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Proposta de metodologia para avaliação de métodos de iluminação global em síntese de imagens / Proposal of a methodology for evaluation of global illumination methods in image synthesis.Giovani Balen Meneghel 01 July 2015 (has links)
Produzir imagens de alta qualidade por computador, no menor tempo possível, que sejam convincentes ao público alvo, utilizando-se de maneira ótima todos os recursos computacionais à disposição, é uma tarefa que envolve uma cadeia de processos específicos, sendo um grande desafio ainda nos dias de hoje. O presente trabalho apresenta um estudo sobre toda esta cadeia de processos, com foco na avaliação de métodos de Iluminação Global empregados na Síntese de Imagens fotorrealistas para as áreas de Animação e Efeitos Visuais. Com o objetivo de auxiliar o usuário na tarefa de produzir imagens fotorrealistas de alta qualidade, foram realizados experimentos envolvendo diversas cenas de teste e seis métodos de Iluminação Global do Estado da Arte: Path Tracing, Light Tracing, Bidirectional Path Tracing, Metropolis Light Transport, Progressive Photon Mapping e Vertex Connection and Merging. O sintetizador escolhido para execução do experimento foi o Mitsuba Renderer. Para avaliação da qualidade dos resultados, duas métricas perceptuais foram adotadas: o Índice de Similaridade Estrutural SSIM e o Previsor de Diferenças Visuais HDR-VDP-2. A partir da avaliação dos resultados, foi construído um Guia de Recomendações para o usuário, indicando, com base nas características de uma cena arbitrária, o método de Iluminação Global mais adequado para realizar a síntese das imagens. Por fim, foram apontados caminhos de pesquisa para trabalhos futuros, sugerindo o emprego de classificadores, métodos de redução de parâmetros e Inteligência Artificial a fim de automatizar o processo de produção de imagens fotorrealistas e de alta qualidade. / The task of generating high quality computer images in the shortest time possible, believable to the targets audience perception, using all computational resources available, is still a challenging procedure, composed by a chain of specific processes. This work presents a study of this chain, focusing on the evaluation of Global Illumination methods used on the Synthesis of Photorealistic Images, in the areas of Animation and Visual Effects. To achieve the goal of helping users to produce high-quality photorealistic images, two experiments were proposed containing several test scenes and six State-of-the-Art Global Illumination methods: Path Tracing, Light Tracing, Bidirectional Path Tracing, Metropolis Light Transport, Progressive Photon Mapping and Vertex Connection and Merging. In order to execute the tests, the open source renderer Mitsuba was used. The quality of the produced images was analyzed using two different perceptual metrics: Structural Similarity Index SSIM and Visual Difference Predictor HDR-VDP-2. By analyzing results, a Recommendation Guide was created, providing suggestions, based on an arbitrary scenes characteristics, of the most suitable Global Illumination method to be used in order to synthesize images from the given scene. In the end, future ways of research are presented, proposing the use of classifiers, parameter reduction methods and Artificial Intelligence, in order to build an automatic procedure to generate high quality photorealistic images.
