105 research outputs found

    A Beam Tracing with Precise Antialiasing for Polyhedral Scenes

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    International audienceRay tracing is one of the most important rendering techniques used in computer graphics. A fundamental problem of classical ray tracers is the well-known aliasing. With small objects, or small shadows, aliasing becomes a crucial problem to solve. Beam tracers can be considered as an extension of classical ray tracers. They replace the concept of infinitesimal ray by that of beam but they are generally more complex than ray tracers. The new method presented in this paper is a high quality beam tracer that provides a robust and general antialiasing for polyhedral scenes. Compared to similar beam tracers, this method has some major advantages: - complex and expensive computations of conventional beam-object intersection are entirely avoided, so an extension to some non polyhedral scenes such as CSG ones is possible; - usual approximations or complex approaches for refraction computations are avoided. Moreover, this method is entirely compatible with the usual improvements of classical ray tracing (spatial subdivisions or hierarchical bounding volumes)

    A New Weighted Region-based Hough Transform Algorithm for Robust Line Detection in Poor Quality Images of 2D Lattices of Rectangular Objects

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    In this work we present a novel kernel-based Hough Transform method for robust line detection in poor quality images of 2D lattices of rectangular objects. Following a preprocessing stage that specifies the connected regions of the image, the proposed method uses a kernel to specify each region's voting strength based on the following shape descriptors: a) its rectangularity, b) the orientation of the major side of its minimum area bounding rectangle (MBR), and c) the MBR's geometrical center. Experimental and theoretical analysis on the uncertainties associated with the geometrical center as well as the polar parameters of the MBR's major axis line equation allows for automatic selection of the parameters used to specify the shape of the kernel's footstep on the accumulator array. Comparisons performed on images of building facades taken under impaired visual conditions or with low accuracy sensors (e.g. thermal images) between the proposed method and other Hough Transform algorithms, show an improved accuracy of our method in detecting lines and/or linear formations. Finally, the robustness of the proposed method is shown in two other application domains those of, façade image rectification and skew detection and correction in rotated scanned documents

    Lazy visibility evaluation for exact soft shadows

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    International audienceThis report presents a novel approach to compute high quality and alias-free soft shadows using exact visibility computations. This work relies on a theoritical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations

    Lazy visibility evaluation for exact soft shadows

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    Présentation invitée de l'article du même nom publié en 2012 dans la revue Computer Graphics Forum.International audienceThis paper presents a novel approach to compute high quality and noise-free soft shadows using exact visibility computations. This work relies on a theoretical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations

    Problemes de discretisation et de filtrage pour la visualisation d'images numeriques

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    SIGLEINIST T 73644 / INIST-CNRS - Institut de l'Information Scientifique et TechniqueFRFranc

    Problèmes de discrétisation et de filtrage pour la visualisation d'images numériques

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    LA FAIBLE DEFINITION DES MEMOIRES DE TRAMES IMPOSEE PAR DES CONTRAINTES TECHNOLOGIQUES POSE DES PROBLEMES DE DISCRETISATION DE L'IMAGE LORS DE SON AFFICHAGE. IL EN RESULTE LES DIFFERENTS DEFAUTS D'ALIASSAGE DUS A UN ECHANTILLONNAGE INSUFFISANT DE L'IMAGE SOUS SA FORME ANALOGIQUE. CES DEFAUTS SONT PERCEPTIBLES ESSENTIELLEMENT SOUS FORMES DE MARCHES D'ESCALIER SUR LES CONTOURS DE L'IMAGE, D'APPARITION ET DE DISPARITION DES PETITS OBJETS SUIVANT LEUR POSITION DANS LA SCENE ET DE PRESENCE DE MOIRE DANS LES SCENES PORTANT DES TEXTURES. POUR ATTEINDRE UN PLUS GRAND DEGRE DE REALISME EN SYNTHESE D'IMAGES, IL EST INDISPENSABLE DE RESOUDRE CES PROBLEMES DE DISCRETISATION. LA SOLUTION GENERALE EST UN PREFILTRAGE PASSE-BAS DE L'IMAGE AVANT SON AFFICHAGE. NOUS ABORDONS CES PROBLEMES SOUS UN ANGLE THEORIQUE ET PRATIQUE DANS CETTE THESE. NOUS ETUDIONS LES METHODES D'ANTIALIASSAGE EN SYNTHESE D'IMAGES DANS LES CAS LES PLUS COURANTS. NOUS PROPOSONS DES NOUVELLES METHODES EN PARTICULIER DES ALGORITHMES ORIGINAUX POUR RESOUDRE CES PROBLEMES DANS LES CAS DU TAMPON DE PROFONDEUR ET DES TEXTURESNo abstrac

    Rendu réaliste de défauts de surface en synthèse d'images

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    LIMOGES-BU Sciences (870852109) / SudocSudocFranceF

    Ocean Waves Synthesis and Animation Using Real World Information

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    International audienceIn Computer Graphics, existing ocean waves models still suffer from lack of realism and/or complexity of use essentially due to empirical definition of parameters by the user. In this paper, we propose an easy to use spectral ocean waves model whose parameters are obtained automatically from real world information. These parameters can be computed in two different ways. The first one makes use of measured oceanographic data and the second one is image based. Both are very fast and simple to use. By using real world information, we can achieve more realistic results than previous models. Ocean waves animation is very easy to perform with our spectral model. In addition, this model is procedural and allows a continuous representation of ocean surface away from shore with any size and any level of detail, while requiring very low memory storage

    Rendering CSG scenes with general antialiasing

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    International audienceRay-tracing is one of the most popular techniques for rendering 3D images. Effects such as shadows, reflection, refraction and so on can e produced with this technique. However, ray-tracing is a point-sampling technique with well-known aliasing problems. In particular, small objects and small shadows can be hidden between rays and not be detected. No ray-tracing method, even using oversamplin , can solve this problem entirely. The solution is to use an extension of ray-tracing in which the concept of the infinitesimal ray is replaced by that of the beam, which has a volume of the scene. Beam-tracing is more complex than ray-tracing: in particular because of the beam-object intersection computations. So beam-tracers are usually limited to polygonal objects. The method presented here is a beam-tracer with no explicit beam-object intersection computations; so it can be used for rendering CSG scenes with antialiasing
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