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1.
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   

2.
Due to the intricate nature of the equation governing light transport in participating media, accurately and efficiently simulating radiative energy transfer remains very challenging in spite of its broad range of applications. As an alternative to traditional numerical estimation methods such as ray‐marching and volume‐slicing, a few analytical approaches to solving single scattering have been proposed but current techniques are limited to the assumption of isotropy, rely on simplifying approximations and/or require substantial numerical precomputation and storage. In this paper, we present the very first closed‐form solution to the air‐light integral in homogeneous media for general 1‐D anisotropic phase functions and punctual light sources. By addressing an open problem in the overall light transport literature, this novel theoretical result enables the analytical computation of exact solutions to complex scattering phenomena while achieving semi‐interactive performance on graphics hardware for several common scattering modes.  相似文献   

3.
Image space photon mapping has the advantage of simple implementation on GPU without pre‐computation of complex acceleration structures. However, existing approaches use only a single image for tracing caustic photons, so they are limited to computing only a part of the global illumination effects for very simple scenes. In this paper we fully extend the image space approach by using multiple environment maps for photon mapping computation to achieve interactive global illumination of dynamic complex scenes. The two key problems due to the introduction of multiple images are 1) selecting the images to ensure adequate scene coverage; and 2) reliably computing ray‐geometry intersections with multiple images. We present effective solutions to these problems and show that, with multiple environment maps, the image‐space photon mapping approach can achieve interactive global illumination of dynamic complex scenes. The advantages of the method are demonstrated by comparison with other existing interactive global illumination methods.  相似文献   

4.
Noisy volumetric details like clouds, grounds, plaster, bark, roughcast, etc. are frequently encountered in nature and bring an important contribution to the realism of outdoor scenes. We introduce a new interactive approach, easing the creation of procedural representations of “stochastic” volumetric details by using a single example photograph. Instead of attempting to reconstruct an accurate geometric representation from the photograph, we use a stochastic multi‐scale approach that fits parameters of a multi‐layered noise‐based 3D deformation model, using a multi‐resolution filter banks error metric. Once computed, visually similar details can be applied to arbitrary objects with a high degree of visual realism, since lighting and parallax effects are naturally taken into account. Our approach is inspired by image‐based techniques. In practice, the user supplies a photograph of an object covered by noisy details, provides a corresponding coarse approximation of the shape of this object as well as an estimated lighting condition (generally a light source direction). Our system then determines the corresponding noise‐based representation as well as some diffuse, ambient, specular and semi‐transparency reflectance parameters. The resulting details are fully procedural and, as such, have the advantage of extreme compactness, while they can be infinitely extended without repetition in order to cover huge surfaces.  相似文献   

5.
Because of its versatility, speed and robustness, shadow mapping has always been a popular algorithm for fast hard shadow generation since its introduction in 1978, first for offline film productions and later increasingly so in real‐time graphics. So it is not surprising that recent years have seen an explosion in the number of shadow map related publications. Because of the abundance of articles on the topic, it has become very hard for practitioners and researchers to select a suitable shadow algorithm, and therefore many applications miss out on the latest high‐quality shadow generation approaches. The goal of this survey is to rectify this situation by providing a detailed overview of this field. We show a detailed analysis of shadow mapping errors and derive a comprehensive classification of the existing methods. We discuss the most influential algorithms, consider their benefits and shortcomings and thereby provide the readers with the means to choose the shadow algorithm best suited to their needs.  相似文献   

6.
Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the ray equation of geometric optics to compute piecewise‐linear approximations of the non‐linear rays. By assuming a constant refractive index within each tracing step, these methods often need a large number of small steps to generate satisfactory images. In this paper, we present a new approach for tracing non‐constant, refractive media based on the ray equations of gradient‐index optics. We show that in a medium of constant index gradient, the ray equation has a closed‐form solution, and the intersection point between a ray and the medium boundaries can be efficiently computed using the bisection method. For general non‐constant media, we model the refractive index as a piecewise‐linear function and render the refraction by tracing the tetrahedron‐based representation of the media. Our algorithm can be easily combined with existing rendering algorithms such as photon mapping to generate complex refractive caustics at interactive frame rates. We also derive analytic ray formulations for tracing mirages – a special gradient‐index optical phenomenon.  相似文献   

