29 research outputs found
Interactive Rendering of Scattering and Refraction Effects in Heterogeneous Media
In this dissertation we investigate the problem of interactive and real-time visualization of single scattering, multiple scattering and refraction effects in heterogeneous volumes. Our proposed solutions span a variety of use scenarios: from a very fast yet physically-based approximation to a physically accurate simulation of microscopic light transmission. We add to the state of the art by introducing a novel precomputation and sampling strategy, a system for efficiently parallelizing the computation of different volumetric effects, and a new and fast version of the Discrete Ordinates Method. Finally, we also present a collateral work on real-time 3D acquisition devices
Computational Light Transport for Forward and Inverse Problems.
El transporte de luz computacional comprende todas las técnicas usadas para calcular el flujo de luz en una escena virtual. Su uso es ubicuo en distintas aplicaciones, desde entretenimiento y publicidad, hasta diseño de producto, ingeniería y arquitectura, incluyendo el generar datos validados para técnicas basadas en imagen por ordenador. Sin embargo, simular el transporte de luz de manera precisa es un proceso costoso. Como consecuencia, hay que establecer un balance entre la fidelidad de la simulación física y su coste computacional. Por ejemplo, es común asumir óptica geométrica o una velocidad de propagación de la luz infinita, o simplificar los modelos de reflectancia ignorando ciertos fenómenos. En esta tesis introducimos varias contribuciones a la simulación del transporte de luz, dirigidas tanto a mejorar la eficiencia del cálculo de la misma, como a expandir el rango de sus aplicaciones prácticas. Prestamos especial atención a remover la asunción de una velocidad de propagación infinita, generalizando el transporte de luz a su estado transitorio. Respecto a la mejora de eficiencia, presentamos un método para calcular el flujo de luz que incide directamente desde luminarias en un sistema de generación de imágenes por Monte Carlo, reduciendo significativamente la variancia de las imágenes resultantes usando el mismo tiempo de ejecución. Asimismo, introducimos una técnica basada en estimación de densidad en el estado transitorio, que permite reusar mejor las muestras temporales en un medio parcipativo. En el dominio de las aplicaciones, también introducimos dos nuevos usos del transporte de luz: Un modelo para simular un tipo especial de pigmentos gonicromáticos que exhiben apariencia perlescente, con el objetivo de proveer una forma de edición intuitiva para manufactura, y una técnica de imagen sin línea de visión directa usando información del tiempo de vuelo de la luz, construida sobre un modelo de propagación de la luz basado en ondas.<br /
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Shape Design and Optimization for 3D Printing
In recent years, the 3D printing technology has become increasingly popular, with wide-spread uses in rapid prototyping, design, art, education, medical applications, food and fashion industries. It enables distributed manufacturing, allowing users to easily produce customized 3D objects in office or at home. The investment in 3D printing technology continues to drive down the cost of 3D printers, making them more affordable to consumers.
As 3D printing becomes more available, it also demands better computer algorithms to assist users in quickly and easily generating 3D content for printing. Creating 3D content often requires considerably more efforts and skills than creating 2D content. In this work, I will study several aspects of 3D shape design and optimization for 3D printing. I start by discussing my work in geometric puzzle design, which is a popular application of 3D printing in recreational math and art. Given user-provided input figures, the goal is to compute the minimum (or best) set of geometric shapes that can satisfy the given constraints (such as dissection constraints). The puzzle design also has to consider feasibility, such as avoiding interlocking pieces. I present two optimization-based algorithms to automatically generate customized 3D geometric puzzles, which can be directly printed for users to enjoy. They are also great tools for geometry education.
Next, I discuss shape optimization for printing functional tools and parts. Although current 3D modeling software allows a novice user to easily design 3D shapes, the resulting shapes are not guaranteed to meet required physical strength. For example, a poorly designed stool may easily collapse when a person sits on the stool; a poorly designed wrench may easily break under force. I study new algorithms to help users strengthen functional shapes in order to meet specific physical properties. The algorithm uses an optimization-based framework — it performs geometric shape deformation and structural optimization iteratively to minimize mechanical stresses in the presence of forces assuming typical use scenarios. Physically-based simulation is performed at run-time to evaluate the functional properties of the shape (e.g., mechanical stresses based on finite element methods), and the optimizer makes use of this information to improve the shape. Experimental results show that my algorithm can successfully optimize various 3D shapes, such as chairs, tables, utility tools, to withstand higher forces, while preserving the original shape as much as possible.
