1,632 research outputs found

    Factored axis-aligned filtering for rendering multiple distribution effects

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    Monte Carlo (MC) ray-tracing for photo-realistic rendering often requires hours to render a single image due to the large sampling rates needed for convergence. Previous methods have attempted to filter sparsely sampled MC renders but these methods have high reconstruction overheads. Recent work has shown fast performance for individual effects, like soft shadows and indirect illumination, using axis-aligned filtering. While some components of light transport such as indirect or area illumination are smooth, they are often multiplied by high-frequency components such as texture, which prevents their sparse sampling and reconstruction. We propose an approach to adaptively sample and filter for simultaneously rendering primary (defocus blur) and secondary (soft shadows and indirect illumination) distribution effects, based on a multi-dimensional frequency analysis of the direct and indirect illumination light fields. We describe a novel approach of factoring texture and irradiance in the presence of defocus blur, which allows for pre-filtering noisy irradiance when the texture is not noisy. Our approach naturally allows for different sampling rates for primary and secondary effects, further reducing the overall ray count. While the theory considers only Lambertian surfaces, we obtain promising results for moderately glossy surfaces. We demonstrate 30x sampling rate reduction compared to equal quality noise-free MC. Combined with a GPU implementation and low filtering over-head, we can render scenes with complex geometry and diffuse and glossy BRDFs in a few seconds.National Science Foundation (U.S.) (Grant CGV 1115242)National Science Foundation (U.S.) (Grant CGV 1116303)Intel Corporation (Science and Technology Center for Visual Computing

    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

    Dynamic Scene Reconstruction and Understanding

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    Traditional approaches to 3D reconstruction have achieved remarkable progress in static scene acquisition. The acquired data serves as priors or benchmarks for many vision and graphics tasks, such as object detection and robotic navigation. Thus, obtaining interpretable and editable representations from a raw monocular RGB-D video sequence is an outstanding goal in scene understanding. However, acquiring an interpretable representation becomes significantly more challenging when a scene contains dynamic activities; for example, a moving camera, rigid object movement, and non-rigid motions. These dynamic scene elements introduce a scene factorization problem, i.e., dividing a scene into elements and jointly estimating elements’ motion and geometry. Moreover, the monocular setting brings in the problems of tracking and fusing partially occluded objects as they are scanned from one viewpoint at a time. This thesis explores several ideas for acquiring an interpretable model in dynamic environments. Firstly, we utilize synthetic assets such as floor plans and object meshes to generate dynamic data for training and evaluation. Then, we explore the idea of learning geometry priors with an instance segmentation module, which predicts the location and grouping of indoor objects. We use the learned geometry priors to infer the occluded object geometry for tracking and reconstruction. While instance segmentation modules usually have a generalization issue, i.e., struggling to handle unknown objects, we observed that the empty space information in the background geometry is more reliable for detecting moving objects. Thus, we proposed a segmentation-by-reconstruction strategy for acquiring rigidly-moving objects and backgrounds. Finally, we present a novel neural representation to learn a factorized scene representation, reconstructing every dynamic element. The proposed model supports both rigid and non-rigid motions without pre-trained templates. We demonstrate that our systems and representation improve the reconstruction quality on synthetic test sets and real-world scans

    A transformation-aware perceptual image metric

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    Predicting human visual perception has several applications such as compression, rendering, editing and retargeting. Current approaches however, ignore the fact that the human visual system compensates for geometric transformations, e. g., we see that an image and a rotated copy are identical. Instead, they will report a large, false-positive difference. At the same time, if the transformations become too strong or too spatially incoherent, comparing two images indeed gets increasingly difficult. Between these two extrema, we propose a system to quantify the effect of transformations, not only on the perception of image differences, but also on saliency. To this end, we first fit local homographies to a given optical flow field and then convert this field into a field of elementary transformations such as translation, rotation, scaling, and perspective. We conduct a perceptual experiment quantifying the increase of difficulty when compensating for elementary transformations. Transformation entropy is proposed as a novel measure of complexity in a flow field. This representation is then used for applications, such as comparison of non-aligned images, where transformations cause threshold elevation, and detection of salient transformations

