28,365 research outputs found
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
Image Sampling with Quasicrystals
We investigate the use of quasicrystals in image sampling. Quasicrystals
produce space-filling, non-periodic point sets that are uniformly discrete and
relatively dense, thereby ensuring the sample sites are evenly spread out
throughout the sampled image. Their self-similar structure can be attractive
for creating sampling patterns endowed with a decorative symmetry. We present a
brief general overview of the algebraic theory of cut-and-project quasicrystals
based on the geometry of the golden ratio. To assess the practical utility of
quasicrystal sampling, we evaluate the visual effects of a variety of
non-adaptive image sampling strategies on photorealistic image reconstruction
and non-photorealistic image rendering used in multiresolution image
representations. For computer visualization of point sets used in image
sampling, we introduce a mosaic rendering technique.Comment: For a full resolution version of this paper, along with supplementary
materials, please visit at
http://www.Eyemaginary.com/Portfolio/Publications.htm
Patch-based Progressive 3D Point Set Upsampling
We present a detail-driven deep neural network for point set upsampling. A
high-resolution point set is essential for point-based rendering and surface
reconstruction. Inspired by the recent success of neural image super-resolution
techniques, we progressively train a cascade of patch-based upsampling networks
on different levels of detail end-to-end. We propose a series of architectural
design contributions that lead to a substantial performance boost. The effect
of each technical contribution is demonstrated in an ablation study.
Qualitative and quantitative experiments show that our method significantly
outperforms the state-of-the-art learning-based and optimazation-based
approaches, both in terms of handling low-resolution inputs and revealing
high-fidelity details.Comment: accepted to cvpr2019, code available at https://github.com/yifita/P3
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
Photoionization mass spectrometry of ω-phenylalkylamines: Role of radical cation-π interaction
Linear ω-phenylalkylamines of increasing alkyl chain length have been investigated employing synchrotron radiation in the photon energy range from 7 to 15 eV. These molecules have received considerable interest because they bear the skeleton of biologically relevant compounds including neurotransmitters and because of the possible interaction between the amino moiety and the phenyl ring. Recently, the contribution of this interaction has been assayed in both neutral and protonated species, pointing to a role of the polymethylene chain length. In this work, the ionization energy (IE) values of benzylamine (BA), 2-phenylethylamine (2-PEA), 3-phenylpropylamine (3-PPA), and 4-phenylbutylamine (4-PBA) were investigated in order to ascertain the impact of the different alkyl chain lengths and to verify an amino radical cation-π interaction. The IEs obtained experimentally, 8.54, 8.37, 8.29, and 8.31 eV for BA, 2-PEA, 3-PPA and 4-PBA, respectively, show a decreasing trend that is discussed employing calculations at the CBS-QB3 level. Moreover, the appearance energy values for major fragments produced by the photofragmentation process are reported
Dynamic Adaptive Point Cloud Streaming
High-quality point clouds have recently gained interest as an emerging form
of representing immersive 3D graphics. Unfortunately, these 3D media are bulky
and severely bandwidth intensive, which makes it difficult for streaming to
resource-limited and mobile devices. This has called researchers to propose
efficient and adaptive approaches for streaming of high-quality point clouds.
In this paper, we run a pilot study towards dynamic adaptive point cloud
streaming, and extend the concept of dynamic adaptive streaming over HTTP
(DASH) towards DASH-PC, a dynamic adaptive bandwidth-efficient and view-aware
point cloud streaming system. DASH-PC can tackle the huge bandwidth demands of
dense point cloud streaming while at the same time can semantically link to
human visual acuity to maintain high visual quality when needed. In order to
describe the various quality representations, we propose multiple thinning
approaches to spatially sub-sample point clouds in the 3D space, and design a
DASH Media Presentation Description manifest specific for point cloud
streaming. Our initial evaluations show that we can achieve significant
bandwidth and performance improvement on dense point cloud streaming with minor
negative quality impacts compared to the baseline scenario when no adaptations
is applied.Comment: 6 pages, 23rd ACM Packet Video (PV'18) Workshop, June 12--15, 2018,
Amsterdam, Netherland
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