23 research outputs found

    Использование методов расчета фонового затенения для улучшения качества компьютерно-синтезированных изображений

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    У статті розглянуті різні методи розрахунку затінення для комп'ютерно-синтезованих зображень. Наведено формулу, яка використовується для визначення ступеня затінення елементів зображення. Розглянуто метод розрахунку затінення з використанням віддаленості точок зображення від спостерігача та наведено рекомендації щодо його практичної реалізації.The article describes the various methods of shading calculation for computer-synthesized images. Formula which used to determine shading of image pixelsis shown. The method of shading which used information about distances from the observer to points of the image is proposed, are given recommendations on its implementation

    Combined surface and volumetric occlusion shading

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    Journal ArticleIn this paper, a method for interactive direct volume rendering is proposed that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The proposed algorithm extends the recently proposed Directional Occlusion Shading model to allow the rendering of those geometric shapes in combination with a context providing 3D volume, considering mutual occlusion between structures represented by a volume or geometry

    Fast occlusion sweeping

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    Abstract. While realistic illumination significantly improves the visual quality and perception of rendered images, it is often very expensive to compute. In this paper, we propose a new algorithm for embedding a global ambient occlusion computation within the fast sweeping algorithm while determining isosurfaces. With this method we can approximate ambient occlusion for rendering volumetric data with minimal additional cost over fast sweeping. We compare visualizations rendered with our algorithm to visualizations computed with only local shading, and with a ambient occlusion calculation using Monte Carlo sampling method. We also show how this method can be used for approximating low frequency shadows and subsurface scattering. Realistic illumination techniques used in digitally synthesized images are known to greatly enhance the perception of shape. This is as true for renderings of volume data as it is for geometric models. For example, Qiu et al. [1] used full global illumination techniques to improve visualizations of volumetric data, and Stewart [2] shows how computation of local ambient occlusion enhances the perception of grooves in a brain CT scanned dataset. Tarini et al. In this paper, we provide a new solution for ambient occlusion computation that is significantly faster than existing techniques. The method integrates well with a volumetric ray marching algorithm implemented on the GPU. While not a full global illumination solution, ambient occlusion provides a more realistic illumination model than does local illumination, and permits the use of realistic light sources, like skylights. For accelerating our ray marching algorithm, we build a volumetric signed distance field using the fast sweeping method, and we embed our ambient occlusion approximatio

    Interactive high fidelity visualization of complex materials on the GPU

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    Documento submetido para revisão pelos pares. A publicar em Computers & Graphics. ISSN 0097-8493. 37:7 (nov. 2013) p. 809–819High fidelity interactive rendering is of major importance for footwear designers, since it allows experimenting with virtual prototypes of new products, rather than producing expensive physical mock-ups. This requires capturing the appearance of complex materials by resorting to image based approaches, such as the Bidirectional Texture Function (BTF), to allow subsequent interactive visualization, while still maintaining the capability to edit the materials' appearance. However, interactive global illumination rendering of compressed editable BTFs with ordinary computing resources remains to be demonstrated. In this paper we demonstrate interactive global illumination by using a GPU ray tracing engine and the Sparse Parametric Mixture Model representation of BTFs, which is particularly well suited for BTF editing. We propose a rendering pipeline and data layout which allow for interactive frame rates and provide a scalability analysis with respect to the scene's complexity. We also include soft shadows from area light sources and approximate global illumination with ambient occlusion by resorting to progressive refinement, which quickly converges to an high quality image while maintaining interactive frame rates by limiting the number of rays shot per frame. Acceptable performance is also demonstrated under dynamic settings, including camera movements, changing lighting conditions and dynamic geometry.Work partially funded by QREN project nbr. 13114 TOPICShoe and by National Funds through the FCT - Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within projectPEst-OE/EEI/UI0752/2011

    A general illumination model for molecular visualization

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    Several visual representations have been developed over the years to visualize molecular structures, and to enable a better understanding of their underlying chemical processes. Today, the most frequently used atom-based representations are the Space-filling, the Solvent Excluded Surface, the Balls-and-Sticks, and the Licorice models. While each of these representations has its individual benefits, when applied to large-scale models spatial arrangements can be difficult to interpret when employing current visualization techniques. In the past it has been shown that global illumination techniques improve the perception of molecular visualizations; unfortunately existing approaches are tailored towards a single visual representation. We propose a general illumination model for molecular visualization that is valid for different representations. With our illumination model, it becomes possible, for the first time, to achieve consistent illumination among all atom-based molecular representations. The proposed model can be further evaluated in real-time, as it employs an analytical solution to simulate diffuse light interactions between objects. To be able to derive such a solution for the rather complicated and diverse visual representations, we propose the use of regression analysis together with adapted parameter sampling strategies as well as shape parametrization guided sampling, which are applied to the geometric building blocks of the targeted visual representations. We will discuss the proposed sampling strategies, the derived illumination model, and demonstrate its capabilities when visualizing several dynamic molecules.Peer ReviewedPostprint (author's final draft

    Fast global illumination for interactive volume visualization

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    Screen Space Ambient Occlusion Using Partial Scene Representation

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    Screen space ambient occlusion (SSAO) is a technique in real-time rendering forapproximating amount by which a point on a surface is occluded by surrounding geometry, whichhelps in adding soft shadows to diffuse objects. Most of the current methods use the depth bufferas an approximation to scene geometry to sample the occlusion factor. We introduce a noveltechnique which uses a partial representation of the scene (here triangle information in screenspace) using compact triangle storage and a ray-marching approach to find a betterapproximation of the occlusion factor.Computer Scienc

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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