1,344 research outputs found

    Physically-based rendering of human skin

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    This thesis explores a set of screen space physically-based subsurface scattering algorithms in order to improve the rendering of scanned human faces. Moreover, it presents extensions and introduces some PBR strategies to produce high quality renders. Finally, the implemented methods are evaluated

    Learning Object-Centric Neural Scattering Functions for Free-viewpoint Relighting and Scene Composition

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    Photorealistic object appearance modeling from 2D images is a constant topic in vision and graphics. While neural implicit methods (such as Neural Radiance Fields) have shown high-fidelity view synthesis results, they cannot relight the captured objects. More recent neural inverse rendering approaches have enabled object relighting, but they represent surface properties as simple BRDFs, and therefore cannot handle translucent objects. We propose Object-Centric Neural Scattering Functions (OSFs) for learning to reconstruct object appearance from only images. OSFs not only support free-viewpoint object relighting, but also can model both opaque and translucent objects. While accurately modeling subsurface light transport for translucent objects can be highly complex and even intractable for neural methods, OSFs learn to approximate the radiance transfer from a distant light to an outgoing direction at any spatial location. This approximation avoids explicitly modeling complex subsurface scattering, making learning a neural implicit model tractable. Experiments on real and synthetic data show that OSFs accurately reconstruct appearances for both opaque and translucent objects, allowing faithful free-viewpoint relighting as well as scene composition. Project website: https://kovenyu.com/osf/Comment: Project website: https://kovenyu.com/osf/ Journal extension of arXiv:2012.08503. The first two authors contributed equally to this wor

    Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

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    The realism of a scene basically depends on the quality of the geometry, the illumination and the materials that are used. Whereas many sources for the creation of three-dimensional geometry exist and numerous algorithms for the approximation of global illumination were presented, the acquisition and rendering of realistic materials remains a challenging problem. Realistic materials are very important in computer graphics, because they describe the reflectance properties of surfaces, which are based on the interaction of light and matter. In the real world, an enormous diversity of materials can be found, comprising very different properties. One important objective in computer graphics is to understand these processes, to formalize them and to finally simulate them. For this purpose various analytical models do already exist, but their parameterization remains difficult as the number of parameters is usually very high. Also, they fail for very complex materials that occur in the real world. Measured materials, on the other hand, are prone to long acquisition time and to huge input data size. Although very efficient statistical compression algorithms were presented, most of them do not allow for editability, such as altering the diffuse color or mesostructure. In this thesis, a material representation is introduced that makes it possible to edit these features. This makes it possible to re-use the acquisition results in order to easily and quickly create deviations of the original material. These deviations may be subtle, but also substantial, allowing for a wide spectrum of material appearances. The approach presented in this thesis is not based on compression, but on a decomposition of the surface into several materials with different reflection properties. Based on a microfacette model, the light-matter interaction is represented by a function that can be stored in an ordinary two-dimensional texture. Additionally, depth information, local rotations, and the diffuse color are stored in these textures. As a result of the decomposition, some of the original information is inevitably lost, therefore an algorithm for the efficient simulation of subsurface scattering is presented as well. Another contribution of this work is a novel perception-based simplification metric that includes the material of an object. This metric comprises features of the human visual system, for example trichromatic color perception or reduced resolution. The proposed metric allows for a more aggressive simplification in regions where geometric metrics do not simplif

