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Arbitrarily layered micro-facet surfaces 任意分层的微面表面
A. Weidlich, A. Wilkie
In this paper we present a method to combine several micro-facet based surface layers into a single unified, expressive BRDF model that is easy to use. The restriction to micro-facet based layers constitutes no loss of generality, since both perfectly specular and perfectly diffuse surfaces can be seen as limit cases of the micro-facet approach. Such multi-layered surfaces can be used to re-create the appearance of a wide range of different materials, and yield good results without having to perform explicit sub-surface scattering computations. This is achieved through suitable approximations and simplifications of the scattering within the simulated layered surface, while still taking absorption and total internal reflection into account. We also discuss the corresponding probability distribution function that is needed for sampling purposes, and investigate how the flexibility of this new approach is best put to use.
在本文中,我们提出了一种方法,将几个基于微面的表面层组合成一个统一的、易于使用的、具有表现力的BRDF模型。对基于微面的层的限制没有造成一般性的损失,因为完美镜面和完美漫射表面都可以被视为微面方法的极限情况。这种多层表面可用于重建各种不同材料的外观,并且无需进行显式的次表面散射计算即可产生良好的结果。这是通过适当的近似和简化模拟层状表面内的散射来实现的,同时仍然考虑了吸收和全内反射。我们还讨论了采样所需的相应概率分布函数,并研究了如何最好地利用这种新方法的灵活性。
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引用次数: 87
Evaluation of real-time physics simulation systems 实时物理仿真系统的评估
A. Boeing, T. Bräunl
We present a qualitative evaluation of a number of free publicly available physics engines for simulation systems and game development. A brief overview of the aspects of a physics engine is presented accompanied by a comparison of the capabilities of each physics engine. Aspects that are investigated the accuracy and computational efficiency of the integrator properties, material properties, stacks, links, and collision detection system.
我们提出了一些免费的公开可用的物理引擎模拟系统和游戏开发的定性评价。简要概述了物理引擎的各个方面,并对每个物理引擎的功能进行了比较。研究了积分器特性、材料特性、堆叠、链接和碰撞检测系统的精度和计算效率。
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引用次数: 221
Visibility map for global illumination in point clouds 点云的全局照明可见度图
Rhushabh Goradia, Anil Kanakanti, S. Chandran, A. Datta
Point-sampled geometry has gained significant interest due to their simplicity. The lack of connectivity touted as a plus, however, creates difficulties in many operations like generating global illumination effects. This becomes especially true when we have a complex scene consisting of several models. The data is often hard to segment as individual models and hence not suitable for surface reconstruction. Inter-reflections in such complex scenes requires knowledge of visibility between point pairs. Computing visibility for point models is all the more difficult (than for polygonal models), since we do not have any surface or object information. We present in this paper a novel, hierarchical, fast and memory efficient algorithm to compute a description of mutual visibility in the form of a visibility map. Ray shooting and visibility queries can be answered in sub-linear time using this data structure. We evaluate our scheme analytically, qualitatively, and quantitatively and conclude that these maps are desirable.
点采样几何由于其简单性而获得了极大的兴趣。然而,缺乏连接性被吹捧为优点,在许多操作中造成了困难,例如生成全局照明效果。当我们有一个由几个模型组成的复杂场景时,这一点尤其正确。数据通常难以分割为单个模型,因此不适合用于表面重建。在如此复杂的场景中,相互反射需要了解点对之间的可见性。计算点模型的可见性(比多边形模型)更加困难,因为我们没有任何表面或物体信息。本文提出了一种新颖的、分层的、快速的、内存高效的以可见性映射形式计算相互可见性描述的算法。使用这种数据结构可以在次线性时间内回答光线射击和可见性查询。我们分析、定性和定量地评估我们的方案,并得出结论,这些地图是可取的。
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引用次数: 6
The Aristotelian rainbow: from philosophy to computer graphics 亚里士多德彩虹:从哲学到计算机图形学
J. Frisvad, Niels Jørgen Christensen, P. Falster
Developments in the graphics discipline called realistic image synthesis are in many ways related to the historical development of theories of light. And theories of light will probably continue to inspire the ongoing search for realism in graphics. To nurture this inspiration, we present the first in-depth, source-based historical study that pinpoints events with relevance for graphics in the development of theories of light. We also show that ancient mathematical models for light scattering phenomena may still find a use in the branch of realistic image synthesis concerned with real-time rendering. As an example we use Aristotle's theory of rainbow formation to construct a method for real-time rendering of rainbows. This example serves as an invitation to use the overview and references provided in this paper, not only for understanding where many of the physical concepts used in graphics come from, but also for finding more mathematical and physical models that are useful in graphics.
