295 research outputs found

    Frequency Based Radiance Cache for Rendering Animations

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    International audienceWe propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling rates across an animation using a samples cache. To do so, we derive frequency bandwidths that account for the complexity of distant lights, visibility, BRDF, and temporal coherence during animation. We finaly apply a cross-bilateral filter when rendering our final images from sparse sets of shading points placed according to our frequency-based oracles (generally < 25% of the pixels, per frame)

    Acceleration Techniques for Photo Realistic Computer Generated Integral Images

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    The research work presented in this thesis has approached the task of accelerating the generation of photo-realistic integral images produced by integral ray tracing. Ray tracing algorithm is a computationally exhaustive algorithm, which spawns one ray or more through each pixel of the pixels forming the image, into the space containing the scene. Ray tracing integral images consumes more processing time than normal images. The unique characteristics of the 3D integral camera model has been analysed and it has been shown that different coherency aspects than normal ray tracing can be investigated in order to accelerate the generation of photo-realistic integral images. The image-space coherence has been analysed describing the relation between rays and projected shadows in the scene rendered. Shadow cache algorithm has been adapted in order to minimise shadow intersection tests in integral ray tracing. Shadow intersection tests make the majority of the intersection tests in ray tracing. Novel pixel-tracing styles are developed uniquely for integral ray tracing to improve the image-space coherence and the performance of the shadow cache algorithm. Acceleration of the photo-realistic integral images generation using the image-space coherence information between shadows and rays in integral ray tracing has been achieved with up to 41 % of time saving. Also, it has been proven that applying the new styles of pixel-tracing does not affect of the scalability of integral ray tracing running over parallel computers. The novel integral reprojection algorithm has been developed uniquely through geometrical analysis of the generation of integral image in order to use the tempo-spatial coherence information within the integral frames. A new derivation of integral projection matrix for projecting points through an axial model of a lenticular lens has been established. Rapid generation of 3D photo-realistic integral frames has been achieved with a speed four times faster than the normal generation

    Free-viewpoint Indoor Neural Relighting from Multi-view Stereo

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    We introduce a neural relighting algorithm for captured indoors scenes, that allows interactive free-viewpoint navigation. Our method allows illumination to be changed synthetically, while coherently rendering cast shadows and complex glossy materials. We start with multiple images of the scene and a 3D mesh obtained by multi-view stereo (MVS) reconstruction. We assume that lighting is well-explained as the sum of a view-independent diffuse component and a view-dependent glossy term concentrated around the mirror reflection direction. We design a convolutional network around input feature maps that facilitate learning of an implicit representation of scene materials and illumination, enabling both relighting and free-viewpoint navigation. We generate these input maps by exploiting the best elements of both image-based and physically-based rendering. We sample the input views to estimate diffuse scene irradiance, and compute the new illumination caused by user-specified light sources using path tracing. To facilitate the network's understanding of materials and synthesize plausible glossy reflections, we reproject the views and compute mirror images. We train the network on a synthetic dataset where each scene is also reconstructed with MVS. We show results of our algorithm relighting real indoor scenes and performing free-viewpoint navigation with complex and realistic glossy reflections, which so far remained out of reach for view-synthesis techniques

    Radiance interpolants for interactive scene editing and ray tracing

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1999.Includes bibliographical references (p. 189-197).by Kavita Bala.Ph.D

    Virtual Objects on Real Oceans

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    International audienceAugmented Reality (AR) aims to provide means to integrate virtual objects in a real scene. In that context it is often necessary to recover geometrical information such as objects shapes from the scene in order to add new objects. This paper proposes a semiautomatic method to reconstruct the surface of the ocean from a real ocean scene. A detection algorithm is applied to identify significant waves crestlines. A virtual ocean is then reconstructed using Gerstner model; its parameters are inferred and adjusted by the user to match the crestlines and to provide a smooth reconstruction between adjacent waves. An application is presented to insert a virtual object in the real ocean scene that computes correct occlusions between the ocean surface and the object and uses OpenGL for real-time renderin

    High Performance Stereoscopic Ray Tracing on the GPU

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    High Performance Stereoscopic Ray Tracing on the GPU

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    Efficient rendering for three-dimensional displays

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    This thesis explores more efficient methods for visualizing point data sets on three-dimensional (3D) displays. Point data sets are used in many scientific applications, e.g. cosmological simulations. Visualizing these data sets in {3D} is desirable because it can more readily reveal structure and unknown phenomena. However, cutting-edge scientific point data sets are very large and producing/rendering even a single image is expensive. Furthermore, current literature suggests that the ideal number of views for 3D (multiview) displays can be in the hundreds, which compounds the costs. The accepted notion that many views are required for {3D} displays is challenged by carrying out a novel human factor trials study. The results suggest that humans are actually surprisingly insensitive to the number of viewpoints with regard to their task performance, when occlusion in the scene is not a dominant factor. Existing stereoscopic rendering algorithms can have high set-up costs which limits their use and none are tuned for uncorrelated {3D} point rendering. This thesis shows that it is possible to improve rendering speeds for a low number of views by perspective reprojection. The novelty in the approach described lies in delaying the reprojection and generation of the viewpoints until the fragment stage of the pipeline and streamlining the rendering pipeline for points only. Theoretical analysis suggests a fragment reprojection scheme will render at least 2.8 times faster than na\"{i}vely re-rendering the scene from multiple viewpoints. Building upon the fragment reprojection technique, further rendering performance is shown to be possible (at the cost of some rendering accuracy) by restricting the amount of reprojection required according to the stereoscopic resolution of the display. A significant benefit is that the scene depth can be mapped arbitrarily to the perceived depth range of the display at no extra cost than a single region mapping approach. Using an average case-study (rendering from a 500k points for a 9-view High Definition 3D display), theoretical analysis suggests that this new approach is capable of twice the performance gains than simply reprojecting every single fragment, and quantitative measures show the algorithm to be 5 times faster than a naïve rendering approach. Further detailed quantitative results, under varying scenarios, are provided and discussed
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