126 research outputs found

    Efficient representations of large radiosity matrices

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    The radiosity equation can be expressed as a linear system, where light interactions between patches of the scene are considered. Its resolution has been one of the main subjects in computer graphics, which has lead to the development of methods focused on different goals. For instance, in inverse lighting problems, it is convenient to solve the radiosity equation thousands of times for static geometries. Also, this calculation needs to consider many (or infinite) light bounces to achieve accurate global illumination results. Several methods have been developed to solve the linear system by finding approximations or other representations of the radiosity matrix, because the full storage of this matrix is memory demanding. Some examples are hierarchical radiosity, progressive refinement approaches, or wavelet radiosity. Even though these methods are memory efficient, they may become slow for many light bounces, due to their iterative nature. Recently, efficient methods have been developed for the direct resolution of the radiosity equation. In this case, the challenge is to reduce the memory requirements of the radiosity matrix, and its inverse. The main objective of this thesis is exploiting the properties of specific problems to reduce the memory requirements of the radiosity problem. Hereby, two types of problems are analyzed. The first problem is to solve radiosity for scenes with a high spatial coherence, such as it happens to some architectural models. The second involves scenes with a high occlusion factor between patches. For the high spatial coherence case, a novel and efficient error-bounded factorization method is presented. It is based on the use of multiple singular value decompositions along with a space filling curve, which allows to exploit spatial coherence. This technique accelerates the factorization of in-core matrices, and allows to work with out-of-core matrices passing only one time over them. In the experimental analysis, the presented method is applied to scenes up to 163K patches. After a precomputation stage, it is used to solve the radiosity equation for fixed geometries and infinite bounces, at interactive times. For the high occlusion problem, city models are used. In this case, the sparsity of the radiosity matrix is exploited. An approach for radiative exchange computation is proposed, where the inverse of the radiosity matrix is approximated. In this calculation, near-zero elements are removed, leading to a highly sparse result. This technique is applied to simulate daylight in urban environments composed by up to 140k patches.La ecuación de radiosidad tiene por objetivo el cálculo de la interacción de la luz con los elementos de la escena. Esta se puede expresar como un sistema lineal, cuya resolución ha derivado en el desarrollo de diversos métodos gráficos para satisfacer propósitos específicos. Por ejemplo, en problemas inversos de iluminación para geometrías estáticas, se debe resolver la ecuación de radiosidad miles de veces. Además, este cálculo debe considerar muchos (infinitos) rebotes de luz, si se quieren obtener resultados precisos de iluminación global. Entre los métodos desarrollados, se destacan aquellos que generan aproximaciones u otras representaciones de la matriz de radiosidad, debido a que su almacenamiento requiere grandes cantidades de memoria. Algunos ejemplos de estas técnicas son la radiosidad jerárquica, el refinamiento progresivo y la radiosidad basada en wavelets. Si bien estos métodos son eficientes en cuanto a memoria, pueden ser lentos cuando se requiere el cálculo de muchos rebotes de luz, debido a su naturaleza iterativa. Recientemente se han desarrollado métodos eficientes para la resolución directa de la ecuación de radiosidad, basados en el pre-cómputo de la inversa de la matriz de radiosidad. En estos casos, el desafío consiste en reducir los requerimientos de memoria y tiempo de ejecución para el cálculo de la matriz y de su inversa. El principal objetivo de la tesis consiste en explotar propiedades específicas de ciertos problemas de iluminación para reducir los requerimientos de memoria de la ecuación de radiosidad. En este contexto, se analizan dos casos diferentes. El primero consiste en hallar la radiosidad para escenas con alta coherencia espacial, tal como ocurre en algunos modelos arquitectónicos. El segundo involucra escenas con un elevado factor de oclusión entre parches. Para el caso de alta coherencia espacial, se presenta un nuevo método de factorización de matrices que es computacionalmente eficiente y que genera aproximaciones cuyo error es configurable. Está basado en el uso de múltiples descomposiciones en valores singulares (SVD) junto a una curva de recubrimiento espacial, lo que permite explotar la coherencia espacial. Esta técnica acelera la factorización de matrices que entran en memoria, y permite trabajar con matrices que no entran en memoria, recorriéndolas una única vez. En el análisis experimental, el método presentado es aplicado a escenas de hasta 163 mil parches. Luego de una etapa de precómputo, se logra resolver la ecuación de radiosidad en tiempos interactivos, para geométricas estáticas e infinitos rebotes. Para el problema de alta oclusión, se utilizan modelos de ciudades. En este caso, se aprovecha la baja densidad de la matriz de radiosidad, y se propone una técnica para el cálculo aproximado de su inversa. En este cálculo, los elementos cercanos a cero son eliminados. La técnica es aplicada a la simulación de la luz natural en ambientes urbanos compuestos por hasta 140 mil parches