    Hierarchical Variance Reduction Techniques for Monte Carlo Rendering

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    Ever since the first three-dimensional computer graphics appeared half a century ago, the goal has been to model and simulate how light interacts with materials and objects to form an image. The ultimate goal is photorealistic rendering, where the created images reach a level of accuracy that makes them indistinguishable from photographs of the real world. There are many applications ñ visualization of products and architectural designs yet to be built, special effects, computer-generated films, virtual reality, and video games, to name a few. However, the problem has proven tremendously complex; the illumination at any point is described by a recursive integral to which a closed-form solution seldom exists. Instead, computer simulation and Monte Carlo methods are commonly used to statistically estimate the result. This introduces undesirable noise, or variance, and a large body of research has been devoted to finding ways to reduce the variance. I continue along this line of research, and present several novel techniques for variance reduction in Monte Carlo rendering, as well as a few related tools. The research in this dissertation focuses on using importance sampling to pick a small set of well-distributed point samples. As the primary contribution, I have developed the first methods to explicitly draw samples from the product of distant high-frequency lighting and complex reflectance functions. By sampling the product, low noise results can be achieved using a very small number of samples, which is important to minimize the rendering times. Several different hierarchical representations are explored to allow efficient product sampling. In the first publication, the key idea is to work in a compressed wavelet basis, which allows fast evaluation of the product. Many of the initial restrictions of this technique were removed in follow-up work, allowing higher-resolution uncompressed lighting and avoiding precomputation of reflectance functions. My second main contribution is to present one of the first techniques to take the triple product of lighting, visibility and reflectance into account to further reduce the variance in Monte Carlo rendering. For this purpose, control variates are combined with importance sampling to solve the problem in a novel way. A large part of the technique also focuses on analysis and approximation of the visibility function. To further refine the above techniques, several useful tools are introduced. These include a fast, low-distortion map to represent (hemi)spherical functions, a method to create high-quality quasi-random points, and an optimizing compiler for analyzing shaders using interval arithmetic. The latter automatically extracts bounds for importance sampling of arbitrary shaders, as opposed to using a priori known reflectance functions. In summary, the work presented here takes the field of computer graphics one step further towards making photorealistic rendering practical for a wide range of uses. By introducing several novel Monte Carlo methods, more sophisticated lighting and materials can be used without increasing the computation times. The research is aimed at domain-specific solutions to the rendering problem, but I believe that much of the new theory is applicable in other parts of computer graphics, as well as in other fields

    Logarithmic perspective shadow maps

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    The shadow map algorithm is a popular approach for generating shadows for real-time applications. Shadow maps are flexible and easy to implement, but they are prone to aliasing artifacts. To reduce aliasing artifacts we introduce logarithmic perspective shadow maps (LogPSMs). LogPSMs are based on a novel shadow map parameterization that consists of a perspective projection and a logarithmic transformation. They can be used for both point and directional light sources to produce hard shadows. To establish the benefits of LogPSMs, we perform an in-depth analysis of shadow map aliasing error and the error characteristics of existing algorithms. Using this analysis we compute a parameterization that produces near-optimal perspective aliasing error. This parameterization has high arithmetical complexity which makes it less practical than existing methods. We show, however, that over all light positions, the simpler LogPSM parameterization produces the same maximum error as the near-optimal parameterization. We also show that compared with competing algorithms, LogPSMs produce significantly less aliasing error. Equivalently, for the same error as competing algorithms, LogPSMs require significantly less storage and bandwidth. We demonstrate difference in shadow quality achieved with LogPSMs on several models of varying complexity. LogPSMs are rendered using logarithmic rasterization. We show how current GPU architectures can be modified incrementally to perform logarithmic rasterization at current GPU fill rates. Specifically, we modify the rasterizer to support rendering to a nonuniform grid with the same watertight rasterization properties as current rasterizers. We also describe a novel depth compression scheme to handle the nonlinear primitives produced by logarithmic rasterization. Our proposed architecture enhancements align with current trends of decreasing cost for on-chip computation relative to off-chip bandwidth and storage. For only a modest increase in computation, logarithmic rasterization can greatly reduce shadow map bandwidth and storage costs
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