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Extensões ao algoritmo de 'RAY TRACING' parametrizado. / Extensions on the parameterized ray tracing algorithm.Eduardo Toledo Santos 01 July 1998 (has links)
Ray tracing é um algoritmo para a síntese de imagens por computador. Suas características principais são a alta qualidade das imagens que proporciona (incorporando sombras, reflexões e transparências entre outros efeitos) e, por outro lado, a grande demanda em termos de processamento. O ray tracing parametrizado é um algoritmo baseado no ray tracing, que permite a obtenção de imagens com a mesma qualidade a um custo computacional dezenas de vezes menor, porém com restrições. Estas restrições são a necessidade de geração de um arquivo de dados inicial, cujo tempo de processamento é pouco maior que o do ray tracing convencional e a não possibilidade de alteração de qualquer parâmetro geométrico da cena. Por outro lado, a geração de versões da mesma cena com mudanças nos parâmetros ópticos (cores, intensidades de luz, texturas, reflexões, transparências, etc.) é extremamente rápida. Esta tese propõe extensões ao algoritmo de ray tracing parametrizado, procurando aliviar algumas de suas restrições. Estas extensões permitem alterar alguns parâmetros geométricos como a posição das fontes de luz, parâmetros de fontes de luz spot e mapeamento de revelo entre outros, mantendo o bom desempenho do algoritmo original. Também é estudada a paralelização do algoritmo e outras formas de aceleração do processamento. As extensões propostas permitem ampliar o campo de aplicação do algoritmo original incentivando sua adoção mais generalizada. / Ray tracing is an image synthesis computer algorithm. Its main features are the high quality of the generated images (which incorporate shadows, reflections and transparency, among other effects) and, on the other hand, a high processing demand. Parameterized ray tracing is an algorithm based on ray tracing which allows the synthesis of images with the same quality but tens of times faster than ray tracing, although with some restrictions. These restrictions are the requirement of generating a data file (which takes a little longer than standard ray tracing to create) and the fact that no geometric modifications are allowed. On the other side, the processing time for creating new versions of the image with changes only on optical parameters (colors, light intensities, textures, reflections, transparencies, etc.) is extremely fast. This Ph.D. dissertation proposes extensions to the parameterized ray tracing algorithm for diminishing its restrictions. These extensions allow changing some geometric parameters like the light source positions, spotlight parameters and bump-mapping among others, keeping the processing performance of the original algorithm. The parallelization of the algorithm is also focused as well as other performance enhancements. The proposed extensions enlarge the field of application of the original algorithm, encouraging more general adoption.
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Hidden hierarchical Markov fields for image modelingLiu, Ying 17 January 2011 (has links)
Random heterogeneous, scale-dependent structures can be observed from many image sources, especially from remote sensing and scientific imaging. Examples include slices of porous media data showing pores of various sizes, and a remote sensing image including small and large sea-ice blocks. Meanwhile, rather than the images of phenomena themselves, there are many image processing and analysis problems requiring to deal with \emph{discrete-state} fields according to a labeled underlying property, such as mineral porosity extracted from microscope images, or an ice type map estimated from a sea-ice image. In many cases, if discrete-state problems are associated with heterogeneous, scale-dependent spatial structures, we will have to deal with complex discrete state fields. Although scale-dependent image modeling methods are common for continuous-state problems, models for discrete-state cases have not been well studied in the literature. Therefore, a fundamental difficulty will arise which is how to represent such complex discrete-state fields.
Considering the success of hidden field methods in representing heterogenous behaviours and the capability of hierarchical field methods in modeling scale-dependent spatial features, we propose a Hidden Hierarchical Markov Field (HHMF) approach, which combines the idea of hierarchical fields with hidden fields, for dealing with the discrete field modeling challenge. However, to define a general HHMF modeling structure to cover all possible situations is difficult. In this research, we use two image application problems to describe the proposed modeling methods: one for scientific image (porous media image) reconstruction and the other for remote-sensing image synthesis.
For modeling discrete-state fields with a spatially separable complex behaviour, such as porous media images with nonoverlapped heterogeneous pores, we propose a Parallel HHMF model, which can decomposes a complex behaviour into a set of separated, simple behaviours over scale, and then represents each of these with a hierarchical field.
Alternatively, discrete fields with a highly heterogeneous behaviour, such as a sea-ice image with multiple types of ice at various scales, which are not spatially separable but arranged more as a partition tree, leads to the proposed Tree-Structured HHMF model. According to the proposed approach, a complex, multi-label field can be repeatedly partitioned into a set of binary/ternary fields, each of which can be further handled by a hierarchical field.