    Efficient global illumination calculation for inverse lighting problems

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    La luz es un elemento clave en la manera en que percibimos y experimentamos nuestro entorno. Como tal, es un objeto mas a modelar en el proceso de diseño, de forma similar a como ocurre con las formas y los materiales. Las intenciones de iluminacion (LI) son los objetivos y restricciones que el diseñador pretende alcanzar en el proceso del diseño de iluminaci´on: ¿qué superficies se deben iluminar con luz natural y cuales con luz artificial?, ¿qué zonas deben estar en sombra?, ¿cuales son las intensidades maximas y mínimas permitidas? Satisfacer las LI consiste en encontrar la ubicacion, forma e intensidad adecuada de las fuentes luminosas. Este tipo de problemas se define como un problema inverso de iluminacion (ILP) que se resuelve con tecnicas de optimizacion. En el contexto anterior, el objetivo de esta tesis consiste en proponer metodos eficientes para resolver ILP. Este objetivo es motivado por la brecha percibida entre los problemas habituales de diseño de iluminacion y las herramientas computacionales existentes para su resolucion. Las herramientas desarrolladas por la industria se especializan en evaluar configuraciones de iluminacion previamente diseñadas, y las desarrolladas por la academia resuelven problemas relativamente sencillos a costos elevados. Las propuestas cubren distintos aspectos del proceso de optimizacion, que van desde la formulacion del problema a su resolucion. Estan desarrolladas para el caso en que las superficies poseen reflexion e iluminacion difusas y se basan en el calculo de una aproximacion de rango bajo de la matriz de radiosidad. Algunos resultados obtenidos son: el calculo acelerado de la radiosidad de la escena en una unidad de procesamiento gr´afico (GPU); el uso de la heuristica \201Cvariable neighborhood search\201D (VNS) para la resolucion de ILP; el planteo de una estructura multinivel para tratar ILP de forma escalonada; y el uso de tecnicas para optimizar la configuracion de filtros de luz. Otros resultados obtenidos se basan en la formulacion de las LI en funcion de la media y desviacion estandar de las radiosidades halladas. Se propone un metodo para generar LI que contengan esos parametros estadisticos, y otro metodo para acelerar su evaluacion. Con estos resultados se logran tiempos de respuesta interactivos. Por último, las tecnicas anteriores adolecen de una etapa de pre-cómputo relativamente costosa, por tanto se propone acelerar el calculo de la inversa de la matriz de radiosidad a partir de una muestra de factores de forma. Los métodos aquí presentados fueron publicados en seis articulos, tres de ellos en congresos internacionales y tres en revistas arbitradas.Light is a key element that influences the way we perceive and experience our environment. As such, light is an object to be modeled in the design process, as happens with the forms and materials. The lighting intentions (LI) are the objectives and constraints that designers want to achieve in the process of lighting design: which surfaces should be illuminated with natural and which with artificial light?, which surfaces should be in shadow?, which are the maximum and minimum intensities allowed? The fulfillment of the LI consists in finding the location, shape and intensity appropriate for the light sources. This problem is defined as an inverse lighting problem (ILP), solved by optimization techniques. In the above context, the aim of this thesis is the proposal of efficient methods to solve ILP. This objective is motivated by the perceived gap between the usual problems of lighting design, and the computational tools developed for its resolution. The tools developed by the industry specialize in evaluating previously designed lighting configurations, and those developed by the academia solve relatively simple problems at a high computational cost. The proposals cover several aspects of the optimization process, ranging from the formulation of the problem to its resolution. They are developed for the case in which the surfaces have Lambertian reflection and illumination, and are based on the calculation of a low rank approximation to the radiosity matrix. Some results are: rapid calculation of radiosity of the scene in a graphics processing unit (GPU), the use of heuristics “variable neighborhood search” (VNS) for solving ILP, the proposition of a multilevel structure to solve ILP in a stepwise approach, and the use of these techniques to optimize the configuration of light filters. Other results are based on the formulation of LI that use the mean and standard deviation of the radiosity values found. A method is proposed for generating LI containing these parameters, and another method is developed to speed up their evaluations. With these results we achieve interactive response times. Finally, the above techniques suffer from a costly pre-computing stage and therefore, a method is proposed to accelerate the calculation of the radiosity inverse matrix based on a sample of the form factors. The methods presented here were published in six articles, three of them at international conferences and three in peer reviewed journals

    Fast hierarchical low-rank view factor matrices for thermal irradiance on planetary surfaces

