1,038 research outputs found

    Fast Calculation of Soft Shadow Textures Using Convolution

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    International audienceThe calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution. Approximate shadows can be computed for general configurations by applying the convolution to a representative “ideal” configuration. We analyze the various sources of approximation in the process and derive a hierarchical, error driven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters. The convolution is performed on images rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination. Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once. The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique. We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamics environments

    Real-time soft shadows using a single light sample

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    We present a real-time rendering algorithm that generates soft shadows of dynamic scenes using a single light sample. As a depth-map algorithm it can handle arbitrary shadowed surfaces. The shadow-casting surfaces, however, should satisfy a few geometric properties to prevent artifacts. Our algorithm is based on a bivariate attenuation function, whose result modulates the intensity of a light causing shadows. The first argument specifies the distance of the occluding point to the shadowed point; the second argument measures how deep the shadowed point is inside the shadow. The attenuation function can be implemented using dependent texture accesses; the complete implementation of the algorithm can be accelerated by today's graphics hardware. We outline the implementation, and discuss details of artifact prevention and filtering

    Master of Science in Computing

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    thesisThis document introduces the Soft Shadow Mip-Maps technique, which consists of three methods for overcoming the fundamental limitations of filtering-oriented soft shadows. Filtering-oriented soft shadowing techniques filter shadow maps with varying filter sizes determined by desired penumbra widths. Different varieties of this approach have been commonly applied in interactive and real-time applications. Nonetheless, they share some fundamental limitations. First, soft shadow filter size is not always guaranteed to be the correct size for producing the right penumbra width based on the light source size. Second, filtering with large kernels for soft shadows requires a large number of samples, thereby increasing the cost of filtering. Stochastic approximations for filtering introduce noise and prefiltering leads to inaccuracies. Finally, calculating shadows based on a single blocker estimation can produce significantly inaccurate penumbra widths when the shadow penumbras of different blockers overlap. We discuss three methods to overcome these limitations. First, we introduce a method for computing the soft shadow filter size for a receiver with a blocker distance. Then, we present a filtering scheme based on shadow mip-maps. Mipmap-based filtering uses shadow mip-maps to efficiently generate soft shadows using a constant size filter kernel for each layer, and linear interpolation between layers. Finally, we introduce an improved blocker estimation approach. With the improved blocker estimaiton, we explore the shadow contribution of every blocker by calculating the light occluded by potential blockers. Hence, the calculated penumbra areas correspond to the blockers correctly. Finally, we discuss how to select filter kernels for filtering. These approaches successively solve issues regarding shadow penumbra width calculation apparent in prior techniques. Our result shows that we can produce correct penumbra widths, as evident in our comparisons to ray-traced soft shadows. Nonetheless, the Soft Shadow Mip-Maps technique suffers from light bleeding issues. This is because our method only calculates shadows using the geometry that is available in the shadow depth map. Therefore, the occluded geometry is not taken into consideration, which leads to light bleeding. Another limitation of our method is that using lower resolution shadow mip-map layers limits the resolution of the shadow placement. As a result, when a blocker moves slowly, its shadow follows it with discrete steps, the size of which is determined by the corresponding mip-map layer resolution

    Enhancing Visibility in Nighttime Haze Images Using Guided APSF and Gradient Adaptive Convolution

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    Visibility in hazy nighttime scenes is frequently reduced by multiple factors, including low light, intense glow, light scattering, and the presence of multicolored light sources. Existing nighttime dehazing methods often struggle with handling glow or low-light conditions, resulting in either excessively dark visuals or unsuppressed glow outputs. In this paper, we enhance the visibility from a single nighttime haze image by suppressing glow and enhancing low-light regions. To handle glow effects, our framework learns from the rendered glow pairs. Specifically, a light source aware network is proposed to detect light sources of night images, followed by the APSF (Angular Point Spread Function)-guided glow rendering. Our framework is then trained on the rendered images, resulting in glow suppression. Moreover, we utilize gradient-adaptive convolution, to capture edges and textures in hazy scenes. By leveraging extracted edges and textures, we enhance the contrast of the scene without losing important structural details. To boost low-light intensity, our network learns an attention map, then adjusted by gamma correction. This attention has high values on low-light regions and low values on haze and glow regions. Extensive evaluation on real nighttime haze images, demonstrates the effectiveness of our method. Our experiments demonstrate that our method achieves a PSNR of 30.38dB, outperforming state-of-the-art methods by 13%\% on GTA5 nighttime haze dataset. Our data and code is available at: \url{https://github.com/jinyeying/nighttime_dehaze}.Comment: Accepted to ACM'MM2023, https://github.com/jinyeying/nighttime_dehaz

    Boundary Correct Real-Time Soft Shadows

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    Interactive real-time three-dimensional visualisation of virtual textiles