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Hidden hierarchical Markov fields for image modelingLiu, Ying 17 January 2011 (has links)
Random heterogeneous, scale-dependent structures can be observed from many image sources, especially from remote sensing and scientific imaging. Examples include slices of porous media data showing pores of various sizes, and a remote sensing image including small and large sea-ice blocks. Meanwhile, rather than the images of phenomena themselves, there are many image processing and analysis problems requiring to deal with \emph{discrete-state} fields according to a labeled underlying property, such as mineral porosity extracted from microscope images, or an ice type map estimated from a sea-ice image. In many cases, if discrete-state problems are associated with heterogeneous, scale-dependent spatial structures, we will have to deal with complex discrete state fields. Although scale-dependent image modeling methods are common for continuous-state problems, models for discrete-state cases have not been well studied in the literature. Therefore, a fundamental difficulty will arise which is how to represent such complex discrete-state fields.
Considering the success of hidden field methods in representing heterogenous behaviours and the capability of hierarchical field methods in modeling scale-dependent spatial features, we propose a Hidden Hierarchical Markov Field (HHMF) approach, which combines the idea of hierarchical fields with hidden fields, for dealing with the discrete field modeling challenge. However, to define a general HHMF modeling structure to cover all possible situations is difficult. In this research, we use two image application problems to describe the proposed modeling methods: one for scientific image (porous media image) reconstruction and the other for remote-sensing image synthesis.
For modeling discrete-state fields with a spatially separable complex behaviour, such as porous media images with nonoverlapped heterogeneous pores, we propose a Parallel HHMF model, which can decomposes a complex behaviour into a set of separated, simple behaviours over scale, and then represents each of these with a hierarchical field.
Alternatively, discrete fields with a highly heterogeneous behaviour, such as a sea-ice image with multiple types of ice at various scales, which are not spatially separable but arranged more as a partition tree, leads to the proposed Tree-Structured HHMF model. According to the proposed approach, a complex, multi-label field can be repeatedly partitioned into a set of binary/ternary fields, each of which can be further handled by a hierarchical field.
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Programmable synthesis of element textures and application to cartography / Synthèse programmable de textures vectorielles et application à la cartographieLoi, Hugo 16 December 2015 (has links)
Cette thèse introduit une méthode programmable de conception d'arrangements 2D pour les textures faites de petits éléments gémoétriques. Ces textures sont omniprésentes dans de nombreux domaines, par exemple l'illustration assistée par ordinateur. Notre approche cible les artistes-techniciens qui concevront chaque arrangement en écrivant un script. Ces scripts sont basés sur trois types d'opérateurs dédiés à la conception rapide d'arrangements stationnaires : les partitions qui décrivent l'organisation globale de l'arrangement, les associations qui controllent l'organisation locale des éléments et les combinaisons qui assemblent différents arrangements. Nous montrons que ce simple ensemble d'opérateurs est suffisant pour atteindre une variété d'arrangements bien plus grande que les méthodes précédentes. De plus les modifications du script mènent à des changements prédictibles dans l'arrangement généré, ce qui permet facilement de concevoir des structures complexes de façon itérative. Enfin, notre ensemble d'opérateurs est extensible et peut être adapté à différents besoins selon les applications. En particulier, nous amenons une contribution supplémentaire à cette nouvelle approche : nous introduisons une méthode aux performances interactives pour synthétiser des arrangements infinis de types réguliers et semi-réguliers. Cette méthode est badée sur la carte planaire pavée, une nouvelle structure de données que nous introduisons et qui contient peu mais suffisamment d'information pour représenter ces arrangements infinis. Nous montrons également comment étendre notre système pour concevoir des arrangements incluant des variations spatiales en utilisant des champs de contrôle. Nous appliquons cette extension au domaine de la cartographie, dans le cadre d'une collaboration avec l'Institut National de l'Information Géographique et Forestière (IGN-France). Le but de ce projet est de synthétiser automatiquement les motifs de hachurage représentant les zones rocheuses des montagnes dans les cartes topographiques. / This thesis introduces a programmable method to design 2D arrangements for element textures: Textures made of small geometric elements. These textures are ubiquitous in numerous applications of computer-aided illustration. Our approach targets technical artists who will design an arrangement by writing a script. Such scripts are based on three types of operators dedicated to the fast creation of stationary arrangements: Partitioning operators for defining the broad-scale organization of the arrangement, mapping operators for controlling the local organization of elements, and merging operators for mixing different arrangements. We show that this simple set of operators is sufficient to reach a much broader variety of arrangements than previous methods. Editing the script leads to predictable changes in the synthesized arrangement, which allows an easy iterative design of complex structures. Finally, our operator set is extensible and can be adapted to application-dependent needs. In particular, we introduce an additional contribution to this main framework: We present a method that demonstrates interactive performances at synthesizing (infinite) regular and semi-regular arrangements using the Tiled Planar Map, a novel data structure that contains few yet sufficient information for representing these arrangements. Finally, we show how to extend our system for designing spatially-varying textures using control fields. In particular, we present a practical application to cartography in which we collaborated with the French National Mapping Agency (IGNFrance) to automatically synthesize hatchings in rocky mountain areas of topographic maps.
