82 research outputs found

    Recent advances in transient imaging: A computer graphics and vision perspective

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    Transient imaging has recently made a huge impact in the computer graphics and computer vision fields. By capturing, reconstructing, or simulating light transport at extreme temporal resolutions, researchers have proposed novel techniques to show movies of light in motion, see around corners, detect objects in highly-scattering media, or infer material properties from a distance, to name a few. The key idea is to leverage the wealth of information in the temporal domain at the pico or nanosecond resolution, information usually lost during the capture-time temporal integration. This paper presents recent advances in this field of transient imaging from a graphics and vision perspective, including capture techniques, analysis, applications and simulation

    Recent advances in transient imaging: A computer graphics and vision perspective

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    Transient imaging has recently made a huge impact in the computer graphics and computer vision fields. By capturing, reconstructing, or simulating light transport at extreme temporal resolutions, researchers have proposed novel techniques to show movies of light in motion, see around corners, detect objects in highly-scattering media, or infer material properties from a distance, to name a few. The key idea is to leverage the wealth of information in the temporal domain at the pico or nanosecond resolution, information usually lost during the capture-time temporal integration. This paper presents recent advances in this field of transient imaging from a graphics and vision perspective, including capture techniques, analysis, applications and simulation

    Artistic Path Space Editing of Physically Based Light Transport

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    Die Erzeugung realistischer Bilder ist ein wichtiges Ziel der Computergrafik, mit Anwendungen u.a. in der Spielfilmindustrie, Architektur und Medizin. Die physikalisch basierte Bildsynthese, welche in letzter Zeit anwendungsübergreifend weiten Anklang findet, bedient sich der numerischen Simulation des Lichttransports entlang durch die geometrische Optik vorgegebener Ausbreitungspfade; ein Modell, welches für übliche Szenen ausreicht, Photorealismus zu erzielen. Insgesamt gesehen ist heute das computergestützte Verfassen von Bildern und Animationen mit wohlgestalteter und theoretisch fundierter Schattierung stark vereinfacht. Allerdings ist bei der praktischen Umsetzung auch die Rücksichtnahme auf Details wie die Struktur des Ausgabegeräts wichtig und z.B. das Teilproblem der effizienten physikalisch basierten Bildsynthese in partizipierenden Medien ist noch weit davon entfernt, als gelöst zu gelten. Weiterhin ist die Bildsynthese als Teil eines weiteren Kontextes zu sehen: der effektiven Kommunikation von Ideen und Informationen. Seien es nun Form und Funktion eines Gebäudes, die medizinische Visualisierung einer Computertomografie oder aber die Stimmung einer Filmsequenz -- Botschaften in Form digitaler Bilder sind heutzutage omnipräsent. Leider hat die Verbreitung der -- auf Simulation ausgelegten -- Methodik der physikalisch basierten Bildsynthese generell zu einem Verlust intuitiver, feingestalteter und lokaler künstlerischer Kontrolle des finalen Bildinhalts geführt, welche in vorherigen, weniger strikten Paradigmen vorhanden war. Die Beiträge dieser Dissertation decken unterschiedliche Aspekte der Bildsynthese ab. Dies sind zunächst einmal die grundlegende Subpixel-Bildsynthese sowie effiziente Bildsyntheseverfahren für partizipierende Medien. Im Mittelpunkt der Arbeit stehen jedoch Ansätze zum effektiven visuellen Verständnis der Lichtausbreitung, die eine lokale künstlerische Einflussnahme ermöglichen und gleichzeitig auf globaler Ebene konsistente und glaubwürdige Ergebnisse erzielen. Hierbei ist die Kernidee, Visualisierung und Bearbeitung des Lichts direkt im alle möglichen Lichtpfade einschließenden "Pfadraum" durchzuführen. Dies steht im Gegensatz zu Verfahren nach Stand der Forschung, die entweder im Bildraum arbeiten oder auf bestimmte, isolierte Beleuchtungseffekte wie perfekte Spiegelungen, Schatten oder Kaustiken zugeschnitten sind. Die Erprobung der vorgestellten Verfahren hat gezeigt, dass mit ihnen real existierende Probleme der Bilderzeugung für Filmproduktionen gelöst werden können

    Efficient Methods for Computational Light Transport

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    En esta tesis presentamos contribuciones sobre distintos retos computacionales relacionados con transporte de luz. Los algoritmos que utilizan información sobre el transporte de luz están presentes en muchas aplicaciones de hoy en día, desde la generación de efectos visuales, a la detección de objetos en tiempo real. La luz es una valiosa fuente de información que nos permite entender y representar nuestro entorno, pero obtener y procesar esta información presenta muchos desafíos debido a la complejidad de las interacciones entre la luz y la materia. Esta tesis aporta contribuciones en este tema desde dos puntos de vista diferentes: algoritmos en estado estacionario, en los que se asume que la velocidad de la luz es infinita; y algoritmos en estado transitorio, que tratan la luz no solo en el dominio espacial, sino también en el temporal. Nuestras contribuciones en algoritmos estacionarios abordan problemas tanto en renderizado offline como en tiempo real. Nos enfocamos en la reducción de varianza para métodos offline,proponiendo un nuevo método para renderizado eficiente de medios participativos. En renderizado en tiempo real, abordamos las limitacionesde consumo de batería en dispositivos móviles proponiendo un sistema de renderizado que incrementa la eficiencia energética en aplicaciones gráficas en tiempo real. En el transporte de luz transitorio, formalizamos la simulación de este tipo transporte en este nuevo dominio, y presentamos nuevos algoritmos y métodos para muestreo eficiente para render transitorio. Finalmente, demostramos la utilidad de generar datos en este dominio, presentando un nuevo método para corregir interferencia multi-caminos en camaras Timeof- Flight, un problema patológico en el procesamiento de imágenes transitorias.n this thesis we present contributions to different challenges of computational light transport. Light transport algorithms are present in many modern applications, from image generation for visual effects to real-time object detection. Light is a rich source of information that allows us to understand and represent our surroundings, but obtaining and processing this information presents many challenges due to its complex interactions with matter. This thesis provides advances in this subject from two different perspectives: steady-state algorithms, where the speed of light is assumed infinite, and transient-state algorithms, which deal with light as it travels not only through space but also time. Our steady-state contributions address problems in both offline and real-time rendering. We target variance reduction in offline rendering by proposing a new efficient method for participating media rendering. In real-time rendering, we target energy constraints of mobile devices by proposing a power-efficient rendering framework for real-time graphics applications. In transient-state we first formalize light transport simulation under this domain, and present new efficient sampling methods and algorithms for transient rendering. We finally demonstrate the potential of simulated data to correct multipath interference in Time-of-Flight cameras, one of the pathological problems in transient imaging.<br /

