共查询到20条相似文献,搜索用时 0 毫秒
1.
We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates. 相似文献
2.
Nico Pietroni Miguel A. Otaduy Bernd Bickel Fabio Ganovelli Markus Gross 《Computer Graphics Forum》2007,26(3):637-644
We introduce a new appearance-modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross-sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real-time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors. 相似文献
3.
Adolfo Munoz Jose I. Echevarria Francisco J. Seron Diego Gutierrez 《Computer Graphics Forum》2011,30(8):2279-2287
This paper introduces a new method for simulating homogeneous subsurface light transport in translucent objects. Our approach is based on irradiance convolutions over a multi‐layered representation of the volume for light transport, which is general enough to obtain plausible depictions of translucent objects based on the diffusion approximation. We aim at providing an efficient physically based algorithm that can apply arbitrary diffusion profiles to general geometries. We obtain accurate results for a wide range of materials, on par with the hierarchical method by Jensen and Buhler. 相似文献
4.
T. Ritschel M. Ihrke J. R. Frisvad J. Coppens K. Myszkowski H.-P. Seidel 《Computer Graphics Forum》2009,28(2):183-192
Glare is a consequence of light scattered within the human eye when looking at bright light sources. This effect can be exploited for tone mapping since adding glare to the depiction of high-dynamic range (HDR) imagery on a low-dynamic range (LDR) medium can dramatically increase perceived contrast. Even though most, if not all, subjects report perceiving glare as a bright pattern that fluctuates in time, up to now it has only been modeled as a static phenomenon. We argue that the temporal properties of glare are a strong means to increase perceived brightness and to produce realistic and attractive renderings of bright light sources. Based on the anatomy of the human eye, we propose a model that enables real-time simulation of dynamic glare on a GPU. This allows an improved depiction of HDR images on LDR media for interactive applications like games, feature films, or even by adding movement to initially static HDR images. By conducting psychophysical studies, we validate that our method improves perceived brightness and that dynamic glare-renderings are often perceived as more attractive depending on the chosen scene. 相似文献
5.
A Bidirectional Deposition Model of Wax Crayons 总被引:1,自引:0,他引:1
We present a physically inspired model of wax crayons, which synthesizes drawings from collections of user‐specified strokes. Paper is represented by a height‐field texture, and a crayon is modeled with a 2D mask that evolves as it interacts with the paper. The amount of wax deposition is computed based on the crayon contact profile, contact force and friction. Previously deposited wax is smeared by crayon action, based on wax softness and contact information. Deposited wax can also be carved from the paper by the crayon and redeposited at another location. The distributed wax is rendered using a simplified Kubelka–Monk model, which approximates light transmission and scattering effects. 相似文献
6.
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
7.
This paper presents a new, scalable, single pass algorithm for computing subsurface scattering using the diffusion approximation. Instead of pre‐computing a globally conservative estimate of the surface irradiance like previous two pass methods, the algorithm simultaneously refines hierarchical and adaptive estimates of both the surface irradiance and the subsurface transport. By using an adaptive, top‐down refinement method, the algorithm directs computational effort only to simulating those eye‐surface‐light paths that make significant contributions to the final image. Because the algorithm is driven by image importance, it scales more efficiently than previous methods that have a linear dependence on translucent surface area. We demonstrate that in scenes with many translucent objects and in complex lighting environments, our new algorithm has a significant performance advantage. 相似文献
8.
Baoguang Yang Zhao Dong Jieqing Feng Hans‐Peter Seidel Jan Kautz 《Computer Graphics Forum》2010,29(7):2127-2134
We present variance soft shadow mapping (VSSM) for rendering plausible soft shadow in real‐time. VSSM is based on the theoretical framework of percentage‐closer soft shadows (PCSS) and exploits recent advances in variance shadow mapping (VSM). Our new formulation allows for the efficient computation of (average) blocker distances, a common bottleneck in PCSS‐based methods. Furthermore, we avoid incorrectly lit pixels commonly encountered in VSM‐based methods by appropriately subdividing the filter kernel. We demonstrate that VSSM renders high‐quality soft shadows efficiently (usually over 100 fps) for complex scene settings. Its speed is at least one order of magnitude faster than PCSS for large penumbra. 相似文献
9.