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Integração de sistemas de partículas com detecção de colisões em ambientes de ray tracing / Integration of particle systems with colision detection in ray tracing environmentsSteigleder, Mauro January 1997 (has links)
Encontrar um modo de criar imagens fotorealísticas tem sido uma meta da Computação Gráfica por muitos anos [GLA 89]. Neste sentido, os aspectos que possuem principal importância são a modelagem e a iluminação. Ao considerar aspectos de modelagem, a obtenção de realismo mostra-se bastante difícil quando se pretende, através de técnicas tradicionais de modelagem, modelar objetos cujas formas não são bem definidas. Dentre alguns exemplos destes tipos de objetos, podem-se citar fogo, fumaça, nuvens, água, etc. Partindo deste fato, Reeves [REE 83] introduziu uma técnica denominada sistemas de partículas para efetuar a modelagem de fogo e explosões. Um sistema de partículas pode ser visto como um conjunto de partículas que evoluem ao longo do tempo. Os procedimentos envolvidos na animação de um sistema de partículas são bastante simples. Basicamente, a cada instante de tempo, novas partículas são geradas, os atributos das partículas antigas são alterados, ou estas partículas podem ser extintas de acordo com certas regras pré-definidas. Como as partículas de um sistema são entidades dinâmicas, os sistemas de partículas são especialmente adequados para o uso em animação. Ainda, dentre as principais vantagens dos sistemas de partículas quando comparados com as técnicas tradicionais de modelagem, podem-se citar a facilidade da obtenção de efeitos sobre as partículas (como borrão de movimento), a necessidade de poucos dados para a modelagem global do fenômeno, o controle por processos estocásticos, o nível de detalhamento ajustável e a possibilidade de grande controle sobre as suas deformações. Entretanto, os sistemas de partículas possuem algumas limitações e restrições que provocaram o pouco desenvolvimento de algoritmos específicos nesta área. Dentre estas limitações, as principais são a dificuldade de obtenção de efeitos realísticos de sombra e reflexão, o alto consumo de memória e o fato dos sistemas de partículas possuírem um processo de animação específico para cada efeito que se quer modelar. Poucos trabalhos foram desenvolvidos especificamente para a solução destes problemas, sendo que a maioria se destina à modelagem de fenômenos através de sistemas de partículas. Tendo em vista tais deficiências, este trabalho apresenta métodos para as soluções destes problemas. É apresentado um método para tornar viável a integração de sistemas de partículas em ambientes de Ray Tracing, através do uso de uma grade tridimensional. Também, são apresentadas técnicas para a eliminação de efeitos de aliasing das partículas, assim como para a redução da quantidades de memória exigida para o armazenamento dos sistemas de partículas. Considerando aspectos de animação de sistemas de partículas, também é apresentado uma técnica de aceleração para a detecção de colisões entre o sistema de partículas e os objetos de uma cena, baseada no uso de uma grade pentadimensional. Aspectos relativos à implementação, tempo de processamento e fatores de aceleração são apresentados no final do trabalho, assim como as possíveis extensões futuras e trabalhos sendo realizados. / Finding a way to create photorealistic images has been a goal of Computer Graphics for many years [GLA 89]. In this sense, the aspects that have main importance are modeling and illumination. Considering aspects of modeling, the obtention of realism is very difficult when it is intended to model fuzzy objects using traditional modeling techniques. Among some examples of these types of objects, fire, smoke, clouds, water, etc. can be mentioned. With this fact in mind, Reeves [REE 83] introduced a technique named particle systems for modeling of fire and explosions. A particle system can be seen as a set of particles that evolves over time. The procedures involved in the animation