14,324 research outputs found

    Real-time Realistic Rendering Of Nature Scenes With Dynamic Lighting

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    Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    Generation and Rendering of Interactive Ground Vegetation for Real-Time Testing and Validation of Computer Vision Algorithms

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    During the development process of new algorithms for computer vision applications, testing and evaluation in real outdoor environments is time-consuming and often difficult to realize. Thus, the use of artificial testing environments is a flexible and cost-efficient alternative. As a result, the development of new techniques for simulating natural, dynamic environments is essential for real-time virtual reality applications, which are commonly known as Virtual Testbeds. Since the first basic usage of Virtual Testbeds several years ago, the image quality of virtual environments has almost reached a level close to photorealism even in real-time due to new rendering approaches and increasing processing power of current graphics hardware. Because of that, Virtual Testbeds can recently be applied in application areas like computer vision, that strongly rely on realistic scene representations. The realistic rendering of natural outdoor scenes has become increasingly important in many application areas, but computer simulated scenes often differ considerably from real-world environments, especially regarding interactive ground vegetation. In this article, we introduce a novel ground vegetation rendering approach, that is capable of generating large scenes with realistic appearance and excellent performance. Our approach features wind animation, as well as object-to-grass interaction and delivers realistically appearing grass and shrubs at all distances and from all viewing angles. This greatly improves immersion, as well as acceptance, especially in virtual training applications. Nevertheless, the rendered results also fulfill important requirements for the computer vision aspect, like plausible geometry representation of the vegetation, as well as its consistence during the entire simulation. Feature detection and matching algorithms are applied to our approach in localization scenarios of mobile robots in natural outdoor environments. We will show how the quality of computer vision algorithms is influenced by highly detailed, dynamic environments, like observed in unstructured, real-world outdoor scenes with wind and object-to-vegetation interaction

    Combining Procedural and Hand Modeling Techniques for Creating Animated Digital 3D Natural Environments

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    This thesis focuses on a systematic solution for rendering 3D photorealistic natural environments using Maya\u27s procedural methods and ZBrush. The methods used in this thesis started with comparing two industry specific procedural applications, Vue and Maya\u27s Paint Effects, to determine which is better suited for applying animated procedural effects with the highest level of fidelity and expandability. Generated objects from Paint Effects contained the highest potential through object attributes, texturing and lighting. To optimize results further, compatibility with sculpting programs such as ZBrush are required to sculpt higher levels of detail. The final combination workflow produces results used in the short film Fall. The need for producing these effects is attributed to the growth of the visual effect industry\u27s ability to deliver realistic simulated complexities of nature and as such, the public\u27s insatiable need to see them on screen. Usually, however, the requirements for delivering a photorealistic digital environment fall under tight deadlines due to various phases of the visual effects project being interconnected across multiple production houses, thereby requiring the need for effective methods to deliver a high-end visual presentation. The use of a procedural system, such as an L-system, is often an initial step within a workflow leading toward creating photorealistic vegetation for visual effects environments. Procedure-based systems, such as Maya\u27s Paint Effects, feature robust controls that can generate many natural objects. A balance is thus created between being able to model objects quickly, but with limited detail, and control. Other methods outside this system must be used to achieve higher levels of fidelity through the use of attributes, expressions, lighting and texturing. Utilizing the procedural engine within Maya\u27s Paint Effects allows the beginning stages of modeling a 3D natural environment. ZBrush\u27s manual system approach can further bring the aesthetics to a much finer degree of fidelity. The benefit in leveraging both types of systems results in photorealistic objects that preserve all of the procedural and dynamic forces specified within the Paint Effects procedural engine

    A Method to Evaluate the Stimulation of a Real World Field of View by Means of a Spectroradiometric Analysis

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    Stimulation elicited by a real world field of view is related to the color, the intensity and the direction of the information reaching the eye: different spectral power distributions of light trigger different responses. An evaluation of the stimulation provided by the field of view can be performed by measuring the spectral radiance with a spectroradiometer and weighting this data with an efficiency curve. Different weights (physical, physiological and psychological) can lead to different analyses and consequently to different results. The proposed method allows an overall and simplified evaluation of the field of view based on spectral and luminance measures and a script that processes the luminous information. The final aim of this approach is to provide further information about the light stimulation reaching the retina and to supply a qualitative evaluation of the field of view, allowing to know how much stimulation is coming from a certain area within the visual field depending on the type of surface, basing on spectral and directional information. This approach can have practical implications, allowing technicians and designers to take into consideration the possible visual fields, in order to properly shape the features of stimulation throughout the day, hence following a field of view-based dynamic design

    Reflectance Transformation Imaging (RTI) System for Ancient Documentary Artefacts

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    This tutorial summarises our uses of reflectance transformation imaging in archaeological contexts. It introduces the UK AHRC funded project reflectance Transformation Imaging for Anciant Documentary Artefacts and demonstrates imaging methodologies

    A Method to Evaluate the Stimulation of a Real World Field of View by Means of a Spectroradiometric Analysis

    Get PDF
    Stimulation elicited by a real world field of view is related to the color, the intensity and the direction of the information reaching the eye: different spectral power distributions of light trigger different responses. An evaluation of the stimulation provided by the field of view can be performed by measuring the spectral radiance with a spectroradiometer and weighting this data with an efficiency curve. Different weights (physical, physiological and psychological) can lead to different analyses and consequently to different results. The proposed method allows an overall and simplified evaluation of the field of view based on spectral and luminance measures and a script that processes the luminous information. The final aim of this approach is to provide further information about the light stimulation reaching the retina and to supply a qualitative evaluation of the field of view, allowing to know how much stimulation is coming from a certain area within the visual field depending on the type of surface, basing on spectral and directional information. This approach can have practical implications, allowing technicians and designers to take into consideration the possible visual fields, in order to properly shape the features of stimulation throughout the day, hence following a field of view-based dynamic design
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