34 research outputs found

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets

    Temporal Resolution Multiplexing: Exploiting the limitations of spatio-temporal vision for more efficient VR rendering.

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    Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per second at high resolution with good-quality antialiasing. The video data sent to a VR headset requires high bandwidth, achievable only on dedicated links. In this paper we explain how rendering requirements and transmission bandwidth can be reduced using a conceptually simple technique that integrates well with existing rendering pipelines. Every even-numbered frame is rendered at a lower resolution, and every odd-numbered frame is kept at high resolution but is modified in order to compensate for the previous loss of high spatial frequencies. When the frames are seen at a high frame rate, they are fused and perceived as high-resolution and high-frame-rate animation. The technique relies on the limited ability of the visual system to perceive high spatio-temporal frequencies. Despite its conceptual simplicity, correct execution of the technique requires a number of non-trivial steps: display photometric temporal response must be modeled, flicker and motion artifacts must be avoided, and the generated signal must not exceed the dynamic range of the display. Our experiments, performed on a high-frame-rate LCD monitor and OLED-based VR headsets, explore the parameter space of the proposed technique and demonstrate that its perceived quality is indistinguishable from full-resolution rendering. The technique is an attractive alternative to reprojection and resolution reduction of all frames.European Research Council; European Union Horizon 2020 research and innovation programm

    Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution

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    Polunseuranta on tietokonegrafiikan piirtotekniikka, jota on käytetty pääasiassa ei-reaaliaikaisen realistisen piirron tekemiseen. Polunseuranta tukee luonnostaan monia muilla tekniikoilla vaikeasti saavutettavia todellisen valon ilmiöitä kuten heijastuksia ja taittumista. Reaaliaikainen polunseuranta on hankalaa polunseurannan suuren laskentavaatimuksen takia. Siksi nykyiset reaaliaikaiset polunseurantasysteemi tuottavat erittäin kohinaisia kuvia, jotka tyypillisesti suodatetaan jälkikäsittelykohinanpoisto-suodattimilla. Erittäin immersiivisiä käyttäjäkokemuksia voitaisiin luoda polunseurannalla, joka täyttäisi laajennetun todellisuuden vaatimukset suuresta resoluutiosta riittävän matalassa vasteajassa. Yksi mahdollinen ratkaisu näiden vaatimusten täyttämiseen voisi olla katsekeskeinen polunseuranta, jossa piirron resoluutiota vähennetään katseen reunoilla. Tämän johdosta piirron laatu on katseen reunoilla sekä harvaa että kohinaista, mikä asettaa suuren roolin lopullisen kuvan koostavalle suodattimelle. Tässä työssä esitellään ensimmäinen reaaliajassa toimiva regressionsuodatin. Suodatin on suunniteltu kohinaisille kuville, joissa on yksi polunseurantanäyte pikseliä kohden. Nopea suoritus saavutetaan tiileissä käsittelemällä ja nopealla sovituksen toteutuksella. Lisäksi työssä esitellään Visual-Polar koordinaattiavaruus, joka jakaa polunseurantanäytteet siten, että niiden jakauma seuraa silmän herkkyysmallia. Visual-Polar-avaruuden etu muihin tekniikoiden nähden on että se vähentää työmäärää sekä polunseurannassa että suotimessa. Nämä tekniikat esittelevät toimivan prototyypin katsekeskeisestä polunseurannasta, ja saattavat toimia tienraivaajina laajamittaiselle realistisen reaaliaikaisen polunseurannan käyttöönotolle.Photo-realistic offline rendering is currently done with path tracing, because it naturally produces many real-life light effects such as reflections, refractions and caustics. These effects are hard to achieve with other rendering techniques. However, path tracing in real time is complicated due to its high computational demand. Therefore, current real-time path tracing systems can only generate very noisy estimate of the final frame, which is then denoised with a post-processing reconstruction filter. A path tracing-based rendering system capable of filling the high resolution in the low latency requirements of mixed reality devices would generate a very immersive user experience. One possible solution for fulfilling these requirements could be foveated path tracing, wherein the rendering resolution is reduced in the periphery of the human visual system. The key challenge is that the foveated path tracing in the periphery is both sparse and noisy, placing high demands on the reconstruction filter. This thesis proposes the first regression-based reconstruction filter for path tracing that runs in real time. The filter is designed for highly noisy one sample per pixel inputs. The fast execution is accomplished with blockwise processing and fast implementation of the regression. In addition, a novel Visual-Polar coordinate space which distributes the samples according to the contrast sensitivity model of the human visual system is proposed. The specialty of Visual-Polar space is that it reduces both path tracing and reconstruction work because both of them can be done with smaller resolution. These techniques enable a working prototype of a foveated path tracing system and may work as a stepping stone towards wider commercial adoption of photo-realistic real-time path tracing