of particle systems are very simple. Basically, at each time instant, new particles are generated, the attributes of the old ones are changed, or these particles can be extinguished according to predefined rules. As the particles of a system are dynamic entities, particle systems are specially suitable for use in animation. Among the main advantages of particle systems, when compared to traditional techniques, it can be mentioned the facility of obtaining effects such as motion blur over the particles, the need of few data to the global modeling of a phenomen, the control by stochastic processes, an adjustable level of detail and a great control over their deformations. However, particle systems present some limitations and restrictions that cause the little development of specific algorithms in this area. Among this limitations, the main are the difficulty of obtention of realistic effects of shadow and reflection, the high requirement of memory and the fact that particle systems need a specific animation process for each effect intended to be modeled. Few works have been developed specifically for the solution of these problems; most of them are developed for the modeling of phenomena through the use of particle systems. Keeping these deficiencies in mind, this work presents methods for solving these problems. A method is presented to make practicable the integration of particle systems and ray tracing, through the use of a third-dimensional grid. Also, a technique is presented to eliminate effects of aliasing of particles, and to reduce the amount of memory required for the storage of particle systems. Considering particle systems animation, a technique is also presented to accelerate the collision detection between particle systems and the objects of a scene, based on the use of a fifth-dimensional grid. Aspects related to the implementation, processing time and acceleration factors are presented at the end of the work, as well as the possible future extensions and ongoing works.
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Integração de sistemas de partículas com detecção de colisões em ambientes de ray tracing / Integration of particle systems with colision detection in ray tracing environmentsSteigleder, Mauro January 1997 (has links)
Encontrar um modo de criar imagens fotorealísticas tem sido uma meta da Computação Gráfica por muitos anos [GLA 89]. Neste sentido, os aspectos que possuem principal importância são a modelagem e a iluminação. Ao considerar aspectos de modelagem, a obtenção de realismo mostra-se bastante difícil quando se pretende, através de técnicas tradicionais de modelagem, modelar objetos cujas formas não são bem definidas. Dentre alguns exemplos destes tipos de objetos, podem-se citar fogo, fumaça, nuvens, água, etc. Partindo deste fato, Reeves [REE 83] introduziu uma técnica denominada sistemas de partículas para efetuar a modelagem de fogo e explosões. Um sistema de partículas pode ser visto como um conjunto de partículas que evoluem ao longo do tempo. Os procedimentos envolvidos na animação de um sistema de partículas são bastante simples. Basicamente, a cada instante de tempo, novas partículas são geradas, os atributos das partículas antigas são alterados, ou estas partículas podem ser extintas de acordo com certas regras pré-definidas. Como as partículas de um sistema são entidades dinâmicas, os sistemas de partículas são especialmente adequados para o uso em animação. Ainda, dentre as principais vantagens dos sistemas de partículas quando comparados com as técnicas tradicionais de modelagem, podem-se citar a facilidade da obtenção de efeitos sobre as partículas (como borrão de movimento), a necessidade de poucos dados para a modelagem global do fenômeno, o controle por processos estocásticos, o nível de detalhamento ajustável e a possibilidade de grande controle sobre as suas deformações. Entretanto, os sistemas de partículas possuem algumas limitações e restrições que provocaram o pouco desenvolvimento de algoritmos específicos