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    We present an algorithm for compressing the radiosity view factor model commonly used in radiation heat transfer and computer graphics. We use a format inspired by the hierarchical off-diagonal low rank format, where elements are recursively partitioned using a quadtree or octree and blocks are compressed using a sparse singular value decomposition -- the hierarchical matrix is assembled using dynamic programming. The motivating application is time-dependent thermal modeling on vast planetary surfaces, with a focus on permanently shadowed craters which receive energy through indirect irradiance. In this setting, shape models are comprised of a large number of triangular facets which conform to a rough surface. At each time step, a quadratic number of triangle-to-triangle scattered fluxes must be summed; that is, as the sun moves through the sky, we must solve the same view factor system of equations for a potentially unlimited number of time-varying righthand sides. We first conduct numerical experiments with a synthetic spherical cap-shaped crater, where the equilibrium temperature is analytically available. We also test our implementation with triangle meshes of planetary surfaces derived from digital elevation models recovered by orbiting spacecrafts. Our results indicate that the compressed view factor matrix can be assembled in quadratic time, which is comparable to the time it takes to assemble the full view matrix itself. Memory requirements during assembly are reduced by a large factor. Finally, for a range of compression tolerances, the size of the compressed view factor matrix and the speed of the resulting matrix vector product both scale linearly (as opposed to quadratically for the full matrix), resulting in orders of magnitude savings in processing time and memory space.Comment: 21 pages, 10 figure

    Radiation techniques for urban thermal simulation with the Finite Element Method

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    Modern societies are increasingly organized in cities. In the present times, more than half of the world’s population lives in urban settlements. In this context, architectural and building scale works have the need of extending their scope to the urban environment. One of the main challenges of these times is understanting all the thermal exchanges that happen in the city. The radiative part appears as the less developed one; its characterization and interaction with built structures has gained attention for building physics, architecture and environmental engineering. Providing a linkage between these areas, the emerging field of urban physics has become important for tackling studies of such nature. Urban thermal studies are intrinsically linked to multidisciplinary work approaches. Performing full-scale measurements is hard, and prototype models are difficult to develop. Therefore, computational simulations are essential in order to understand how the city behaves and to evaluate projected modifications. The methodological and algorithmic improvement of simulation is one of the mainlines of work for computational physics and many areas of computer science. The field of computer graphics has addressed the adaptation of rendering algorithms to daylighting using physically-based radiation models on architectural scenes. The Finite Element Method (FEM) has been widely used for thermal analysis. The maturity achieved by FEM software allows for treating very large models with a high geometrical detail and complexity. However, computing radiation exchanges in this context implies a hard computational challenge, and forces to push the limits of existing physical models. Computer graphics techniques can be adapted to FEM to estimate solar loads. In the thermal radiation range, the memory requirements for storing the interaction between the elements grows because all the urban surfaces become radiation sources. In this thesis, a FEM-based methodology for urban thermal analysis is presented. A set of radiation techniques (both for solar and thermal radiation) are developed and integrated into the FEM software Cast3m. Radiosity and ray tracing are used as the main algorithms for radiation computations. Several studies are performed for different city scenes. The FEM simulation results are com-pared with measured temperature results obtained by means of urban thermography. Post-processing techniques are used to obtain rendered thermograms, showing that the proposed methodology pro-duces accurate results for the cases analyzed. Moreover, its good computational performance allows for performing this kind of study using regular desktop PCs.Las sociedades modernas están cada vez más organizadas en ciudades. Más de la mitad de la población mundial vive en asentamientos urbanos en la actualidad. En este contexto, los trabajos a escala arquitectónica y de edificio deben extender su alcance al ambiente urbano. Uno de los mayores desafíos de estos tiempos consiste en entender todos los intercambios térmicos que suceden en la ciudad. La parte radiativa es la menos desarrollada; su caracterización y su interacción con edificaciones ha ganado la atención de la física de edificios, la arquitectura y la ingeniería ambiental. Como herramienta de conexión entre estas áreas, la física urbana es un área que resulta importante para atacar estudios de tal naturaleza. Los estudios térmicos urbanos están intrinsecamente asociados a trabajos multidisciplinarios. Llevar a cabo mediciones a escala real resulta difícil, y el desarrollo de prototipos de menor escala es complejo. Por lo tanto, la simulación computacional es esencial para entender el comportamiento de la ciudad y para evaluar modificaciones proyectadas. La mejora metodológica y algorítmica de las simulaciones es una de las mayores líneas de trabajo para la física computacional y muchas áreas de las ciencias de la computación. El área de la computación gráfica ha abordado la adaptación de algoritmos de rendering para cómputo de iluminación natural, utilizando modelos de radiación basados en la física y aplicándolos sobre escenas arquitectónicas. El Método de Elementos Finitos (MEF) ha sido ampliamente utilizado para análisis térmico. La madurez alcanzada por soluciones de software MEF permite tratar grandes modelos con un alto nivel de detalle y complejidad geométrica. Sin embargo, el cómputo del intercambio radiativo en este contexto implica un desafío computacional, y obliga a empujar los límites de las descripciones físicas conocidas. Algunas técnicas de computación gráfica pueden ser adaptadas a MEF para estimar las cargas solares. En el espectro de radiación térmica, los requisitos de memoria necesarios para almacenar la interacción entre los elementos crecen debido a que todas las superficies urbanas se transforman en fuentes emisoras de radiación. En esta tesis se presenta una metodología basada en MEF para el análisis térmico de escenas urbanas. Un conjunto de técnicas de radiación (para radiación solar y térmica) son desarrolladas e integradas en el software MEF Cast3m. Los algoritmos de radiosidad y ray tracing son utilizados para el cómputo radiativo. Se presentan varios estudios que utilizan diferentes modelos de ciudades. Los resultados obtenidos mediante MEF son comparados con temperaturas medidas por medio de termografías urbanas. Se utilizan técnicas de post-procesamiento para renderizar imágenes térmicas, que permiten concluir que la metodología propuesta produce resultados precisos para los casos analizados. Asimismo, su buen desempeño computacional posibilita realizar este tipo de estudios en computadoras personales

