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Generalization of Lambert's reflectance model Lambert反射率模型的推广
Michael Oren, S. Nayar
Lambert's model for body reflection is widely used in computer graphics. It is used extensively by rendering techniques such as radiosity and ray tracing. For several real-world objects, however, Lambert's model can prove to be a very inaccurate approximation to the body reflectance. While the brightness of a Lambertian surface is independent of viewing direction, that of a rough surface increases as the viewing direction approaches the light source direction. In this paper, a comprehensive model is developed that predicts body reflectance from rough surfaces. The surface is modeled as a collection of Lambertian facets. It is shown that such a surface is inherently non-Lambertian due to the foreshortening of the surface facets. Further, the model accounts for complex geometric and radiometric phenomena such as masking, shadowing, and interreflections between facets. Several experiments have been conducted on samples of rough diffuse surfaces, such as, plaster, sand, clay, and cloth. All these surface demonstrate significant deviation from Lambertian behavior. The reflectance measurements obtained are in strong agreement with the reflectance predicted by the model.
兰伯特的人体反射模型在计算机图形学中得到了广泛的应用。它被广泛用于渲染技术,如辐射和光线追踪。然而,对于一些现实世界的物体,兰伯特的模型可能被证明是一个非常不准确的物体反射率近似值。朗伯曲面的亮度与观测方向无关,而粗糙表面的亮度随着观测方向接近光源方向而增大。本文建立了一个从粗糙表面预测物体反射率的综合模型。表面被建模为朗伯平面的集合。结果表明,由于表面切面的缩短,这种表面本质上是非朗伯曲面。此外,该模型考虑了复杂的几何和辐射现象,如掩蔽、阴影和面之间的互反射。在粗糙的扩散表面,如灰泥、沙子、粘土和布上进行了几次实验。所有这些表面都表现出明显偏离朗伯行为。获得的反射率测量值与模型预测的反射率非常吻合。
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引用次数: 488
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics IRIS performer:用于实时3D图形的高性能多处理工具包
John Rohlf, James Helman
This paper describes the design and implementation of IRIS Performer, a toolkit for visual simulation, virtual reality, and other real-time 3D graphics applications. The principal design goal is to allow application developers to more easily obtain maximal performance from 3D graphics workstations which feature multiple CPUs and support an immediate-mode rendering library. To this end, the toolkit combines a low-level library for high-performance rendering with a high-level library that implements pipelined, parallel traversals of a hierarchical scene graph. While discussing the toolkit architecture, the paper illuminates and addresses performance issues fundamental to immediate-mode graphics and coarse-grained, pipelined multiprocessing. Graphics optimizations focus on efficient data transfer to the graphics subsystem, reduction of mode settings, and restricting state inheritance. The toolkit's multiprocessing features solve the problems of how to partition work among multiple processes, how to synchronize these processes, and how to manage data in a pipelined, multiprocessing environment. The paper also discusses support for intersection detection, fixed-frame rates, run-time profiling and special effects such as geometric morphing.
本文描述了IRIS Performer的设计和实现,这是一个用于视觉模拟、虚拟现实和其他实时3D图形应用的工具包。主要设计目标是允许应用程序开发人员更容易地从具有多个cpu和支持即时模式渲染库的3D图形工作站获得最大性能。为此,该工具包结合了用于高性能渲染的低级库和实现分层场景图的流水线并行遍历的高级库。在讨论工具包体系结构时,本文阐明并解决了即时模式图形和粗粒度、流水线多处理的基本性能问题。图形优化的重点是有效地将数据传输到图形子系统、减少模式设置和限制状态继承。该工具包的多处理特性解决了如何在多个进程之间划分工作、如何同步这些进程以及如何在流水线化的多处理环境中管理数据等问题。本文还讨论了对交叉检测、固定帧率、运行时轮廓和几何变形等特殊效果的支持。
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引用次数: 571
Accelerated MPEG compression of dynamic polygonal scenes 加速动态多边形场景的MPEG压缩
D. Wallach, Sharma Kunapalli, Michael F. Cohen
This paper describes a methodology for using the matrix-vector multiply and scan conversion hardware present in many graphics workstations to rapidly approximate the optical flow in a scene. The optical flow is a 2-dimensional vector field describing the on-screen motion of each pixel. An application of the optical flow to MPEG compression is described which results in improved compression with minimal overhead.
