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A practical model for computing the BRDF of real world materials 一个计算真实世界材料BRDF的实用模型
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448228
Ke Chen, Charly Collin, Ajit Hakke Patil, S. Pattanaik
Accurately modeling BRDF for real world materials is important and challenging for realistic image synthesis. For a majority of materials most of the incident light enters the material, undergoes multiple scattering under the surface before exiting the material's surface as reflection. Physically correct modeling of such BRDF must take into account of this subsurface volumetric light transport. Most of the accurate numerical solution methods (ex: Monte Carlo, Discrete Ordinate Methods (DOM)) for volumetric light transport compute radiance field for the whole volume, and are expensive. As BRDF ultimately relates only the outgoing radiation field at the boundary to the incident radiation, radiation field computed for the bulk of the material does not provide any useful information and hence the effort involved in computing them can be considered as wasteful. So for efficient BRDF computation any method that allows us to compute the radiance field only at the boundary would be a preferable choice. The search for such a method led us to the Ambartsumian's method [Sobolev 1975; Mishchenko et al. 1999].
准确地为真实世界的材料建模BRDF对于真实的图像合成是重要的和具有挑战性的。对于大多数材料,大部分入射光进入材料,在以反射的形式离开材料表面之前,在材料表面下经历多次散射。这种BRDF的物理正确建模必须考虑到这种地下体积光传输。体积光输运的精确数值求解方法(如蒙特卡罗、离散坐标法)大多是计算整个体积的辐射场,且价格昂贵。由于BRDF最终只将边界处的出射辐射场与入射辐射联系起来,因此计算大部分材料的辐射场并不能提供任何有用的信息,因此计算它们所涉及的努力可以被认为是浪费。因此,对于有效的BRDF计算,任何允许我们仅在边界处计算辐射场的方法都是更好的选择。对这种方法的探索使我们找到了Ambartsumian的方法[Sobolev 1975;Mishchenko et al. 1999]。
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引用次数: 1
Hybrid transparency 混合的透明度
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448212
Marilena Maule, J. Comba, Rafael P. Torchelsen, R. Bastos
Hybrid transparency is an approach for real-time approximation of order-independent transparency. Our hybrid approach combines an accurate compositing, of a few core transparent layers, with a quick approximation, for the remaining layers. Its main advantage, the ability to operate in bounded memory without noticeable artifacts, enables its usage with high scene complexity and image resolution, which other approaches fail to handle. Hybrid transparency is suitable for highly-parallel execution, can be implemented in current GPUs and further improved, with minimal architecture changes. We present quality, memory, and performance analysis and comparisons which demonstrate that hybrid transparency is able to generate high-quality images at competitive frames rates and with the lowest memory consumption among comparable OIT techniques.
混合透明是一种实时逼近顺序无关透明的方法。我们的混合方法结合了几个核心透明层的精确合成,以及剩余层的快速近似。它的主要优点是能够在有限的内存中运行而没有明显的伪影,这使得它能够用于高场景复杂性和图像分辨率,这是其他方法无法处理的。混合透明适用于高度并行执行,可以在当前的gpu中实现并进一步改进,而架构更改最少。我们提出了质量、内存和性能分析和比较,证明混合透明能够在具有竞争力的帧率下生成高质量的图像,并且在可比较的OIT技术中具有最低的内存消耗。
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引用次数: 30
Interactive mesostructures 互动中构造
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448202
S. Nykl, C. Mourning, D. Chelberg
This paper presents a technique for interactively deforming and colliding with mesostructures at a per-texel level. It is compatible with a broad range of existing mesostructure rendering techniques including both safe and unsafe ray-height field intersection algorithms. This technique integrates well with existing physics engines and is able to reduce traditional 3D geometrical deformations (vertex-based) to 2D image space operations (pixel-based) that are parallelized on a GPU without CPU-GPU data shuffling. Additionally, surface and material properties may be specified at a per-texel level enabling a mesostructure to possess varying attributes intrinsic to its surface and collision behavior; furthermore, this offers an image-based alternative to traditional decals. This technique provides a simple way to make almost every surface in a virtual world responsive to user actions and events. It requires no preprocessing time and storage requirements of one additional texture or less. The algorithm uses existing displacement map algorithms as well as existing physics engines and can be easily incorporated into new or existing game pipelines.