nesta área. Dentre estas limitações, as principais são a dificuldade de obtenção de efeitos realísticos de sombra e reflexão, o alto consumo de memória e o fato dos sistemas de partículas possuírem um processo de animação específico para cada efeito que se quer modelar. Poucos trabalhos foram desenvolvidos especificamente para a solução destes problemas, sendo que a maioria se destina à modelagem de fenômenos através de sistemas de partículas. Tendo em vista tais deficiências, este trabalho apresenta métodos para as soluções destes problemas. É apresentado um método para tornar viável a integração de sistemas de partículas em ambientes de Ray Tracing, através do uso de uma grade tridimensional. Também, são apresentadas técnicas para a eliminação de efeitos de aliasing das partículas, assim como para a redução da quantidades de memória exigida para o armazenamento dos sistemas de partículas. Considerando aspectos de animação de sistemas de partículas, também é apresentado uma técnica de aceleração para a detecção de colisões entre o sistema de partículas e os objetos de uma cena, baseada no uso de uma grade pentadimensional. Aspectos relativos à implementação, tempo de processamento e fatores de aceleração são apresentados no final do trabalho, assim como as possíveis extensões futuras e trabalhos sendo realizados. / Finding a way to create photorealistic images has been a goal of Computer Graphics for many years [GLA 89]. In this sense, the aspects that have main importance are modeling and illumination. Considering aspects of modeling, the obtention of realism is very difficult when it is intended to model fuzzy objects using traditional modeling techniques. Among some examples of these types of objects, fire, smoke, clouds, water, etc. can be mentioned. With this fact in mind, Reeves [REE 83] introduced a technique named particle systems for modeling of fire and explosions. A particle system can be seen as a set of particles that evolves over time. The procedures involved in the animation of particle systems are very simple. Basically, at each time instant, new particles are generated, the attributes of the old ones are changed, or these particles can be extinguished according to predefined rules. As the particles of a system are dynamic entities, particle systems are specially suitable for use in animation. Among the main advantages of particle systems, when compared to traditional techniques, it can be mentioned the facility of obtaining effects such as motion blur over the particles, the need of few data to the global modeling of a phenomen, the control by stochastic processes, an adjustable level of detail and a great control over their deformations. However, particle systems present some limitations and restrictions that cause the little development of specific algorithms in this area. Among this limitations, the main are the difficulty of obtention of realistic effects of shadow and reflection, the high requirement of memory and the fact that particle systems need a specific animation process for each effect intended to be modeled. Few works have been developed specifically for the solution of these problems; most of them are developed for the modeling of phenomena through the use of particle systems. Keeping these deficiencies in mind, this work presents methods for solving these problems. A method is presented to make practicable the integration of particle systems and ray tracing, through the use of a third-dimensional grid. Also, a technique is presented to eliminate effects of aliasing of particles, and to reduce the amount of memory required for the storage of particle systems. Considering particle systems animation, a technique is also presented to accelerate the collision detection between particle systems and the objects of a scene, based on the use of a fifth-dimensional grid. Aspects related to the implementation, processing time and acceleration factors are presented at the end of the work, as well as the possible future extensions and ongoing works.
