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1.
Adaptive Caustic Maps Using Deferred Shading   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   

2.
This paper presents an improvement to the stochastic progressive photon mapping (SPPM), a method for robustly simulating complex global illumination with distributed ray tracing effects. Normally, similar to photon mapping and other particle tracing algorithms, SPPM would become inefficient when the photons are poorly distributed. An inordinate amount of photons are required to reduce the error caused by noise and bias to acceptable levels. In order to optimize the distribution of photons, we propose an extension of SPPM with a Metropolis‐Hastings algorithm, effectively exploiting local coherence among the light paths that contribute to the rendered image. A well‐designed scalar contribution function is introduced as our Metropolis sampling strategy, targeting at specific parts of image areas with large error to improve the efficiency of the radiance estimator. Experimental results demonstrate that the new Metropolis sampling based approach maintains the robustness of the standard SPPM method, while significantly improving the rendering efficiency for a wide range of scenes with complex lighting.  相似文献   

3.
Style Transfer Functions for Illustrative Volume Rendering   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   

4.
This paper presents methods for photo‐realistic rendering using strongly spatially variant illumination captured from real scenes. The illumination is captured along arbitrary paths in space using a high dynamic range, HDR, video camera system with position tracking. Light samples are rearranged into 4‐D incident light fields (ILF) suitable for direct use as illumination in renderings. Analysis of the captured data allows for estimation of the shape, position and spatial and angular properties of light sources in the scene. The estimated light sources can be extracted from the large 4D data set and handled separately to render scenes more efficiently and with higher quality. The ILF lighting can also be edited for detailed artistic control.  相似文献   

5.
Lighting design plays a crucial role in indoor lighting design, computer cinematograph and many other applications. Computer‐assisted lighting design aims to find a lighting configuration that best approximates the illumination effect specified by designers. In this paper, we present an automatic approach for lighting design, in which discrete and continuous optimization of the lighting configuration, including the number, intensity, and position of lights, are achieved. Our lighting design algorithm consists of two major steps. The first step estimates an initial lighting configuration by light sampling and clustering. The initial light clusters are then recursively merged to form a light hierarchy. The second step optimizes the lighting configuration by alternatively selecting a light cut on the light hierarchy to determine the number of representative lights and optimizing the lighting parameters using the simplex method. To speed up the optimization computation, only illumination at scene vertices that are important to rendering are sampled and taken into account in the optimization. Using the proposed approach, we develop a lighting design system that can compute appropriate lighting configurations to generate the illumination effects iteratively painted and modified by a designer interactively.  相似文献   

6.
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   

7.
Recent advances have made interactive ray tracing (IRT) possible on consumer desktop machines. These advances have brought about the potential for interactive global illumination (IGI) with enhanced realism through physically based lighting. IGI, unlike IRT, has a much higher computational complexity. Furthermore, since non‐primary rays constitute the majority of the computation, the rays are predominantly incoherent, making impractical many of the methods that have made IRT possible. Two methods that have already shown promise in decreasing the computational time of the GI solution are interleaved sampling and adaptive rendering. Interleaved sampling is a generalized sampling scheme that smoothly blends between regular and irregular sampling while maintaining coherence. Adaptive rendering algorithms adjust rendering quality, non‐uniformally, using a guidance scheme. While adaptive rendering has shown to provide speed‐up when used for off‐line rendering it has not been utilized in IRT due to its naturally incoherent nature. In this paper, we combine adaptive rendering and interleaved sampling within a component‐based solution into a new approach we term adaptive interleaved sampling. This allows us to tailor new adaptive heuristics for interleaved sampling of the individual components of the GI solution significantly improving overall performance. We present a novel component‐based IGI framework for which we achieve interactive frame rates for a range of effects such as indirect diffuse lighting, soft shadows and single scatter homogeneous participating media.  相似文献   

8.
In computer cinematography, artists routinely use non‐physical lighting models to achieve desired appearances. This paper presents BendyLights, a non‐physical lighting model where light travels nonlinearly along splines, allowing artists to control light direction and shadow position at different points in the scene independently. Since the light deformation is smoothly defined at all world‐space positions, the resulting non‐physical lighting effects remain spatially consistent, avoiding the frequent incongruences of many non‐physical models. BendyLights are controlled simply by reshaping splines, using familiar interfaces, and require very few parameters. BendyLight control points can be keyframed to support animated lighting effects. We demonstrate BendyLights both in a realtime rendering system for editing and a production renderer for final rendering, where we show that BendyLights can also be used with global illumination.  相似文献   

9.
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   

10.
High quality lighting is one of the challenges for interactive tree rendering. To this end, this paper presents a lighting model allowing real‐time rendering of trees with convincing indirect lighting. Rather than defining an empirical model to mimic lighting of real trees, we work at a lower level by modeling the spatial distribution of leaves and by assigning them probabilistic properties. We focus mainly on precise low‐frequency lighting that our eyes are more sensitive to and we add high‐frequency details afterwards. The resulting model is efficient and simple to implement on a GPU.  相似文献   