本文提出了一种在每纹理水平上与细观结构进行交互变形和碰撞的技术。它兼容广泛的现有细观结构渲染技术,包括安全和不安全的射线高度场相交算法。该技术与现有的物理引擎很好地集成,能够将传统的3D几何变形(基于顶点)减少到2D图像空间操作(基于像素),这些操作在GPU上并行化,而无需CPU-GPU数据变换。此外,表面和材料属性可以在每个文本级别指定,从而使介观结构具有其表面和碰撞行为固有的不同属性;此外,这为传统贴花提供了基于图像的替代方案。这种技术提供了一种简单的方法,使虚拟世界中的几乎每个表面都能响应用户的动作和事件。它不需要预处理时间,也不需要存储一种或更少的额外纹理。该算法使用现有的位移地图算法以及现有的物理引擎,可以很容易地整合到新的或现有的游戏管道中。
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引用次数: 9
A practical analytic model for the radiosity of translucent scenes 半透明场景辐射度的实用解析模型
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448206
Yu Sheng, Yulong Shi, Lili Wang, S. Narasimhan
Light propagation in scenes with translucent objects is hard to model efficiently for interactive applications. The inter-reflections between objects and their environments and the subsurface scattering through the materials intertwine to produce visual effects like color bleeding, light glows and soft shading. Monte-Carlo based approaches have demonstrated impressive results but are computationally expensive, and faster approaches model either only inter-reflections or only subsurface scattering. In this paper, we present a simple analytic model that combines diffuse inter-reflections and isotropic subsurface scattering. Our approach extends the classical work in radiosity by including a subsurface scattering matrix that operates in conjunction with the traditional form-factor matrix. This subsurface scattering matrix can be constructed using analytic, measurement-based or simulation-based models and can capture both homogeneous and heterogeneous translucencies. Using a fast iterative solution to radiosity, we demonstrate scene relighting and dynamically varying object translucencies at near interactive rates.
在具有半透明物体的场景中,光的传播很难在交互式应用中有效地建模。物体与其环境之间的相互反射和材料的地下散射交织在一起,产生了色彩流血、发光和柔和阴影等视觉效果。基于蒙特卡罗的方法已经证明了令人印象深刻的结果,但计算成本很高,更快的方法要么只模拟内部反射,要么只模拟地下散射。在本文中,我们提出了一个简单的分析模型,结合漫射间反射和各向同性地下散射。我们的方法通过包括与传统形状因子矩阵一起工作的地下散射矩阵,扩展了辐射的经典工作。这种地下散射矩阵可以使用解析、基于测量或基于模拟的模型来构建,并且可以捕获均匀和非均匀的半透明。使用快速迭代解决方案的辐射,我们演示了场景重照明和动态变化的物体半透明在接近交互速率。
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引用次数: 11
A motion synthesis system for dance using a tablet 一种用平板电脑跳舞的动作合成系统
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448226
A. Soga, Sakiko Matsumoto
Recently, applications using human body motion data have increased with the progress in motion capture technologies and the spread of practical motion capture systems. In addition, touch panels have become popularized as input devices that can be used easily and intuitively. Taking advantage of these trends, we have been developing a support system for dance creation using motion data [A. Soga 2009]. This paper describes a motion synthesis system for dance using a tablet computer. Our system provides functions to synthesize motions, and users can control it with a tablet. The users create short choreographies by selecting certain body-part motion clips and composing them as whole-body motions. The system allows users to select each motion clip and preview it by 3DCG in real time. Some motion clips can be selected by flicking the tablet screen, and they can be blended to a base motion. Other motion clips of body parts can replace the corresponding part of the base motion. Figure 1 shows an overview of the system.