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Synthèse d’images réalistes en milieux fortement spéculairesBouchard, Guillaume 23 May 2014 (has links)
La synthèse d'images est un outil utilisé dans de nombreuses industries, comme celle de l'art, des jeux vidéos, du cinéma ou de l'ingénierie. Tout particulièrement, les simulations lumineuses de qualité au réalisme avancé sont un outil de prototypage puissant et l'étude d'un modèle virtuel permet de prendre des décisions pertinentes dans le processus de conception d'un produit. Cependant, la simulation est un processus coûteux pouvant nécessiter de nombreuses heures de calcul en fonction de la complexité des scènes. Dans cette thèse, nous nous intéressons à la complexité liée à la présence de matériaux spéculaires – les miroirs et les surfaces transparentes. Dans un contexte d'intégration numérique de Monte-Carlo, ces matériaux sont source de variance et ainsi augmentent les temps de calcul nécessaires à obtenir une image de qualité impliquant des phénomènes complexes comme les caustiques liées à la focalisation de la lumière, et les reflets. Après avoir mis en évidence les problématiques et contraintes caractéristiques des matériaux spéculaires, nous proposons un relâchement de ces contraintes au prix de l'introduction de biais – d'erreur – dans le calcul final. Nous proposons une heuristique permettant de pondérer une simulation non biaisée, mais peu effi- cace, et une simulation biaisée et plus efficace afin d'obtenir le meilleur compromis possible. Nos travaux étudient l'introduction de biais par régularisation, proposent des algorithmes efficaces de pondération et une méthode de visualisation interactive sur GPU. Pour finir, nos travaux ont permis l'amélioration du logiciel LuxRender, profitant ainsi à une grande communauté d'industriels et d'artistes / Image synthesis using computers is a tool used in many industries, from art, video games, cinema to engineering. Especially, efficient light simulations with advanced realism are an efficient tool for prototyping when the study of a virtual mock-up leads to more efficient industrial choices during the conception process. However, image rendering is a costly process which usually needs many hours of computation depending on the complexity of the involved scenes. In this thesis, we focus on the complexity inherited from the usage of specular materials, such as mirrors and transparent surfaces. In a Monte Carlo process, these materials are an important source of variance, or noise, and increase the rendering time needed to obtain an image representing complex phenomena such as caustics and reflexions. We first show the constraints involved by specular materials and propose to relax them, using regularization. We introduce a weighting heuristic allowing efficient trade-off between the biased regularization and the rendering efficiency. We study the evolution of the bias introduced by regularization, we propose efficient global illuminations algorithms and GPU implementations. Finally, our work was used inside LuxRender, a community developed rendering engine. This allows our work to be spread among and used by a large community of industrials and artists
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Integração de sistemas de partículas com detecção de colisões em ambientes de ray tracing / Integration of particle systems with colision detection in ray tracing environmentsSteigleder, Mauro January 1997 (has links)
Encontrar um modo de criar imagens fotorealísticas tem sido uma meta da Computação Gráfica por muitos anos [GLA 89]. Neste sentido, os aspectos que possuem principal importância são a modelagem e a iluminação. Ao considerar aspectos de modelagem, a obtenção de realismo mostra-se bastante difícil quando se pretende, através de técnicas tradicionais de modelagem, modelar objetos cujas formas não são bem definidas. Dentre alguns exemplos destes tipos de objetos, podem-se citar fogo, fumaça, nuvens, água, etc. Partindo deste fato, Reeves [REE 83] introduziu uma técnica denominada sistemas de partículas para efetuar a modelagem de fogo e explosões. Um sistema de partículas pode ser visto como um conjunto de partículas que evoluem ao longo do tempo. Os procedimentos envolvidos na animação de um sistema de partículas são bastante simples. Basicamente, a cada instante de tempo, novas partículas são geradas, os atributos das partículas antigas são alterados, ou estas partículas podem ser extintas de acordo com certas regras pré-definidas. Como as partículas de um sistema são entidades dinâmicas, os sistemas de partículas são especialmente adequados para o uso em animação. Ainda, dentre as principais vantagens dos sistemas de partículas quando comparados com as técnicas tradicionais de modelagem, podem-se citar a facilidade da obtenção de efeitos sobre as partículas (como borrão de movimento), a necessidade de poucos dados para a modelagem global do fenômeno, o controle por processos estocásticos, o nível de detalhamento ajustável e a possibilidade de grande controle sobre as suas deformações. Entretanto, os sistemas de partículas possuem algumas limitações e restrições que provocaram o pouco desenvolvimento de algoritmos específicos nesta área. Dentre estas limitações, as principais são a dificuldade de obtenção de efeitos realísticos de sombra e reflexão, o alto consumo de memória e o fato dos sistemas de partículas possuírem um processo de animação específico