32-Issue 2
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Browsing 32-Issue 2 by Subject "and texture"
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Item Adaptive Quantization Visibility Caching(The Eurographics Association and Blackwell Publishing Ltd., 2013) Popov, Stefan; Georgiev, Iliyan; Slusallek, Philipp; Dachsbacher, Carsten; I. Navazo, P. PoulinRay tracing has become a viable alternative to rasterization for interactive applications and also forms the basis of most global illumination methods. However, even today's fastest ray-tracers offer only a tight budget of rays per pixel per frame. Rendering performance can be improved by increasing this budget, or by developing methods that use it more efficiently. In this paper we propose a global visibility caching algorithm that reduces the number of shadow rays required for shading to a fraction of less than 2% in some cases. We quantize the visibility function's domain while ensuring a minimal degradation of the final image quality. To control the introduced error, we adapt the quantization locally, accounting for variations in geometry, sampling densities on both endpoints of the visibility queries, and the light signal itself. Compared to previous approaches for approximating visibility, e.g. shadow mapping, our method has several advantages: (1) it allows caching of arbitrary visibility queries between surface points and is thus applicable to all ray tracing based methods; (2) the approximation error is uniform over the entire image and can be bounded by a user-specified parameter; (3) the cache is created on-the-fly and does not waste any resources on queries that will never be used. We demonstrate the benefits of our method on Whitted-style ray tracing combined with instant radiosity, as well as an integration with bidirectional path tracing.Item Analytic Rasterization of Curves with Polynomial Filters(The Eurographics Association and Blackwell Publishing Ltd., 2013) Manson, Josiah; Schaefer, Scott; I. Navazo, P. PoulinWe present a method of analytically rasterizing shapes that have curved boundaries and linear color gradients using piecewise polynomial prefilters. By transforming the convolution of filters with the image from an integral over area into a boundary integral, we find closed-form expressions for rasterizing shapes. We show that a polynomial expression can be used to rasterize any combination of polynomial curves and filters. Our rasterizer also handles rational quadratic boundaries, which allows us to evaluate circles and ellipses. We apply our technique to rasterizing vector graphics and show that our derivation gives an efficient implementation as a scanline rasterizer.Item Capturing Relightable Human Performances under General Uncontrolled Illumination(The Eurographics Association and Blackwell Publishing Ltd., 2013) Li, Guannan; Wu, Chenglei; Stoll, Carsten; Liu, Yebin; Varanasi, Kiran; Dai, Qionghai; Theobalt, Christian; I. Navazo, P. PoulinWe present a novel approach to create relightable free-viewpoint human performances from multi-view video recorded under general uncontrolled and uncalibated illumination.We first capture a multi-view sequence of an actor wearing arbitrary apparel and reconstruct a spatio-temporal coherent coarse 3D model of the performance using a marker-less tracking approach. Using these coarse reconstructions, we estimate the low-frequency component of the illumination in a spherical harmonics (SH) basis as well as the diffuse reflectance, and then utilize them to estimate the dynamic geometry detail of human actors based on shading cues. Given the high-quality time-varying geometry, the estimated illumination is extended to the all-frequency domain by re-estimating it in the wavelet basis. Finally, the high-quality all-frequency illumination is utilized to reconstruct the spatially-varying BRDF of the surface. The recovered time-varying surface geometry and spatially-varying non-Lambertian reflectance allow us to generate high-quality model-based free view-point videos of the actor under novel illumination conditions. Our method enables plausible reconstruction of relightable dynamic scene models without a complex controlled lighting apparatus, and opens up a path towards relightable performance capture in less constrained environments and using less complex acquisition setups.Item Example-based Interpolation and Synthesis of Bidirectional Texture Functions(The Eurographics Association and Blackwell Publishing Ltd., 2013) Ruiters, Roland; Schwartz, Christopher; Klein, Reinhard; I. Navazo, P. PoulinBidirectional Texture Functions (BTF) have proven to be a well-suited representation for the reproduction of measured real-world surface appearance and provide a high degree of realism. We present an approach for designing novel materials by interpolating between several measured BTFs. For this purpose, we transfer concepts from existing texture interpolation methods to the much more complex case of material interpolation. We employ a separation of the BTF into a heightmap and a parallax compensated BTF to cope with problems induced by parallax, masking and shadowing within the material. By working only on the factorized representation of the parallax compensated BTF and the heightmap, it is possible to efficiently perform the material interpolation. By this novel method to mix existing BTFs, we are able to design plausible and realistic intermediate materials for a large range of different opaque material classes. Furthermore, it allows for the synthesis of tileable and seamless BTFs and finally even the generation of gradually changing materials following user specified material distribution maps.Item Stochastic Depth Buffer Compression using Generalized Plane Encoding(The Eurographics Association and Blackwell Publishing Ltd., 2013) Andersson, Magnus; Munkberg, Jacob; Akenine-Möller, Tomas; I. Navazo, P. PoulinIn this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage for a range of test scenes. In addition, our compressor/decompressor is simpler in the number of operations needed to execute, which makes our algorithm more amenable for hardware implementation than previous methods