22 research outputs found
Computational Light Transport for Forward and Inverse Problems.
El transporte de luz computacional comprende todas las técnicas usadas para calcular el flujo de luz en una escena virtual. Su uso es ubicuo en distintas aplicaciones, desde entretenimiento y publicidad, hasta diseño de producto, ingenierÃa y arquitectura, incluyendo el generar datos validados para técnicas basadas en imagen por ordenador. Sin embargo, simular el transporte de luz de manera precisa es un proceso costoso. Como consecuencia, hay que establecer un balance entre la fidelidad de la simulación fÃsica y su coste computacional. Por ejemplo, es común asumir óptica geométrica o una velocidad de propagación de la luz infinita, o simplificar los modelos de reflectancia ignorando ciertos fenómenos. En esta tesis introducimos varias contribuciones a la simulación del transporte de luz, dirigidas tanto a mejorar la eficiencia del cálculo de la misma, como a expandir el rango de sus aplicaciones prácticas. Prestamos especial atención a remover la asunción de una velocidad de propagación infinita, generalizando el transporte de luz a su estado transitorio. Respecto a la mejora de eficiencia, presentamos un método para calcular el flujo de luz que incide directamente desde luminarias en un sistema de generación de imágenes por Monte Carlo, reduciendo significativamente la variancia de las imágenes resultantes usando el mismo tiempo de ejecución. Asimismo, introducimos una técnica basada en estimación de densidad en el estado transitorio, que permite reusar mejor las muestras temporales en un medio parcipativo. En el dominio de las aplicaciones, también introducimos dos nuevos usos del transporte de luz: Un modelo para simular un tipo especial de pigmentos gonicromáticos que exhiben apariencia perlescente, con el objetivo de proveer una forma de edición intuitiva para manufactura, y una técnica de imagen sin lÃnea de visión directa usando información del tiempo de vuelo de la luz, construida sobre un modelo de propagación de la luz basado en ondas.<br /
Inverse rendering techniques for physically grounded image editing
From a single picture of a scene, people can typically grasp the spatial layout immediately and even make good guesses at materials properties and where light is coming from to illuminate the scene. For example, we can reliably tell which objects occlude others, what an object is made of and its rough shape, regions that are illuminated or in shadow, and so on. It is interesting how little is known about our ability to make these determinations; as such, we are still not able to robustly "teach" computers to make the same high-level observations as people.
This document presents algorithms for understanding intrinsic scene properties from single images. The goal of these inverse rendering techniques is to estimate the configurations of scene elements (geometry, materials, luminaires, camera parameters, etc) using only information visible in an image. Such algorithms have applications in robotics and computer graphics. One such application is in physically grounded image editing: photo editing made easier by leveraging knowledge of the physical space. These applications allow sophisticated editing operations to be performed in a matter of seconds, enabling seamless addition, removal, or relocation of objects in images
Simulating Non-Lambertian Phenomena Involving Linearly-Varying Luminaires
We present a new technique for exactly computing glossy reflections and transmissions of polygonal Lambertian luminaires with linearly-varying radiant exitance. To derive the underlying closed-form expressions, we introduce a rational generalization of irradiance tensors and an associated recurrence relation
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Discomfort glare, light scatter, and scene structure
Since the start of the Industrial Revolution there has been a general improvement in working conditions. As part of this process, light in the work place was recognised as an important environmental factor. In the early years of the 20th century it was also recognised that in providing adequate lighting for a particular working environment, there was a need to avoid the potential negative effects of too much, or inappropriately distributed, light. One of the negative effects of light in the work place was glare.
Holladay (Holladay, (1926)) attributed the negative effects of glare to impairment of vision caused by light scatter. Stiles (Stiles, (1929)) refuted Holladay's case by arguing that only a small proportion of the reduction in task visibility could be attributed to light scatter effects (where task visibility is a measure of how far above the visual threshold a task's contrast is). Stiles distinguished disability glare, a light scatter effect, from discomfort glare which was glare that could not be attributed to light scatter. The distinction made by Stiles resulted in the separate development of discomfort and disability glare models. Very few, if any, studies since Stiles have re-evaluated the potential association between subjectively rated discomfort glare, and physically based disability glare.
In the study reported here, subjects were asked to set the appearance of a 2° glare source so that it appeared at the Borderline between Comfort and Discomfort, or BCD (Guth, (1963)). Each subject's visual threshold for a 4 cycle per degree spatial grating was measured under BCD and control conditions, and a comparison made to assess if light scatter effects from the glare source influenced threshold contrast, Cth.
The results of the study indicate that Cth, can be lower in the presence of the glare source set to BCD. This anomaly may be explained by improvement in image quality caused by the glare source driving the pupil to a smaller diameter.
More significantly, there was found to be a strong correlation between subjective BCD settings and age, and also between BCD settings and control condition Cth. Both of these results suggest an influence of light scatter on BCD settings of discomfort glare. This conclusion was further supported by the fitting to the data of the independently reported stray light function of Ijspeert et al (Ijspeert et al, (1990)). Thus the results strongly suggest a correlation between subjective BCD settings of a glare source and light scatter function. A conclusion that substantially weakens Stiles' argument that discomfort glare is not dependent on light scatter effects. Using the results of the study, a new threshold type model for assessing discomfort glare is proposed, which explicitly includes age as a parameter.
However, much variance remains to be explained in the glare data. Therefore, a second theme investigated in the dissertation is the possible association between scene visual structure and visual discomfort. The results of this study indicate that there is a small but significant difference in the image structure of natural and man made environments. This difference may contribute to visual discomfort, but will require further investigation
Doctor of Philosophy
dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest
Toward a Perceptually-relevant Theory of Appearance
Two approaches are commonly employed in Computer Graphics to design and adjust the appearance of objects in a scene. A full 3D environment may be created, through geometrical, material and lighting modeling, then rendered using a simulation of light transport; appearance is then controlled in ways similar to photography. A radically different approach consists in providing 2D digital drawing tools to an artist, whom with enough talent and time will be able to create images of objects having the desired appearance; this is obviously strongly similar to what traditional artists do, with the computer being a mere modern drawing tool.In this document, I present research projects that have investigated a third approach, whereby pictorial elements of appearance are explicitly manipulated by an artist. On the one side, such an alternative approach offers a direct control over appearance, with novel applications in vector drawing, scientific illustration, special effects and video games. On the other side, it provides an modern method for putting our current knowledge of the perception of appearance to the test, as well as to suggest new models for human vision along the way