9,212 research outputs found
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
Dynamics of light propagation in spatiotemporal dielectric structures
Propagation, transmission and reflection properties of linearly polarized
plane waves and arbitrarily short electromagnetic pulses in one-dimensional
dispersionless dielectric media possessing an arbitrary space-time dependence
of the refractive index are studied by using a two-component, highly symmetric
version of Maxwell's equations. The use of any slow varying amplitude
approximation is avoided. Transfer matrices of sharp nonstationary interfaces
are calculated explicitly, together with the amplitudes of all secondary waves
produced in the scattering. Time-varying multilayer structures and
spatiotemporal lenses in various configurations are investigated analytically
and numerically in a unified approach. Several new effects are reported, such
as pulse compression, broadening and spectral manipulation of pulses by a
spatiotemporal lens, and the closure of the forbidden frequency gaps with the
subsequent opening of wavenumber bandgaps in a generalized Bragg reflector
A Qualitative and Quantitative Evaluation of 8 Clear Sky Models
We provide a qualitative and quantitative evaluation of 8 clear sky models
used in Computer Graphics. We compare the models with each other as well as
with measurements and with a reference model from the physics community. After
a short summary of the physics of the problem, we present the measurements and
the reference model, and how we "invert" it to get the model parameters. We
then give an overview of each CG model, and detail its scope, its algorithmic
complexity, and its results using the same parameters as in the reference
model. We also compare the models with a perceptual study. Our quantitative
results confirm that the less simplifications and approximations are used to
solve the physical equations, the more accurate are the results. We conclude
with a discussion of the advantages and drawbacks of each model, and how to
further improve their accuracy
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
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