11.
Prostate cancer is one of the most prevalent cancers among males, and the use of magnetic resonance imaging (MRI) has been suggested for its detection. A framework is presented for scoring and visualizing various MR data in an efficient and intuitive manner. A classification method is introduced where a cumulative score volume is created which takes into account each of three acquisition types. This score volume is integrated into a volume rendering framework which allows the user to view the prostate gland, the multi‐modal score values, and the surrounding anatomy. A visibility persistence mode is introduced to automatically avoid full occlusion of a selected score and indicate overlaps. The use of GPU‐accelerated multi‐modal single‐pass ray casting provides an interactive experience. User driven importance rendering allows the user to gain insight into the data and can assist in localization of the disease and treatment planning. We evaluate our results against pathology and radiologists'determinations.  相似文献   

12.
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   

13.
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   

14.
The visibility function in direct illumination describes the binary visibility over a light source, e.g., an environment map. Intuitively, the visibility is often strongly correlated between nearby locations in time and space, but exploiting this correlation without introducing noticeable errors is a hard problem. In this paper, we first study the statistical characteristics of the visibility function. Then, we propose a robust and unbiased method for using estimated visibility information to improve the quality of Monte Carlo evaluation of direct illumination. Our method is based on the theory of control variates, and it can be used on top of existing state‐of‐the‐art schemes for importance sampling. The visibility estimation is obtained by sparsely sampling and caching the 4D visibility field in a compact bitwise representation. In addition to Monte Carlo rendering, the stored visibility information can be used in a number of other applications, for example, ambient occlusion and lighting design.  相似文献   

15.
Recent research in bidirectional importance sampling has focused primarily on structured illumination sources such as distant environment maps, while unstructured illumination has received little attention. In this paper, we present a method for bidirectional importance sampling of unstructured illumination, allowing us to use the same method for sampling both distant as well as local/indirect sources. Building upon recent work in [ WFA*05 ], we model complex illumination as a large set of point lights. The subsequent sampling process draws samples only from this point set. We start by constructing a piecewise constant approximation for the lighting using an illumination cut [ CPWAP08 ]. We show that this cut can be used directly for illumination importance sampling. We then use BRDF importance sampling followed by sample counting to update the cut, resulting in a bidirectional distribution that closely approximates the product of the illumination and BRDF. Drawing visibility samples from this new distribution significantly reduces the sampling variance. As a main advance over previous work, our method allows for unstructured sources, including arbitrary local direct lighting and one-bounce of indirect lighting.  相似文献   

16.
Plasmas are ubiquitous in the Universe. An understanding of plasma phenomena is therefore of importance in almost every area of astrophysics, from stellar atmospheres to star clusters. Plasmas also occur in daily life both in industrial processes and in consumer products. Recent groundbreaking data is making this the golden age of plasma science. Although direct observations and analysis of data provide important physical evidence for plasma phenomena, they do not necessarily explain the phenomena. Hence, recent discoveries in this area might not only arise out of observations, but also from visual simulations of the phenomena supported by advanced rendering technologies. This report describes the state of art of such simulations, and examines practical issues often overlooked in the literature. Educational and public outreach applications are also discussed. Although the emphasis is on the predictive rendering of plasma processes, the simulation guidelines and trade-offs addressed in this report can be extended to other types of natural phenomena. The report closes with a discussion of further avenues of research involving the visual simulation of plasma phenomena.  相似文献   

17.
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   

18.
This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a 5D adaptive hierarchical structure that defines dynamic predicate functions for both variance reduction techniques and guarantees well‐behaved PDFs, yielding continually increasing efficiencies thanks to a marginal computational overhead. While remaining unbiased, the technique is effective within a single pass as both estimation and caching are done online, exploiting the coherency in illumination while being independent of the actual scene representation. The method is relatively easy to implement and to tune via a single parameter, and we demonstrate its practical benefits with important gains in convergence rate and competitive results with state of the art techniques.  相似文献   

19.
Interactive rendering with dynamic natural lighting and changing view is a long‐standing goal in computer graphics. Recently, precomputation‐based methods for all‐frequency relighting have made substantial progress in this direction. Many of the most successful algorithms are based on a factorization of the BRDF into incident and outgoing directions, enabling each term to be precomputed independent of viewing direction, and re‐combined at run‐time. However, there has so far been no theoretical understanding of the accuracy of this factorization, nor the number of terms needed. In this paper, we conduct a theoretical and empirical analysis of the BRDF in‐out factorization. For Phong BRDFs, we obtain analytic results, showing that the number of terms needed grows linearly with the Phong exponent, while the factors correspond closely to spherical harmonic basis functions. More generally, the number of terms is quadratic in the frequency content of the BRDF along the reflected or half‐angle direction. This analysis gives clear practical guidance on the number of factors needed for a given material. Different objects in a scene can each be represented with the correct number of terms needed for that particular BRDF, enabling both accuracy and interactivity.  相似文献   

20.
We present a new Precomputed Radiance Transfer (PRT) algorithm based on a two dimensional representation of isotropic BRDFs. Our approach involves precomputing matrices that allow quickly mapping environment lighting, which is represented in the global coordinate system, and the surface BRDFs, which are represented in a bivariate domain, to the local hemisphere at a surface location where the reflection integral is evaluated. When the lighting and BRDFs are represented in a wavelet basis, these rotation matrices are sparse and can be efficiently stored and combined with pre‐computed visibility at run‐time. Compared to prior techniques that also precompute wavelet rotation matrices, our method allows full control over the lighting and materials due to the way the BRDF is represented. Furthermore, this bivariate parameterization preserves sharp specular peaks and grazing effects that are attenuated in conventional parameterizations. We demonstrate a prototype rendering system that achieves real‐time framerates while lighting and materials are edited.  相似文献   

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