1,047 research outputs found

    Soft bilateral filtering shadows using multiple image-based algorithms

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    This study introduces Soft Bilateral Filtering Shadows method of dynamic scenes, which uses multi-matrices of the light sample points due to lack realism in soft shadows generation in real time. While geometry-based shadow algorithm requires one pass per polygon for rendering shadow that requires time-consuming, the adopted shadow map algorithm needs a single rendering pass for each sample point of the light source to generate shadow at low cost. This method renders a complex scenes and accurately eliminating the inherent deficiencies in shadow maps. In order to compute shadow maps, view matrices were used for each sample point of the extended light source. Then penumbra region was used for interpolation based on bilateral filtering to create the soft shadows. They depend on multiple shadow maps which provide antialiasing shadow maps. The method uses fragment shader for rendering multiple shadow maps with penumbra and umbra regions. The main contribution of this article is introducing interpolation bilaterally of image-based shadows. This method makes the most effect of the computation significantly appear at the edges of the penumbra region. Furthermore, the filtering allows to obtain on the soft shadow marvelously at the lowest number possible of the light sample points. The generated soft shadows have good performance and high quality therefore, they are suitable for interactive applications. © 2016 Springer Science+Business Media New Yor

    Edge-preserving Multiscale Image Decomposition based on Local Extrema

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    We propose a new model for detail that inherently captures oscillations, a key property that distinguishes textures from individual edges. Inspired by techniques in empirical data analysis and morphological image analysis, we use the local extrema of the input image to extract information about oscillations: We define detail as oscillations between local minima and maxima. Building on the key observation that the spatial scale of oscillations are characterized by the density of local extrema, we develop an algorithm for decomposing images into multiple scales of superposed oscillations. Current edge-preserving image decompositions assume image detail to be low contrast variation. Consequently they apply filters that extract features with increasing contrast as successive layers of detail. As a result, they are unable to distinguish between high-contrast, fine-scale features and edges of similar contrast that are to be preserved. We compare our results with existing edge-preserving image decomposition algorithms and demonstrate exciting applications that are made possible by our new notion of detail

    Interactive removal and ground truth for difficult shadow scenes

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    A user-centric method for fast, interactive, robust, and high-quality shadow removal is presented. Our algorithm can perform detection and removal in a range of difficult cases, such as highly textured and colored shadows. To perform detection, an on-the-fly learning approach is adopted guided by two rough user inputs for the pixels of the shadow and the lit area. After detection, shadow removal is performed by registering the penumbra to a normalized frame, which allows us efficient estimation of nonuniform shadow illumination changes, resulting in accurate and robust removal. Another major contribution of this work is the first validated and multiscene category ground truth for shadow removal algorithms. This data set containing 186 images eliminates inconsistencies between shadow and shadow-free images and provides a range of different shadow types such as soft, textured, colored, and broken shadow. Using this data, the most thorough comparison of state-of-the-art shadow removal methods to date is performed, showing our proposed algorithm to outperform the state of the art across several measures and shadow categories. To complement our data set, an online shadow removal benchmark website is also presented to encourage future open comparisons in this challenging field of research

    Edge-preserving multiscale image decomposition based on local extrema

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    Rendering of light shaft and shadow for indoor environments enhancing technique

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    The ray marching methods have become the most attractive method to provide realism in rendering the effects of light scattering in the participating media of numerous applications. This has attracted significant attention from the scientific community. Up-sampling of ray marching methods is suitable to evaluate light scattering effects such as volumetric shadows and light shafts for rendering realistic scenes, but suffers of cost a lot for rendering. Therefore, some encouraging outcomes have been achieved by using down-sampling of ray marching approach to accelerate rendered scenes. However, these methods are inherently prone to artifacts, aliasing and incorrect boundaries due to the reduced number of sample points along view rays. This study proposed a new enhancing technique to render light shafts and shadows taking into consideration the integration light shafts, volumetric shadows, and shadows for indoor environments. This research has three major phases that cover species of the effects addressed in this thesis. The first phase includes the soft volumetric shadows creation technique called Soft Bilateral Filtering Volumetric Shadows (SoftBiF-VS). The soft shadow was created using a new algorithm called Soft Bilateral Filtering Shadow (SBFS). This technique was started by developing an algorithm called Imperfect Multi-View Soft Shadows (IMVSSs) based on down-sampling multiple point lights (DMPLs) and multiple depth maps, which are processed by using bilateral filtering to obtain soft shadows. Then, down-sampling light scattering model was used with (SBFS) to create volumetric shadows, which was improved using cross-bilateral filter to get soft volumetric shadows. In the second phase, soft light shaft was generated using a new technique called Realistic Real-Time Soft Bilateral Filtering Light Shafts (realTiSoftLS). This technique computed the light shaft depending on down-sampling volumetric light model and depth test, and was interpolated by bilateral filtering to gain soft light shafts. Finally, an enhancing technique for integrating all of these effects that represent the third phase of this research was achieved. The performance of the new enhanced technique was evaluated quantitatively and qualitatively a measured using standard dataset. Results from the experiment showed that 63% of the participants gave strong positive responses to this technique of improving realism. From the quantitative evaluation, the results revealed that the technique has dramatically outpaced the stateof- the-art techniques with a speed of 74 fps in improving the performance for indoor environments

    Ambient occlusion and shadows for molecular graphics

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    Computer based visualisations of molecules have been produced as early as the 1950s to aid researchers in their understanding of biomolecular structures. An important consideration for Molecular Graphics software is the ability to visualise the 3D structure of the molecule in a clear manner. Recent advancements in computer graphics have led to improved rendering capabilities of the visualisation tools. The capabilities of current shading languages allow the inclusion of advanced graphic effects such as ambient occlusion and shadows that greatly improve the comprehension of the 3D shapes of the molecules. This thesis focuses on finding improved solutions to the real time rendering of Molecular Graphics on modern day computers. The methods of calculating ambient occlusion and both hard and soft shadows are examined and implemented to give the user a more complete experience when navigating large molecular structures
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