367 research outputs found

    Anisotropic noise

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    Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise tiles directly in the frequency domain by partitioning the frequency domain into oriented subbands. We then compute weighted sums of the subband textures to accurately approximate noise with a desired spectrum. This allows us to achieve high-quality anisotropic filtering. Our approach is based solely on 2D textures, avoiding the memory overhead of techniques based on 3D noise tiles. We devise a technique to compensate for texture distortions to generate uniform noise on arbitrary meshes. We develop a GPU-based implementation of our technique that achieves similar rendering performance as state-of-the-art algorithms for procedural noise. In addition, it provides anisotropic filtering and achieves superior image quality.National Science Foundation (U.S.) (CAREER Award 0447561)Microsoft Research (New Faculty Fellowship)Alfred P. Sloan Foundation (Fellowship

    Understanding and controlling contrast oscillations in stochastic texture algorithms using Spectrum of Variance

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    We identify and analyze a major issue pertaining to all power-spectrum based texture synthesis algorithms – from Fourier synthesis to procedural noise algorithms like Perlin or Gabor noise – , namely, the oscillation of contrast (see Figures 1,2,3,7). One of our key contributions is to introduce a simple yet powerful descriptor of signals, the Spectrum of Variance (not to be confused with the PSD), which, to our surprise, has never been leveraged before. In this new framework, several issues get easy to understand measure and control, with new handles, as we illustrate. We finally show that fixing oscillation of contrast opens many doors to a more controllable authoring of stochastic texturing. We explore some of the new reachable possibilities such as constrained noise content and bridges towards very different families of look such as cellular patterns, points-like distributions or reaction-diffusion

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    Procedural Noise using Sparse Gabor Convolution

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    International audienceNoise is an essential tool for texturing and modeling. Designing interesting textures with noise calls for accurate spectral control, since noise is best described in terms of spectral content. Texturing requires that noise can be easily mapped to a surface, while high-quality rendering requires anisotropic filtering. A noise function that is procedural and fast to evaluate offers several additional advantages. Unfortunately, no existing noise combines all of these properties. In this paper we introduce a noise based on sparse convolution and the Gabor kernel that enables all of these properties. Our noise offers accurate spectral control with intuitive parameters such as orientation, principal frequency and bandwidth. Our noise supports two-dimensional and solid noise, but we also introduce setup-free surface noise. This is a method for mapping noise onto a surface, complementary to solid noise, that maintains the appearance of the noise pattern along the object and does not require a texture parameterization. Our approach requires only a few bytes of storage, does not use discretely sampled data, and is nonperiodic. It supports anisotropy and anisotropic filtering. We demonstrate our noise using an interactive tool for noise design

    A journey in a procedural volume Optimization and filtering of Perlin noise

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    National audiencePerlin noise is the most widely used tool in procedural texture synthesis. It is a simple and fast method to enhance the quantity of detail or to render natural materials with no use of storage resources. However, this technique is very sensitive to aliasing artifacts, especially when composed with shape and color functions. Moreover, it is computationally intensive and can become slow, especially when generating procedural volumes of density in real time. This study aims at analyzing Perlin noise properties in order to control the apparition of artifacts and optimize the computational cost. We present a method for computing a maximum and minimum frequency threshold per noise component, we propose an idea to handle the case of non linear transforms of the noise, and show an optimization method for volume generation

    Temperature statistics above a deep-ocean sloping boundary

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    We present a detailed analysis of the temperature statistics in an oceanographic observational dataset. The data are collected using a moored array of thermistors, 100 m tall and starting 5 m above the bottom, deployed during four months above the slopes of a Seamount in the north-eastern Atlantic Ocean. Turbulence at this location is strongly affected by the semidiurnal tidal wave. Mean stratification is stable in the entire dataset. We compute structure functions, of order up to 10, of the distributions of temperature increments. Strong intermittency is observed, in particular, during the downslope phase of the tide, and farther from the solid bottom. In the lower half of the mooring during the upslope phase, the temperature statistics are consistent with those of a passive scalar. In the upper half of the mooring, the temperature statistics deviate from those of a passive scalar, and evidence of turbulent convective activity is found. The downslope phase is generally thought to be more shear-dominated, but our results suggest on the other hand that convective activity is present. High-order moments also show that the turbulence scaling behaviour breaks at a well-defined scale (of the order of the buoyancy length scale), which is however dependent on the flow state (tidal phase, height above the bottom). At larger scales, wave motions are dominant. We suggest that our results could provide an important reference for laboratory and numerical studies of mixing in geophysical flows.Comment: 22 pages, 10 figures, 3 tables. Accepted versio

    Interactive animation of ocean waves

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    Split-screen single-camera stereoscopic PIV application to a turbulent confined swirling layer with free surface

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    An annular liquid wall jet, or vortex tube, generated by helical injection inside a tube is studied experimentally as a possible means of fusion reactor shielding. The hollow confined vortex/swirling layer exhibits simultaneously all the complexities of swirling turbulence, free surface, droplet formation, bubble entrapment; all posing challenging diagnostic issues. The construction of flow apparatus and the choice of working liquid and seeding particles facilitate unimpeded optical access to the flow field. A split-screen, single-camera stereoscopic particle image velocimetry (SPIV) scheme is employed for flow field characterization. Image calibration and free surface identification issues are discussed. The interference in measurements of laser beam reflection at the interface are identified and discussed. Selected velocity measurements and turbulence statistics are presented at Re_λ = 70 (Re = 3500 based on mean layer thickness)

    GaN-based distributed feedback laser diodes for optical communications

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    Over the past 20 years, research into Gallium Nitride (GaN) has evolved from LED lighting to Laser Diodes (LDs), with applications ranging from quantum to medical and into communications. Previously, off-the-shelf GaN LDs have been reported with a view on free space and underwater communications. However, there are applications where the ability to select a single emitted wavelength is highly desirable, namely in atomic clocks or in filtered free-space communications systems. To accomplish this, Distributed Feedback (DFB) geometries are utilised. Due to the complexity of overgrowth steps for buried gratings in III-Nitride material systems, GaN DFBs have a grating etched into the sidewall to ensure single mode operation, with wavelengths ranging from 405nm to 435nm achieved. The main motivation in developing these devices is for the cooling of strontium ions (Sr+) in atomic clock applications, but their feasibility for optical communications have also been investigated. Data transmission rates exceeding 1 Gbit/s have been observed in unfiltered systems, and work is currently ongoing to examine their viability for filtered communications. Ultimately, transmission through Wavelength Division Multiplexing (WDM) or Orthogonal Frequency Division Multiplexing (OFDM) is desired, to ensure that data is communicated more coherently and efficiently. We present results on the characterisation of GaN DFBs, and demonstrate their capability for use in filtered optical communications systems
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