图形学科的发展被称为现实图像合成,在许多方面与光理论的历史发展有关。光的理论可能会继续激发正在进行的对图形现实主义的探索。为了培养这种灵感,我们提出了第一个深入的,基于来源的历史研究,精确地指出了与光理论发展中图形相关的事件。我们还表明,光散射现象的古老数学模型仍然可以在与实时渲染有关的逼真图像合成分支中找到用途。作为一个例子,我们使用亚里士多德的彩虹形成理论来构建一个实时渲染彩虹的方法。这个例子可以作为使用本文提供的概述和参考资料的邀请,不仅可以理解图形中使用的许多物理概念的来源,还可以找到更多在图形中有用的数学和物理模型。
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引用次数: 5
Mode-splitting for highly detailed, interactive liquid simulation 高度详细的模式分裂,交互式液体模拟
H. Cords
This work introduces a new technique for highly detailed, interactive liquid simulations. Similar to the mode-splitting method (used e.g. in oceanography), we separate the simulation of the low-frequency liquid flow and the high-frequency free surface waves. Hence, the performance for highly detailed liquid simulations can be increased immensely. Thereby, we use the 2D wave equation for surface simulation and the 3D Navier-Stokes equations for describing the liquid flow. Thus, the surface as well as the liquid flow are simulated physically-based, resulting in highly detailed and fully interactive liquid simulations: The liquid flows according to gravity, ground, obstacles and interactions, and the surface interacts with impacts, moving obstacles or simulates the propagation of highly detailed surface waves. Our method obtains realistic results at high framerates. Therefore, it is very suitable for today's video games, VR-Environments or medical simulators.
这项工作介绍了一种高度详细的、交互式液体模拟的新技术。类似于模式分裂方法(例如在海洋学中使用),我们将低频液体流动的模拟与高频自由表面波的模拟分开。因此,可以极大地提高高度详细的液体模拟的性能。因此,我们使用二维波动方程进行表面模拟,使用三维Navier-Stokes方程描述液体流动。因此,表面和液体流动是基于物理模拟的,从而产生高度详细和完全交互的液体模拟:液体根据重力、地面、障碍物和相互作用流动,表面与撞击、移动障碍物相互作用或模拟高度详细的表面波的传播。我们的方法在高帧率下获得了逼真的结果。因此,它非常适合今天的电子游戏,vr环境或医疗模拟器。
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引用次数: 13
Algorithms for spherical harmonic lighting 球面谐波照明算法
I. Lisle, Tracy Shih-lung Huang
Spherical harmonic (SH) lighting models require efficient and general libraries for evaluation of SH functions and of Wigner matrices for rotation. We introduce an efficient algebraic recurrence for evaluation of SH functions, and also implement SH rotation via Wigner matrices constructed for the real SH basis by a recurrence. Using these algorithms, we provide a freely distributable C / OpenGL implementation for SH diffuse unshadowed, shadowed and inter-reflected models. Our implementation allows flexible switching of scene, light probe, SH degree and lighting model at run time.
球谐(SH)照明模型需要高效和通用的库来评估SH函数和旋转的Wigner矩阵。我们引入了一种有效的代数递归来求SH函数的值,并通过递归为实SH基构造的Wigner矩阵实现了SH旋转。使用这些算法,我们为SH漫反射无阴影、阴影和互反射模型提供了一个自由分布的C / OpenGL实现。我们的实现允许在运行时灵活切换场景、光探针、SH度和照明模型。
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引用次数: 9
Data-intensive image based relighting 基于数据密集型图像的重照明
Biswarup Choudhury, S. Chandran
Image based Relighting(IBRL) has attracted a lot of interest in the computer graphics research, gaming, and virtual cinematography communities for its ability to relight objects or scenes, from novel illuminations captured in natural or synthetic environments. However, the advantages of an image-based framework conflicts with a drastic increase in the storage caused by the huge number of reference images pre-captured under various illumination conditions. To perform fast relighting, while maintaining the visual fidelity, one needs to preprocess this huge data into an appropriate model. In this paper, we propose a novel and efficient two-stage relighting algorithm which creates a compact representation of the huge IBRL dataset and facilitates fast relighting. In the first stage, using Singular Value Decomposition, a set of eigen image bases and relighting coefficients are computed. In the second stage, and in contrast to prior methods, the correlation among the relighting coefficients is harnessed using Spherical Harmonics. The proposed method thus has lower memory and computational requirements. We demonstrate our results qualitatively and quantitatively with new generated image data.
基于图像的重照明(IBRL)因其能够从自然或合成环境中捕获的新颖照明中重照明物体或场景的能力,在计算机图形研究、游戏和虚拟电影社区中引起了很多兴趣。然而,基于图像的框架的优点与在各种照明条件下预捕获的大量参考图像导致的存储急剧增加相冲突。为了在保持视觉保真度的同时进行快速重光照,需要将这些庞大的数据预处理成合适的模型。在本文中,我们提出了一种新颖而高效的两阶段重光照算法,该算法创建了一个庞大的IBRL数据集的紧凑表示,并便于快速重光照。第一阶段,利用奇异值分解,计算一组特征图像基和重光照系数;在第二阶段,与先前的方法相比,使用球面谐波来利用重光照系数之间的相关性。因此,该方法具有较低的内存和计算需求。我们用新生成的图像数据定性和定量地证明了我们的结果。
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引用次数: 2
Curvature-based shading of translucent materials, such as human skin 基于曲率的半透明材料的阴影,如人类皮肤
K. Kolchin
The paper introduces a new approximate method for rendering translucent materials. We represent the surface around a point to be rendered in Monge's form using principal curvatures. The subsurface reflectance equation in the dipole diffusion approximation [Jensen et al. 2001] is then integrated over the surface. The outgoing radiance at the point is expressed as a function of principal curvatures and light vector components along the principal directions. This function can be precomputed as a 2D lookup table, which can be stored as a texture image. The paper presents preliminary results of our work on implementation of the model described.