本文描述了一种利用许多图形工作站中存在的矩阵向量乘法和扫描转换硬件来快速近似场景中的光流的方法。光流是描述每个像素在屏幕上运动的二维矢量场。描述了光流在MPEG压缩中的应用,它以最小的开销改善了压缩。
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引用次数: 47
Drawing and animation using skeletal strokes 使用骨骼笔画和动画
S. Hsu, Irene H. H. Lee
The use of skeletal strokes is a new vector graphics realization of the brush and stroke metaphor using arbitrary pictures as “ink”. It is based on an idealized 2D deformation model defined by an arbitrary path. Its expressiveness as a general brush stroke replacement and efficiency for interactive use make it suitable as a basic drawing primitive in drawing programs as well as windowing and page description systems. This paper presents our drawing and animation system, “Skeletal Draw”, based on skeletal strokes. The effectiveness of the system in stylish picture creation is illustrated with various pictures made with it. Decisions made in the handling of sub-strokes in a higher order stroke and recursive strokes are discussed. The general anchoring mechanism in the skeletal stroke framework allows any arbitrary picture deformation to be abstracted into a single stroke. Its extension to piecewise continuous anchoring and the anchoring of shear angle and stroke width are explained. We demonstrated how this mechanism allows us to build up powerful pseudo-3D models which are particularly useful in the production of 2 1/2 D cartoon drawings and animation. Animation sequences have been made to illustrate the ideas, including a vector graphics based motion blurring technique.
骨笔画的使用是一种新的用任意图片作为“墨水”的笔画和笔画隐喻的矢量图形实现。它基于由任意路径定义的理想二维变形模型。它作为一般笔触替代品的表现力和交互使用的效率使其适合作为绘图程序以及窗口和页面描述系统的基本绘图原语。本文介绍了我们基于骨骼笔画的绘图和动画系统“骨骼绘图”。用该系统制作的各种图片说明了该系统在时尚图片创作中的有效性。讨论了在处理高阶笔画和递归笔画中的子笔画时所作的决定。骨架笔画框架中的一般锚定机制允许将任意图像变形抽象为单个笔画。对其推广到分段连续锚固以及剪切角和行程宽度锚固进行了说明。我们演示了这种机制如何使我们能够建立强大的伪3d模型,这在制作2 1/2 D卡通图纸和动画时特别有用。动画序列已经被制作来说明这些想法,包括基于矢量图形的运动模糊技术。
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引用次数: 213
Low cost illumination computation using an approximation of light wavefronts 使用光波前近似的低成本照明计算
G. Elber
We present an efficient method to simulate the propagation of wavefronts and approximate the behavior of light in an environment of freeform surfaces. The proposed method can emulate the behavior of a wavefront emanating from a point or spherical light source, and possibly refracted and/or reflected from a freeform surface. Moreover, it allows one to consider and to render images with extreme illumination conditions such as caustics. The proposed method can be embedded into rendering schemes that are based on scan conversion. Using a direct freedom surface Z buffer renderer, we also demonstrate the use of the wavefront approximation in illumination computation.
我们提出了一种有效的方法来模拟波前的传播和近似光在自由曲面环境中的行为。所提出的方法可以模拟从点光源或球形光源发出的波前的行为,并且可能从自由曲面折射和/或反射。此外,它允许人们考虑和渲染极端照明条件下的图像,如焦散。该方法可以嵌入到基于扫描转换的渲染方案中。使用直接自由曲面Z缓冲渲染器,我们还演示了波前近似在照明计算中的使用。
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引用次数: 9
Textures and radiosity: controlling emission and reflection with texture maps 纹理和辐射:控制纹理贴图的发射和反射
Reid Gershbein, P. Schröder, P. Hanrahan
In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows the use of textures to describe complex reflectance and emittance patterns over surfaces, increasing the realism and complexity of radiosity images. Previous approaches to the inclusion of textures have either averaged the texture to yield a single color for the radiosity computations, or exhaustively generated detail elements—possibly as many as one per texture pixel. The former does not capture important lighting effects due to textures, while the latter is too expensive computationally to be practical. To handle texture maps requires a detailed analysis of the underlying operator equation. In particular we decompose the radiosity equation into two steps: (i) the computation of irradiance on a surface from the radiosities on other surfaces, and (ii) the application of the reflectance operator &rgr; to compute radiosities from irradiances. We then describe an algorithm that maintains hierarchical representations of both radiosities and textures. The numerical error involved in using these approximations is quantifiable and a time/error tradeoff is possible. The resulting algorithm allows texture maps to be used in radiosity computations with very little overhead.