Mathias Neugebauer Rocco Gasteiger Oliver Beuing Volker Diehl Martin Skalej Bernhard Preim 《Computer Graphics Forum》2009,28(3):895-902
Cerebral aneurysms result from a congenital or evolved weakness of stabilizing parts of the vessel wall and potentially lead to rupture and a life-threatening bleeding. Current medical research concentrates on the integration of blood flow simulation results for risk assessment of cerebral aneurysms. Scalar flow characteristics close to the aneurysm surface, such as wall shear stress, form an important part of the simulation results. Aneurysms exhibit variable surface shapes with only few landmarks. Therefore, the exploration and mental correlation of different surface regions is a difficult task. In this paper, we present an approach for the intuitive and interactive overview visualization of near wall flow data that is mapped onto the surface of a 3D model of a cerebral aneurysm. We combine a multi-perspective 2D projection map with a standard 3D visualization and present techniques to facilitate the correlation between a 3D model and a related 2D map. An informal evaluation with 4 experienced radiologists has shown that the map-based overview actually improves the surface exploration. Furthermore, different color schemes were discussed and, as a result, an appropriate color scheme for the visual analysis of the wall shear stress is presented. 相似文献
10.
This paper presents a reformulation of bidirectional path‐tracing that adequately divides the algorithm into processes efficiently executed in parallel on both the CPU and the GPU. We thus benefit from high‐level optimization techniques such as double buffering, batch processing, and asyncronous execution, as well as from the exploitation of most of the CPU, GPU, and memory bus capabilities. Our approach, while avoiding pure GPU implementation limitations (such as limited complexity of shaders, light or camera models, and processed scene data sets), is more than ten times faster than standard bidirectional path‐tracing implementations, leading to performance suitable for production‐oriented rendering engines. 相似文献
11.
We present a soft shadow rendering algorithm that is general, efficient and accurate. The algorithm supports fully dynamic scenes, with moving and deforming blockers and receivers, and with changing area light source parameters. For each output image pixel, the algorithm computes a tight but conservative approximation of the set of triangles that block the light source as seen from the pixel sample. The set of potentially blocking triangles allows estimating visibility between light points and pixel samples accurately and efficiently. As the light source size decreases to a point, our algorithm converges to rendering pixel accurate hard shadows. 相似文献
12.
Jan Kautz 《Computer Graphics Forum》2004,23(1):85-112
Traditionally, hardware rasterizers only support the Phong lighting model in combination with Gouraud shading using point light sources. However, the Phong lighting model is strictly empirical and physically implausible. Gouraud shading also tends to undersample the highlight unless a highly tesselated surface is used. Hence, higher‐quality hardware accelerated lighting and shading has gained much interest in the recent five years. The research on hardware lighting and shading is two‐fold. On the one hand, better lighting models for local illumination (assuming point light sources but evaluated per pixel) were demonstrated to be amenable to hardware implementation. On the other hand, recent research has demonstrated that even area lights, represented as environment maps, can be combined with complex lighting models. In both areas, many articles have been published, making it hard to decide which algorithm is well‐suited for which application. This state‐of‐the‐art report will review all relevent articles in both areas, and list advantages and disadvantages of each algorithm. 相似文献
13.
Mathias Neugebauer Gabor Janiga Oliver Beuing Martin Skalej Bernhard Preim 《Computer Graphics Forum》2011,30(3):1041-1050
For cerebral aneurysms, the ostium, the area of inflow, is an important anatomic landmark, since it separates the pathological vessel deformation from the healthy parent vessel. A better understanding of the inflow characteristics, the flow inside the aneurysm and the overall change of pre‐ and post‐aneurysm flow in the parent vessel provide insights for medical research and the development of new risk‐reduced treatment options. We present an approach for a qualitative, visual flow exploration that incorporates the ostium and derived anatomical landmarks. It is divided into three scopes: a global scope for exploration of the in‐ and outflow, an ostium scope that provides characteristics of the flow profile close to the ostium and a local scope for a detailed exploration of the flow in the parent vessel and the aneurysm. The approach was applied to five representative datasets, including measured and simulated blood flow. Informal interviews with two board‐certified radiologists confirmed the usefulness of the provided exploration tools and delivered input for the integration of the ostium‐based flow analysis into the overall exploration workflow. 相似文献
14.
