7,625 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    De/construction sites: Romans and the digital playground

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    The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture

    A Flexible Image Processing Framework for Vision-based Navigation Using Monocular Image Sensors

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    On-Orbit Servicing (OOS) encompasses all operations related to servicing satellites and performing other work on-orbit, such as reduction of space debris. Servicing satellites includes repairs, refueling, attitude control and other tasks, which may be needed to put a failed satellite back into working condition. A servicing satellite requires accurate position and orientation (pose) information about the target spacecraft. A large quantity of different sensor families is available to accommodate this need. However, when it comes to minimizing mass, space and power required for a sensor system, mostly monocular imaging sensors perform very well. A disadvantage is- when comparing to LIDAR sensors- that costly computations are needed to process the data of the sensor. The method presented in this paper is addressing these problems by aiming to implement three different design principles; First: keep the computational burden as low as possible. Second: utilize different algorithms and choose among them, depending on the situation, to retrieve the most stable results. Third: Stay modular and flexible. The software is designed primarily for utilization in On-Orbit Servicing tasks, where- for example- a servicer spacecraft approaches an uncooperative client spacecraft, which can not aid in the process in any way as it is assumed to be completely passive. Image processing is used for navigating to the client spacecraft. In this specific scenario, it is vital to obtain accurate distance and bearing information until, in the last few meters, all six degrees of freedom are needed to be known. The smaller the distance between the spacecraft, the more accurate pose estimates are required. The algorithms used here are tested and optimized on a sophisticated Rendezvous and Docking Simulation facility (European Proximity Operations Simulator- EPOS 2.0) in its second-generation form located at the German Space Operations Center (GSOC) in Weßling, Germany. This particular simulation environment is real-time capable and provides an interface to test sensor system hardware in closed loop configuration. The results from these tests are summarized in the paper as well. Finally, an outlook on future work is given, with the intention of providing some long-term goals as the paper is presenting a snapshot of ongoing, by far not yet completed work. Moreover, it serves as an overview of additions which can improve the presented method further

    The Iray Light Transport Simulation and Rendering System

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    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

    Robust object-based algorithms for direct shadow simulation

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    En informatique graphique, les algorithmes de générations d'ombres évaluent la quantité de lumière directement perçue par une environnement virtuel. Calculer précisément des ombres est cependant coûteux en temps de calcul. Dans cette dissertation, nous présentons un nouveau système basé objet robuste, qui permet de calculer des ombres réalistes sur des scènes dynamiques et ce en temps interactif. Nos contributions incluent notamment le développement de nouveaux algorithmes de génération d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problématique du calcul d'ombres directes. Tout d'abord, nous définissons ce que sont les ombres directes dans le contexte général du transport de la lumière. Nous étudions ensuite les techniques interactives qui génèrent des ombres directes. Suite à cette étude nous montrons que mêmes les algorithmes dit physiquement réalistes se reposent sur des approximations. Nous mettons également en avant, que malgré leur contraintes géométriques, les algorithmes d'ombres basées objet sont un bon point de départ pour résoudre notre problématique de génération efficace et robuste d'ombres directes. Basé sur cette observation, nous étudions alors le système basé objet existant et mettons en avant ses problèmes de robustesse. Nous proposons une nouvelle technique qui améliore la qualité des ombres générées par ce système en lui ajoutant une étape de mélange de pénombres. Malgré des propriétés et des résultats convaincants, les limitations théoriques et de mise en oeuvre limite la qualité générale et les performances de cet algorithme. Nous présentons ensuite un nouvel algorithme d'ombres basées objet. Cet algorithme combine l'efficacité de l'approche basée objet temps réel avec la précision de sa généralisation au rendu hors ligne. Notre algorithme repose sur l'évaluation locale du nombre d'objets entre deux points : la complexité de profondeur. Nous décrivons comment nous utilisons cet algorithme pour échantillonner la complexité de profondeur entre les surfaces visibles d'une scène et une source lumineuse. Nous générons ensuite des ombres à partir de cette information soit en modulant l'éclairage direct soit en intégrant numériquement l'équation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetées par des objets semi-opaque. Finalement, nous présentons une mise en oeuvre efficace de notre système qui démontre que des ombres basées objet peuvent être générées de façon efficace et ce même sur une scène dynamique. En rendu temps réel, il est commun de représenter des objets très détaillés encombinant peu de triangles avec des textures qui représentent l'opacité binaire de l'objet. Les techniques de génération d'ombres basées objet ne traitent pas de tels triangles dit "perforés". De par leur nature, elles manipulent uniquement les géométries explicitement représentées par des primitives géométriques. Nous présentons une nouvel algorithme basé objet qui lève cette limitation. Nous soulignons que notre méthode peut être efficacement combinée avec les systèmes existants afin de proposer un système unifié basé objet qui génère des ombres à la fois pour des maillages classiques et des géométries perforées. La mise en oeuvre proposée montre finalement qu'une telle combinaison fournit une solution élégante, efficace et robuste à la problématique générale de l'éclairage direct et ce aussi bien pour des applications temps réel que des applications sensibles à la la précision du résultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between twotwo points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications
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