4,177 research outputs found

    Techniques for efficient global illumination through virtual point lights

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    Treballs Finals de Grau d'Enginyeria InformĂ tica, Facultat de MatemĂ tiques, Universitat de Barcelona, Any: 2022, Director: Ricardo Jorge Rodrigues SepĂșlveda Marques[en] Global illumination is the task that aims to add realism to the modeling of light in 3D scenes, all this encompasses a set of algorithms that make it possible. These algorithms take into account, in addition to the light coming directly from a light source (direct illumination), the light rays that come from the same source but have been through reflections on surfaces of the scene (reflective or not) ( indirect illumination). So this in computing science is a more complex term than it seems a priori, it refers not only to light sources, but to all the lighting conditions of the scene, that is, we have to take into account all the objects of the scene since each one will influence the others in one way or another with the light that it reflects, refracts or absorbs. To be more precise to calculate GI we need a description of the virtual scene which includes the position, size and orientation of the 3D geometric objects that compose the scene, the material associated with each object, the position and characteristics of the light sources which illuminate the scene, and a virtual camera that defines how a scene is seen. Once this is defined, one needs to compute/simulate how light is emitted from the light sources and bounces on the scene until it hits the image plane. The light that hits each pixel of the image will define the pixel color. To calculate all this lighting we need a very high computing capacity if we want to do it in a reasonable time, or some algorithms that optimize this calculation, and this is what we will deal with in this thesis. We will start by talking about the use of the Virtual Point Lights algorithm, also called Instant Radiosity by some authors. This algorithm is able to generate images of comparable quality to that of, for example, the Path Tracing (which is a standard algorithm in photo-realistic rendering). -We will explain how the VPLs algorithm works and how it is able to render an image in less time than Path Tracing and explain how the images are generated. Furthermore, we will also discuss the artifacts that are generated using the original virtual point lights and how to solve them. The core of this work is the acceleration of the original VPLs algorithm. To this end, we will resort to clustering techniques, which will allow us to drastically reduce the number of computations involved. In particular, we will provide details on the implementation of the K-means algorithm (a type of non-supervised learning) and its application in the context of VPLs-based image synthesis. We will show how K-means can be used to cluster the visible points from each pixel, and also to cluster the virtual light points. We provide detailed results using the four different algorithms: the original VPLs algorithm, which we have implemented from scratch; VPLs with K-means clustering of the visible points; VPLs using K-means clustering of the VPLsa; and, finally, the results when using both K-means clustering fo the visible points and of the VPLs. The results show clear improvements in image synthesis time. Finally we will present the results obtained from the perspective of the final image quality . We identify the main limitation of the methods developed, and propose improvements for future work

    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 GegenstĂ€nde ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zĂ€hlen 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 berĂŒcksichtigen gilt, von optischen Materialeigenschaften ĂŒber makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der EinfĂŒhrung in das Thema, ein weiter Überblick ĂŒber Ă€hnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von MaterialoberflĂ€chen 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 abhĂ€ngig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene ReprĂ€sentation von Reflektionseigenschaften. Sie enthĂ€lt Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der OberflĂ€che 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 fĂŒr Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. WĂ€hrend die PCA die entscheidenen visuellen Aspekte der BTF erhĂ€lt, 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 erlĂ€utert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstĂŒtzen, muss die makroskopische Selbstabschattung integriert werden. FĂŒr 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 fĂŒr statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzufĂŒhren. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. ZusĂ€tzlich ist die Verwendung von verĂ€nderbarer, 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 fĂŒr PrĂ€sentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der fĂŒr die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus fĂŒr 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 SprĂŒnge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten ĂŒber bandbreitenlimitierte KanĂ€le wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema fĂŒr 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 Ă€hnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte RekonstruktionsqualitĂ€t nach der Dekomprimierung