para cada efeito que se quer modelar. Poucos trabalhos foram desenvolvidos especificamente para a solução destes problemas, sendo que a maioria se destina à modelagem de fenômenos através de sistemas de partículas. Tendo em vista tais deficiências, este trabalho apresenta métodos para as soluções destes problemas. É apresentado um método para tornar viável a integração de sistemas de partículas em ambientes de Ray Tracing, através do uso de uma grade tridimensional. Também, são apresentadas técnicas para a eliminação de efeitos de aliasing das partículas, assim como para a redução da quantidades de memória exigida para o armazenamento dos sistemas de partículas. Considerando aspectos de animação de sistemas de partículas, também é apresentado uma técnica de aceleração para a detecção de colisões entre o sistema de partículas e os objetos de uma cena, baseada no uso de uma grade pentadimensional. Aspectos relativos à implementação, tempo de processamento e fatores de aceleração são apresentados no final do trabalho, assim como as possíveis extensões futuras e trabalhos sendo realizados. / Finding a way to create photorealistic images has been a goal of Computer Graphics for many years [GLA 89]. In this sense, the aspects that have main importance are modeling and illumination. Considering aspects of modeling, the obtention of realism is very difficult when it is intended to model fuzzy objects using traditional modeling techniques. Among some examples of these types of objects, fire, smoke, clouds, water, etc. can be mentioned. With this fact in mind, Reeves [REE 83] introduced a technique named particle systems for modeling of fire and explosions. A particle system can be seen as a set of particles that evolves over time. The procedures involved in the animation of particle systems are very simple. Basically, at each time instant, new particles are generated, the attributes of the old ones are changed, or these particles can be extinguished according to predefined rules. As the particles of a system are dynamic entities, particle systems are specially suitable for use in animation. Among the main advantages of particle systems, when compared to traditional techniques, it can be mentioned the facility of obtaining effects such as motion blur over the particles, the need of few data to the global modeling of a phenomen, the control by stochastic processes, an adjustable level of detail and a great control over their deformations. However, particle systems present some limitations and restrictions that cause the little development of specific algorithms in this area. Among this limitations, the main are the difficulty of obtention of realistic effects of shadow and reflection, the high requirement of memory and the fact that particle systems need a specific animation process for each effect intended to be modeled. Few works have been developed specifically for the solution of these problems; most of them are developed for the modeling of phenomena through the use of particle systems. Keeping these deficiencies in mind, this work presents methods for solving these problems. A method is presented to make practicable the integration of particle systems and ray tracing, through the use of a third-dimensional grid. Also, a technique is presented to eliminate effects of aliasing of particles, and to reduce the amount of memory required for the storage of particle systems. Considering particle systems animation, a technique is also presented to accelerate the collision detection between particle systems and the objects of a scene, based on the use of a fifth-dimensional grid. Aspects related to the implementation, processing time and acceleration factors are presented at the end of the work, as well as the possible future extensions and ongoing works.
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Přesnost reprodukce barvy stochastického spektrálního vzorkování: experimentální vyhodnocení / Colour reproduction accuracy of stochastic spectral sampling: an experimental evaluation.Hencz, Attila January 2016 (has links)
Title: Colour reproduction accuracy of stochastic spectral sampling: an experi- mental evaluation Author: Bc. Attila Hencz �attila.hencz@matfyz.cz� Department: Department of Software and Computer Science Education Supervisor: doc. Alexander Wilkie, Dr. �wilkie@cgg.mff.cuni.cz�, Department of Software and Computer Science Education Abstract: We investigate the colorimetric accuracy of stochastic sampling in the wavelength domain for realistic rendering purposes. In particular, we consider the impact of three specific design choices in a rendering system on the accuracy of the overall result: how exactly spectral samples are splatted into the final result spectrum, how many spectral channels one uses in the result images, and the impact of Hero Wavelength Spectral Sampling (HWSS) compared to the stand- ard monochrome technique. We provide experimental results, comparisons and evaluation of sampling high-resolution spectra that originate from measurements of real paint samples found in colour atlases, and normed light sources defined by the CIE. The latter include both smooth and spiky spectra, so the used com- bination of reflectances and light spectra provides a representative body of input values that allows to draw conclusions that are relevant for practical rendering work. Keywords: physically based image...
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