222 research outputs found

    The use of subtle illumination cues for human judgement of spatial layout

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    Journal ArticleThe interaction of light with surfaces creates complex lighting effects that provide potentially useful information about the spatial relationships between objects. Previous research has shown cast shadows to be effective in determining the 3D layout of a scene. Interreflections are another are another source of information for spatial relationships; these, however, have been largely ignored in studies of human perception. The purpose of this study was to determine the effectiveness of interreflection for providing cues to contact, and to investigate how interreflection and shadow information combine in the perception of object contact

    The Computation of Surface Lightness in Simple and Complex Scenes

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    The present thesis examined how reflectance properties and the complexity of surface mesostructure (small-scale surface relief) influence perceived lightness in centresurround displays. Chapters 2 and 3 evaluated the role of surface relief, gloss, and interreflections on lightness constancy, which was examined across changes in background albedo and illumination level. For surfaces with visible mesostructure (“rocky” surfaces), lightness constancy across changes in background albedo was better for targets embedded in glossy versus matte surfaces. However, this improved lightness constancy for gloss was not observed when illumination varied. Control experiments compared the matte and glossy rocky surrounds to two control displays, which matched either pixel histograms or a phase-scrambled power spectrum. Lightness constancy was improved for rocky glossy displays over the histogram-matched displays, but not compared to phase-scrambled variants of these images with equated power spectrums. The results were similar for surfaces rendered with 1, 2, 3 and 4 interreflections. These results suggest that lightness perception in complex centre-surround displays can be explained by the distribution of contrast across space and scale, independently of explicit information about surface shading or specularity. The results for surfaces without surface relief (“homogeneous” surfaces) differed qualitatively to rocky surfaces, exhibiting abrupt steps in perceived lightness at points at which the targets transitioned from being increments to decrements. Chapter 4 examined whether homogeneous displays evoke more complex mid-level representations similar to conditions of transparency. Matching target lightness in a homogeneous display to that in a textured or rocky display required varying both lightness and transmittance of the test patch on the textured display to obtain the most satisfactory matches. However, transmittance was only varied to match the contrast of targets against homogeneous surrounds, and not to explicitly match the amount of transparency perceived in the displays. The results suggest perceived target-surround edge contrast differs between homogeneous and textured displays. Varying the mid-level property of transparency in textured displays provides a natural means for equating both target lightness and the unique appearance of the edge contrast in homogeneous displays

    The Computation of Surface Lightness in Simple and Complex Scenes

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    The present thesis examined how reflectance properties and the complexity of surface mesostructure (small-scale surface relief) influence perceived lightness in centresurround displays. Chapters 2 and 3 evaluated the role of surface relief, gloss, and interreflections on lightness constancy, which was examined across changes in background albedo and illumination level. For surfaces with visible mesostructure (“rocky” surfaces), lightness constancy across changes in background albedo was better for targets embedded in glossy versus matte surfaces. However, this improved lightness constancy for gloss was not observed when illumination varied. Control experiments compared the matte and glossy rocky surrounds to two control displays, which matched either pixel histograms or a phase-scrambled power spectrum. Lightness constancy was improved for rocky glossy displays over the histogram-matched displays, but not compared to phase-scrambled variants of these images with equated power spectrums. The results were similar for surfaces rendered with 1, 2, 3 and 4 interreflections. These results suggest that lightness perception in complex centre-surround displays can be explained by the distribution of contrast across space and scale, independently of explicit information about surface shading or specularity. The results for surfaces without surface relief (“homogeneous” surfaces) differed qualitatively to rocky surfaces, exhibiting abrupt steps in perceived lightness at points at which the targets transitioned from being increments to decrements. Chapter 4 examined whether homogeneous displays evoke more complex mid-level representations similar to conditions of transparency. Matching target lightness in a homogeneous display to that in a textured or rocky display required varying both lightness and transmittance of the test patch on the textured display to obtain the most satisfactory matches. However, transmittance was only varied to match the contrast of targets against homogeneous surrounds, and not to explicitly match the amount of transparency perceived in the displays. The results suggest perceived target-surround edge contrast differs between homogeneous and textured displays. Varying the mid-level property of transparency in textured displays provides a natural means for equating both target lightness and the unique appearance of the edge contrast in homogeneous displays

    Interactive display of isosurfaces with global illumination

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    Journal ArticleAbstract-In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive isosurface renderings. The precomputed illumination resides in a separate volume and includes direct light, shadows, and interreflections. Using this volume, interactive globally illuminated renderings of isosurfaces become feasible while still allowing dynamic manipulation of lighting, viewpoint and isovalue

    Doctor of Philosophy

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    dissertationReal-time global illumination is the next frontier in real-time rendering. In an attempt to generate realistic images, games have followed the film industry into physically based shading and will soon begin integrating global illumination techniques. Traditional methods require too much memory and too much time to compute for real-time use. With Modular and Delta Radiance Transfer we precompute a scene-independent, low-frequency basis that allows us to calculate complex indirect lighting calculations in a much lower dimensional subspace with a reduced memory footprint and real-time execution. The results are then applied as a light map on many different scenes. To improve the low frequency results, we also introduce a novel screen space ambient occlusion technique that allows us to generate a smoother result with fewer samples. These three techniques, low and high frequency used together, provide a viable indirect lighting solution that can be run in milliseconds on today's hardware, providing a useful new technique for indirect lighting in real-time graphics

    Optical computing for fast light transport analysis

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    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

    Accidental Pinhole and Pinspeck Cameras

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    We identify and study two types of “accidental” images that can be formed in scenes. The first is an accidental pinhole camera image. The second class of accidental images are “inverse” pinhole camera images, formed by subtracting an image with a small occluder present from a reference image without the occluder. Both types of accidental cameras happen in a variety of different situations. For example, an indoor scene illuminated by natural light, a street with a person walking under the shadow of a building, etc. The images produced by accidental cameras are often mistaken for shadows or interreflections. However, accidental images can reveal information about the scene outside the image, the lighting conditions, or the aperture by which light enters the scene.National Science Foundation (U.S.) (CAREER Award 0747120)United States. Office of Naval Research. Multidisciplinary University Research Initiative (N000141010933)National Science Foundation (U.S.) (CGV 1111415)National Science Foundation (U.S.) (CGV 0964004
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