3,083 research outputs found
Phase-shifting Haar Wavelets For Image-based Rendering Applications
In this thesis, we establish the underlying research background necessary for tackling the problem of phase-shifting in the wavelet transform domain. Solving this problem is the key to reducing the redundancy and huge storage requirement in Image-Based Rendering (IBR) applications, which utilize wavelets. Image-based methods for rendering of dynamic glossy objects do not truly scale to all possible frequencies and high sampling rates without trading storage, glossiness, or computational time, while varying both lighting and viewpoint. This is due to the fact that current approaches are limited to precomputed radiance transfer (PRT), which is prohibitively expensive in terms of memory requirements when both lighting and viewpoint variation are required together with high sampling rates for high frequency lighting of glossy material. At the root of the above problem is the lack of a closed-form run-time solution to the nontrivial problem of rotating wavelets, which we solve in this thesis. We specifically target Haar wavelets, which provide the most efficient solution to solving the tripleproduct integral, which in turn is fundamental to solving the environment lighting problem. The problem is divided into three main steps, each of which provides several key theoretical contributions. First, we derive closed-form expressions for linear phase-shifting in the Haar domain for one-dimensional signals, which can be generalized to N-dimensional signals due to separability. Second, we derive closed-form expressions for linear phase-shifting for two-dimensional signals that are projected using the non-separable Haar transform. For both cases, we show that the coefficients of the shifted data can be computed solely by using the coefficients of the original data. We also derive closed-form expressions for non-integer shifts, which has not been reported before. As an application example of these results, we apply the new formulae to image shifting, rotation and interpolation, and demonstrate the superiority of the proposed solutions to existing methods. In the third step, we establish a solution for non-linear phase-shifting of two-dimensional non-separable Haar-transformed signals, which is directly applicable to the original problem of image-based rendering. Our solution is the first attempt to provide an analytic solution to the difficult problem of rotating wavelets in the transform domain
Interactive Visualization of the Largest Radioastronomy Cubes
3D visualization is an important data analysis and knowledge discovery tool,
however, interactive visualization of large 3D astronomical datasets poses a
challenge for many existing data visualization packages. We present a solution
to interactively visualize larger-than-memory 3D astronomical data cubes by
utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the
data volume into smaller sub-volumes that are distributed over the rendering
workstations. A GPU-based ray casting volume rendering is performed to generate
images for each sub-volume, which are composited to generate the whole volume
output, and returned to the user. Datasets including the HI Parkes All Sky
Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26
GB) data cubes were used to demonstrate our framework's performance. The
framework can render the GASS data cube with a maximum render time < 0.3 second
with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8
GPUs. Our framework will scale to visualize larger datasets, even of Terabyte
order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201
Real-time Cinematic Design Of Visual Aspects In Computer-generated Images
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
A virtual reality system using the concentric mosaic: Construction, rendering, and data compression
This paper proposes a new image-based rendering (IBR) technique called "concentric mosaic" for virtual reality applications. IBR using the plenoptic function is an efficient technique for rendering new views of a scene from a collection of sample images previously captured. It provides much better image quality and lower computational requirement for rendering than conventional three-dimensional (3-D) model-building approaches. The concentric mosaic is a 3-D plenoptic function with viewpoints constrained on a plane. Compared with other more sophisticated four-dimensional plenoptic functions such as the light field and the lumigraph, the file size of a concentric mosaic is much smaller. In contrast to a panorama, the concentric mosaic allows users to move freely in a circular region and observe significant parallax and lighting changes without recovering the geometric and photometric scene models. The rendering of concentric mosaics is very efficient, and involves the reordering and interpolating of previously captured slit images in the concentric mosaic. It typically consists of hundreds of high-resolution images which consume a significant amount of storage and bandwidth for transmission. An MPEG-like compression algorithm is therefore proposed in this paper taking into account the access patterns and redundancy of the mosaic images. The compression algorithms of two equivalent representations of the concentric mosaic, namely the multiperspective panoramas and the normal setup sequence, are investigated. A multiresolution representation of concentric mosaics using a nonlinear filter bank is also proposed.published_or_final_versio
Survey of image-based representations and compression techniques
In this paper, we survey the techniques for image-based rendering (IBR) and for compressing image-based representations. Unlike traditional three-dimensional (3-D) computer graphics, in which 3-D geometry of the scene is known, IBR techniques render novel views directly from input images. IBR techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative techniques. IBR techniques demonstrate a surprising diverse range in their extent of use of images and geometry in representing 3-D scenes. We explore the issues in trading off the use of images and geometry by revisiting plenoptic-sampling analysis and the notions of view dependency and geometric proxies. Finally, we highlight compression techniques specifically designed for image-based representations. Such compression techniques are important in making IBR techniques practical.published_or_final_versio
Locally Adaptive Products for Genuine Spherical Harmonic Lighting
Precomputed radiance transfer techniques have been broadly used for supporting complex illumination effects
on diffuse and glossy objects. Although working with the wavelet domain is efficient in handling all-frequency
illumination, the spherical harmonics domain is more convenient for interactively changing lights and views on
the fly due to the rotational invariant nature of the spherical harmonic domain. For interactive lighting, however,
the number of coefficients must be limited and the high orders of coefficients have to be eliminated. Therefore
spherical harmonic lighting has been preferred and practiced only for interactive soft-diffuse lighting. In this
paper, we propose a simple but practical filtering solution using locally adaptive products of high-order harmonic
coefficients within the genuine spherical harmonic lighting framework. Our approach works out on the fly in two
folds. We first conduct multi-level filtering on vertices in order to determine regions of interests, where the high
orders of harmonics are necessary for high frequency lighting. The initially determined regions of interests are
then refined through filling in the incomplete regions by traveling the neighboring vertices. Even not relying on
graphics hardware, the proposed method allows to compute high order products of spherical harmonic lighting for
both diffuse and specular lighting
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A First Order Analysis of Lighting, Shading, and Shadows
The shading in a scene depends on a combination of many factors---how the lighting varies spatially across a surface, how it varies along different directions, the geometric curvature and reflectance properties of objects, and the locations of soft shadows. In this paper, we conduct a complete first order or gradient analysis of lighting, shading and shadows, showing how each factor separately contributes to scene appearance, and when it is important. Gradients are well suited for analyzing the intricate combination of appearance effects, since each gradient term corresponds directly to variation in a specific factor. First, we show how the spatial {\em and} directional gradients of the light field change, as light interacts with curved objects. This extends the recent frequency analysis of Durand et al.\ to gradients, and has many advantages for operations, like bump-mapping, that are difficult to analyze in the Fourier domain. Second, we consider the individual terms responsible for shading gradients, such as lighting variation, convolution with the surface BRDF, and the object's curvature. This analysis indicates the relative importance of various terms, and shows precisely how they combine in shading. As one practical application, our theoretical framework can be used to adaptively sample images in high-gradient regions for efficient rendering. Third, we understand the effects of soft shadows, computing accurate visibility gradients. We generalize previous work to arbitrary curved occluders, and develop a local framework that is easy to integrate with conventional ray-tracing methods. Our visibility gradients can be directly used in practical gradient interpolation methods for efficient rendering
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