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355
FAST VOLUME RENDERING USING A SHEAR-WARP FACTORIZATION OF THE VIEWING TRANSFORMATION
, 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used brute-force techniques that req ..."
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Cited by 541 (2 self)
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Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used brute-force techniques that require on the order of 100 seconds to render typical data sets on a workstation. Algorithms with optimizations that exploit coherence in the data have reduced rendering times to the range of ten seconds but are still not fast enough for interactive visualization applications. In this thesis we present a family of volume rendering algorithms that reduces rendering times to one second. First we present a scanline-order volume rendering algorithm that exploits coherence in both the volume data and the image. We show that scanline-order algorithms are fundamentally more efficient than commonly-used ray casting algorithms because the latter must perform analytic geometry calculations (e.g. intersecting rays with axis-aligned boxes). The new scanline-order algorithm simply streams through the volume and the image in storage order. We describe variants of the algorithm for both parallel and perspective projections and
Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments
- ACM Transactions on Graphics
, 2002
"... We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the object's surface representing transfer of ..."
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Cited by 472 (28 self)
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We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the object's surface representing transfer of arbitrary, low-frequency incident lighting into transferred radiance which includes global effects like shadows and interreflections from the object onto itself. At run-time, these transfer functions are applied to actual incident lighting. Dynamic, local lighting is handled by sampling it close to the object every frame; the object can also be rigidly rotated with respect to the lighting and vice versa. Lighting and transfer functions are represented using low-order spherical harmonics. This avoids aliasing and evaluates efficiently on graphics hardware by reducing the shading integral to a dot product of 9 to 25 element vectors for diffuse receivers. Glossy objects are handled using matrices rather than vectors. We further introduce functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space. These allow soft shadows and caustics from rigidly moving objects to be cast onto arbitrary, dynamic receivers. We demonstrate real-time global lighting effects with this approach.
Instant Radiosity
, 1997
"... We present a fundamental procedure for instant rendering from the radiance equation. Operating directly on the textured scene description, the very efficient and simple algorithm produces photorealistic images without any finite element kernel or solution discretization of the underlying integral eq ..."
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Cited by 234 (4 self)
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We present a fundamental procedure for instant rendering from the radiance equation. Operating directly on the textured scene description, the very efficient and simple algorithm produces photorealistic images without any finite element kernel or solution discretization of the underlying integral equation. Rendering rates of a few seconds are obtained by exploiting graphics hardware, the deterministic technique of the quasi-random walk for the solution of the global illumination problem, and the new method of jittered low discrepancy sampling.
Interactive ray tracing
- In Symposium on interactive 3D graphics
, 1999
"... University of Utah, We examine a rendering system that interactively ray traces an image on a conventional multiprocessor. The implementation is “brute force ” in that it explicitly traces rays through every screen pixel, yet pays careful attention to system resources for acceleration. The design of ..."
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Cited by 176 (29 self)
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University of Utah, We examine a rendering system that interactively ray traces an image on a conventional multiprocessor. The implementation is “brute force ” in that it explicitly traces rays through every screen pixel, yet pays careful attention to system resources for acceleration. The design of the system is described, along with issues related to material models, lighting and shadows, and frameless rendering. The system is demonstrated for several different types of input scenes.
Optimally Combining Sampling Techniques for Monte Carlo Rendering
, 1995
"... Monte Carlo integration is a powerful technique for the evaluation of difficult integrals. Applications in rendering include distribution ray tracing, Monte Carlo path tracing, and form-factor computation for radiosity methods. In these cases variance can often be significantly reduced by drawing sa ..."
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Cited by 176 (2 self)
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Monte Carlo integration is a powerful technique for the evaluation of difficult integrals. Applications in rendering include distribution ray tracing, Monte Carlo path tracing, and form-factor computation for radiosity methods. In these cases variance can often be significantly reduced by drawing samples from several distributions, each designed to sample well some difficult aspect of the integrand. Normally this is done by explicitly partitioning the integration domain into regions that are sampled differently. We present a powerful alternative for constructing robust Monte Carlo estimators, by combining samples from several distributions in a way that is provably good. These estimators are unbiased, and can reduce variance significantly at little additional cost. We present experiments and measurements from several areas in rendering: calculation of glossy highlights from area light sources, the “final gather” pass of some radiosity algorithms, and direct solution of the rendering equation using bidirectional path tracing.
Visual Models of Plants Interacting with Their Environment
, 1996
"... Interaction with the environment is a key factor affecting the development of plants and plant ecosystems. In this paper we introduce a modeling framework that makes it possible to simulate and visualize a wide range of interactions at the level of plant architecture. This framework extends the form ..."
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Cited by 153 (17 self)
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Interaction with the environment is a key factor affecting the development of plants and plant ecosystems. In this paper we introduce a modeling framework that makes it possible to simulate and visualize a wide range of interactions at the level of plant architecture. This framework extends the formalism of Lindenmayer systems with constructs needed to model bi-directional information exchange between plants and their environment. We illustrate the proposed framework with models and simulations that capture the development of tree branches limited by collisions, the colonizing growth of clonal plants competing for space in favorable areas, the interaction between roots competing for water in the soil, and the competition within and between trees for access to light. Computer animation and visualization techniques make it possible to better understand the modeled processes and lead to realistic images of plants within their environmental context. CR categories: F.4.2 [Mathematical Logi...
Bidirectional estimators for light transport
- In EGWR ’94
, 1994
"... Most of the research on the global illumination problem in computer graphics has been con-centrated on nite-element (radiosity) tech-niques. Monte Carlo methods are an intrigu-ing alternative which are attractive for their ability to handle very general scene descrip-tions without the need for meshi ..."
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Cited by 141 (2 self)
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Most of the research on the global illumination problem in computer graphics has been con-centrated on nite-element (radiosity) tech-niques. Monte Carlo methods are an intrigu-ing alternative which are attractive for their ability to handle very general scene descrip-tions without the need for meshing. In this paper we study techniques for reducing the sampling noise inherent in pure Monte Carlo approaches to global illumination. Every light energy transport path from a light source to the eye can be generated in a number of dif-ferent ways, according to how we partition the path into an initial portion traced from a light source, and a nal portion traced from the eye. Each partitioning gives us a dierent un-biased estimator, but some partitionings give estimators with much lower variance than oth-ers. We give examples of this phenomenon and describe its signicance. We also present work in progress on the problem of combining these multiple estimators to achieve near-optimal variance, with the goal of producing images with less noise for a given number of samples. 1
Interactive Global Illumination using Fast Ray Tracing
, 2002
"... Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a ..."
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Cited by 138 (22 self)
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Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a new parallel global illumination algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasi-Monte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays. Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects, and caustics at interactive frame rates. Ceasing interaction rapidly provides high quality renderings.