EG 2019 - STARs (CGF 38-2)

Permanent URI for this collection

State of the Art Reports
A Survey on Gradient-Domain Rendering
Binh-Son Hua, Adrien Gruson, Victor Petitjean, Matthias Zwicker, Derek Nowrouzezahrai, Elmar Eisemann, and Toshiya Hachisuka
Analysis of Sample Correlations for Monte Carlo Rendering
Gurprit Singh, Cengiz Öztireli, Abdalla G. M. Ahmed, David Coeurjolly, Kartic Subr, Oliver Deussen, Victor Ostromoukhov, Ravi Ramamoorthi, and Wojciech Jarosz
Near-Eye Display and Tracking Technologies for Virtual and Augmented Reality
George Alex Koulieris, Kaan Aksit, Michael Stengel, Rafal K. Mantiuk, Katerina Mania, and Christian Richardt
Computer-assisted Relief Modelling: A Comprehensive Survey
Yu-Wei Zhang, Jing Wu, Zhongping Ji, Mingqiang Wei, and Caiming Zhang
Rethinking Texture Mapping
Cem Yuksel, Sylvain Lefebvre, and Marco Tarini
A Review of Digital Terrain Modeling
Eric Galin, Eric Guérin, Adrien Peytavie, Guillaume Cordonnier, Marie-Paule Cani, Bedrich Benes, and James Gain

Browse

Recent Submissions

Now showing 1 - 7 of 7
  • Item
    EUROGRAPHICS 2019: CGF 38-2 STARs Frontmatter
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Giachetti, Andrea; Rushmeyer, Holly; Giachetti, Andrea and Rushmeyer, Holly
    -
  • Item
    A Survey on Gradient-Domain Rendering
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Hua, Binh-Son; Gruson, Adrien; Petitjean, Victor; Zwicker, Matthias; Nowrouzezahrai, Derek; Eisemann, Elmar; Hachisuka, Toshiya; Giachetti, Andrea and Rushmeyer, Holly
    Monte Carlo methods for physically-based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient-domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient-based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient-domain rendering, as well as the pragmatic details behind practical gradient-domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient-domain rendering. Finally, we benchmark various gradient-domain techniques against the state-of-the-art in denoising methods before discussing open problems.
  • Item
    Analysis of Sample Correlations for Monte Carlo Rendering
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Singh, Gurprit; Öztireli, Cengiz; Ahmed, Abdalla G. M.; Coeurjolly, David; Subr, Kartic; Deussen, Oliver; Ostromoukhov, Victor; Ramamoorthi, Ravi; Jarosz, Wojciech; Giachetti, Andrea and Rushmeyer, Holly
    Modern physically based rendering techniques critically depend on approximating integrals of high dimensional functions representing radiant light energy. Monte Carlo based integrators are the choice for complex scenes and effects. These integrators work by sampling the integrand at sample point locations. The distribution of these sample points determines convergence rates and noise in the final renderings. The characteristics of such distributions can be uniquely represented in terms of correlations of sampling point locations. Hence, it is essential to study these correlations to understand and adapt sample distributions for low error in integral approximation. In this work, we aim at providing a comprehensive and accessible overview of the techniques developed over the last decades to analyze such correlations, relate them to error in integrators, and understand when and how to use existing sampling algorithms for effective rendering workflows.
  • Item
    Computer-assisted Relief Modelling: A Comprehensive Survey
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Zhang, Yu-Wei; Wu, Jing; Ji, Zhongping; Wei, Mingqiang; Zhang, Caiming; Giachetti, Andrea and Rushmeyer, Holly
    As an art form between drawing and sculpture, relief has been widely used in a variety of media for signs, narratives, decorations and other purposes. Traditional relief creation relies on both professional skills and artistic expertise, which is extremely timeconsuming. Recently, automatic or semi-automatic relief modelling from a 3D object or a 2D image has been a subject of interest in computer graphics. Various methods have been proposed to generate reliefs with few user interactions or minor human efforts, while preserving or enhancing the appearance of the input. This survey provides a comprehensive review of the advances in computer-assisted relief modelling during the past decade. First, we provide an overview of relief types and their art characteristics. Then, we introduce the key techniques of object-space methods and image-space methods respectively. Advantages and limitations of each category are discussed in details. We conclude the report by discussing directions for possible future research.
  • Item
    Near-Eye Display and Tracking Technologies for Virtual and Augmented Reality
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Koulieris, George; AKSIT, KAAN; Stengel, Michael; Mantiuk, Rafał K.; Mania, Katerina; Richardt, Christian; Giachetti, Andrea and Rushmeyer, Holly
    Virtual and augmented reality (VR/AR) are expected to revolutionise entertainment, healthcare, communication and the manufacturing industries among many others. Near-eye displays are an enabling vessel for VR/AR applications, which have to tackle many challenges related to ergonomics, comfort, visual quality and natural interaction. These challenges are related to the core elements of these near-eye display hardware and tracking technologies. In this state-of-the-art report, we investigate the background theory of perception and vision as well as the latest advancements in display engineering and tracking technologies. We begin our discussion by describing the basics of light and image formation. Later, we recount principles of visual perception by relating to the human visual system. We provide two structured overviews on state-of-the-art near-eye display and tracking technologies involved in such near-eye displays. We conclude by outlining unresolved research questions to inspire the next generation of researchers.
  • Item
    Rethinking Texture Mapping
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Yuksel, Cem; Lefebvre, Sylvain; Tarini, Marco; Giachetti, Andrea and Rushmeyer, Holly
    The intrinsic problems of texture mapping, regarding its difficulties in content creation and the visual artifacts it causes in rendering, are well-known, but often considered unavoidable. In this state of the art report, we discuss various radically different ways to rethink texture mapping that have been proposed over the decades, each offering different advantages and trade-offs. We provide a brief description of each alternative texturing method along with an evaluation of its strengths and weaknesses in terms of applicability, usability, filtering quality, performance, and potential implementation related challenges.
  • Item
    A Review of Digital Terrain Modeling
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Galin, Eric; Guérin, Eric; Peytavie, Adrien; Cordonnier, Guillaume; Cani, Marie-Paule; Benes, Bedrich; Gain, James; Giachetti, Andrea and Rushmeyer, Holly
    Terrains are a crucial component of three-dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on capturing landforms in all their intricate detail, including eroded valleys arising from the interplay of varied phenomena, dendritic mountain ranges, and complex river networks. Set against this visual complexity is the need for user control over terrain features, without which designers are unable to adequately express their artistic intent. This article provides an overview of current terrain modeling and authoring techniques, organized according to three categories: procedural modeling, physically-based simulation of erosion and land formation processes, and example-based methods driven by scanned terrain data. We compare and contrast these techniques according to several criteria, specifically: the variety of achievable landforms; realism from both a perceptual and geomorphological perspective; issues of scale in terms of terrain extent and sampling precision; the different interaction metaphors and attendant forms of user-control, and computation and memory performance. We conclude with an in-depth discussion of possible research directions and outstanding technical and scientific challenges.