27-Issue 4
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Item Ptex: Per-Face Texture Mapping for Production Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2008) Burley, Brent; Lacewell, DylanExplicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely general. We propose a new texture mapping method for Catmull-Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface. Ptex uses the adjacency data to perform seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology. Just as importantly, Ptex requires no manual setup and scales to models of arbitrary mesh complexity and texture detail. Ptex has been successfully used to texture all of the models in an animated theatrical short and is currently being applied to an entire animated feature. Ptex has eliminated UV assignment from our studio and significantly increased the efficiency of our pipeline.Item Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media(The Eurographics Association and Blackwell Publishing Ltd, 2008) Pegoraro, Vincent; Wald, Ingo; Parker, Steven G.This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a 5D adaptive hierarchical structure that defines dynamic predicate functions for both variance reduction techniques and guarantees well-behaved PDFs, yielding continually increasing efficiencies thanks to a marginal computational overhead. While remaining unbiased, the technique is effective within a single pass as both estimation and caching are done online, exploiting the coherency in illumination while being independent of the actual scene representation. The method is relatively easy to implement and to tune via a single parameter, and we demonstrate its practical benefits with important gains in convergence rate and competitive results with state of the art techniques.Item Feature-guided Image Stippling(The Eurographics Association and Blackwell Publishing Ltd, 2008) Kim, Dongyeon; Son, Minjung; Lee, Yunjin; Kang, Henry; Lee, SeungyongThis paper presents an automatic method for producing stipple renderings from photographs, following the style of professional hedcut illustrations. For effective depiction of image features, we introduce a novel dot placement algorithm which adapts stipple dots to the local shapes. The core idea is to guide the dot placement along feature flow extracted from the feature lines, resulting in a dot distribution that conforms to feature shapes. The sizes of dots are adaptively determined from the input image for proper tone representation. Experimental results show that such feature-guided stippling leads to the production of stylistic and feature-emphasizing dot illustrations.Item Real-time Shading with Filtered Importance Sampling(The Eurographics Association and Blackwell Publishing Ltd, 2008) Kivanek, Jaroslav; Colbert, MarkWe propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU-based rendering algorithm for image-based lighting. Furthermore, we extend the algorithm with real-time visibility computation. Free from any pre-computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement.Item Precomputed Atmospheric Scattering(The Eurographics Association and Blackwell Publishing Ltd, 2008) Bruneton, Eric; Neyret, FabriceWe present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many effects of the scattering of light, such as the daylight and twilight sky color and aerial perspective for all view and light directions, or the Earth and mountain shadows (light shafts) inside the atmosphere. Our method is based on a formulation of the light transport equation that is precomputable for all view points, view directions and sun directions. We show how to store this data compactly and propose a GPU compliant algorithm to precompute it in a few seconds. This precomputed data allows us to evaluate at runtime the light transport equation in constant time, without any sampling, while taking into account the ground for shadows and light shafts.Item Enhancement of Bright Video Features for HDR Displays(The Eurographics Association and Blackwell Publishing Ltd, 2008) Didyk, P.; Mantiuk, R.; Hein, M.; Seidel, Hans-PeterTo utilize the full potential of new high dynamic range (HDR) displays, a system for the enhancement of bright luminous objects in video sequences is proposed. The system classifies clipped (saturated) regions as lights, reflections or diffuse surfaces using a semi-automatic classifier and then enhances each class of objects with respect to its relative brightness. The enhancement algorithm can significantly stretch the contrast of clipped regions while avoiding amplification of noise and contouring. We demonstrate that the enhanced video is strongly preferred to non-enhanced video, and it compares favorably to other methods.Item Accelerating Ray Tracing using Constrained Tetrahedralizations(The Eurographics Association and Blackwell Publishing Ltd, 2008) Lagae, Ares; Dutre, PhilipIn this paper we introduce the constrained tetrahedralization as a new acceleration structure for ray tracing. A constrained tetrahedralization of a scene is a tetrahedralization that respects the faces of the scene geometry. The closest intersection of a ray with a scene is found by traversing this tetrahedralization along the ray, one tetrahedron at a time. We show that constrained tetrahedralizations are a viable alternative to current acceleration structures, and that they have a number of unique properties that set them apart from other acceleration structures: constrained tetrahedralizations are not hierarchical yet adaptive; the complexity of traversing them is a