    Extending LEAN Mapping to Subsurface Scattering

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    O objectivo desta tese passa por extender LEAN mapping para incorporar o efeito da dispersão da luz sob a superfície (Subsurface Scattering) existente em materiais translúcidos como o mármore ou a pele, criando um modelo suficientemente simples de incluir nos actuais fluxos de desenvolvimento de aplicações gráficas.Para o sucesso deste projecto é, então, importante perceber qual é o estado da arte em dos modelos de shading em termos desse efeito, assim como o que é LEAN mapping e como pode ser aplicado a típicos modelos. Este documento apresenta um visão global dos conceitos mais importantes.Tipicamente, a dispersão da luz sob a superfície de um material é obtida através da aplicação de filtros de esbatimento (blur filters) nas texturas responsáveis pela cor do objecto. No entanto, trabalhos anteriores concluíram que, ao ter cada normal RGB a apontar em diferentes direcções, é possível obter um efeito de dispersão realista. Isto significa que, potencialmente, é possível aplicar um filtro de blur aos normal maps e obter resultados semelhantes. Se estes filtros forem aplicados aos LEAN maps, pode-se ainda obter melhores resultados devido à inclusão dos detalhes de especularidade.Este processo pode ser implementado através de uma abordagem de renderização adiada (deferred rendering) e aplicar o filtro ao G-Buffer. Porém, a curvatura de um objecto pode ser importante dependendo da profundidade a que a luz penetra a superfície e do quão curvo esse objecto é. Ao projectar a informação do objecto para um plano comum, é possível capturar a informação necessária e, então, o filtro pode ser aplicado.Comparando com resultados de trabalhos relacionados nota-se que foi possível remover alguns artefactos mas, em termos de frame rate, há uma discrepância significativa pois esta nova técnica é, sensivelmente, quatro vezes mais lenta do que a técnica à qual foi comparada. Esta redução pode ser atribuída ao número de texturas a que o filtro de blur é aplicado.Resumindo, o trabalho apresentado neste documento é válido e mostra alguns pontos interessantes em contexto da dispersão da luz sob a superfície. No entanto, há aspectos que podem, certamente, serem melhorados.The goal of this thesis is to extend LEAN Mapping to incorporate the Subsurface Scattering effect which exists on translucent materials, such as marble or skin, while producing a model that is sufficiently simple in order to be easily incorporated into current art assets and pipelines.For the success of this project it is therefore important to know what is the current state of shading models in terms of the subsurface scattering effect, as well as what is LEAN mapping and how it can be incorporated into popular models. This document provides an overview of the most important concepts for such an understanding.Typically, a subsurface scattering effect is obtained by blurring the diffuse texture, however, previous works have found that by having each individual RGB normal pointing in different directions, it is possible to achieve a realistic scattering effect. This means that it could, potentially, be possible to apply those blurs to normal maps and have similar results. By applying it to the LEAN maps, we can further refine the process to include more detailed specular highlights.This can be done by having a deferred rendering approach and applying the blur to the G-Buffer. However, object curvature can be important depending on how curved the object is and how deep the light penetrates. By projecting onto a common plane, it is possible to capture that information and the blur can then be applied.Result comparison with previous works shows the elimination of some artifacts. Nevertheless, in frame rate terms, there is a significant decrease in performance, attributed to the number of textures being blurred. On average, rendering a frame takes about four times longer.In short, the work presented in this document is valid and shows some promise in subsurface scattering contexts, however, it can certainly be improved in the future

    Deep Underground Science and Engineering Laboratory - Preliminary Design Report

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    The DUSEL Project has produced the Preliminary Design of the Deep Underground Science and Engineering Laboratory (DUSEL) at the rehabilitated former Homestake mine in South Dakota. The Facility design calls for, on the surface, two new buildings - one a visitor and education center, the other an experiment assembly hall - and multiple repurposed existing buildings. To support underground research activities, the design includes two laboratory modules and additional spaces at a level 4,850 feet underground for physics, biology, engineering, and Earth science experiments. On the same level, the design includes a Department of Energy-shepherded Large Cavity supporting the Long Baseline Neutrino Experiment. At the 7,400-feet level, the design incorporates one laboratory module and additional spaces for physics and Earth science efforts. With input from some 25 science and engineering collaborations, the Project has designed critical experimental space and infrastructure needs, including space for a suite of multidisciplinary experiments in a laboratory whose projected life span is at least 30 years. From these experiments, a critical suite of experiments is outlined, whose construction will be funded along with the facility. The Facility design permits expansion and evolution, as may be driven by future science requirements, and enables participation by other agencies. The design leverages South Dakota's substantial investment in facility infrastructure, risk retirement, and operation of its Sanford Laboratory at Homestake. The Project is planning education and outreach programs, and has initiated efforts to establish regional partnerships with underserved populations - regional American Indian and rural populations

