13 research outputs found

    Real-Time Rough Refraction

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    International audienceWe present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing

    Physically Based Shading in Theory and Practice

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    International audiencePhysically based shading is transforming the way we approach production rendering, and simplifying the lives of artists in the process. By adhering to physically based, energy-conserving models, one can easily create realistic materials that maintain their properties under a variety of lighting conditions. In contrast, traditional ad hoc models have required extensive tweaking to achieve the same result. Building upon previous incarnations of the course, we present further research and practical advice on the subject, from film and game production

    Physically Based Shading in Theory and Practice

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    International audiencePhysically based shading is transforming the way we approach production rendering, and simplifying the lives of artists in the process. By adhering to physically based, energy-conserving models, one can easily create realistic materials that maintain their properties under a variety of lighting conditions. In contrast, traditional ad hoc models have required extensive tweaking to achieve the same result. Building upon previous incarnations of the course, we present further research and practical advice on the subject, from film and game production

    Rendu réaliste de matériaux complexes

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    Reproducing efficiently the appearance of complex materials is a crucial problem in the synthesis of realistic images widely involved in the production of video games and movies. Apart from global light transport, the realism of a synthetic image is in large part due to the adequate modeling of local light transport, i.e. the interactions between light and matter. Modeling these interactions gives rise to a large variety of reflectance models. We therefore propose a classification of these models based on the scales of their abstract geometric details. From this classification, we can study particular reflectance models: a transmitting reflectance model for transparent rough surfaces such a frosted glass. The efficiency of our model allows real-time performances, a study and a model of energy propagation in material composed of dense packed discrete particles, an alternative basis for representing and lighting efficiently measured materials having a low frequency reflectance. These models permit the abstraction of local interactions while keeping the realism of fully simulated local light transport models.Reproduire efficacement l'apparence réaliste des matériaux est un problème crucial pour la synthèse d'images réalistes dans les productions cinématographiques et les jeux vidéo. Outre le transport global de la lumière, le réalisme d'une image de synthèse passe avant tout par une modélisation correcte du transport local, c'est-à-dire les interactions entre lumière et matière. La modélisation de ces interactions donne lieu à une grande variété de modèles de réflectance. Nous proposons une classification de ces modèles en s'appuyant sur l'échelle des détails géométriques abstraits. À partir de cette classification, nous étudions des modèles de réflectance particuliers : * un modèle de transmission pour les surfaces transparentes et rugueuses, tels que le verre dépoli. Son efficacité permet une utilisation au sein applications temps-réel * une analyse et une modélisation du transport de la lumière dans les matériaux composés d'agrégats de particules * une base alternative aux harmoniques sphériques pour représenter et illuminer efficacement les matériaux mesurés ayant une réflectance à basses fréquences. Ces modèles permettent une abstraction efficace des interactions locales tout en conservant la reproduction de leurs effets réalistes

    Realistic rendering of complex materials

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    Reproduire efficacement l'apparence réaliste des matériaux est un problème crucial pour la synthèse d'images réalistes dans les productions cinématographiques et les jeux vidéo. Outre le transport global de la lumière, le réalisme d'une image de synthèse passe avant tout par une modélisation correcte du transport local, c'est-à-dire les interactions entre lumière et matière. La modélisation de ces interactions donne lieu à une grande variété de modèles de réflectance. Nous proposons une classification de ces modèles en s'appuyant sur l'échelle des détails géométriques abstraits. À partir de cette classification, nous étudions des modèles de réflectance particuliers : * un modèle de transmission pour les surfaces transparentes et rugueuses, tels que le verre dépoli. Son efficacité permet une utilisation au sein applications temps-réel * une analyse et une modélisation du transport de la lumière dans les matériaux composés d'agrégats de particules * une base alternative aux harmoniques sphériques pour représenter et illuminer efficacement les matériaux mesurés ayant une réflectance à basses fréquences. Ces modèles permettent une abstraction efficace des interactions locales tout en conservant la reproduction de leurs effets réalistes.Reproducing efficiently the appearance of complex materials is a crucial problem in the synthesis of realistic images widely involved in the production of video games and movies. Apart from global light transport, the realism of a synthetic image is in large part due to the adequate modeling of local light transport, i.e. the interactions between light and matter. Modeling these interactions gives rise to a large variety of reflectance models. We therefore propose a classification of these models based on the scales of their abstract geometric details. From this classification, we can study particular reflectance models: a transmitting reflectance model for transparent rough surfaces such a frosted glass. The efficiency of our model allows real-time performances, a study and a model of energy propagation in material composed of dense packed discrete particles, an alternative basis for representing and lighting efficiently measured materials having a low frequency reflectance. These models permit the abstraction of local interactions while keeping the realism of fully simulated local light transport models

    Real-Time Rendering of Rough Refraction

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    Abstract—We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction: First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic ray-tracing. Furthermore we propose two extensions to our method for supporting spatially varying roughness on object surfaces and local lighting for thin objects

    Real-Time Rendering of Rough Refraction

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    Induced membrane technique: a critical literature analysis and proposal for a failure classification scheme

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    International audienceThe reconstruction of long-bone segmental defects remains challenging, with the three common methods of treatment being bone transport, vascularized bone transfer, and the induced membrane technique (IMT). Because of its simplicity, replicability, and reliability, usage of IMT has spread all over the world in the last decade, with more than 300 papers published in the PubMed literature database on this subject so far. Most of the clinical studies have reported high rates of bone union, yet some also include more controversial results with frequent complications and revision surgeries. At the same time, various experimental research efforts have been designed to understand and improve the biological properties of the induced membrane. This literature review aims to provide an overview of IMT clinical results in terms of bone union and complications and to compare them with those of other reconstructive procedures. In light of our findings, we then propose an original classification scheme of IMT failures distinguishing between preventable and nonpreventable failures
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