function of local geometric complexity rather than global geometric complexity; constrained tetrahedralizations support deforming geometry without any effort; and they have the potential to unify several data structures currently used in global illumination.Item Tensor Clustering for Rendering Many-Light Animations(The Eurographics Association and Blackwell Publishing Ltd, 2008) Hasan, Milos; Velazquez-Armendariz, Edgar; Pellacini, Fabio; Bala, KavitaRendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long-standing challenge. Prior work has shown that complex lighting can be accurately approximated by a large collection of point lights. In this formulation, rendering of animation sequences becomes the problem of efficiently shading many surface samples from many lights across several frames. This paper presents a tensor formulation of the animated many-light problem, where each element of the tensor expresses the contribution of one light to one pixel in one frame. We sparsely sample rows and columns of the tensor, and introduce a clustering algorithm to select a small number of representative lights to efficiently approximate the animation. Our algorithm achieves efficiency by reusing representatives across frames, while minimizing temporal flicker. We demonstrate our algorithm in a variety of scenes that include deformable objects, complex illumination and arbitrary shading and show that a surprisingly small number of representative lights is sufficient for high quality rendering. We believe out algorithm will find practical use in applications that require fast previews of complex animation.Item Exploiting Visibility Correlation in Direct Illumination(The Eurographics Association and Blackwell Publishing Ltd, 2008) Clarberg, Petrik; Akenine-Moeller, TomasThe visibility function in direct illumination describes the binary visibility over a light source, e.g., an environment map. Intuitively, the visibility is often strongly correlated between nearby locations in time and space, but exploiting this correlation without introducing noticeable errors is a hard problem. In this paper, we first study the statistical characteristics of the visibility function. Then, we propose a robust and unbiased method for using estimated visibility information to improve the quality of Monte Carlo evaluation of direct illumination. Our method is based on the theory of control variates, and it can be used on top of existing state-of-the-art schemes for importance sampling. The visibility estimation is obtained by sparsely sampling and caching the 4D visibility field in a compact bitwise representation. In addition to Monte Carlo rendering, the stored visibility information can be used in a number of other applications, for example, ambient occlusion and lighting design.Item Combining Confocal Imaging and Descattering(The Eurographics Association and Blackwell Publishing Ltd, 2008) Fuchs, Christian; Heinz, Michael; Levoy, Marc; Seidel, Hans-Peter; Lensch, Hendrik P. A.In translucent objects, light paths are affected by multiple scattering, which is polluting any observation. Confocal imaging reduces the influence of such global illumination effects by carefully focusing illumination and viewing rays from a large aperture to a specific location within the object volume. The selected light paths still contain some global scattering contributions, though. Descattering based on high frequency illumination serves the same purpose. It removes the global component from observed light paths. We demonstrate that confocal imaging and descattering are orthogonal and propose a novel descattering protocol that analyzes the light transport in a neighborhood of light transport paths. In combination with confocal imaging, our descattering method achieves optical sectioning in translucent media with higher contrast and better resolution.Item Free Form Incident Light Fields(The Eurographics Association and Blackwell Publishing Ltd, 2008) Unger, J.; Gustavson, S.; Larsson, P.; Ynnerman, A.This paper presents methods for photo-realistic rendering using strongly spatially variant illumination captured from real scenes. The illumination is captured along arbitrary paths in space using a high dynamic range, HDR, video camera system with position tracking. Light samples are rearranged into 4-D incident light fields (ILF) suitable for direct use as illumination in renderings. Analysis of the captured data allows for estimation of the shape, position and spatial and angular properties of light sources in the scene. The estimated light sources can be extracted from the large 4D data set and handled separately to render scenes more efficiently and with higher quality. The ILF lighting can also be edited for detailed artistic control.Item Frame Sequential Interpolation for Discrete Level-of-Detail Rendering(The Eurographics Association and Blackwell Publishing Ltd, 2008) Scherzer, Daniel; Wimmer, MichaelIn this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures.The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.Item Stylized Vector Art from 3D Models with Region Support(The Eurographics Association and Blackwell Publishing Ltd, 2008) Eisemann, Elmar; Winnemoeller, Holger; Hart, John C.; Salesin, DavidWe describe a rendering system that converts a 3D meshed model into the stylized 2D filled-region vector-art commonly found in clip-art libraries. To properly define filled regions, we analyze and combine accurate but jagged face-normal contours with smooth but inaccurate interpolated vertex normal contours, and