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    Virtual textile databases provide a cost-efficient alternative to the use of existing hardcover sample catalogues. By taking advantage of the high performance features offered by the latest generation of programmable graphics accelerator boards, it is possible to combine photometric stereo methods with 3D visualisation methods to implement a virtual textile database. In this thesis, we investigate and combine rotation invariant texture retrieval with interactive visualisation techniques. We use a 3D surface representation that is a generic data representation that allows us to combine real-time interactive 3D visualisation methods with present day texture retrieval methods. We begin by investigating the most suitable data format for the 3D surface representation and identify relief-mapping combined with Bézier surfaces as the most suitable 3D surface representations for our needs, and go on to describe how these representation can be combined for real-time rendering. We then investigate ten different methods of implementing rotation invariant texture retrieval using feature vectors. These results show that first order statistics in the form of histogram data are very effective for discriminating colour albedo information, while rotation invariant gradient maps are effective for distinguishing between different types of micro-geometry using either first or second order statistics.Engineering and physical Sciences Research (EPSRC

    Shadows generation using geometry shaders

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    Algorithms for simulating shadows are considered. A shadow volume method using geometry shaders is proposed

    Robust object-based algorithms for direct shadow simulation

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    En informatique graphique, les algorithmes de générations d'ombres évaluent la quantité de lumière directement perçue par une environnement virtuel. Calculer précisément des ombres est cependant coûteux en temps de calcul. Dans cette dissertation, nous présentons un nouveau système basé objet robuste, qui permet de calculer des ombres réalistes sur des scènes dynamiques et ce en temps interactif. Nos contributions incluent notamment le développement de nouveaux algorithmes de génération d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problématique du calcul d'ombres directes. Tout d'abord, nous définissons ce que sont les ombres directes dans le contexte général du transport de la lumière. Nous étudions ensuite les techniques interactives qui génèrent des ombres directes. Suite à cette étude nous montrons que mêmes les algorithmes dit physiquement réalistes se reposent sur des approximations. Nous mettons également en avant, que malgré leur contraintes géométriques, les algorithmes d'ombres basées objet sont un bon point de départ pour résoudre notre problématique de génération efficace et robuste d'ombres directes. Basé sur cette observation, nous étudions alors le système basé objet existant et mettons en avant ses problèmes de robustesse. Nous proposons une nouvelle technique qui améliore la qualité des ombres générées par ce système en lui ajoutant une étape de mélange de pénombres. Malgré des propriétés et des résultats convaincants, les limitations théoriques et de mise en oeuvre limite la qualité générale et les performances de cet algorithme. Nous présentons ensuite un nouvel algorithme d'ombres basées objet. Cet algorithme combine l'efficacité de l'approche basée objet temps réel avec la précision de sa généralisation au rendu hors ligne. Notre algorithme repose sur l'évaluation locale du nombre d'objets entre deux points : la complexité de profondeur. Nous décrivons comment nous utilisons cet algorithme pour échantillonner la complexité de profondeur entre les surfaces visibles d'une scène et une source lumineuse. Nous générons ensuite des ombres à partir de cette information soit en modulant l'éclairage direct soit en intégrant numériquement l'équation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetées par des objets semi-opaque. Finalement, nous présentons une mise en oeuvre efficace de notre système qui démontre que des ombres basées objet peuvent être générées de façon efficace et ce même sur une scène dynamique. En rendu temps réel, il est commun de représenter des objets très détaillés encombinant peu de triangles avec des textures qui représentent l'opacité binaire de l'objet. Les techniques de génération d'ombres basées objet ne traitent pas de tels triangles dit "perforés". De par leur nature, elles manipulent uniquement les géométries explicitement représentées par des primitives géométriques. Nous présentons une nouvel algorithme basé objet qui lève cette limitation. Nous soulignons que notre méthode peut être efficacement combinée avec les systèmes existants afin de proposer un système unifié basé objet qui génère des ombres à la fois pour des maillages classiques et des géométries perforées. La mise en oeuvre proposée montre finalement qu'une telle combinaison fournit une solution élégante, efficace et robuste à la problématique générale de l'éclairage direct et ce aussi bien pour des applications temps réel que des applications sensibles à la la précision du résultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between twotwo points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications

    Occlusion Textures for Plausible Soft Shadows

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    International audienceThis paper presents a new approach to compute plausible soft shadows for complex dynamic scenes and rectangular light sources. We estimate the occlusion at each point of the scene using prefiltered occlusion textures, which dynamically approximate the scene geometry. The algorithm is fast and its performance independent of the light's size. Being image-based, it is mostly independent of the scene complexity and type. No a priori information is needed, and there is no caster/receiver separation. This makes the method appealing and easy to use
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