    Colour videos with depth : acquisition, processing and evaluation

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    The human visual system lets us perceive the world around us in three dimensions by integrating evidence from depth cues into a coherent visual model of the world. The equivalent in computer vision and computer graphics are geometric models, which provide a wealth of information about represented objects, such as depth and surface normals. Videos do not contain this information, but only provide per-pixel colour information. In this dissertation, I hence investigate a combination of videos and geometric models: videos with per-pixel depth (also known as RGBZ videos). I consider the full life cycle of these videos: from their acquisition, via filtering and processing, to stereoscopic display. I propose two approaches to capture videos with depth. The first is a spatiotemporal stereo matching approach based on the dual-cross-bilateral grid – a novel real-time technique derived by accelerating a reformulation of an existing stereo matching approach. This is the basis for an extension which incorporates temporal evidence in real time, resulting in increased temporal coherence of disparity maps – particularly in the presence of image noise. The second acquisition approach is a sensor fusion system which combines data from a noisy, low-resolution time-of-flight camera and a high-resolution colour video camera into a coherent, noise-free video with depth. The system consists of a three-step pipeline that aligns the video streams, efficiently removes and fills invalid and noisy geometry, and finally uses a spatiotemporal filter to increase the spatial resolution of the depth data and strongly reduce depth measurement noise. I show that these videos with depth empower a range of video processing effects that are not achievable using colour video alone. These effects critically rely on the geometric information, like a proposed video relighting technique which requires high-quality surface normals to produce plausible results. In addition, I demonstrate enhanced non-photorealistic rendering techniques and the ability to synthesise stereoscopic videos, which allows these effects to be applied stereoscopically. These stereoscopic renderings inspired me to study stereoscopic viewing discomfort. The result of this is a surprisingly simple computational model that predicts the visual comfort of stereoscopic images. I validated this model using a perceptual study, which showed that it correlates strongly with human comfort ratings. This makes it ideal for automatic comfort assessment, without the need for costly and lengthy perceptual studies

    Perceptual model for adaptive local shading and refresh rate

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    When the rendering budget is limited by power or time, it is necessary to find the combination of rendering parameters, such as resolution and refresh rate, that could deliver the best quality. Variable-rate shading (VRS), introduced in the last generations of GPUs, enables fine control of the rendering quality, in which each 16×16 image tile can be rendered with a different ratio of shader executions. We take advantage of this capability and propose a new method for adaptive control of local shading and refresh rate. The method analyzes texture content, on-screen velocities, luminance, and effective resolution and suggests the refresh rate and a VRS state map that maximizes the quality of animated content under a limited budget. The method is based on the new content-adaptive metric of judder, aliasing, and blur, which is derived from the psychophysical models of contrast sensitivity. To calibrate and validate the metric, we gather data from literature and also collect new measurements of motion quality under variable shading rates, different velocities of motion, texture content, and display capabilities, such as refresh rate, persistence, and angular resolution. The proposed metric and adaptive shading method is implemented as a game engine plugin. Our experimental validation shows a substantial increase in preference of our method over rendering with a fixed resolution and refresh rate, and an existing motion-adaptive techniqu

    Plenoptic Signal Processing for Robust Vision in Field Robotics

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    This thesis proposes the use of plenoptic cameras for improving the robustness and simplicity of machine vision in field robotics applications. Dust, rain, fog, snow, murky water and insufficient light can cause even the most sophisticated vision systems to fail. Plenoptic cameras offer an appealing alternative to conventional imagery by gathering significantly more light over a wider depth of field, and capturing a rich 4D light field structure that encodes textural and geometric information. The key contributions of this work lie in exploring the properties of plenoptic signals and developing algorithms for exploiting them. It lays the groundwork for the deployment of plenoptic cameras in field robotics by establishing a decoding, calibration and rectification scheme appropriate to compact, lenslet-based devices. Next, the frequency-domain shape of plenoptic signals is elaborated and exploited by constructing a filter which focuses over a wide depth of field rather than at a single depth. This filter is shown to reject noise, improving contrast in low light and through attenuating media, while mitigating occluders such as snow, rain and underwater particulate matter. Next, a closed-form generalization of optical flow is presented which directly estimates camera motion from first-order derivatives. An elegant adaptation of this "plenoptic flow" to lenslet-based imagery is demonstrated, as well as a simple, additive method for rendering novel views. Finally, the isolation of dynamic elements from a static background is considered, a task complicated by the non-uniform apparent motion caused by a mobile camera. Two elegant closed-form solutions are presented dealing with monocular time-series and light field image pairs. This work emphasizes non-iterative, noise-tolerant, closed-form, linear methods with predictable and constant runtimes, making them suitable for real-time embedded implementation in field robotics applications

    Plenoptic Signal Processing for Robust Vision in Field Robotics

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    This thesis proposes the use of plenoptic cameras for improving the robustness and simplicity of machine vision in field robotics applications. Dust, rain, fog, snow, murky water and insufficient light can cause even the most sophisticated vision systems to fail. Plenoptic cameras offer an appealing alternative to conventional imagery by gathering significantly more light over a wider depth of field, and capturing a rich 4D light field structure that encodes textural and geometric information. The key contributions of this work lie in exploring the properties of plenoptic signals and developing algorithms for exploiting them. It lays the groundwork for the deployment of plenoptic cameras in field robotics by establishing a decoding, calibration and rectification scheme appropriate to compact, lenslet-based devices. Next, the frequency-domain shape of plenoptic signals is elaborated and exploited by constructing a filter which focuses over a wide depth of field rather than at a single depth. This filter is shown to reject noise, improving contrast in low light and through attenuating media, while mitigating occluders such as snow, rain and underwater particulate matter. Next, a closed-form generalization of optical flow is presented which directly estimates camera motion from first-order derivatives. An elegant adaptation of this "plenoptic flow" to lenslet-based imagery is demonstrated, as well as a simple, additive method for rendering novel views. Finally, the isolation of dynamic elements from a static background is considered, a task complicated by the non-uniform apparent motion caused by a mobile camera. Two elegant closed-form solutions are presented dealing with monocular time-series and light field image pairs. This work emphasizes non-iterative, noise-tolerant, closed-form, linear methods with predictable and constant runtimes, making them suitable for real-time embedded implementation in field robotics applications

    Towards Interactive Photorealistic Rendering

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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
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