7.
We present an importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. Our method is based on the multi‐lobe hair scattering model presented by Sadeghi et al. [ [SPJT10] ]. We reduce noise by drawing samples from a distribution that approximates the bsdf well. Our algorithm is efficient and easy to implement, since the sampling process requires only the evaluation of a few analytic functions, with no significant memory overhead or need for precomputation. We tested our method in a research raytracer and a production renderer based on micropolygon rasterization. We show significant improvements for rendering direct illumination using multiple importance sampling and for rendering indirect illumination using path tracing.  相似文献   

8.
The incident indirect light over a range of image pixels is often coherent. Two common approaches to exploit this inter‐pixel coherence to improve rendering performance are Irradiance Caching and Radiance Caching. Both compute incident indirect light only for a small subset of pixels (the cache), and later interpolate between pixels. Irradiance Caching uses scalar values that can be interpolated efficiently, but cannot account for shading variations caused by normal and reflectance variation between cache items. Radiance Caching maintains directional information, e.g., to allow highlights between cache items, but at the cost of storing and evaluating a Spherical Harmonics (SH) function per pixel. The arithmetic and bandwidth cost for this evaluation is linear in the number of coefficients and can be substantial. In this paper, we propose a method to replace it by an efficient per‐cache item pre‐filtering based on MIP maps — such as previously done for environment maps — leading to a single constant‐time lookup per pixel. Additionally, per‐cache item geometry statistics stored in distance‐MIP maps are used to improve the quality of each pixel's lookup. Our approximate interactive global illumination approach is an order of magnitude faster than Radiance Caching with Phong BRDFs and can be combined with Monte Carlo‐raytracing, Point‐based Global Illumination or Instant Radiosity.  相似文献   

9.
10.
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   

11.
Color adaptation is a well known ability of the human visual system (HVS). Colors are perceived as constant even though the illuminant color changes. Indeed, the perceived color of a diffuse white sheet of paper is still white even though it is illuminated by a single orange tungsten light, whereas it is orange from a physical point of view. Unfortunately global illumination algorithms only focus on the physics aspects of light transport. The ouput of a global illuminantion engine is an image which has to undergo chromatic adaptation to recover the color as perceived by the HVS. In this paper, we propose a new color adaptation method well suited to global illumination. This method estimates the adaptation color by averaging the irradiance color arriving at the eye. Unlike other existing methods, our approach is not limited to the view frustrum, as it considers the illumination from all the scene. Experiments have shown that our method outperforms the state of the art methods.  相似文献   

12.
In this paper, we present a novel exemplar‐based technique for the interpolation between two textures that combines patch‐based and statistical approaches. Motivated by the notion of texture as a largely local phenomenon, we warp and blend small image neighborhoods prior to patch‐based texture synthesis. In addition, interpolating and enforcing characteristic image statistics faithfully handles high frequency detail. We are able to create both intermediate textures as well as continuous transitions. In contrast to previous techniques computing a global morphing transformation on the entire input exemplar images, our localized and patch‐based approach allows us to successfully interpolate between textures with considerable differences in feature topology for which no smooth global warping field exists.  相似文献   

13.
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   

14.
We present an approach for editing shadows in all‐frequency lighting environments. To support artistic control, we propose to decouple shadowing from lighting and focus on providing intuitive controls to edit the former. To accomplish this task, we precompute and store scene visibility information separately from lighting and BRDFs and allow artists to edit visibility directly, by providing operations to select shadows and edit their shape. To facilitate a wider range of editing operations, we generalize visibility from binary to three‐channel oating point quantities and introduce a novel shadow representation based on computation of visibility ratios between the original render and the edited one. We demonstrate our results for diffuse and glossy surfaces, still scenes and animations.  相似文献   

15.
Bidirectional Texture Functions (BTFs) are among the highest quality material representations available today and thus well suited whenever an exact reproduction of the appearance of a material or complete object is required. In recent years, BTFs have started to find application in various industrial settings and there is also a growing interest in the cultural heritage domain. BTFs are usually measured from real‐world samples and easily consist of tens or hundreds of gigabytes. By using data‐driven compression schemes, such as matrix or tensor factorization, a more compact but still faithful representation can be derived. This way, BTFs can be employed for real‐time rendering of photo‐realistic materials on the GPU. However, scenes containing multiple BTFs or even single objects with high‐resolution BTFs easily exceed available GPU memory on today's consumer graphics cards unless quality is drastically reduced by the compression. In this paper, we propose the Bidirectional Sparse Virtual Texture Function, a hierarchical level‐of‐detail approach for the real‐time rendering of large BTFs that requires only a small amount of GPU memory. More importantly, for larger numbers or higher resolutions, the GPU and CPU memory demand grows only marginally and the GPU workload remains constant. For this, we extend the concept of sparse virtual textures by choosing an appropriate prioritization, finding a trade off between factorization components and spatial resolution. Besides GPU memory, the high demand on bandwidth poses a serious limitation for the deployment of conventional BTFs. We show that our proposed representation can be combined with an additional transmission compression and then be employed for streaming the BTF data to the GPU from from local storage media or over the Internet. In combination with the introduced prioritization this allows for the fast visualization of relevant content in the users field of view and a consecutive progressive refinement.  相似文献   

