1,534 research outputs found

    Time-varying volume visualization

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    Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin

    A Precomputed Polynomial Representation for Interactive BRDF Editing with Global Illumination

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    The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view), by developing a precomputed polynomial representation that enables interactive BRDF editing with global illumination. Unlike previous recomputation based rendering techniques, the image is not linear in the BRDF when considering interreflections. We introduce a framework for precomputing a multi-bounce tensor of polynomial coefficients, that encapsulates the nonlinear nature of the task. Significant reductions in complexity are achieved by leveraging the low-frequency nature of indirect light. We use a high-quality representation for the BRDFs at the first bounce from the eye, and lower-frequency (often diffuse) versions for further bounces. This approximation correctly captures the general global illumination in a scene, including color-bleeding, near-field object reflections, and even caustics. We adapt Monte Carlo path tracing for precomputing the tensor of coefficients for BRDF basis functions. At runtime, the high-dimensional tensors can be reduced to a simple dot product at each pixel for rendering. We present a number of examples of editing BRDFs in complex scenes, with interactive feedback rendered with global illumination

    Implementation and Analysis of an Image-Based Global Illumination Framework for Animated Environments

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    We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of sequences representing any arbitrary path in a view space within an environment in which both the viewer and objects move. The global illumination is stored as time sequences of range-images at base locations that span the view space. We present algorithms for determining locations for these base images, and the time steps required to adequately capture the effects of object motion. We also present algorithms for computing the global illumination in the base images that exploit spatial and temporal coherence by considering direct and indirect illumination separately. We discuss an initial implementation using the new framework. Results and analysis of our implementation demonstrate the effectiveness of the individual phases of the approach; we conclude with an application of the complete framework to a complex environment that includes object motion

    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

    Many-Light Real-Time Global Illumination using Sparse Voxel Octree

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    Global illumination (GI) rendering simulates the propagation of light through a 3D volume and its interaction with surfaces, dramatically increasing the fidelity of computer generated images. While off-line GI algorithms such as ray tracing and radiosity can generate physically accurate images, their rendering speeds are too slow for real-time applications. The many-light method is one of many novel emerging real-time global illumination algorithms. However, it requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lower the accuracy of indirect illumination or prevent the rendering of fully dynamic scenes. In this thesis, we propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-light algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly. A survey of current real-time GI techniques as well as details of our implementation using OpenGL and Shader Model 5 are also presented

    A New High-Speed Foreign Fiber Detection System with Machine Vision

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    A new high-speed foreign fiber detection system with machine vision is proposed for removing foreign fibers from raw cotton using optimal hardware components and appropriate algorithms designing. Starting from a specialized lens of 3-charged couple device (CCD) camera, the system applied digital signal processor (DSP) and field-programmable gate array (FPGA) on image acquisition and processing illuminated by ultraviolet light, so as to identify transparent objects such as polyethylene and polypropylene fabric from cotton tuft flow by virtue of the fluorescent effect, until all foreign fibers that have been blown away safely by compressed air quality can be achieved. An image segmentation algorithm based on fast wavelet transform is proposed to identify block-like foreign fibers, and an improved canny detector is also developed to segment wire-like foreign fibers from raw cotton. The procedure naturally provides color image segmentation method with region growing algorithm for better adaptability. Experiments on a variety of images show that the proposed algorithms can effectively segment foreign fibers from test images under various circumstances

    Doctor of Philosophy

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    dissertationBalancing the trade off between the spatial and temporal quality of interactive computer graphics imagery is one of the fundamental design challenges in the construction of rendering systems. Inexpensive interactive rendering hardware may deliver a high level of temporal performance if the level of spatial image quality is sufficiently constrained. In these cases, the spatial fidelity level is an independent parameter of the system and temporal performance is a dependent variable. The spatial quality parameter is selected for the system by the designer based on the anticipated graphics workload. Interactive ray tracing is one example; the algorithm is often selected due to its ability to deliver a high level of spatial fidelity, and the relatively lower level of temporal performance isreadily accepted. This dissertation proposes an algorithm to perform fine-grained adjustments to the trade off between the spatial quality of images produced by an interactive renderer, and the temporal performance or quality of the rendered image sequence. The approach first determines the minimum amount of sampling work necessary to achieve a certain fidelity level, and then allows the surplus capacity to be directed towards spatial or temporal fidelity improvement. The algorithm consists of an efficient parallel spatial and temporal adaptive rendering mechanism and a control optimization problem which adjusts the sampling rate based on a characterization of the rendered imagery and constraints on the capacity of the rendering system
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