本文介绍了一种新的半透明材料的近似渲染方法。我们用主曲率表示一个点周围的表面,以蒙日的形式呈现。然后在表面上积分偶极子扩散近似中的地下反射方程[Jensen et al. 2001]。该点的出射亮度表示为沿主方向的主曲率和光矢量分量的函数。这个函数可以预先计算为一个2D查找表,它可以存储为纹理图像。本文介绍了我们对所描述的模型的实施工作的初步结果。
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引用次数: 4
Panorama maps with non-linear ray tracing 全景地图与非线性光线跟踪
M. Falk, T. Schafhitzel, D. Weiskopf, T. Ertl
We present a framework for the interactive generation of 3D panorama maps. Our approach addresses the main issue that occurs during panorama map construction: non-linear projection or deformation of the terrain in order to minimize the occlusion of important information such as roads and trails. Traditionally, panorama maps are hand-drawn by skilled illustrators. In contrast, our approach provides computer support for the rendering of non-occluded views of 3D panorama maps, where deformations are modeled by nonlinear ray tracing. The deflection of rays is influenced by 2D and 3D force fields that directly consider the shape of the terrain. In addition, our framework allows the user to further modify the force fields to have fine control over the deformations of the panorama map. User interaction is facilitated by our real-time rendering system in terms of linked multiple views of both linear and non-linear projected terrain and the deformed view rays. Fast rendering is achieved by GPU-based non-linear ray tracing. We demonstrate the usefulness of our modeling and visualization method by several examples.
我们提出了一个交互式生成三维全景地图的框架。我们的方法解决了全景地图构建过程中出现的主要问题:非线性投影或地形变形,以尽量减少重要信息(如道路和小径)的遮挡。传统上,全景地图是由熟练的插图画家手绘的。相比之下,我们的方法为3D全景地图的非遮挡视图的渲染提供了计算机支持,其中变形是通过非线性光线追踪建模的。射线的偏转受到直接考虑地形形状的二维和三维力场的影响。此外,我们的框架允许用户进一步修改力场,以便对全景图的变形进行精细控制。我们的实时渲染系统通过将线性和非线性投影地形以及变形视图光线的多个视图链接起来,方便了用户交互。通过基于gpu的非线性光线追踪实现快速渲染。我们通过几个例子证明了我们的建模和可视化方法的有效性。
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引用次数: 20
Appearance preserving octree-textures 外观保持八叉结构
J. Lacoste, T. Boubekeur, B. Jobard, C. Schlick
Because of their geometric complexity, high resolution 3D models, either designed in high-end modeling packages or acquired with range scanning devices, cannot be directly used in applications that require rendering at interactive framerates. One clever method to overcome this limitation is to perform an appearance preserving geometry simplification, by replacing the original model with a low resolution mesh equipped with high resolution normal maps. This process visually preserves small scale features from the initial geometry, while only requiring a reduced set of polygons. However, this conversion usually relies on some kind of global or piecewise parameterization, combined with the generation of a texture atlas, a process that is computationally expensive and requires precise user supervision. In this paper, we propose an alternative method in which the normal field of a high resolution model is adaptively sampled and encoded in an octree-based data structure, that we call appearance preserving octree-texture (APO). Our main contributions are: a normal-driven octree generation, a compact encoding and an efficient look-up algorithm. Our method is efficient, totally automatic, and avoids the expensive creation of a parameterization with its corresponding texture atlas.
由于其几何复杂性,无论是在高端建模软件包中设计还是通过距离扫描设备获取的高分辨率3D模型,都不能直接用于需要以交互帧率渲染的应用程序。克服这一限制的一个聪明的方法是通过使用配备高分辨率法线贴图的低分辨率网格替换原始模型,从而执行保持外观的几何简化。这个过程在视觉上保留了初始几何的小尺度特征,而只需要减少的多边形集。然而,这种转换通常依赖于某种全局或分段参数化,并结合纹理图集的生成,这一过程的计算成本很高,需要精确的用户监督。在本文中,我们提出了一种替代方法,该方法将高分辨率模型的法向域自适应采样并编码为基于八叉树的数据结构,我们称之为外观保持八叉树纹理(APO)。我们的主要贡献是:一个正常驱动的八叉树生成,一个紧凑的编码和一个高效的查找算法。我们的方法是高效的,完全自动化的,并且避免了昂贵的创建参数化及其相应的纹理图集。
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引用次数: 15
期刊
Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
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