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    Measuring and understanding light in real life scenarios

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    Lighting design and modelling (the efficient and aesthetic placement of luminaires in a virtual or real scene) or industrial applications like luminaire planning and commissioning (the luminaire's installation and evaluation process along to the scene's geometry and structure) rely heavily on high realism and physically correct simulations. The current typical approaches are based only on CAD modeling simulations and offline rendering, with long processing times and therefore inflexible workflows. In this thesis we examine whether different camera-aided light modeling and numerical optimization approaches could be used to accurately understand, model and measure the light distribution in real life scenarios within real world environments. We show that factorization techniques could play a semantic role for light decomposition and light source identification, while we contribute a novel benchmark dataset and metrics for it. Thereafter we adapt a well known global illumination model (i.e. radiosity) and we extend it so that to overcome some of its basic limitations related to the assumption of point based only light sources or the adaption of only isotropic light perception sensors. We show that this extended radiosity numerical model can challenge the state-of-the-art in obtaining accurate dense spatial light measurements over time and in different scenarios. Finally we combine the latter model with human-centric sensing information and present how this could be beneficial for smart lighting applications related to quality lighting and power efficiency. Thus, with this work we contribute by setting the baselines for using an RGBD camera input as the only requirement to light modeling methods for light estimation in real life scenarios, and open a new applicability where the illumination modeling can be turned into an interactive process, allowing for real-time modifications and immediate feedback on the spatial illumination of a scene over time towards quality lighting and energy efficient solutions

    An Empirical Evaluation of the Performance of Real-Time Illumination Approaches: Realistic Scenes in Augmented Reality

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    Augmented, Virtual, and Mixed Reality (AR/VR/MR) systems have been developed in general, with many of these applications having accomplished significant results, rendering a virtual object in the appropriate illumination model of the real environment is still under investigation. The entertainment industry has presented an astounding outcome in several media form, albeit the rendering process has mostly been done offline. The physical scene contains the illumination information which can be sampled and then used to render the virtual objects in real-time for realistic scene. In this paper, we evaluate the accuracy of our previous and current developed systems that provide real-time dynamic illumination for coherent interactive augmented reality based on the virtual object’s appearance in association with the real world and related criteria. The system achieves that through three simultaneous aspects. (1) The first is to estimate the incident light angle in the real environment using a live-feed 360∘ camera instrumented on an AR device. (2) The second is to simulate the reflected light using two routes: (a) global cube map construction and (b) local sampling. (3) The third is to define the shading properties for the virtual object to depict the correct lighting assets and suitable shadowing imitation. Finally, the performance efficiency is examined in both routes of the system to reduce the general cost. Also, The results are evaluated through shadow observation and user study

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer Gegenstände ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zählen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berücksichtigen gilt, von optischen Materialeigenschaften über makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der Einführung in das Thema, ein weiter Überblick über ähnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von Materialoberflächen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhängig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene Repräsentation von Reflektionseigenschaften. Sie enthält Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der Oberfläche hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und für Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. Während die PCA die entscheidenen visuellen Aspekte der BTF erhält, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erläutert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstützen, muss die makroskopische Selbstabschattung integriert werden. Für die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und für statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzuführen. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. Zusätzlich ist die Verwendung von veränderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren für Präsentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der für die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus für eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann Sprünge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten über bandbreitenlimitierte Kanäle wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema für Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich ähnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte Rekonstruktionsqualität nach der Dekomprimierung

    Time-varying volume visualization

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    Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin
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