64,438 research outputs found

    Video-rate computational heterodyne holography

    Full text link
    We present a versatile computational image rendering software of optically-acquired holograms. The reported software can process 4 Megapixel 8-bit raw frames from a sensor array acquired at a sustained rate of 80 Hz. Video-rate image rendering is achieved by streamline image processing with commodity computer graphics hardware. For time-averaged holograms acquired in off-axis optical configuration with a frequency-shifted reference beam, wide-field imaging of one tunable spectral component is permitted. This software is validated by phase-stepped hologram rendering, and non-contact monitoring of surface acoustic waves by single and dual sideband hologram rendering. It demonstrates the suitability of holography for video-rate computational laser Doppler imaging in heterodyne optical configuration

    A spectral analysis for light field rendering

    Get PDF
    Image based rendering using the plenoptic function is an efficient technique for re-rendering at different viewpoints. In this paper, we study the sampling and reconstruction problem of plenoptic function as a multidimensional sampling problem. The spectral support of plenoptic function is found to be an important quantity in the efficient sampling and reconstruction of such function. A spectral analysis for the light field, a 4D plenoptic function, is performed. Its spectrum, as a function of the depth function of the scene, is then derived. This result enables us to estimate the spectral support of the light field given some prior estimate of the depth function. Results using a piecewise constant depth model show significant improvement in rendering of the light field images. The design of the reconstruction filter is also discussed.published_or_final_versio

    A spectral analysis for light field rendering

    Get PDF
    Image based rendering using the plenoptic function is an efficient technique for re-rendering at different viewpoints. In this paper, we study the sampling and reconstruction problem of plenoptic function as a multidimensional sampling problem. The spectral support of plenoptic function is found to be an important quantity in the efficient sampling and reconstruction of such function. A spectral analysis for the light field, a 4D plenoptic function, is performed. Its spectrum, as a function of the depth function of the scene, is then derived. This result enables us to estimate the spectral support of the light field given some prior estimate of the depth function. Results using a piecewise constant depth model show significant improvement in rendering of the light field images. The design of the reconstruction filter is also discussed.published_or_final_versio

    Interactive Visualization of the Largest Radioastronomy Cubes

    Full text link
    3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201

    Shape: A 3D Modeling Tool for Astrophysics

    Full text link
    We present a flexible interactive 3D morpho-kinematical modeling application for astrophysics. Compared to other systems, our application reduces the restrictions on the physical assumptions, data type and amount that is required for a reconstruction of an object's morphology. It is one of the first publicly available tools to apply interactive graphics to astrophysical modeling. The tool allows astrophysicists to provide a-priori knowledge about the object by interactively defining 3D structural elements. By direct comparison of model prediction with observational data, model parameters can then be automatically optimized to fit the observation. The tool has already been successfully used in a number of astrophysical research projects.Comment: 13 pages, 11 figures, accepted for publication in the "IEEE Transactions on Visualization and Computer Graphics

    The Iray Light Transport Simulation and Rendering System

    Full text link
    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    The development of local solar irradiance for outdoor computer graphics rendering

    Get PDF
    Atmospheric effects are approximated by solving the light transfer equation, LTE, of a given viewing path. The resulting accumulated spectral energy (its visible band) arriving at the observer’s eyes, defines the colour of the object currently on the line of sight. Due to the convenience of using a single rendering equation to solve the LTE for daylight sky and distant objects (aerial perspective), recent methods had opt for a similar kind of approach. Alas, the burden that the real-time calculation brings to the foil had forced these methods to make simplifications that were not in line with the actual world observation. Consequently, the results of these methods are laden with visual-errors. The two most common simplifications made were: i) assuming the atmosphere as a full-scattering medium only and ii) assuming a single density atmosphere profile. This research explored the possibility of replacing the real-time calculation involved in solving the LTE with an analytical-based approach. Hence, the two simplifications made by the previous real-time methods can be avoided. The model was implemented on top of a flight simulator prototype system since the requirements of such system match the objectives of this study. Results were verified against the actual images of the daylight skies. Comparison was also made with the previous methods’ results to showcase the proposed model strengths and advantages over its peers

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

    Get PDF
    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface
    corecore