在本文中,我们讨论了有效和准确地将纹理映射合并到层次伽辽金辐射算法中。这种标准算法的扩展允许使用纹理来描述表面上复杂的反射率和发射率模式,增加了辐射图像的真实感和复杂性。以前包含纹理的方法要么是对纹理进行平均,以产生用于辐射计算的单一颜色,要么是详尽地生成细节元素——可能每个纹理像素多达一个。前者由于纹理而不能捕捉重要的照明效果,而后者在计算上过于昂贵而不实用。处理纹理映射需要对底层算子方程进行详细的分析。特别地,我们将辐射度方程分解为两个步骤:(i)从其他表面的辐射度计算表面的辐照度;(ii)反射率算子&rgr的应用;从辐照度计算辐照度。然后,我们描述了一种算法,该算法保持辐射度和纹理的分层表示。使用这些近似所涉及的数值误差是可量化的,并且可以在时间/误差之间进行权衡。由此产生的算法允许纹理贴图在很小的开销下用于辐射计算。
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引用次数: 62
The RADIANCE lighting simulation and rendering system 光辉照明模拟和渲染系统
G. Ward
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions. This includes specular, diffuse and directional-diffuse reflection and transmission in any combination to any level in any environment, including complicated, curved geometries. The simulation blends deterministic and stochastic ray-tracing techniques to achieve the best balance between speed and accuracy in its local and global illumination methods. Some of the more interesting techniques are outlined, with references to more detailed descriptions elsewhere. Finally, examples are given of successful applications of this free software by others.
本文介绍了一种针对照明设计和建筑需求的基于物理的渲染系统。仿真采用了一种带扩展的向后光线追踪方法,在大多数情况下有效地求解了渲染方程。这包括镜面反射、漫反射和方向漫反射,以及在任何环境下的任何层次上的任何组合,包括复杂的、弯曲的几何形状。该仿真混合了确定性和随机光线追踪技术,在局部和全局照明方法中实现了速度和精度的最佳平衡。本文概述了一些更有趣的技术,并参考了其他地方更详细的描述。最后,给出了其他人成功应用该自由软件的例子。
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引用次数: 1162
Bounds and error estimates for radiosity 辐射的边界和误差估计
Dani Lischinski, Brian E. Smits, D. Greenberg
We present a method for determining a posteriori bounds and estimates for local and total errors in radiosity solutions. The ability to obtain bounds and estimates for the total error is crucial fro reliably judging the acceptability of a solution. Realistic estimates of the local error improve the efficiency of adaptive radiosity algorithms, such as hierarchical radiosity, by indicating where adaptive refinement is necessary. First, we describe a hierarchical radiosity algorithm that computes conservative lower and upper bounds on the exact radiosity function, as well as on the approximate solution. These bounds account for the propagation of errors due to interreflections, and provide a conservative upper bound on the error. We also describe a non-conservative version of the same algorithm that is capable of computing tighter bounds, from which more realistic error estimates can be obtained. Finally, we derive an expression for the effect of a particular interaction on the total error. This yields a new error-driven refinement strategy for hierarchical radiosity, which is shown to be superior to brightness-weighted refinement.
我们提出了一种方法来确定后验界和估计的局部和总误差的辐射解决方案。为了可靠地判断解的可接受性,获得总误差的范围和估计的能力是至关重要的。局部误差的实际估计提高了自适应辐射算法的效率,如分层辐射,通过指示哪里需要自适应改进。首先,我们描述了一种分层辐射算法,该算法计算精确辐射函数的保守下界和上界以及近似解。这些边界考虑了由于相互反射引起的误差传播,并提供了误差的保守上界。我们还描述了同一算法的非保守版本,它能够计算更严格的边界,从中可以获得更真实的误差估计。最后,我们推导出了一个特定相互作用对总误差影响的表达式。这产生了一种新的误差驱动的分层辐射细化策略,该策略优于亮度加权细化。
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引用次数: 131
Partitioning and ordering large radiosity computations 划分和排序大的辐射计算
S. Teller, C. Fowler, T. Funkhouser, P. Hanrahan
We describe a system that computes radiosity solutions for polygonal environments much larger than can be stored in main memory. The solution is stored in and retrieved from a database as the computation proceeds. Our system is based on two ideas: the use of visibility oracles to find source and blocker surfaces potentially visible to a receiving surface; and the use of hierarchical techniques to represent interactions between large surfaces efficiently, and to represent the computed radiosity solution compactly. Visibility information allows the environment to be partitioned into subsets, each containing all the information necessary to transfer light to a cluster of receiving polygons. Since the largest subset needed for any particular cluster is much smaller than the total size of the environment, these subset computations can be performed in much less memory than can classical or hierarchical radiosity. The computation is then ordered for further efficiency. Careful ordering of energy transfers minimizes the number of database reads and writes. We report results from large solutions of unfurnished and furnished buildings, and show that our implementation's observed running time scales nearly linearly with both local and global model complexity.