    Feature-driven Volume Visualization of Medical Imaging Data

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    Direct volume rendering (DVR) is a volume visualization technique that has been proved to be a very powerful tool in many scientific visualization domains. Diagnostic medical imaging is one such domain in which DVR provides new capabilities for the analysis of complex cases and improves the efficiency of image interpretation workflows. However, the full potential of DVR in the medical domain has not yet been realized. A major obstacle for a better integration of DVR in the medical domain is the time-consuming process to optimize the rendering parameters that are needed to generate diagnostically relevant visualizations in which the important features that are hidden in image volumes are clearly displayed, such as shape and spatial localization of tumors, its relationship with adjacent structures, and temporal changes in the tumors. In current workflows, clinicians must manually specify the transfer function (TF), view-point (camera), clipping planes, and other visual parameters. Another obstacle for the adoption of DVR to the medical domain is the ever increasing volume of imaging data. The advancement of imaging acquisition techniques has led to a rapid expansion in the size of the data, in the forms of higher resolutions, temporal imaging acquisition to track treatment responses over time, and an increase in the number of imaging modalities that are used for a single procedure. The manual specification of the rendering parameters under these circumstances is very challenging. This thesis proposes a set of innovative methods that visualize important features in multi-dimensional and multi-modality medical images by automatically or semi-automatically optimizing the rendering parameters. Our methods enable visualizations necessary for the diagnostic procedure in which 2D slice of interest (SOI) can be augmented with 3D anatomical contextual information to provide accurate spatial localization of 2D features in the SOI; the rendering parameters are automatically computed to guarantee the visibility of 3D features; and changes in 3D features can be tracked in temporal data under the constraint of consistent contextual information. We also present a method for the efficient computation of visibility histograms (VHs) using adaptive binning, which allows our optimal DVR to be automated and visualized in real-time. We evaluated our methods by producing visualizations for a variety of clinically relevant scenarios and imaging data sets. We also examined the computational performance of our methods for these scenarios

    Feature-driven Volume Visualization of Medical Imaging Data

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    Direct volume rendering (DVR) is a volume visualization technique that has been proved to be a very powerful tool in many scientific visualization domains. Diagnostic medical imaging is one such domain in which DVR provides new capabilities for the analysis of complex cases and improves the efficiency of image interpretation workflows. However, the full potential of DVR in the medical domain has not yet been realized. A major obstacle for a better integration of DVR in the medical domain is the time-consuming process to optimize the rendering parameters that are needed to generate diagnostically relevant visualizations in which the important features that are hidden in image volumes are clearly displayed, such as shape and spatial localization of tumors, its relationship with adjacent structures, and temporal changes in the tumors. In current workflows, clinicians must manually specify the transfer function (TF), view-point (camera), clipping planes, and other visual parameters. Another obstacle for the adoption of DVR to the medical domain is the ever increasing volume of imaging data. The advancement of imaging acquisition techniques has led to a rapid expansion in the size of the data, in the forms of higher resolutions, temporal imaging acquisition to track treatment responses over time, and an increase in the number of imaging modalities that are used for a single procedure. The manual specification of the rendering parameters under these circumstances is very challenging. This thesis proposes a set of innovative methods that visualize important features in multi-dimensional and multi-modality medical images by automatically or semi-automatically optimizing the rendering parameters. Our methods enable visualizations necessary for the diagnostic procedure in which 2D slice of interest (SOI) can be augmented with 3D anatomical contextual information to provide accurate spatial localization of 2D features in the SOI; the rendering parameters are automatically computed to guarantee the visibility of 3D features; and changes in 3D features can be tracked in temporal data under the constraint of consistent contextual information. We also present a method for the efficient computation of visibility histograms (VHs) using adaptive binning, which allows our optimal DVR to be automated and visualized in real-time. We evaluated our methods by producing visualizations for a variety of clinically relevant scenarios and imaging data sets. We also examined the computational performance of our methods for these scenarios

    Interactive global illumination on the CPU

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    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    Lichttransportsimulation auf Spezialhardware

