1,796 research outputs found

    Real-time Cinematic Design Of Visual Aspects In Computer-generated Images

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    Creation of visually-pleasing images has always been one of the main goals of computer graphics. Two important components are necessary to achieve this goal --- artists who design visual aspects of an image (such as materials or lighting) and sophisticated algorithms that render the image. Traditionally, rendering has been of greater interest to researchers, while the design part has always been deemed as secondary. This has led to many inefficiencies, as artists, in order to create a stunning image, are often forced to resort to the traditional, creativity-baring, pipelines consisting of repeated rendering and parameter tweaking. Our work shifts the attention away from the rendering problem and focuses on the design. We propose to combine non-physical editing with real-time feedback and provide artists with efficient ways of designing complex visual aspects such as global illumination or all-frequency shadows. We conform to existing pipelines by inserting our editing components into existing stages, hereby making editing of visual aspects an inherent part of the design process. Many of the examples showed in this work have been, until now, extremely hard to achieve. The non-physical aspect of our work enables artists to express themselves in more creative ways, not limited by the physical parameters of current renderers. Real-time feedback allows artists to immediately see the effects of applied modifications and compatibility with existing workflows enables easy integration of our algorithms into production pipelines

    Photorealistic physically based render engines: a comparative study

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    PĂ©rez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    Efficient multi-bounce lightmap creation using GPU forward mapping

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    Computer graphics can nowadays produce images in realtime that are hard to distinguish from photos of a real scene. One of the most important aspects to achieve this is the interaction of light with materials in the virtual scene. The lighting computation can be separated in two different parts. The first part is concerned with the direct illumination that is applied to all surfaces lit by a light source; algorithms related to this have been greatly improved over the last decades and together with the improvements of the graphics hardware can now produce realistic effects. The second aspect is about the indirect illumination which describes the multiple reflections of light from each surface. In reality, light that hits a surface is never fully absorbed, but instead reflected back into the scene. And even this reflected light is then reflected again and again until its energy is depleted. These multiple reflections make indirect illumination very computationally expensive. The first problem regarding indirect illumination is therefore, how it can be simplified to compute it faster. Another question concerning indirect illumination is, where to compute it. It can either be computed in the fixed image that is created when rendering the scene or it can be stored in a light map. The drawback of the first approach is, that the results need to be recomputed for every frame in which the camera changed. The second approach, on the other hand, is already used for a long time. Once a static scene has been set up, the lighting situation is computed regardless of the time it takes and the result is then stored into a light map. This is a texture atlas for the scene in which each surface point in the virtual scene has exactly one surface point in the 2D texture atlas. When displaying the scene with this approach, the indirect illumination does not need to be recomputed, but is simply sampled from the light map. The main contribution of this thesis is the development of a technique that computes the indirect illumination solution for a scene at interactive rates and stores the result into a light atlas for visualizing it. To achieve this, we overcome two main obstacles. First, we need to be able to quickly project data from any given camera configuration into the parts of the texture that are currently used for visualizing the 3D scene. Since our approach for computing and storing indirect illumination requires a huge amount of these projections, it needs to be as fast as possible. Therefore, we introduce a technique that does this projection entirely on the graphics card with a single draw call. Second, the reflections of light into the scene need to be computed quickly. Therefore, we separate the computation into two steps, one that quickly approximates the spreading of the light into the scene and a second one that computes the visually smooth final result using the aforementioned projection technique. The final technique computes the indirect illumination at interactive rates even for big scenes. It is furthermore very flexible to let the user choose between high quality results or fast computations. This allows the method to be used for quickly editing the lighting situation with high speed previews and then computing the final result in perfect quality at still interactive rates. The technique introduced for projecting data into the texture atlas is in itself highly flexible and also allows for fast painting onto objects and projecting data onto it, considering all perspective distortions and self-occlusions

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern

    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media

    Efficient global illumination for dynamic scenes

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    The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist für traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen führt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlässigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale Domäne. Dabei beschränken sich unsereMethoden hauptsächlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt

