1,347 research outputs found

    ReLiShaft: realistic real-time light shaft generation taking sky illumination into account

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    © 2018 The Author(s) Rendering atmospheric phenomena is known to have its basis in the fields of atmospheric optics and meteorology and is increasingly used in games and movies. Although many researchers have focused on generating and enhancing realistic light shafts, there is still room for improvement in terms of both qualification and quantification. In this paper, a new technique, called ReLiShaft, is presented to generate realistic light shafts for outdoor rendering. In the first step, a realistic light shaft with respect to the sun position and sky colour in any specific location, date and time is constructed in real-time. Then, Hemicube visibility-test radiosity is employed to reveal the effect of a generated sky colour on environments. Two different methods are considered for indoor and outdoor rendering, ray marching based on epipolar sampling for indoor environments, and filtering on regular epipolar of z-partitioning for outdoor environments. Shadow maps and shadow volumes are integrated to consider the computational costs. Through this technique, the light shaft colour is adjusted according to the sky colour in any specific location, date and time. The results show different light shaft colours in different times of day in real-time

    A Review on Light Shafts Rendering for Indoor Scenes

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    Rendering light shafts is one of the important topics in computer gaming and interactive applications. The methods and models that are used to generate light shafts play crucial role to make a scene more realistic in computer graphics. This article discusses the image-based shadows and geometric-based shadows that contribute in generating volumetric shadows and light shafts, depending on ray tracing, radiosity, and ray marching technique. The main aim of this study is to provide researchers with background on a progress of light scattering methods so as to make it available for them to determine the technique best suited to their goals. It is also hoped that our classification helps researchers find solutions to the shortcomings of each method

    Real-Time Sky Color with Effect of Sun’s Position

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    In the rendering of outdoor scenes in virtual environments, the sun's position, sky color, clouds, shadow, trees, grass etc play very important roles in making it realistic. In this paper Sky color and the sun’s position are combined. Specific longitude, latitude, date and time are required parameters to calculate the exact position of the sun. The sun's position is calculated based on Julian dating; the sky’s color is created by Perez modeling. A functional application is designed to show the position of the sun and then sky color in arbitrary location, date and time. It can be possible to use this application in commercial games for outdoor rendering and for teachers to teach some part of physics about earth orbit and effect of the sun on the sky and it can be used in building design

    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

    Realistic real-time rendering of light shafts using blur filter: considering the effect of shadow maps

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    The ray marching method has 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 scientific community. Up-sampling of ray marching method is suitable for rendering light shafts of realistic scenes, but suffers of consume a lot of time 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 research proposes a realistic real-time technique to generate soft light shafts by making use downsampling of ray marching in generating light shafts. The bilateral filtering is then applied to overcome all defects that caused by downsampling process to make a scene with smoothing transition while preserving on the edges. The contribution of this technique is to improve the boundaries of light shafts taking into account the effect of shadows. This technique allows obtaining soft marvelous light shafts, having a good performance and high quality. Thus, it is suitable for interactive applications. © 2017 Springer Science+Business Media, LL

    JUNO Conceptual Design Report

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    The Jiangmen Underground Neutrino Observatory (JUNO) is proposed to determine the neutrino mass hierarchy using an underground liquid scintillator detector. It is located 53 km away from both Yangjiang and Taishan Nuclear Power Plants in Guangdong, China. The experimental hall, spanning more than 50 meters, is under a granite mountain of over 700 m overburden. Within six years of running, the detection of reactor antineutrinos can resolve the neutrino mass hierarchy at a confidence level of 3-4σ\sigma, and determine neutrino oscillation parameters sin2θ12\sin^2\theta_{12}, Δm212\Delta m^2_{21}, and Δmee2|\Delta m^2_{ee}| to an accuracy of better than 1%. The JUNO detector can be also used to study terrestrial and extra-terrestrial neutrinos and new physics beyond the Standard Model. The central detector contains 20,000 tons liquid scintillator with an acrylic sphere of 35 m in diameter. \sim17,000 508-mm diameter PMTs with high quantum efficiency provide \sim75% optical coverage. The current choice of the liquid scintillator is: linear alkyl benzene (LAB) as the solvent, plus PPO as the scintillation fluor and a wavelength-shifter (Bis-MSB). The number of detected photoelectrons per MeV is larger than 1,100 and the energy resolution is expected to be 3% at 1 MeV. The calibration system is designed to deploy multiple sources to cover the entire energy range of reactor antineutrinos, and to achieve a full-volume position coverage inside the detector. The veto system is used for muon detection, muon induced background study and reduction. It consists of a Water Cherenkov detector and a Top Tracker system. The readout system, the detector control system and the offline system insure efficient and stable data acquisition and processing.Comment: 328 pages, 211 figure

    Femtosecond low-energy electron imaging and diffraction using nanotip photoemitters

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    NASA Tech Briefs, February 1989

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    This issue contains a special feature on shaping the future with Ceramics. Other topics include: Electronic Components & and Circuits. Electronic Systems, Physical Sciences, Materials, Computer Programs, Mechanics, Machinery, Fabrication Technology, Mathematics and Information Sciences, and Life Sciences

    Advances in measuring forest structure by terrestrial laser scanning with the Dual Wavelength ECHIDNA® LIDAR (DWEL)

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    Leaves in forests assimilate carbon from the atmosphere and woody components store the net production of that assimilation. Separate structure measurements of leaves and woody components advance the monitoring and modeling of forest ecosystem functions. This dissertation provides a method to determine, for the first time, the 3-D spatial arrangement and the amount of leafy and woody materials separately in a forest by classification of lidar returns from a new, innovative, lidar scanner, the Dual-Wavelength Echidna® Lidar (DWEL). The DWEL uses two lasers pulsing simultaneously and coaxially at near-infrared (1064 nm) and shortwave-infrared (1548 nm) wavelengths to locate scattering targets in 3-D space, associated with their reflectance at the two wavelengths. The instrument produces 3-D bispectral "clouds" of scattering points that reveal new details of forest structure and open doors to three-dimensional mapping of biophysical and biochemical properties of forests. The three parts of this dissertation concern calibration of bispectral lidar returns; retrieval of height profiles of leafy and woody materials within a forest canopy; and virtual reconstruction of forest trees from multiple scans to estimate their aboveground woody biomass. The test area was a midlatitude forest stand within the Harvard Forest, Petersham, Massachusetts, scanned at five locations in a 1-ha site in leaf-off and leaf-on conditions in 2014. The model for radiometric calibration assigned accurate values of spectral apparent reflectance, a range-independent and instrument-independent property, to scattering points derived from the scans. The classification of leafy and woody points, using both spectral and spatial context information, achieved an overall accuracy of 79±1% and 75±2% for leaf-off and leaf-on scans, respectively. Between-scan variation in leaf profiles was larger than wood profiles in leaf-off seasons but relatively similar to wood profiles in leaf-on seasons, reflecting the changing spatial heterogeneity within the stand over seasons. A 3-D structure-fitting algorithm estimated wood volume by modeling stems and branches from point clouds of five individual trees with cylinders. The algorithm showed the least variance for leaf-off, woody-points-only data, validating the value of separating leafy and woody points to the direct biomass estimates through the structure modeling of individual trees

    The Desire to Achieve Normalcy - Peter Schneider\u27s Post-Wall Berlin Novel Eduard\u27s Homecoming

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    As one critic correctly observed on the occasion of Peter Schneider\u27s sixtieth birthday (21 April 2000), the author\u27s life and work have been defined by two momentous events whose import far surpasses that of happenings of merely local significance (see Karasek)..
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