construct a new smooth shadow contour that properly surrounds the actual jagged shadow contour. We decompose region definition into geometric and topological components, using machine precision for geometry processing and raster-precision to accelerate topological queries. We extend programmable stylization to simplify, smooth and stylize filled regions. The result renders 10K-face meshes into custom clip-art in seconds.Item Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays(The Eurographics Association and Blackwell Publishing Ltd, 2008) Dammertz, H.; Hanika, J.; Keller, A.Item Irradiance Gradients in the Presence of Participating Media and Occlusions(The Eurographics Association and Blackwell Publishing Ltd, 2008) Jarosz, Wojciech; Zwicker, Matthias; Jensen, Henrik WannIn this paper we present a technique for computing translational gradients of indirect surface reflectance in scenes containing participating media and significant occlusions. These gradients describe how the incident radiance field changes with respect to translation on surfaces. Previous techniques for computing gradients ignore the effects of volume scattering and attenuation and assume that radiance is constant along rays connecting surfaces. We present a novel gradient formulation that correctly captures the influence of participating media. Our formulation accurately accounts for changes of occlusion, including the effect of surfaces occluding scattering media. We show how the proposed gradients can be used within an irradiance caching framework to more accurately handle scenes with participating media, providing significant improvements in interpolation quality.Item Preface, Table of Contents, Cover(The Eurographics Association and Blackwell Publishing, Inc, 2008)Item Fast Soft Self-Shadowing on Dynamic Height Fields(The Eurographics Association and Blackwell Publishing Ltd, 2008) Snydre, John; Nowrouzezahrai, DerekWe present a new, real-time method for rendering soft shadows from large light sources or lighting environments on dynamic height fields. The method first computes a horizon map for a set of azimuthal directions. To reduce sampling, we compute a multi-resolution pyramid on the height field. Coarser pyramid levels are indexed as the distance from caster to receiver increases. For every receiver point and every azimuthal direction, a smooth function of blocking angle in terms of log distance is reconstructed from a height difference sample at each pyramid level. This function s maximum approximates the horizon angle. We then sum visibility at each receiver point over wedges determined by successive pairs of horizon angles. Each wedge represents a linear transition in blocking angle over its azimuthal extent. It is precomputed in the order-4 spherical harmonic (SH) basis, for a canonical azimuthal origin and fixed extent, resulting in a 2D table. The SH triple product of 16D vectors representing lighting, total visibility, and diffuse reflectance then yields the soft-shadowed result. Two types of light sources are considered; both are distant and low-frequency. Environmental lights require visibility sampling around the complete 360 azimuth, while key lights sample visibility within a partial swath. Restricting the swath concentrates samples where the light comes from (e.g. 3 azimuthal directions vs. 16-32 for a full swath) and obtains sharper shadows. Our GPU implementation handles height fields up to 1024 x 1024 in real-time. The computation is simple, local, and parallel, with performance independent of geometric content.Item Table-driven Adaptive Importance Sampling(The Eurographics Association and Blackwell Publishing Ltd, 2008) Cline, David; Adams, Daniel; Egbert, ParrisMonte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the actual importance function used may not closely resemble the light distribution in the scene. In this paper, we present Table-driven Adaptive Importance Sampling (TAIS), a sampling technique that augments existing importance functions with tabular importance maps that direct sampling towards undersampled regions of path space. The importance maps are constructed lazily, relying on information gathered during the course of sampling. During sampling the importance maps act either in parallel with or as a preprocess to existing importance sampling methods. We show that our adaptive importance maps can be effective at reducing variance in a number of rendering situations.Item ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models(The Eurographics Association and Blackwell Publishing Ltd, 2008) Lauterbach, Christian; Yoon, Sung-eui; Tang, Ming; Manocha, DineshWe present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decomposes the model into triangle strips. We also describe a new stripification algorithm, Strip-RT, that can generate long strips with high spatial coherence. Our approach uses a two-level traversal algorithm for ray-primitive intersection. In practice, ReduceM can significantly reduce the storage overhead and ray trace massive models with hundreds of millions of triangles at interactive rates on desktop PCs with 4-8GB of main memory.Item Geometry-Aware Framebuffer Level of Detail(The Eurographics Association and Blackwell Publishing Ltd, 2008) Yang, Lei; Sander, Pedro V.; Lawrence, JasonThis paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade-off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature-preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer-grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel-bound scenes.