125,563 research outputs found
Object-based Illumination Estimation with Rendering-aware Neural Networks
We present a scheme for fast environment light estimation from the RGBD
appearance of individual objects and their local image areas. Conventional
inverse rendering is too computationally demanding for real-time applications,
and the performance of purely learning-based techniques may be limited by the
meager input data available from individual objects. To address these issues,
we propose an approach that takes advantage of physical principles from inverse
rendering to constrain the solution, while also utilizing neural networks to
expedite the more computationally expensive portions of its processing, to
increase robustness to noisy input data as well as to improve temporal and
spatial stability. This results in a rendering-aware system that estimates the
local illumination distribution at an object with high accuracy and in real
time. With the estimated lighting, virtual objects can be rendered in AR
scenarios with shading that is consistent to the real scene, leading to
improved realism.Comment: ECCV 202
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Sheared Interpolation and Gradient Estimation for Real-Time Volume Renderings
In this paper we present a technique for the interactive
control and display of static and dynamic 3D datasets.
We describe novel ways of tri-linear interpolation and
gradient estimation for a real-time volume rendering
system, using coherency between rays. We show simulation results that compare the proposed methods to traditional algorithms and present them in the context of
Cube-3, a special-purpose architecture capable of rendering 5123 16-bit per voxel datasets at over 20 frames per
second.Engineering and Applied Science
Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality
Real-time occlusion handling is a major problem in outdoor mixed reality
system because it requires great computational cost mainly due to the
complexity of the scene. Using only segmentation, it is difficult to accurately
render a virtual object occluded by complex objects such as trees, bushes etc.
In this paper, we propose a novel occlusion handling method for real-time,
outdoor, and omni-directional mixed reality system using only the information
from a monocular image sequence. We first present a semantic segmentation
scheme for predicting the amount of visibility for different type of objects in
the scene. We also simultaneously calculate a foreground probability map using
depth estimation derived from optical flow. Finally, we combine the
segmentation result and the probability map to render the computer generated
object and the real scene using a visibility-based rendering method. Our
results show great improvement in handling occlusions compared to existing
blending based methods
On-the-Fly Power-Aware Rendering
Power saving is a prevailing concern in desktop computers and, especially, in battery-powered devices such as mobile phones. This is generating a growing demand for power-aware graphics applications that can extend battery life, while preserving good quality. In this paper, we address this issue by presenting a real-time power-efficient rendering framework, able to dynamically select the rendering configuration with the best quality within a given power budget. Different from the current state of the art, our method does not require precomputation of the whole camera-view space, nor Pareto curves to explore the vast power-error space; as such, it can also handle dynamic scenes. Our algorithm is based on two key components: our novel power prediction model, and our runtime quality error estimation mechanism. These components allow us to search for the optimal rendering configuration at runtime, being transparent to the user. We demonstrate the performance of our framework on two different platforms: a desktop computer, and a mobile device. In both cases, we produce results close to the maximum quality, while achieving significant power savings
LIME: Live Intrinsic Material Estimation
We present the first end to end approach for real time material estimation
for general object shapes with uniform material that only requires a single
color image as input. In addition to Lambertian surface properties, our
approach fully automatically computes the specular albedo, material shininess,
and a foreground segmentation. We tackle this challenging and ill posed inverse
rendering problem using recent advances in image to image translation
techniques based on deep convolutional encoder decoder architectures. The
underlying core representations of our approach are specular shading, diffuse
shading and mirror images, which allow to learn the effective and accurate
separation of diffuse and specular albedo. In addition, we propose a novel
highly efficient perceptual rendering loss that mimics real world image
formation and obtains intermediate results even during run time. The estimation
of material parameters at real time frame rates enables exciting mixed reality
applications, such as seamless illumination consistent integration of virtual
objects into real world scenes, and virtual material cloning. We demonstrate
our approach in a live setup, compare it to the state of the art, and
demonstrate its effectiveness through quantitative and qualitative evaluation.Comment: 17 pages, Spotlight paper in CVPR 201
VIRIM, A Real-Time Volume Rendering System for Medicine
VIRIM, a real-time direct volume rendering system is presented. The system is freely programmable and supports models like a-compositing, front-to-back (back-to-front) techniques, and the slab method. The hardware system is divided into two units, a geometry unit and a raycast unit. The geometry unit performs resampling and gradient estimation and is mapped directly into hardware. It supports different resampling filters in order to reduce resampling artifacts. The raycast unit consists of 16 digital signal processors that perform the programmable ray- casting. The software of VIRIM is layered and provides manipulation tools for the data during real-time visualization like arbitrary gray-value mapping and setting the region of interest. The system is under test and will be available as prototype in 1995
Real-time High Resolution Fusion of Depth Maps on GPU
A system for live high quality surface reconstruction using a single moving
depth camera on a commodity hardware is presented. High accuracy and real-time
frame rate is achieved by utilizing graphics hardware computing capabilities
via OpenCL and by using sparse data structure for volumetric surface
representation. Depth sensor pose is estimated by combining serial texture
registration algorithm with iterative closest points algorithm (ICP) aligning
obtained depth map to the estimated scene model. Aligned surface is then fused
into the scene. Kalman filter is used to improve fusion quality. Truncated
signed distance function (TSDF) stored as block-based sparse buffer is used to
represent surface. Use of sparse data structure greatly increases accuracy of
scanned surfaces and maximum scanning area. Traditional GPU implementation of
volumetric rendering and fusion algorithms were modified to exploit sparsity to
achieve desired performance. Incorporation of texture registration for sensor
pose estimation and Kalman filter for measurement integration improved accuracy
and robustness of scanning process
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