Xiao-Hua Cai Yun-Tao Jia Xi Wang Shi-Min Hu Ralph R. Martin 《Computer Graphics Forum》2006,25(1):15-28
Generating soft shadows in real time is difficult. Exact methods (such as ray tracing, and multiple light source simulation) are too slow, while approximate methods often overestimate the umbra regions. In this paper, we introduce a new algorithm based on the shadow map method to quickly and highly accurately render soft shadows produced by a light source. Our method builds inner and outer translucent fins on objects to represent the penumbra area inside and outside hard shadows, respectively. The fins are traced into multilayered light space maps to store illuminance adjustment to shadows. The viewing space illuminance buffer is then calculated using those maps. Finally, by blending illuminance and shading, a scene with highly accurate soft shadow effects is produced. Our method does not suffer from umbra overestimation. Physical relations between light, objects and shadows demonstrate the soundness of our approach. 相似文献
15.
This paper describes a model for example-based, photo-realistic rendering of eye movements in 3D facial animation. Based on 3D scans of a face with different gaze directions, the model captures the motion of the eyeball along with the deformation of the eyelids and the surrounding skin. These deformations are represented in a 3D morphable model.
Unlike the standard procedure in facial animation, the eyeball is not modeled as a rotating 3D sphere located behind the skin surface. Instead, the visible region of the eyeball is part of a continuous face mesh, and displacements of the iris as well as occlusions by the lids are modeled in a texture mapping approach. The algorithm avoids artifacts that are widely encountered in 3D facial animation, and it presents a new concept of handling occlusions and discontinuities in morphing algorithms. 相似文献
Unlike the standard procedure in facial animation, the eyeball is not modeled as a rotating 3D sphere located behind the skin surface. Instead, the visible region of the eyeball is part of a continuous face mesh, and displacements of the iris as well as occlusions by the lids are modeled in a texture mapping approach. The algorithm avoids artifacts that are widely encountered in 3D facial animation, and it presents a new concept of handling occlusions and discontinuities in morphing algorithms. 相似文献
16.
Making Imperfect Shadow Maps View‐Adaptive: High‐Quality Global Illumination in Large Dynamic Scenes
Tobias Ritschel Elmar Eisemann Inwoo Ha James D. K. Kim Hans‐Peter Seidel 《Computer Graphics Forum》2011,30(8):2258-2269
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
17.
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
18.
Mathias Schott Vincent Pegoraro Charles Hansen Kévin Boulanger Kadi Bouatouch 《Computer Graphics Forum》2009,28(3):855-862
Volumetric rendering is widely used to examine 3D scalar fields from CT/MRI scanners and numerical simulation datasets. One key aspect of volumetric rendering is the ability to provide perceptual cues to aid in understanding structure contained in the data. While shading models that reproduce natural lighting conditions have been shown to better convey depth information and spatial relationships, they traditionally require considerable (pre)computation. In this paper, a shading model for interactive direct volume rendering is proposed that provides perceptual cues similar to those of ambient occlusion, for both solid and transparent surface-like features. An image space occlusion factor is derived from the radiative transport equation based on a specialized phase function. The method does not rely on any precomputation and thus allows for interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions while modifications to the volume via clipping planes are incorporated into the resulting occlusion-based shading. 相似文献
19.
Visualizing dynamic participating media in particle form by fully solving equations from the light transport theory is a computationally very expensive process. In this paper, we present a computational pipeline for particle volume rendering that is easily accelerated by the current GPU. To fully harness its massively parallel computing power, we transform input particles into a volumetric density field using a GPU-assisted, adaptive density estimation technique that iteratively adapts the smoothing length for local grid cells. Then, the volume data is visualized efficiently based on the volume photon mapping method where our GPU techniques further improve the rendering quality offered by previous implementations while performing rendering computation in acceptable time. It is demonstrated that high quality volume renderings can be easily produced from large particle datasets in time frames of a few seconds to less than a minute. 相似文献
20.
We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems. 相似文献