200 research outputs found
Optimization techniques for computationally expensive rendering algorithms
Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-¿aliased images. One targeted to the rendering of screen-¿space anti-¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets
Solutions to aliasing in time-resolved flow data
Avoiding aliasing in time-resolved flow data obtained through high fidelity
simulations while keeping the computational and storage costs at acceptable
levels is often a challenge. Well-established solutions such as increasing the
sampling rate or low-pass filtering to reduce aliasing can be prohibitively
expensive for large data sets. This paper provides a set of alternative
strategies for identifying and mitigating aliasing that are applicable even to
large data sets. We show how time-derivative data, which can be obtained
directly from the governing equations, can be used to detect aliasing and to
turn the ill-posed problem of removing aliasing from data into a well-posed
problem, yielding a prediction of the true spectrum. Similarly, we show how
spatial filtering can be used to remove aliasing for convective systems. We
also propose strategies to avoid aliasing when generating a database, including
a method tailored for computing nonlinear forcing terms that arise within the
resolvent framework. These methods are demonstrated using large-eddy simulation
(LES) data for a subsonic turbulent jet and a non-linear Ginzburg-Landau model.Comment: 25 pages, 14 figure
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Perceptual models for high-refresh-rate rendering
Rendering realistic images requires substantial computational power. With new high-refresh-rate displays as well as the renaissance of virtual reality (VR) and augmented reality (AR), one cannot expect that GPU performance will scale fast enough to meet the requirements of immersive photo-realistic rendering with current rendering techniques.
In this dissertation, I follow the dual of the well-known computer vision approach: vision is inverse graphics: to improve graphical algorithms, I consider the operation of the human visual system. I propose to model and exploit the limitations of the visual system in the context of novel high-refresh-rate displays; specifically, I focus on spatio-temporal perception, a topic that has received remarkably less attention than spatial-only perception so far.
I present three main contributions. First, I demonstrate the validity of the perceptual approach by presenting a conceptually simple rendering technique motivated by our eyes' limited sensitivity to high spatio-temporal change which reduces the rendering load and transmission requirement of current-generation VR headsets without introducing perceivable visual artefacts. Second, I present two visual models related to motion perception: (a) a metric for detecting flicker; and (b) a comprehensive visual model to predict perceived motion quality on monitors with arbitrary refresh rates and monitor resolutions. Third, I propose an adaptive rendering algorithm that utilises the proposed models. All algorithms operate on physical colorimetric units (instead of display-referenced pixel values), for which I provide the appropriate display measurements and models. All proposed algorithms and visual models are calibrated and validated with psychophysical experiments
Frequency Based Radiance Cache for Rendering Animations
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)
Efficient global illumination for dynamic scenes
The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist für traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen führt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlässigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale Domäne. Dabei beschränken sich unsereMethoden hauptsächlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt
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Perceptual model for adaptive local shading and refresh rate
When the rendering budget is limited by power or time, it is necessary to find the combination of rendering parameters, such as resolution and refresh rate, that could deliver the best quality. Variable-rate shading (VRS), introduced in the last generations of GPUs, enables fine control of the rendering quality, in which each 16×16 image tile can be rendered with a different ratio of shader executions. We take advantage of this capability and propose a new method for adaptive control of local shading and refresh rate. The method analyzes texture content, on-screen velocities, luminance, and effective resolution and suggests the refresh rate and a VRS state map that maximizes the quality of animated content under a limited budget. The method is based on the new content-adaptive metric of judder, aliasing, and blur, which is derived from the psychophysical models of contrast sensitivity. To calibrate and validate the metric, we gather data from literature and also collect new measurements of motion quality under variable shading rates, different velocities of motion, texture content, and display capabilities, such as refresh rate, persistence, and angular resolution. The proposed metric and adaptive shading method is implemented as a game engine plugin. Our experimental validation shows a substantial increase in preference of our method over rendering with a fixed resolution and refresh rate, and an existing motion-adaptive techniqu
Efficient global illumination for dynamic scenes
The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy. Since temporal coherence is typically not exploited, temporal aliasing problems are also more difficult to address. Many small errors in lighting distribution cannot be perceived by human observers when they are coherent in temporal domain. However, when such a coherence is lost, the resulting animations suffer from unpleasant flickering effects. In this thesis, we propose global illumination and rendering algorithms, which are designed specifically to combat those problems. We achieve this goal by exploiting temporal coherence in the lighting distribution between the subsequent animation frames. Our strategy relies on extending into temporal domain wellknown global illumination and rendering techniques such as density estimation path tracing, photon mapping, ray tracing, and irradiance caching, which have been originally designed to handle static scenes only. Our techniques mainly focus on the computation of indirect illumination, which is the most expensive part of global illumination modelling.Die Erstellung von hochqualitativen 3D-Animationen mit anspruchsvollen Lichteffekten ist für traditionelle Renderinganwendungen, bei denen jedes Bild separat berechnet wird, sehr aufwendig. Die Tatsache jedes Bild komplett neu zu berechnen führt zu unnötiger Redundanz. Wenn temporale Koherenz vernachlässigt wird, treten unter anderem auch schwierig zu behandelnde temporale Aliasingprobleme auf. Viele kleine Fehler in der Beleuchtungsberechnung eines Bildes können normalerweise nicht wahr genommen werden. Wenn jedoch die temporale Koherenz zwischen aufeinanderfolgenden Bildern fehlt, treten störende Flimmereffekte auf. In dieser Arbeit stellen wir globale Beleuchtungsalgorithmen vor, die die oben genannten Probleme behandeln. Dies erreichen wir durch Ausnutzung von temporaler Koherenz zwischen aufeinanderfolgenden Einzelbildern einer Animation. Unsere Strategy baut auf die klassischen globalen Beleuchtungsalgorithmen wie "Path tracing", "Photon Mapping" und "Irradiance Caching" auf und erweitert diese in die temporale Domäne. Dabei beschränken sich unsereMethoden hauptsächlich auf die Berechnung indirekter Beleuchtung, welche den zeitintensivsten Teil der globalen Beleuchtungsberechnung darstellt
Distributing Monte Carlo Errors as a Blue Noise in Screen Space by Permuting Pixel Seeds Between Frames
International audienceRecent work has shown that distributing Monte Carlo errors as a blue noise in screen space improves the perceptual quality of rendered images. However, obtaining such distributions remains an open problem with high sample counts and high-dimensional rendering integrals. In this paper, we introduce a temporal algorithm that aims at overcoming these limitations. Our algorithm is applicable whenever multiple frames are rendered, typically for animated sequences or interactive applications. Our algorithm locally permutes the pixel sequences (represented by their seeds) to improve the error distribution across frames. Our approach works regardless of the sample count or the dimensionality and significantly improves the images in low-varying screen-space regions under coherent motion. Furthermore, it adds negligible overhead compared to the rendering times
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