近年来,随着动作捕捉技术的进步和实用动作捕捉系统的普及,使用人体运动数据的应用越来越多。此外,触控面板作为易于直观使用的输入设备已经普及。利用这些趋势,我们一直在开发一个使用动作数据的舞蹈创作支持系统[a]。苏2009]。介绍了一种基于平板电脑的舞蹈动作合成系统。我们的系统提供了合成动作的功能,用户可以用平板电脑控制它。用户通过选择特定的身体部分动作片段并将其组合为全身动作来创建简短的舞蹈。系统允许用户选择每个动作剪辑,并通过3DCG实时预览。一些动作片段可以通过轻弹平板电脑屏幕来选择,它们可以混合成基本动作。身体部位的其他运动剪辑可以替代基础运动的相应部分。图1显示了系统的概述。
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引用次数: 1
FasTC: accelerated fixed-rate texture encoding FasTC:加速固定速率纹理编码
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448218
Pavel Krajcevski, Adam T. Lake, Dinesh Manocha
We present a new algorithm for encoding low dynamic range images into fixed-rate texture compression formats. Our approach provides orders of magnitude improvements in speed over existing publicly-available compressors, while generating high quality results. The algorithm is applicable to any fixed-rate texture encoding scheme based on Block Truncation Coding and we use it to compress images into the OpenGL BPTC format. The underlying technique uses an axis-aligned bounding box to estimate the proper partitioning of a texel block and performs a generalized cluster fit to compute the endpoint approximation. This approximation can be further refined using simulated annealing. The algorithm is inherently parallel and scales with the number of processor cores. We highlight its performance on low-frequency game textures and the high frequency Kodak Test Image Suite.
提出了一种将低动态范围图像编码为固定速率纹理压缩格式的新算法。我们的方法比现有的公开可用的压缩机在速度上提供了数量级的改进,同时产生高质量的结果。该算法适用于任何基于块截断编码的固定速率纹理编码方案,并将其用于将图像压缩为OpenGL BPTC格式。底层技术使用轴对齐的边界框来估计文本块的适当划分,并执行广义聚类拟合来计算端点近似值。这个近似可以用模拟退火进一步细化。该算法本质上是并行的,并随着处理器核数的增加而扩展。我们强调其在低频游戏纹理和高频柯达测试图像套件上的性能。
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引用次数: 10
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU 结合遮挡剔除与并行LOD在GPU上渲染复杂3D环境
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448235
Chao Peng, Yong Cao
In many research domains, such as mechanical engineering, game development and virtual reality, a typical output model is usually produced in a multi-object manner for efficient data management. To have a complete description of the whole model, tens of thousands of, or even millions of, such objects are created, which makes the entire dataset exceptionally complex. Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction.
在许多研究领域,如机械工程、游戏开发和虚拟现实,通常以多对象的方式产生典型的输出模型,以实现高效的数据管理。为了完整地描述整个模型,需要创建成千上万甚至数百万个这样的对象,这使得整个数据集异常复杂。因此,可视化模型成为一个计算密集型的过程,阻碍了实时渲染和交互。
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引用次数: 2
Toward practical real-time photon mapping: efficient GPU density estimation 走向实用的实时光子映射:高效的GPU密度估计
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448207
Michael Mara, D. Luebke, M. McGuire
We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce reasonable results on NVIDIA GeForce 670 at 1920 × 1080 for complex scenes with multiple-bounce diffuse effects, caustics, and glossy reflection in real-time. Across the designs we conclude that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.
