283 research outputs found

    Holistic simulation of optical systems

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    For many years, the design of optical systems mainly comprised a linear arrangement of plane or spherical components, such as lenses, mirrors or prisms, and a geometric-optical description by ray tracing lead to an accurate and satisfactory result. Today, many modern optical systems found in a variety of different industrial and scientific applications, deviate from this structure. Polarization, diffraction and coherence, or material interactions, such as volume or surface scattering, need to be included when reasonable performance predictions are required. Furthermore, manufacturing and alignment aspects must be considered in the design and simulation of optical systems to ensure that their impact is not damaging to the overall purpose of the corresponding setup. Another important part is the growing field of digital optics. Signal processing algorithms have become an indispensable part of many systems, whereby an almost unlimited number of current and potential applications exists. Since these algorithms are an essential part of the system, their compatibility and impact on the completed system is an important aspect to con- sider. In principle, this list of relevant topics and examples can be further expanded to an almost unlimited extend. However, the simulation and optimization of the single sub-aspects do often not lead to a satisfactory result. The goal of this thesis is to demonstrate that the performance prediction of modern optical systems benefits significantly from an aggregation of the individual models and technological aspects. Present concepts are further enhanced by the development and analysis of new approaches and algorithms, leading to a more holistic description and simulation of complex setups as a whole. The long-term objective of this work is a comprehensive virtual and rapid prototyping. From an industrial perspective, this would reduce the risk, time and costs associated with the development of an optical system

    A Final Reconstruction Approach for a Unified Global Illumination Algorithm

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    International audienceIn the past twenty years, many algorithms have been proposed to compute global illumination in synthetic scenes. Typically, such approaches can deal with specific lighting configurations, but often have difficulties with others. In this article, we present a final reconstruction step for a novel unified approach to global illumination, that automatically detects different types of light transfer and uses the appropriate method in a closely-integrated manner. With our approach, we can deal with difficult lighting configurations such as indirect nondiffuse illumination. The first step of this algorithm consists in a view-independent solution based on hierarchical radiosity with clustering, integrated with particle tracing. This first pass results in solutions containing directional effects such as caustics, which can be interactively rendered. The second step consists of a view-dependent final reconstruction that uses all existing information to compute higher quality, ray-traced images

    Model for volume lighting and modeling

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    Journal ArticleAbstract-Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data

    The lightspeed automatic interactive lighting preview system

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.Includes bibliographical references (p. 57-59).We present an automated approach for high-quality preview of feature-film rendering during lighting design. Similar to previous work, we use a deep-framebuffer shaded on the GPU to achieve interactive performance. Our first contribution is to generate the deep-framebuffer and corresponding shaders automatically through data-flow analysis and compilation of the original scene. Cache compression reduces automatically-generated deep-framebuffers to reasonable size for complex production scenes and shaders. We also propose a new structure, the indirect framebuffer, that decouples shading samples from final pixels and allows a deep-framebuffer to handle antialiasing, motion blur and transparency efficiently. Progressive refinement enables fast feedback at coarser resolution. We demonstrate our approach in real-world production.by Jonathan Millard Ragan-Kelley.S.M

    Content Based Image Retrieval based on Shape with Texture Features

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    In areas of state, domain and hospitals, massive collections of digital pictures are being created. These image collections are the merchandise of digitizing existing collections of analogue images, diagrams, drawings, paintings, and prints. Retrieving the specified similar image from a large dataset is very difficult. A new image retrieval system is obtainable in this paper, for feature extraction HSV color space and wavelet transform approach are used. Initially constructed one dimension feature vector and represented the color feature it is made by that the color space is quantified in non-equal intervals. Then with the help of wavelet texture feature extraction is obtained. At last by using of wavelet transform combined the color feature and texture feature method. The illustration features are susceptible for different type images in image retrieval experiments. The color features opted to the rich color image with simple variety. Texture feature opted to the complex images. At the same time, experiments reveal that HSV texture feature based on wavelet transform has better effective performance and stability than the RGB. The same work is performed for the RGB color space and their results are compared with the proposed system. The result shows that CBIR with the HSV color space is retrieves image with more accuracy and reduced retrieval time. Keywords--Content Based Image Retrieval, HSV, RG

    Photorealistic physically based render engines: a comparative study

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    PĂ©rez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    Doctor of Philosophy

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    dissertationRay tracing presents an efficient rendering algorithm for scientific visualization using common visualization tools and scales with increasingly large geometry counts while allowing for accurate physically-based visualization and analysis, which enables enhanced rendering and new visualization techniques. Interactivity is of great importance for data exploration and analysis in order to gain insight into large-scale data. Increasingly large data sizes are pushing the limits of brute-force rasterization algorithms present in the most widely-used visualization software. Interactive ray tracing presents an alternative rendering solution which scales well on multicore shared memory machines and multinode distributed systems while scaling with increasing geometry counts through logarithmic acceleration structure traversals. Ray tracing within existing tools also provides enhanced rendering options over current implementations, giving users additional insight from better depth cues while also enabling publication-quality rendering and new models of visualization such as replicating photographic visualization techniques

    An Efficient CBIR Technique with YUV Color Space and Texture Features

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    In areas of government, academia and hospitals, large collections of digital images are being created. These image collections are the product of digitizing existing collections of analogue photographs, diagrams, drawings, paintings, and prints. Retrieving the specified similar image from a large dataset is very difficult. A new image retrieval system is presented in this paper, which used YUV color space and wavelet transform approach for feature extraction. Firstly, the color space is quantified in non-equal intervals, then constructed one dimension feature vector and represented the color feature. Similarly, the texture feature extraction is obtained by using wavelet. Finally, color feature and texture feature are combined based on wavelet transform. The image retrieval experiments specified that visual features were sensitive for different type images. The color features opted to the rich color image with simple variety. Texture feature opted to the complex images. At the same time, experiments reveal that YUV texture feature based on wavelet transform has better effective performance and stability than the RGB and HSV. The same work is performed for the RGB and HSV color space and their results are compared with the proposed system. The result shows that CBIR with the YUV color space retrieves image with more accuracy and reduced retrieval time. Keywords---Content based image retrieval, Wavelet transforms, YUV, HSV, RG
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