51 research outputs found

    Image-Based Hair Capture by Inverse Lighting

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    International audienceWe introduce an image-based method for modeling a specific subject's hair. The principle of the approach is to study the variations of hair illumination under controlled illumination. The use of a stationary viewpoint and the assumption that the subject is still allows us to work with perfectly registered images: all pixels in an image sequence represent the same portion of the hair, and the particular illumination profile observed at each pixel can be used to infer the missing degree of directional information. This is accomplished by synthesizing reflection profiles using a hair reflectance model, for a number of candidate directions at each pixel, and choosing the orientation that provides the best profile match. Our results demonstrate the potential of this approach, by effectively reconstructing accurate hair strands that are well highlighted by a particular light source movement

    Modélisation de cheveux à partir d'images par étude des variations d'apparence en fonction des conditions d'éclairage

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    National audienceLes applications graphiques nĂ©cessitant l'intĂ©gration de maquettes virtuelles d'individus se sont multipliĂ©es au cours de ces derniĂšres annĂ©es. Les jeux vidĂ©os ou la tĂ©lĂ©confĂ©rence en sont les principaux exemples. Les cheveux jouant un rĂŽle significatif dans l'identification d'une personne, il est primordial de les reprĂ©senter avec le plus de fidĂ©litĂ© possible. Les techniques de numĂ©risation tridimensionnelle usuelles ÂŽĂ©chouent face Ă  l'extrĂȘme complexitĂ© gĂ©omĂ©trique des cheveux, qui sont l'enchevĂȘtrement de dizaines de milliers d'Ă©lĂ©ments quasi invisibles Ă  l'oeil nu. Cet article prĂ©sente une mĂ©thode qui permet d'extraire la gĂ©omĂ©trie des mĂȘches de cheveux `Ă  partir de photographies par analyse de rĂ©flectance. Le sujet est observĂ© selon un point de vue fixe et est Ă©clairĂ© par une source lumineuse mobile. Chaque mĂȘche de cheveux rĂ©flĂ©chissant la lumiĂšre selon une direction dĂ©pendant de son orientation, l'idĂ©e consiste Ă  retrouver celle-ci `Ă  l'aide d'un modĂšle de rĂ©flectance de cheveu et `Ă  partir des cartes de rĂ©flectances observĂ©es. AprĂšs un bref ÂŽĂ©tat de l'art, nous dĂ©crirons dans la section 3 l'approche choisie dans son ensemble. Puis, dans la partie 4, nous donnerons une mise en oeuvre possible pour celle-ci. Enfin, dans les sections 5 et 6 nous prĂ©senterons les rĂ©sultats ainsi que la conclusion et les perspectives

    Physically-based rendering of human skin

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    This thesis explores a set of screen space physically-based subsurface scattering algorithms in order to improve the rendering of scanned human faces. Moreover, it presents extensions and introduces some PBR strategies to produce high quality renders. Finally, the implemented methods are evaluated

    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

    An investigation of hair modelling and rendering techniques with emphasis on African hairstyles

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    Many computer graphics applications make use of virtual humans. Methods for modelling and rendering hair are needed so that hairstyles can be added to the virtual humans. Modelling and rendering hair is challenging due to the large number of hair strands and their geometric properties, the complex lighting effects that occur among the strands of hair, and the complexity and large variation of human hairstyles. While methods have been developed for generating hair, no methods exist for generating African hair, which differs from hair of other ethnic groups. This thesis presents methods for modelling and rendering African hair. Existing hair modelling and rendering techniques are investigated, and the knowledge gained from the investigation is used to develop or enhance hair modelling and rendering techniques to produce three different forms of hair commonly found in African hairstyles. The different forms of hair identified are natural curly hair, straightened hair, and braids or twists of hair. The hair modelling techniques developed are implemented as plug-ins for the graphics program LightWave 3D. The plug-ins developed not only model the three identified forms of hair, but also add the modelled hair to a model of a head, and can be used to create a variety of African hairstyles. The plug-ins significantly reduce the time spent on hair modelling. Tests performed show that increasing the number of polygons used to model hair increases the quality of the hair produced, but also increases the rendering time. However, there is usually an upper bound to the number of polygons needed to produce a reasonable hairstyle, making it feasible to add African hairstyles to virtual humans. The rendering aspects investigated include hair illumination, texturing, shadowing and antialiasing. An anisotropic illumination model is developed that considers the properties of African hair, including the colouring, opacity and narrow width of the hair strands. Texturing is used in several instances to create the effect of individual strands of hair. Results show that texturing is useful for representing many hair strands because the density of the hair in a texture map does not have an effect on the rendering time. The importance of including a shadowing technique and applying an anti-aliasing method when rendering hair is demonstrated. The rendering techniques are implemented using the RenderMan Interface and Shading Language. A number of complete African hairstyles are shown, demonstrating that the techniques can be used to model and render African hair successfully.GNU Ghostscript 7.0