我们描述了实时光子密度估计的设计空间,这是通过光子映射绘制全局照明(GI)的关键步骤。然后,我们详细分析了四种最佳算法的高效GPU实现。在NVIDIA GeForce 670 1920 × 1080分辨率下,对于具有多重弹跳漫射效果、焦散和光滑反射的复杂场景,所有这些都能产生合理的结果。在整个设计中,我们得出结论,在计算着色器中平铺,延迟光子收集提供了性能和质量的最佳组合。
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引用次数: 32
Efficient shading of indirect illumination applying reflective shadow maps 应用反射阴影贴图的间接照明的有效阴影
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448211
P. Lensing, W. Broll
While global illumination is a crucial issue for most computer graphics applications fostering photo realistic rendering, fast and efficient implementations remain challenging for real-time applications. One approach to approximate indirect illumination is to distribute virtual point lights (VPL) at surfaces that emit indirect light. This distribution may be realized using reflective shadow maps (RSM). One major drawback of this approach is that each surface point has to be illuminated by thousands of VPLs, leading to a performance bottleneck in the shading step. Therefore several approaches trying to reduce the shading costs either by decreasing the number of VPLs or by lowering the surface points to be shaded exist. In our approach we propose a novel indirect shading approximation allowing us to reduce the number of surface points to be shaded to a minimum, still achieving a high image quality. Even complex and animated models can thus be represented by a few dozens of surface points for shading. Furthermore our approach allows graphic artists to intuitively tune the shading by adding or changing surface points without any pre-computations. The approach is very efficient and is completely implemented on the GPU not requiring any high shader profiles. This will even enable almost photo realistic rendering on upcoming handheld devices.
虽然全局照明对于大多数计算机图形应用来说是一个关键问题,但对于实时应用来说,快速有效的实现仍然是一个挑战。一种近似间接照明的方法是在发出间接光的表面上分布虚拟点光(VPL)。这种分布可以用反射阴影贴图(RSM)来实现。这种方法的一个主要缺点是,每个表面点都必须由数千个vpl照亮,这导致了阴影步骤的性能瓶颈。因此,有几种方法试图通过减少vpl的数量或降低要遮阳的表面点来降低遮阳成本。在我们的方法中,我们提出了一种新的间接阴影近似方法,使我们能够将要阴影的表面点的数量减少到最小,同时仍然实现高图像质量。因此,即使是复杂的动画模型也可以用几十个表面点来表示。此外,我们的方法允许图形艺术家通过添加或改变表面点直观地调整阴影,而无需任何预计算。这种方法非常有效,完全在GPU上实现,不需要任何高着色器配置文件。这甚至可以在即将到来的手持设备上实现近乎照片般的渲染。
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引用次数: 10
Volume stylizer: tomography-based volume painting 体积造型器:基于层析成像的体积绘画
Pub Date : 2013-03-21 DOI: 10.1145/2448196.2448222
Oliver Klehm, Ivo Ihrke, H. Seidel, E. Eisemann
Volumetric phenomena are an integral part of standard rendering, yet, no suitable tools to edit characteristic properties are available so far. Either simulation results are used directly, or modifications are high-level, e.g., noise functions to influence appearance. Intuitive artistic control is not possible. We propose a solution to stylize single-scattering volumetric effects. Emission, scattering and extinction become amenable to artistic control while preserving a smooth and coherent appearance when changing the viewpoint. Our approach lets the user define a number of target views to be matched when observing the volume from this perspective. Via an analysis of the volumetric rendering equation, we can show how to link this problem to tomographic reconstruction.
体积现象是标准渲染的一个组成部分,然而,到目前为止,还没有合适的工具来编辑特征属性。要么直接使用模拟结果,要么进行高级修改,例如,使用噪声函数来影响外观。直观的艺术控制是不可能的。我们提出了一种程式化单散射体积效应的解决方案。发射,散射和消光变得适合艺术控制,同时在改变视点时保持平滑和连贯的外观。我们的方法允许用户定义许多目标视图,以便在从这个角度观察体量时进行匹配。通过对体绘制方程的分析,我们可以展示如何将这个问题与层析重建联系起来。
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引用次数: 12
期刊
Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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