我们描述了一个系统,该系统可以计算比存储在主存储器中大得多的多边形环境的辐射解。当计算进行时,解决方案存储在数据库中并从数据库中检索。我们的系统基于两个想法:使用可见性预言器来查找源和阻塞表面对接收表面可能可见;并利用分层技术高效地表示大表面间的相互作用,使计算得到的辐射度解表示紧凑。能见度信息允许将环境划分为子集,每个子集包含将光传输到一组接收多边形所需的所有信息。由于任何特定集群所需的最大子集远小于环境的总大小,因此这些子集计算可以在比经典或分层辐射少得多的内存中执行。然后对计算进行排序以提高效率。仔细排序能量传输可以最小化数据库读写的数量。我们报告了未装修和装修建筑的大型解决方案的结果,并表明我们的实现观察到的运行时间尺度与局部和全局模型复杂性几乎呈线性关系。
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引用次数: 96
Computer graphics for architecture and design presentations: current work and trends outside the U.S. 建筑和设计演示的计算机图形学:美国以外的当前工作和趋势
A. Addison, A. Andia, N. Ceccarelli, G. Llavaneras, Makoto Majima, Ken Roger Sawai
graphics techniques for design communication and visualization in the Architecture, Engineering, and Construction (AEC) and related design industries. Since there is a great deal of interesting and innovative work being done outside the United States in the area (and with relatively little U.S. exposure), this panel is focused on a few of these international efforts. Architecture is but a small subset of the much larger field of design, and the trends and work being done are in many ways representative of the broader domain. Despite the formal training of all of the panelists in architectural design and the focus of the discussion upon architecture and engineering, the panel should be of interest and value to educators, researchers, software developers, and marketers in the AEC field and those interested in practical and innovative uses of computer graphics presentation techniques outside the U.S. For years computer-aided design, or “CAD” has been the primary focus of computerization efforts (and funding) among design firms throughout the world. Recently however, as computer graphic visualization and presentation tools have matured, there has been a growing trend to utilize the computer as more than just a drafting tool. Thus, the panel presentations and discussion will steer away from traditional CAD and focus in on rendering, animation, and multimedia in the AEC field. Each panelist will briefly present the current state-of-the-art in their respective country and area and their vision for where their respective fields are heading. The presentations will be followed by a roundtable discussion (and opportunity for audience participation) of how the usage in each region and field parallels or perhaps differs from work in the United States. The panelists come from a broad slice of the world market. Representing a large AEC firm, a small multimedia house, an architectural presentation service bureau, and research and education, they bring multiple viewpoints, cultures, and perspectives to the discussion. Although each is involved with innovative or unique presentation and visualization work, it is valuable to note that each is also interested and involved with research focusing on moving computer usage in the design profession beyond mere presentation graphics.
在建筑、工程和施工(AEC)及相关设计行业中用于设计沟通和可视化的图形技术。由于在美国以外的地区有大量有趣和创新的工作正在进行(美国相对较少),因此本小组将重点关注这些国际努力中的一些。架构只是更大的设计领域的一个小子集,其趋势和正在完成的工作在许多方面都代表了更广泛的领域。尽管所有的小组成员都接受过建筑设计方面的正式培训,并且讨论的重点是建筑和工程,但该小组应该对AEC领域的教育工作者、研究人员、软件开发人员和营销人员以及对美国以外的计算机图形演示技术的实际和创新应用感兴趣的人感兴趣和有价值。或“CAD”一直是世界各地设计公司计算机化努力(和资助)的主要焦点。然而,最近,随着计算机图形可视化和演示工具的成熟,越来越多的趋势是利用计算机不仅仅是一个绘图工具。因此,小组报告和讨论将从传统的CAD转向关注AEC领域的渲染、动画和多媒体。每位小组成员将简要介绍各自国家和地区的最新技术,以及他们对各自领域发展方向的看法。在演讲之后将举行圆桌讨论(并有机会让听众参与),讨论每个地区和领域的使用情况与美国的工作如何相似或不同。小组成员来自世界市场的广阔领域。他们代表大型AEC公司、小型多媒体公司、建筑展示服务机构以及研究和教育机构,为讨论带来了多种观点、文化和视角。虽然每个人都参与了创新或独特的展示和可视化工作,但值得注意的是,每个人都对关注计算机在设计专业中的应用的研究感兴趣,并参与了不仅仅是展示图形的研究。
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引用次数: 0
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Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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