    Real-time Realistic Rendering Of Nature Scenes With Dynamic Lighting

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    Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks

    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 dinùmicos para simular deformaçÔes 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 eståticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrÔes que imitam deformaçÔes em outros materiais macios, como couro, durante a animação. As soluçÔes 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 dinùmica de texturas que se adaptam às deformaçÔes subjacentes da malha de forma fisicamente plausível. Vårios métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitaçÔes como auto-interseçÔes 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 deformaçÔes complexas ou onde maior realismo seja necessårio. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrÔes de deformação dinùmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrÔes procedimentais eståticos 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

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Measuring perceived gloss of rough surfaces

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    This thesis is concerned with the visual perception of glossy rough surfaces, specifically those characterised by 1/fB noise. Computer graphics were used to model these natural looking surfaces, which were generated and animated to provide realistic stimuli for observers. Different methods were employed to investigate the effects of varying surface roughness and reflection model parameters on perceived gloss. We first investigated how the perceived gloss of a matte Lambertian surface varies with RMS roughness. Then we estimated the perceived gloss of moderate RMS height surfaces rendered using a gloss reflection model. We found that adjusting parameters of the gloss reflection model on the moderate RMS height surfaces produces similar levels of gloss to the high RMS height Lambertian surfaces. More realistic stimuli were modelled using improvements in the reflection model, rendering technique, illumination and viewing conditions. In contrast with previous research, a non-monotonic relationship was found between perceived gloss and mesoscale roughness when microscale parameters were held constant. Finally, the joint effect of variations in mesoscale roughness (surface geometry) and microscale roughness (reflection model) on perceived gloss was investigated and tested against conjoint measurement models. It was concluded that perceived gloss of rough surfaces is significantly affected by surface roughness in both mesoscale and microscale and can be described by a full conjoint measurement model

    The impossible feast of the uncanny technowoman : a plural feminist cyborg writes of the possibilities for science fiction and potent body politics : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Psychology at Massey University, Manawatƫ Campus, New Zealand

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    This research embodies Donna Haraway’s (1991) feminist cyborg as a potent political figure for women and their bodies in the 21st century West. The violences done to women all too often define them (Malabou, 2011), confining them to the heterosexual matrix characterised by their objectification and ‘excesses.’ The multiplicities and pluralities of ‘woman’ disrupt traditional psychological science that counts and categorises. Re-routing psychology through the hybridity and non-fixity of the science fiction genre, new possibilities for psychological knowledge production emerge, including figures (such as cyborgs), art installations and hyperdimensional arachnids through which to think new thoughts (Haraway, 2016). Through the figure of a feminist cyborg, ‘woman’ can be understood as politically potent through her multiplicities, partialities, simultaneities and contradictions. After rendering Haraway’s feminist cyborg through the science fiction genre, the thesis takes on a creative form to re-think the notion of apocalypse, re-theorise the uncanny, then explore a potently networked series of figures, internet users and movements (such as Human Barbies, internet folklore, pro-rape forums) that structure women’s bodies in ways that re-assert the heterosexual matrix, as well as in ways that re- build women outside of the heterosexual matrix. Re-figuring ‘woman’ outside of the heterosexual matrix could perhaps open new spaces in which to think women’s body politics differently in perpetually networked, ever-expanding technoworlds
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