9 research outputs found

    Perceptually-Driven Decision Theory for Interactive Realistic Rendering

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    this paper we introduce a new approach to realistic rendering at interactive rates on commodity graphics hardware. The approach uses efficient perceptual metrics within a decision theoretic framework to optimally order rendering operations, producing images of the highest visual quality within system constraints. We demonstrate the usefulness of this approach for various applications such as diffuse texture caching, environment map prioritization and radiosity mesh simplification. Although here we address the problem of realistic rendering at interactive rates, the perceptually-based decision theoretic methodology we introduce can be usefully applied in many areas of computer graphic

    Fifth Biennial Report : June 1999 - August 2001

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    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    Sixth Biennial Report : August 2001 - May 2003

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    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt

    Perceptually Guided Corrective Splatting

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    Perceptually Guided Corrective Splatting

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    One of the basic difficulties with interactive walkthroughs is the high quality rendering of object surfaces with non-diffuse light scattering characteristics. Since full ray tracing at interactive rates is usually impossible, we render a precomputed global illumination solution using graphics hardware and use remaining computational power to correct the appearance of non-diffuse objects on-the-fly. The question arises, how to obtain the best image quality as perceived by a human observer within a limited amount of time for each frame. We address this problem by enforcing corrective computation for those non-diffuse objects that are selected using a computational model of visual attention. We consider both the saliency- and task-driven selection of those objects and benefit from the fact that shading artifacts of "unattended" objects are likely to remain unnoticed. We use a hierarchical image-space sampling scheme to control ray tracing and splat the generated point samples. The resulting image converges progressively to a ray traced solution if the viewing parameters remain unchanged. Moreover, we use a sample cache to enhance visual appearance if the time budget for correction has been too low for some frame. We check the validity of the cached samples using a novel criterion suited for non-diffuse surfaces and reproject valid samples into the current view

    Realtime ray tracing and interactive global illumination

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    One of the most sought-for goals in computer graphics is to generate "realism in real time". i.e. the generation of realistically looking images at realtime frame rates. Today, virtually all approaches towards realtime rendering use graphics hardware, which is based almost exclusively on triangle rasterization. Unfortunately, though this technology has seen tremendous progress over the last few years, for many applications it is currently reaching its limits in both model complexity, supported features, and achievable realism. An alternative to triangle rasterizations is the ray tracing algorithm, which is well-known for its higher flexibility, its generally higher achievable realism, and its superior scalability in both model size and compute power. However, ray tracing is also computationally demanding and thus so far is used almost exclusively for high-quality offline rendering tasks. This dissertation focuses on the question why ray tracing is likely to soon play a larger role for interactive applications, and how this scenario can be reached. To this end, we discuss the RTRT/OpenRT realtime ray tracing system, a software based ray tracing system that achieves interactive to realtime frame rates on todays commodity CPUs. In particular, we discuss the overall system design, the efficient implementation of the core ray tracing algorithms, techniques for handling dynamic scenes, an efficient parallelization framework, and an OpenGL-like low-level API. Taken together, these techniques form a complete realtime rendering engine that supports massively complex scenes, highley realistic and physically correct shading, and even physically based lighting simulation at interactive rates. In the last part of this thesis we then discuss the implications and potential of realtime ray tracing on global illumination, and how the availability of this new technology can be leveraged to finally achieve interactive global illumination - the physically correct simulation of light transport at interactive rates.Eines der wichtigsten Ziele der Computer-Graphik ist die Generierung von "Realismus in Echtzeit\u27; — die Erzeugung von realistisch wirkenden, computer- generierten Bildern in Echtzeit. Heutige Echtzeit-Graphikanwendungen werden derzeit zum überwiegenden Teil mit schneller Graphik-Hardware realisiert, welche zum aktuellen Stand der Technik fast ausschliesslich auf dem Dreiecksrasterisierungsalgorithmus basiert. Obwohl diese Rasterisierungstechnologie in den letzten Jahren zunehmend beeindruckende Fortschritte gemacht hat, stößt sie heutzutage zusehends an ihre Grenzen, speziell im Hinblick auf Modellkomplexität, unterstützte Beleuchtungseffekte, und erreichbaren Realismus. Eine Alternative zur Dreiecksrasterisierung ist das "Ray-Tracing\u27; (Stahl-Rückverfolgung), welches weithin bekannt ist für seine höhere Flexibilität, seinen im Großen und Ganzen höheren erreichbaren Realismus, und seine bessere Skalierbarkeit sowohl in Szenengröße als auch in Rechner-Kapazitäten. Allerdings ist Ray-Tracing ebenso bekannt für seinen hohen Rechenbedarf, und wird daher heutzutage fast ausschließlich für die hochqualitative, nichtinteraktive Bildsynthese benutzt. Diese Dissertation behandelt die Gründe warum Ray-Tracing in näherer Zukunft voraussichtlich eine größere Rolle für interaktive Graphikanwendungen spielen wird, und untersucht, wie dieses Szenario des Echtzeit Ray-Tracing erreicht werden kann. Hierfür stellen wir das RTRT/OpenRT Echtzeit Ray-Tracing System vor, ein software-basiertes Ray-Tracing System, welches es erlaubt, interaktive Performanz auf heutigen Standard-PC-Prozessoren zu erreichen. Speziell diskutieren wir das grundlegende System-Design, die effiziente Implementierung der Kern-Algorithmen, Techniken zur Unterstützung von dynamischen Szenen, ein effizientes Parallelisierungs-Framework, und eine OpenGL-ähnliche Anwendungsschnittstelle. In ihrer Gesamtheit formen diese Techniken ein komplettes Echtzeit-Rendering-System, welches es erlaubt, extrem komplexe Szenen, hochgradig realistische und physikalisch korrekte Effekte, und sogar physikalisch-basierte Beleuchtungssimulation interaktiv zu berechnen. Im letzten Teil der Dissertation behandeln wir dann die Implikationen und das Potential, welches Echtzeit Ray-Tracing für die Globale Beleuchtungssimulation bietet, und wie die Verfügbarkeit dieser neuen Technologie benutzt werden kann, um letztendlich auch Globale Belechtung — die physikalisch korrekte Simulation des Lichttransports — interaktiv zu berechnen
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