67,473 research outputs found
A Progressive Algorithm For Three Point Transport
When computing global illumination in environments made up of surfaces with general Bidirectionnal Reflection Distribution Function, a three point formulation of the rendering equation can be used. Brute-force algorithms can lead to a linear system of equations whose matrix is cubic, which is expensive in time and space. The hierarchical approach is more efficient. Aupperle et al. proposed a hierchical three point algorithm to compute global illumination in presence of glossy reflection. We present in this paper some improvements we brought to this method: shooting, "lazy" push-pull, photometric subdivision criterion... Then we will show how our new method takes into account non-planar surfaces in the hierarchical resolution process
Progressive Transient Photon Beams
In this work we introduce a novel algorithm for transient rendering in
participating media. Our method is consistent, robust, and is able to generate
animations of time-resolved light transport featuring complex caustic light
paths in media. We base our method on the observation that the spatial
continuity provides an increased coverage of the temporal domain, and
generalize photon beams to transient-state. We extend the beam steady-state
radiance estimates to include the temporal domain. Then, we develop a
progressive version of spatio-temporal density estimations, that converges to
the correct solution with finite memory requirements by iteratively averaging
several realizations of independent renders with a progressively reduced kernel
bandwidth. We derive the optimal convergence rates accounting for space and
time kernels, and demonstrate our method against previous consistent transient
rendering methods for participating media
Importance driven environment map sampling
In this paper we present an automatic and efficient method for supporting Image Based Lighting (IBL) for bidirectional methods which improves both the sampling of the environment, and the detection and sampling of important regions of the scene, such as windows and doors. These often have a small area proportional to that of the entire scene, so paths which pass through them are generated with a low probability. The method proposed in this paper improves this by taking into account view importance, and modifies the lighting distribution to use light transport information. This also automatically constructs a sampling distribution in locations which are relevant to the camera position, thereby improving sampling. Results are presented when our method is applied to bidirectional rendering techniques, in particular we show results for Bidirectional Path Tracing, Metropolis Light Transport and Progressive Photon Mapping. Efficiency results demonstrate speed up of orders of magnitude (depending on the rendering method used), when compared to other methods
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
A robust coding scheme for packet video
A layered packet video coding algorithm based on a progressive transmission scheme is presented. The algorithm provides good compression and can handle significant packet loss with graceful degradation in the reconstruction sequence. Simulation results for various conditions are presented
On the progressive hardening of the cosmic-ray proton spectrum in the inner Galaxy
Spatial variations of the average properties that characterize the hadronic
component of the diffuse Galactic cosmic-ray sea, in particular the spectral
slope and normalization, may unveil critical information about their
confinement mechanism in the Galaxy. In the first part of this paper we perform
an analysis of the Fermi-LAT gamma-ray data with the SkyFACT package, which
combines image reconstruction techniques with standard template fitting,
isolate the hadronic emission and decompose it into Galactocentric rings. We
find a significant hardening of the hadronic spectral index towards the
molecular ring. We study this hardening in different energy ranges, and assess
its resilience with respect to different prescriptions in the analysis setup.
In the second part we quantify the contribution to the diffuse gamma-ray flux
coming from unresolved point sources with a dedicated Monte Carlo simulation,
and consider whether the trend characterized in the first part can be mimicked
by a progressively more relevant flux associated to this component in the inner
Galaxy. We find that the observed hardening of the hadronic spectral index
cannot be due to unresolved sources in the sub-TeV energy range, especially
outside the molecular ring, given reasonable assumptions about the unresolved
source population.Comment: 23 pages, 12 figure
Implementation issues in source coding
An edge preserving image coding scheme which can be operated in both a lossy and a lossless manner was developed. The technique is an extension of the lossless encoding algorithm developed for the Mars observer spectral data. It can also be viewed as a modification of the DPCM algorithm. A packet video simulator was also developed from an existing modified packet network simulator. The coding scheme for this system is a modification of the mixture block coding (MBC) scheme described in the last report. Coding algorithms for packet video were also investigated
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