5 research outputs found

    Interactive hair rendering and appearance editing under environment lighting

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    Photo-Realistic Rendering of Fiber Assemblies

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    In this thesis we introduce a novel uniform formalism for light scattering from filaments, the Bidirectional Fiber Scattering Distribution Function (BFSDF). Similar to the role of the Bidirectional Surface Scattering Reflectance Distribution Function (BSSRDF) for surfaces, the BFSDF can be seen as a general approach for describing light scattering from filaments. Based on this theoretical foundation, approximations for various levels of abstraction are derived allowing for efficient and accurate rendering of fiber assemblies, such as hair or fur. In this context novel rendering techniques accounting for all prominent effects of local and global illumination are presented. Moreover, physically-based analytical BFSDF models for human hair and other kinds of fibers are derived. Finally, using the model for human hair we make a first step towards image-based BFSDF reconstruction, where optical properties of a single strand are estimated from "synthetic photographs" (renderings) a full hairstyle

    Efficient shadow map filtering

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    Schatten liefern dem menschlichen Auge wichtige Informationen, um die räumlichen Beziehungen in der Umgebung in der wir leben wahrzunehmen. Sie sind somit ein unverzichtbarer Bestandteil der realistischen Bildsynthese. Leider ist die Sichtbarkeitsberechnung ein rechenintensiver Prozess. Bildbasierte Methoden, wie zum Beispiel Shadow Maps, verhalten sich positiv gegenüber einer wachsenden Szenenkomplexität, produzieren aber Artefakte sowohl in der räumlichen, als auch in der temporalen Domäne, da sie nicht wie herkömmliche Bilder gefiltert werden können. Diese Dissertation präsentiert neue Echtzeit-Schattenverfahren die das effiziente Filtern von Shadow Maps ermöglichen, um die Bildqualität und das Kohärenzverhalten zu verbessern. Hierzu formulieren wir den Schattentest als eine Summe von Produkten, bei der die beiden Parameter der Schattenfunktion separiert werden. Shadow Maps werden dann in sogenannte Basis-Bilder transformiert, die im Gegensatz zu Shadow Maps linear gefiltert werden können. Die gefilterten Basis-Bilder sind äquivalent zu einem vorgefilterten Schattentest und werden verwendet, um geglättete Schattenkanten und realistische weiche Schatten zu berechnen.Shadows provide the human visual system with important cues to sense spatial relationships in the environment we live in. As such they are an indispensable part of realistic computerenerated imagery. Unfortunately, visibility determination is computationally expensive. Image-based simplifications to the problem such as Shadow Maps perform well with increased scene complexity but produce artifacts both in the spatial and temporal domain because they lack efficient filtering support. This dissertation presents novel real-time shadow algorithms to enable efficient filtering of Shadow Maps in order to increase the image quality and overall coherence characteristics. This is achieved by expressing the shadow test as a sum of products where the parameters of the shadow test are separated from each other. Ordinary Shadow Maps are then subject to a transformation into new so called basis-images which can, as opposed to Shadow Maps, be linearly filtered. The convolved basis images are equivalent to a pre-filtered shadow test and used to reconstruct anti-aliased as well as physically plausible all-frequency shadows

    A self-shadow algorithm for dynamic hair using density clustering

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    Realistic Hair Simulation: Animation and Rendering

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    International audienceThe last five years have seen a profusion of innovative solutions to one of the most challenging tasks in character synthesis: hair simulation. This class covers both recent and novel research ideas in hair animation and rendering, and presents time tested industrial practices that resulted in spectacular imagery
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