    Interactive global illumination on the CPU

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    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    Progressive Transient Photon Beams

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    In this work we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust, and is able to generate animations of time-resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient-state. We extend the beam steady-state radiance estimates to include the temporal domain. Then, we develop a progressive version of spatio-temporal density estimations, that converges to the correct solution with finite memory requirements by iteratively averaging several realizations of independent renders with a progressively reduced kernel bandwidth. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media

    Progressive Transient Photon Beams

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    In this work, we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust and is able to generate animations of time-resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient-state. We extend stead-state photon beam radiance estimates to include the temporal domain. Then, we develop a progressive variant of our approach which provably converges to the correct solution using finite memory by averaging independent realizations of the estimates with progressively reduced kernel bandwidths. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media

    Non-line-of-sight transient rendering

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    The capture and analysis of light in flight, or light in transient state, has enabled applications such as range imaging, reflectance estimation and especially non-line-of-sight (NLOS) imaging. For this last case, hidden geometry can be reconstructed using time-resolved measurements of indirect diffuse light emitted by a laser. Transient rendering is a key tool for developing such new applications, significantly more challenging than its steady-state counterpart. In this work, we introduce a set of simple yet effective subpath sampling techniques targeting transient light transport simulation in occluded scenes. We analyze the usual capture setups of NLOS scenes, where both the camera and light sources are focused on particular points in the scene. Also, the hidden geometry can be difficult to sample using conventional techniques. We leverage that configuration to reduce the integration path space. We implement our techniques in a modified version of Mitsuba 2 adapted for transient light transport, allowing us to support parallelization, polarization, and differentiable rendering. © 2022 The Author(s

    Differentiable Transient Rendering

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    Recent differentiable rendering techniques have become key tools to tackle many inverse problems in graphics and vision. Existing models, however, assume steady-state light transport, i.e., infinite speed of light. While this is a safe assumption for many applications, recent advances in ultrafast imaging leverage the wealth of information that can be extracted from the exact time of flight of light. In this context, physically-based transient rendering allows to efficiently simulate and analyze light transport considering that the speed of light is indeed finite. In this paper, we introduce a novel differentiable transient rendering framework, to help bring the potential of differentiable approaches into the transient regime. To differentiate the transient path integral we need to take into account that scattering events at path vertices are no longer independent; instead, tracking the time of flight of light requires treating such scattering events at path vertices jointly as a multidimensional, evolving manifold. We thus turn to the generalized transport theorem, and introduce a novel correlated importance term, which links the time-integrated contribution of a path to its light throughput, and allows us to handle discontinuities in the light and sensor functions. Last, we present results in several challenging scenarios where the time of flight of light plays an important role such as optimizing indices of refraction, non-line-of-sight tracking with nonplanar relay walls, and non-line-of-sight tracking around two corners

    Framework para la Evaluación de Técnicas de Reconstrucción de geometría no visible

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    En la última década, la captura del transporte transitorio de la luz a trillones de fotogramas por segundo está teniendo un gran impacto en los campos de gráficos y visión por computador. La riqueza de la información en el perfil temporal, combinada con técnicas de imagen computacional apropiadas, hace posible recuperar vídeos de la luz en movimiento, capturar objetos a través de medios turbios, inferir propiedades materiales, o incluso ver a través de esquinas. Esta última aplicación, conocida como Non-Line-of-Sight imaging (NLOS), ha resultado ser de especial interés, con multitud de aplicaciones potenciales como apoyo en situaciones de rescate, seguridad en vehículos autónomos o endoscopia médica. No obstante, estas aplicaciones siguen lejos de ser realidad, con la mayoría prototipos de la tecnología funcionando tan solo en entornos controlados de laboratorio ideados para lograr ver superficies sencillas y aisladas a través de una esquina. En este trabajo modificamos un motor de render transitorio para crear un dataset sintético de 300 escenarios NLOS con complejidad variada y que publicamos para fomentar la colaboración con otros equipos de invesigación simplificando su tarea. Tenemos como objetivo proponer retos mucho más complejos a los que se han enfrentado los investigadores hasta ahora, buscando lograr mejoras significativas en los resultados que lleven NLOS imaging a aplicaciones prácticas en el mundo real. En consecuencia, buscamos poder evaluar resultados de diferentes métodos de reconstrucción, para lo que proponemos métricas que permitan compararlos de forma justa a datos de referencia. Además, esperamos que el dataset permita el uso de técnicas de aprendizaje automático en el campo. Finalmente, derivamos un nuevo método y mostramos sus resultados junto los dos métodos más representativos dentro del estado del arte de la visión a través de esquinas, verificando los datos de nuestro dataset.<br /
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