To improve the efficiency of physics simulation for general shapes, I also introduce a novel, SPH-based sampling algorithm, which can provide better tetrahedralization for use in the physics simulator. My new modeling algorithm can greatly reduce the design time, allowing users to quickly generate functional shapes that meet required physical standards
Reconsidering light transport : acquisition and display of real-world reflectance and geometry
In this thesis, we cover three scenarios that violate common simplifying assumptions about the nature of light transport. We begin with the first ingredient to any çD rendering: a geometry model. Most çD scanners require the object-of-interest to show diffuse refectance. The further a material deviates from the Lambertian model, the more likely these setups are to produce corrupted results. By placing a traditional laser scanning setup in a participating (in particular, fuorescent) medium, we have built a light sheet scanner that delivers robust results for a wide range of materials, including glass. Further investigating the phenomenon of fluorescence, we notice that, despite its ubiquity, it has received moderate attention in computer graphics. In particular, to date no datadriven reflectance models of fluorescent materials have been available. To describe the wavelength-shifling reflectance of fluorescent materials, we define the bispectral bidirectional reflectance and reradiation distribution function (BRRDF), for which we introduce an image-based measurement setup as well as an efficient acquisition scheme. Finally, we envision a computer display that showsmaterials instead of colours, and present a prototypical device that can exhibit anisotropic reflectance distributions similar to common models in computer graphics.In der Computergraphik und Computervision ist es unerlässlich, vereinfachende Annahmen über die Ausbreitung von Licht zumachen. In dieser Dissertation stellen wir drei Fälle vor, in denen diese nicht zutreffen. So wird die dreidimensionale Geometrie von Gegenständen oft mit Hilfe von Laserscannern vermessen und dabei davon ausgegangen, dass ihre Oberfläche diffus reflektiert. Dies ist bei den meisten Materialien jedoch nicht gegeben, so dass die Ergebnisse oft fehlerhaft sind. Indem wir das Objekt in einem fluoreszierenden Medium einbetten, kann ein klassischer CD-Scanner-Aufbau so modifiziert werden, dass er verlässliche Geometriedaten für Objekte aus verschiedensten Materialien liefert, einschließlich Glas. Auch die akkurate Nachbildung des Aussehens von Materialien ist wichtig für die photorealistische Bildsynthese. Wieder interessieren wir uns für Fluoreszenz, diesmal allerdings für ihr charakteristisches Erscheinungsbild, das in der Computergraphik bislang kaum Beachtung gefunden hat. Wir stellen einen bildbasierten Aufbau vor, mit dem die winkel- und wellenlängenabhängige Reflektanz fluoreszierender Oberflächen ausgemessen werden kann, und eine Strategie, um solche Messungen effizient abzuwickeln. Schließlich befassen wir uns mit der Idee, nicht nur Farben dynamisch anzuzeigen, sondern auch Materialien und ihr je nach Lichteinfall und Blickwinkel unterschiedliches Aussehen. Einer generellen Beschreibung des Problems folgt die konkrete Umsetzung in Formzweier Prototypen, die verschiedene Reflektanzverteilungen auf einer Oberfläche darstellen können
Perceptually-motivated, interactive rendering and editing of global illumination
This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance depiction of three-dimensional virtual scenes. Finding algorithms that fit the perceptually economic middle ground between artistic depiction and full physical simulation is the challenge taken in this work. First, we will present three interactive global illumination rendering approaches that are inspired by perception to efficiently depict important light transport. Those methods have in common to compute global illumination in large and fully dynamic scenes allowing for light, geometry, and material changes at interactive or real-time rates. Further, this thesis proposes a tool to edit reflections, that allows to bend physical laws to match artistic goals by exploiting perception. Finally, this work contributes a post-processing operator that depicts high contrast scenes in the same way as artists do, by simulating it "seen'; through a dynamic virtual human eye in real-time.Diese Arbeit stellt eine Anzahl von Algorithmen zur Synthese, Bearbeitung und verbesserten Darstellung von virtuellen drei-dimensionalen Szenen vor. Die Herausforderung liegt dabei in der Suche nach Ausgewogenheit zwischen korrekter physikalischer Berechnung und der künstlerischen, durch die Gesetze der menschlichen Wahrnehmung motivierten Praxis. Zunächst werden drei Verfahren zur Bild-Synthese mit globaler Beleuchtung vorgestellt, deren Gemeinsamkeit in der effizienten Handhabung großer und dynamischer virtueller Szenen liegt, in denen sich Geometrie, Materialen und Licht frei verändern lassen. Darauffolgend wird ein Werkzeug zum Editieren von Reflektionen in virtuellen Szenen das die menschliche Wahrnehmung ausnutzt um künstlerische Vorgaben umzusetzen, vorgestellt. Die Arbeit schließt mit einem Filter am Ende der Verarbeitungskette, der den wahrgenommen Kontrast in einem Bild erhöht, indem er die Entstehung von Glanzeffekten im menschlichen Auge nachbildet
Acquisition, Modeling, and Augmentation of Reflectance for Synthetic Optical Flow Reference Data
This thesis is concerned with the acquisition, modeling, and augmentation of material reflectance to simulate high-fidelity synthetic data for computer vision tasks.