    Artistic Path Space Editing of Physically Based Light Transport

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    Die Erzeugung realistischer Bilder ist ein wichtiges Ziel der Computergrafik, mit Anwendungen u.a. in der Spielfilmindustrie, Architektur und Medizin. Die physikalisch basierte Bildsynthese, welche in letzter Zeit anwendungsübergreifend weiten Anklang findet, bedient sich der numerischen Simulation des Lichttransports entlang durch die geometrische Optik vorgegebener Ausbreitungspfade; ein Modell, welches für übliche Szenen ausreicht, Photorealismus zu erzielen. Insgesamt gesehen ist heute das computergestützte Verfassen von Bildern und Animationen mit wohlgestalteter und theoretisch fundierter Schattierung stark vereinfacht. Allerdings ist bei der praktischen Umsetzung auch die Rücksichtnahme auf Details wie die Struktur des Ausgabegeräts wichtig und z.B. das Teilproblem der effizienten physikalisch basierten Bildsynthese in partizipierenden Medien ist noch weit davon entfernt, als gelöst zu gelten. Weiterhin ist die Bildsynthese als Teil eines weiteren Kontextes zu sehen: der effektiven Kommunikation von Ideen und Informationen. Seien es nun Form und Funktion eines Gebäudes, die medizinische Visualisierung einer Computertomografie oder aber die Stimmung einer Filmsequenz -- Botschaften in Form digitaler Bilder sind heutzutage omnipräsent. Leider hat die Verbreitung der -- auf Simulation ausgelegten -- Methodik der physikalisch basierten Bildsynthese generell zu einem Verlust intuitiver, feingestalteter und lokaler künstlerischer Kontrolle des finalen Bildinhalts geführt, welche in vorherigen, weniger strikten Paradigmen vorhanden war. Die Beiträge dieser Dissertation decken unterschiedliche Aspekte der Bildsynthese ab. Dies sind zunächst einmal die grundlegende Subpixel-Bildsynthese sowie effiziente Bildsyntheseverfahren für partizipierende Medien. Im Mittelpunkt der Arbeit stehen jedoch Ansätze zum effektiven visuellen Verständnis der Lichtausbreitung, die eine lokale künstlerische Einflussnahme ermöglichen und gleichzeitig auf globaler Ebene konsistente und glaubwürdige Ergebnisse erzielen. Hierbei ist die Kernidee, Visualisierung und Bearbeitung des Lichts direkt im alle möglichen Lichtpfade einschließenden "Pfadraum" durchzuführen. Dies steht im Gegensatz zu Verfahren nach Stand der Forschung, die entweder im Bildraum arbeiten oder auf bestimmte, isolierte Beleuchtungseffekte wie perfekte Spiegelungen, Schatten oder Kaustiken zugeschnitten sind. Die Erprobung der vorgestellten Verfahren hat gezeigt, dass mit ihnen real existierende Probleme der Bilderzeugung für Filmproduktionen gelöst werden können

    Efficient global illumination for dynamic scenes

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    The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist für traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen führt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlässigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale Domäne. Dabei beschränken sich unsereMethoden hauptsächlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt

    Doctor of Philosophy

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    dissertationRay tracing presents an efficient rendering algorithm for scientific visualization using common visualization tools and scales with increasingly large geometry counts while allowing for accurate physically-based visualization and analysis, which enables enhanced rendering and new visualization techniques. Interactivity is of great importance for data exploration and analysis in order to gain insight into large-scale data. Increasingly large data sizes are pushing the limits of brute-force rasterization algorithms present in the most widely-used visualization software. Interactive ray tracing presents an alternative rendering solution which scales well on multicore shared memory machines and multinode distributed systems while scaling with increasing geometry counts through logarithmic acceleration structure traversals. Ray tracing within existing tools also provides enhanced rendering options over current implementations, giving users additional insight from better depth cues while also enabling publication-quality rendering and new models of visualization such as replicating photographic visualization techniques
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