    3D climate modeling of close-in land planets: Circulation patterns, climate moist bistability and habitability

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    The inner edge of the classical habitable zone is often defined by the critical flux needed to trigger the runaway greenhouse instability. This 1D notion of a critical flux, however, may not be so relevant for inhomogeneously irradiated planets, or when the water content is limited (land planets). Here, based on results from our 3D global climate model, we find that the circulation pattern can shift from super-rotation to stellar/anti stellar circulation when the equatorial Rossby deformation radius significantly exceeds the planetary radius. Using analytical and numerical arguments, we also demonstrate the presence of systematic biases between mean surface temperatures or temperature profiles predicted from either 1D or 3D simulations. Including a complete modeling of the water cycle, we further demonstrate that for land planets closer than the inner edge of the classical habitable zone, two stable climate regimes can exist. One is the classical runaway state, and the other is a collapsed state where water is captured in permanent cold traps. We identify this "moist" bistability as the result of a competition between the greenhouse effect of water vapor and its condensation. We also present synthetic spectra showing the observable signature of these two states. Taking the example of two prototype planets in this regime, namely Gl581c and HD85512b, we argue that they could accumulate a significant amount of water ice at their surface. If such a thick ice cap is present, gravity driven ice flows and geothermal flux should come into play to produce long-lived liquid water at the edge and/or bottom of the ice cap. Consequently, the habitability of planets at smaller orbital distance than the inner edge of the classical habitable zone cannot be ruled out. Transiting planets in this regime represent promising targets for upcoming observatories like EChO and JWST.Comment: Accepted for publication in Astronomy and Astrophysics, complete abstract in the pdf, 18 pages, 18 figure

    Fiscal year 1976 progress report on a feasibility study evaluating the use of surface penetrators for planetary exploration

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    The feasibility of employing penetrators for exploring Mars was examined. Eight areas of interest for key scientific experiments were identified. These include: seismic activity, imaging, geochemistry, water measurement, heatflow, meteorology, magnetometry, and biochemistry. In seven of the eight potential experiment categories this year's progress included: conceptual design, instrument fabrication, instrument performance evaluation, and shock loading of important components. Most of the components survived deceleration testing with negligible performance changes. Components intended to be placed inside the penetrator forebody were tested up to 3,500 g and components intended to be placed on the afterbody were tested up to 21,000 g. A field test program was conducted using tentative Mars penetrator mission constraints. Drop tests were performed at two selected terrestrial analog sites to determine the range of penetration depths for anticipated common Martian materials. Minimum penetration occurred in basalt at Amboy, California. Three full-scale penetrators penetrated 0.4 to 0.9 m into the basalt after passing through 0.3 to 0.5 m of alluvial overburden. Maximum penetration occurred in unconsolidated sediments at McCook, Nebraska. Two full-scale penetrators penetrated 2.5 to 8.5 m of sediment. Impact occurred in two kinds of sediment: loess and layered clay. Deceleration g loads of nominally 2,000 for the forebody and 20,000 for the afterbody did not present serious design problems for potential experiments. Penetrators have successfully impacted into terrestrial analogs of the probable extremes of potential Martian sites

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    Active microwave users working group program planning

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    A detailed programmatic and technical development plan for active microwave technology was examined in each of four user activities: (1) vegetation; (2) water resources and geologic applications, and (4) oceanographic applications. Major application areas were identified, and the impact of each application area in terms of social and economic gains were evaluated. The present state of knowledge of the applicability of active microwave remote sensing to each application area was summarized and its role relative to other remote sensing devices was examined. The analysis and data acquisition techniques needed to resolve the effects of interference factors were reviewed to establish an operational capability in each application area. Flow charts of accomplished and required activities in each application area that lead to operational capability were structured
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