239,996 research outputs found
Interactive Sampling and Rendering for Complex and Procedural Geometry
International audienceWe present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, resulting in a sufficiently dense sampling of the final image. We present an integrated approach that exploits the simplicity of the point primitive. For procedural objects a hierarchical sampling scheme is presented that adapts sample densities locally according to the projected size in the image. Dynamic procedural objects and interactive user manipulation thus become possible. The same scheme is also applied to on-the-fly generation and rendering of terrains, and enables the use of an efficient occlusion culling algorithm. Furthermore, by using points the system enables interactive rendering and simple modification of complex objects (e.g., trees). For display, hardware-accelerated 3-D point rendering is used, but our sampling method can be used by any other point-rendering approach
A framework for realistic real-time walkthroughs in a VR distributed environment
Virtual and augmented reality (VR/AR) are
increasingly being used in various business scenarios and
are important driving forces in technology development.
However the usage of these technologies in the home
environment is restricted due to several factors including
lack of low-cost (from the client point of view) highperformance
solutions. In this paper we present a general
client/server rendering architecture based on Real-Time
concepts, including support for a wide range of client
platforms and applications. The idea of focusing on the
real-time behaviour of all components involved in
distributed IP-based VR scenarios is new and has not been
addressed before, except for simple sub-solutions. This is
considered as “the most significant problem with the IP
environment” [1]. Thus, the most important contribution of
this research will be the holistic approach, in which
networking, end-systems and rendering aspects are
integrated into a cost-effective infrastructure for building
distributed real-time VR applications on IP-based
networks
BeyondPixels: A Comprehensive Review of the Evolution of Neural Radiance Fields
Neural rendering combines ideas from classical computer graphics and machine
learning to synthesize images from real-world observations. NeRF, short for
Neural Radiance Fields, is a recent innovation that uses AI algorithms to
create 3D objects from 2D images. By leveraging an interpolation approach, NeRF
can produce new 3D reconstructed views of complicated scenes. Rather than
directly restoring the whole 3D scene geometry, NeRF generates a volumetric
representation called a ``radiance field,'' which is capable of creating color
and density for every point within the relevant 3D space. The broad appeal and
notoriety of NeRF make it imperative to examine the existing research on the
topic comprehensively. While previous surveys on 3D rendering have primarily
focused on traditional computer vision-based or deep learning-based approaches,
only a handful of them discuss the potential of NeRF. However, such surveys
have predominantly focused on NeRF's early contributions and have not explored
its full potential. NeRF is a relatively new technique continuously being
investigated for its capabilities and limitations. This survey reviews recent
advances in NeRF and categorizes them according to their architectural designs,
especially in the field of novel view synthesis.Comment: 22 page, 1 figure, 5 tabl
Hybrid visibility compositing and masking for illustrative rendering
In this paper, we introduce a novel framework for the compositing of interactively rendered 3D layers tailored to the needs of scientific illustration. Currently, traditional scientific illustrations are produced in a series of composition stages, combining different pictorial elements using 2D digital layering. Our approach extends the layer metaphor into 3D without giving up the advantages of 2D methods. The new compositing approach allows for effects such as selective transparency, occlusion overrides, and soft depth buffering. Furthermore, we show how common manipulation techniques such as masking can be integrated into this concept. These tools behave just like in 2D, but their influence extends beyond a single viewpoint. Since the presented approach makes no assumptions about the underlying rendering algorithms, layers can be generated based on polygonal geometry, volumetric data, point-based representations, or others. Our implementation exploits current graphics hardware and permits real-time interaction and rendering.publishedVersio
Affordable spectral measurements of translucent materials
We present a spectral measurement approach for the bulk optical properties of translucent materials using only low-cost components. We focus on the translucent inks used in full-color 3D printing, and develop a technique with a high spectral resolution, which is important for accurate color reproduction. We enable this by developing a new acquisition technique for the three unknown material parameters, namely, the absorption and scattering coefficients, and its phase function anisotropy factor, that only requires three point measurements with a spectrometer. In essence, our technique is based on us finding a three-dimensional appearance map, computed using Monte Carlo rendering, that allows the conversion between the three observables and the material parameters. Our measurement setup works without laboratory equipment or expensive optical components. We validate our results on a 3D printed color checker with various ink combinations. Our work paves a path for more accurate appearance modeling and fabrication even for low-budget environments or affordable embedding into other devices
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