16.
In urban design, estimating solar exposure on complex city models is crucial but existing solutions typically focus on simplified building models and are too demanding in terms of memory and computational time. In this paper, we propose an interactive technique that estimates solar exposure on detailed urban scenes. Given a directional exposure map computed over a given time period, we estimate the sky visibility factor that serves to evaluate the final exposure at each visible point. This is done using a screen‐space method based on a two‐scale approach, which is geometry independent and has low storage costs. Our method performs at interactive rates and is designer‐oriented. The proposed technique is relevant in architecture and sustainable building design as it provides tools to estimate the energy performance of buildings as well as weathering effects in urban environments.  相似文献   

17.
The selection of an appropriate global transfer function is essential for visualizing time‐varying simulation data. This is especially challenging when the global data range is not known in advance, as is often the case in remote and in‐situ visualization settings. Since the data range may vary dramatically as the simulation progresses, volume rendering using local transfer functions may not be coherent for all time steps. We present an exploratory technique that enables coherent classification of time‐varying volume data. Unlike previous approaches, which require pre‐processing of all time steps, our approach lets the user explore the transfer function space without accessing the original 3D data. This is useful for interactive visualization, and absolutely essential for in‐situ visualization, where the entire simulation data range is not known in advance. Our approach generates a compact representation of each time step at rendering time in the form of ray attenuation functions, which are used for subsequent operations on the opacity and color mappings. The presented approach offers interactive exploration of time‐varying simulation data that alleviates the cost associated with reloading and caching large data sets.  相似文献   

18.
A common weathering effect is the appearance of cracks due to material fractures. Previous exemplar‐based aging and weathering methods have either reused images or sought to replicate observed patterns exactly. We introduce a new approach to exemplar‐based modeling that creates weathered patterns on synthetic objects by matching the statistics of fracture patterns in a photograph. We present a user study to determine which statistics are correlated to visual similarity and how they are perceived by the user. We then describe a revised physically‐based fracture model capable of producing a wide range of crack patterns at interactive rates. We demonstrate how a Bayesian optimization method can determine the parameters of this model so it can produce a pattern with the same key statistics as an exemplar. Finally, we present results using our approach and various exemplars to produce a variety of fracture effects in synthetic renderings of complex environments. The speed of the fracture simulation allows interactive previews of the fractured results and its application on large scale environments.  相似文献   

19.
We investigate semi‐stochastic tilings based on Wang or corner tiles for the real‐time synthesis of example‐based textures. In particular, we propose two new tiling approaches: (1) to replace stochastic tilings with pseudo‐random tilings based on the Halton low‐discrepancy sequence, and (2) to allow the controllable generation of tilings based on a user‐provided probability distribution. Our first method prevents local repetition of texture content as common with stochastic approaches and yields better results with smaller sets of utilized tiles. Our second method allows to directly influence the synthesis result which—in combination with an enhanced tile construction method that merges multiple source textures—extends synthesis tasks to globally‐varying textures. We show that both methods can be implemented very efficiently in connection with tile‐based texture mapping and also present a general rule that allows to significantly reduce resulting tile sets.  相似文献   

20.
Texture atlases are commonly used as representations for mesh parameterizations in numerous applications including texture and normal mapping. Therefore, packing is an important post‐processing step that tries to place and orient the single parameterizations in a way that the available space is used as efficiently as possible. However, since packing is NP hard, only heuristics can be used in practice to find near‐optimal solutions. In this publication we introduce the new search space of modulo valid packings. The key idea thereby is to allow the texture charts to wrap around in the atlas. By utilizing this search space we propose a new algorithm that can be used in order to automatically pack texture atlases. In the evaluation section we show that our algorithm achieves solutions with a significantly higher packing efficiency when compared to the state of the art, especially for complex packing problems.  相似文献   

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