The topic is covered in three chapters: I commence with exploring the upper limits of reflectance acquisition.
I analyze state-of-the-art BTF reflectance field renderings and show that they can be applied to optical flow performance analysis with closely matching performance to real-world images.
Next, I present two methods for fitting efficient BRDF reflectance models to measured BTF data.
Both methods combined retain all relevant reflectance information as well as the surface normal details on a pixel level.
I further show that the resulting synthesized images are suited for optical flow performance analysis, with a virtually identical performance for all material types.
Finally, I present a novel method for augmenting real-world datasets with physically plausible precipitation effects, including ground surface wetting, water droplets on the windshield, and water spray and mists.
This is achieved by projecting the realworld image data onto a reconstructed virtual scene, manipulating the scene and the surface reflectance, and performing unbiased light transport simulation of the precipitation effects
Interactive global illumination on the CPU
Computing realistic physically-based global illumination in real-time remains one
of the major goals in the fields of rendering and visualisation; one that has not
yet been achieved due to its inherent computational complexity. This thesis focuses
on CPU-based interactive global illumination approaches with an aim to
develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant
on spatial and cache coherency to achieve interactive rates which conflicts
with needs of global illumination solutions which require a large number of incoherent
secondary rays to be computed. Methods that reduce the total number of
rays that need to be processed, such as Selective rendering, were investigated to
determine how best they can be utilised.
The impact that selective rendering has on interactive ray tracing was analysed
and quantified and two novel global illumination algorithms were developed,
with the structured methodology used presented as a framework. Adaptive Inter-
leaved Sampling, is a generalisable approach that combines interleaved sampling
with an adaptive approach, which uses efficient component-specific adaptive guidance
methods to drive the computation. Results of up to 11 frames per second
were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of
diffuse interreflections to interactive rates. This approach achieved frame rates
exceeding 9 frames per second for the majority of scenes. Validation of the results
for both approaches showed little perceptual difference when comparing
against a gold-standard path-traced image. Further research into caching led to
the development of a new wait-free data access control mechanism for sharing the
irradiance cache among multiple rendering threads on a shared memory parallel
system. By not serialising accesses to the shared data structure the irradiance
values were shared among all the threads without any overhead or contention,
when reading and writing simultaneously. This new approach achieved efficiencies
between 77% and 92% for 8 threads when calculating static images and animations.
This work demonstrates that, due to the
flexibility of the CPU, CPU-based
algorithms remain a valid and competitive choice for achieving global illumination
interactively, and an alternative to the generally brute-force GPU-centric
algorithms
Virtual light fields for global illumination in computer graphics
This thesis presents novel techniques for the generation and real-time rendering of globally illuminated
environments with surfaces described by arbitrary materials. Real-time rendering of globally illuminated
virtual environments has for a long time been an elusive goal. Many techniques have been developed
which can compute still images with full global illumination and this is still an area of active flourishing
research. Other techniques have only dealt with certain aspects of global illumination in order to speed
up computation and thus rendering. These include radiosity, ray-tracing and hybrid methods. Radiosity
due to its view independent nature can easily be rendered in real-time after pre-computing and storing
the energy equilibrium. Ray-tracing however is view-dependent and requires substantial computational
resources in order to run in real-time.
Attempts at providing full global illumination at interactive rates include caching methods, fast rendering
from photon maps, light fields, brute force ray-tracing and GPU accelerated methods. Currently,
these methods either only apply to special cases, are incomplete exhibiting poor image quality and/or
scale badly such that only modest scenes can be rendered in real-time with current hardware.
The techniques developed in this thesis extend upon earlier research and provide a novel, comprehensive
framework for storing global illumination in a data structure - the Virtual Light Field - that is
suitable for real-time rendering. The techniques trade off rapid rendering for memory usage and precompute
time. The main weaknesses of the VLF method are targeted in this thesis. It is the expensive
pre-compute stage with best-case O(N^2) performance, where N is the number of faces, which make the
light propagation unpractical for all but simple scenes. This is analysed and greatly superior alternatives
are presented and evaluated in terms of efficiency and error. Several orders of magnitude improvement
in computational efficiency is achieved over the original VLF method.
A novel propagation algorithm running entirely on the Graphics Processing Unit (GPU) is presented.
It is incremental in that it can resolve visibility along a set of parallel rays in O(N) time and can
produce a virtual light field for a moderately complex scene (tens of thousands of faces), with complex illumination
stored in millions of elements, in minutes and for simple scenes in seconds. It is approximate
but gracefully converges to a correct solution; a linear increase in resolution results in a linear increase in
computation time. Finally a GPU rendering technique is presented which can render from Virtual Light
Fields at real-time frame rates in high resolution VR presentation devices such as the CAVETM