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    It cannot be denied that the developments in computer hardware and in computer algorithms strongly influence each other, with new instructions added to help with video processing, encryption, and in many other areas. At the same time, the current cap on single threaded performance and wide availability of multi-threaded processors has increased the focus on parallel algorithms. Both influences are extremely prominent in computer graphics, where the gaming and movie industries always strive for the best possible performance on the current, as well as future, hardware. In this thesis we examine the hardware-algorithm synergies in the context of ray tracing and Monte-Carlo algorithms. First, we focus on the very basic element of all such algorithms - the casting of rays through a scene, and propose a dedicated hardware unit to accelerate this common operation. Then, we examine existing and novel implementations of many Monte-Carlo rendering algorithms on massively parallel hardware, as full hardware utilization is essential for peak performance. Lastly, we present an algorithm for tackling complex interreflections of glossy materials, which is designed to utilize both powerful processing units present in almost all current computers: the Centeral Processing Unit (CPU) and the Graphics Processing Unit (GPU). These three pieces combined show that it is always important to look at hardware-algorithm mapping on all levels of abstraction: instruction, processor, and machine.Zweifelsohne beeinflussen sich Computerhardware und Computeralgorithmen gegenseitig in ihrer Entwicklung: Prozessoren bekommen neue Instruktionen, um zum Beispiel Videoverarbeitung, VerschlĂŒsselung oder andere Anwendungen zu beschleunigen. Gleichzeitig verstĂ€rkt sich der Fokus auf parallele Algorithmen, bedingt durch die limitierte Leistung von fĂŒr einzelne Threads und die inzwischen breite VerfĂŒgbarkeit von multi-threaded Prozessoren. Beide EinflĂŒsse sind im Grafikbereich besonders stark , wo es z.B. fĂŒr die Spiele- und Filmindustrie wichtig ist, die bestmögliche Leistung zu erreichen, sowohl auf derzeitiger und zukĂŒnftiger Hardware. In Rahmen dieser Arbeit untersuchen wir die Synergie von Hardware und Algorithmen anhand von Ray-Tracing- und Monte-Carlo-Algorithmen. Zuerst betrachten wir einen grundlegenden Hardware-Bausteins fĂŒr alle diese Algorithmen, die Strahlenverfolgung in einer Szene, und prĂ€sentieren eine spezielle Hardware-Einheit zur deren Beschleunigung. Anschließend untersuchen wir existierende und neue Implementierungen verschiedener MonteCarlo-Algorithmen auf massiv-paralleler Hardware, wobei die maximale Auslastung der Hardware im Fokus steht. Abschließend stellen wir dann einen Algorithmus zur Berechnung von komplexen Beleuchtungseffekten bei glĂ€nzenden Materialien vor, der versucht, die heute fast ĂŒberall vorhandene Kombination aus Hauptprozessor (CPU) und Grafikprozessor (GPU) optimal auszunutzen. Zusammen zeigen diese drei Aspekte der Arbeit, wie wichtig es ist, Hardware und Algorithmen auf allen Ebenen gleichzeitig zu betrachten: Auf den Ebenen einzelner Instruktionen, eines Prozessors bzw. eines gesamten Systems

    Illumination Invariant Outdoor Perception

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    This thesis proposes the use of a multi-modal sensor approach to achieve illumination invariance in images taken in outdoor environments. The approach is automatic in that it does not require user input for initialisation, and is not reliant on the input of atmospheric radiative transfer models. While it is common to use pixel colour and intensity as features in high level vision algorithms, their performance is severely limited by the uncontrolled lighting and complex geometric structure of outdoor scenes. The appearance of a material is dependent on the incident illumination, which can vary due to spatial and temporal factors. This variability causes identical materials to appear differently depending on their location. Illumination invariant representations of the scene can potentially improve the performance of high level vision algorithms as they allow discrimination between pixels to occur based on the underlying material characteristics. The proposed approach to obtaining illumination invariance utilises fused image and geometric data. An approximation of the outdoor illumination is used to derive per-pixel scaling factors. This has the effect of relighting the entire scene using a single illuminant that is common in terms of colour and intensity for all pixels. The approach is extended to radiometric normalisation and the multi-image scenario, meaning that the resultant dataset is both spatially and temporally illumination invariant. The proposed illumination invariance approach is evaluated on several datasets and shows that spatial and temporal invariance can be achieved without loss of spectral dimensionality. The system requires very few tuning parameters, meaning that expert knowledge is not required in order for its operation. This has potential implications for robotics and remote sensing applications where perception systems play an integral role in developing a rich understanding of the scene
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