novel method for fast line drawing image vectorisation, based on a multi‐scale second derivative detector accelerated by the summed‐area table and an auxiliary grid. Image is scanned initially along the grid lines, and nodes are added to improve accuracy. Applying inertia in the line tracing allows for better junction mapping in a single pass. Our method is dedicated to grey‐scale sketches and line drawings. It works efficiently regardless of the thickness of the line or its shading. Experiments show it is more than two orders of magnitude faster than the existing methods, not sacrificing accuracy.  相似文献   

20.
We present an area‐preserving parametrization for spherical rectangles which is an analytical function with domain in the unit rectangle [0, 1]2 and range in a region included in the unit‐radius sphere. The parametrization preserves areas up to a constant factor and is thus very useful in the context of rendering as it allows to map random sample point sets in [0, 1]2 onto the spherical rectangle. This allows for easily incorporating stratified, quasi‐Monte Carlo or other sampling strategies in algorithms that compute scattering from planar rectangular emitters.  相似文献   

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