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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Perspective-Driven Radiosity on Graphics Hardware

Bozalina, Justin Taylor 2011 May 1900 (has links)
Radiosity is a global illumination algorithm used by artists, architects, and engineers for its realistic simulation of lighting. Since the illumination model is global, complexity and run time grow as larger environments are provided. Algorithms exist which generate an incremental result and provide weighting based on the user's view of the environment. This thesis introduces an algorithm for directing and focusing radiosity calculations relative to the user's point-of-view and within the user's field-of-view, generating visually interesting results for a localized area more quickly than a traditional global approach. The algorithm, referred to as perspective-driven radiosity, is an extension of the importance-driven radiosity algorithm, which itself is an extension of the progressive refinement radiosity algorithm. The software implemented during research into the point-of-view/field-of-view-driven algorithm can demonstrate both of these algorithms, and can generate results for arbitrary geometry. Parameters can be adjusted by the user to provide results that favor speed or quality. To take advantage of the scalability of programmable graphics hardware, the algorithm is implemented as an extension of progressive refinement radiosity on the GPU, using OpenGL and GLSL. Results from each of the three implemented radiosity algorithms are compared using a variety of geometry.
2

Many-Light Real-Time Global Illumination using Sparse Voxel Octree

Sun, Che 18 December 2015 (has links)
"Global illumination (GI) rendering simulates the propagation of light through a 3D volume and its interaction with surfaces, dramatically increasing the fidelity of computer generated images. While off-line GI algorithms such as ray tracing and radiosity can generate physically accurate images, their rendering speeds are too slow for real-time applications. The many-light method is one of many novel emerging real-time global illumination algorithms. However, it requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lower the accuracy of indirect illumination or prevent the rendering of fully dynamic scenes. In this thesis, we propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-light algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly. A survey of current real-time GI techniques as well as details of our implementation using OpenGL and Shader Model 5 are also presented."
3

Multiresolution image-space rendering for interactive global illumination

Nichols, Gregory Boyd 01 July 2010 (has links)
Global illumination adds tremendous visual richness to rendered images. Unfortunately, such illumination proves quite costly to compute, and is therefore often coarsely approximated by interactive applications, or simply omitted altogether. Global illumination is often quite low-frequency, aside from sharp changes at discontinuities. This thesis describes three novel multiresolution image-space methods that exploit this characteristic to accelerate rendering speeds. These techniques run completely on the GPU at interactive rates and require no precomputation, allowing fully dynamic lighting, geometry, and camera. The first approach, multiresolution splatting, is a novel multiresolution method for rendering indirect illumination. This work extends reflective shadow maps, an image space method that splats contributions from secondary light sources into eye-space. Splats are refined into multiresolution patches, rendering indirect contributions at low resolution where lighting changes slowly and at high resolution near discontinuities; this greatly reduces GPU fill rate and enhances performance. The second method, image space radiosity, significantly improves the performance of multiresolution splatting, introducing an efficient stencil-based parallel refinement technique. This method also adapts ideas from object-space hierarchical radiosity methods to image space, introducing two adaptive sampling methods that allow much finer sampling of the reflective shadow map where needed. These modifications significantly improve temporal coherence while maintaining performance. The third approach adapts these techniques to accelerate the rendering of direct illumination from large area light sources. Visibility is computed using a coarse screen-space voxelization technique, allowing binary visibility queries using ray marching. This work also proposes a new incremental refinement method that considers both illumination and visibility variations. Both diffuse and non-diffuse surfaces are supported, and illumination can vary over the surface of the light, enabling dynamic content such as video screens.
4

Vector occluders: an empirical approximation for rendering global illumination effects in real-time

Sherif, William 01 February 2013 (has links)
Precomputation has been previously used as a means to get global illumination effects in real-time on consumer hardware of the day. Our work uses Sloan’s 2002 PRT method as a starting point, and builds on it with two new ideas. We first explore an alternative representation for PRT data. “Cpherical harmonics” (CH) are introduced as an alternative to spherical harmonics, by substituting the Chebyshev polynomial in the place of the Legendre polynomial as the orthogonal polynomial in the spherical harmonics definition. We show that CH can be used instead of SH for PRT with near-equivalent performance. “Vector occluders” (VO) are introduced as a novel, precomputed, real-time, empirical technique for adding global illumination effects including shadows, caustics and interreflections to a locally illuminated scene on static geometry. VO encodes PRT data as simple vectors instead of using SH. VO can handle point lights, whereas a standard SH implementation cannot. / UOIT
5

Global illumination and approximating reflectance in real-time

Nowicki, Tyler B. 10 April 2007 (has links)
Global illumination techniques are used to improve the realism of 3D scenes. Calculating accurate global illumination requires a method for solving the rendering equation. However, the integral form of this equation cannot be evaluated. This thesis presents research in non real-time illumination techniques which are evaluated with a finite number of light rays. This includes a new technique which improves realism of the scene over traditional techniques. All computer rendering requires distortion free texture mapping to appear plausible to the eye. Inverse texture mapping, however, can be numerically unstable and computationally expensive. Alternative techniques for texture mapping and texture coordinate generation were developed to simplify rendering. Real-time rendering is improved by pre-calculating non real-time reflections. The results of this research demonstrate that a polynomial approximation of reflected light can be more accurate than a constant approximation. The solution improves realism and makes use of new features in graphics hardware. / May 2007
6

Global illumination and approximating reflectance in real-time

Nowicki, Tyler B. 10 April 2007 (has links)
Global illumination techniques are used to improve the realism of 3D scenes. Calculating accurate global illumination requires a method for solving the rendering equation. However, the integral form of this equation cannot be evaluated. This thesis presents research in non real-time illumination techniques which are evaluated with a finite number of light rays. This includes a new technique which improves realism of the scene over traditional techniques. All computer rendering requires distortion free texture mapping to appear plausible to the eye. Inverse texture mapping, however, can be numerically unstable and computationally expensive. Alternative techniques for texture mapping and texture coordinate generation were developed to simplify rendering. Real-time rendering is improved by pre-calculating non real-time reflections. The results of this research demonstrate that a polynomial approximation of reflected light can be more accurate than a constant approximation. The solution improves realism and makes use of new features in graphics hardware.
7

Global illumination and approximating reflectance in real-time

Nowicki, Tyler B. 10 April 2007 (has links)
Global illumination techniques are used to improve the realism of 3D scenes. Calculating accurate global illumination requires a method for solving the rendering equation. However, the integral form of this equation cannot be evaluated. This thesis presents research in non real-time illumination techniques which are evaluated with a finite number of light rays. This includes a new technique which improves realism of the scene over traditional techniques. All computer rendering requires distortion free texture mapping to appear plausible to the eye. Inverse texture mapping, however, can be numerically unstable and computationally expensive. Alternative techniques for texture mapping and texture coordinate generation were developed to simplify rendering. Real-time rendering is improved by pre-calculating non real-time reflections. The results of this research demonstrate that a polynomial approximation of reflected light can be more accurate than a constant approximation. The solution improves realism and makes use of new features in graphics hardware.
8

Graph-based Global Illumination

Ricks, Brian C. 28 January 2010 (has links) (PDF)
The slow render times of global illumination algorithms make them impractical in most commercial and academic settings. We propose a novel framework for calculating the computational complexity of global illumination algorithms and show that no other recent improvements have reduced this complexity. We further show that many algorithms use a tree as their rendering paradigm. We propose a new rendering algorithm, pipe casting, which calculates light paths using a graph instead of a tree. Pipe casting significantly reduces both computational complexity and actual render time of rendering. Using an L2 pixel-wise error comparison, on average our algorithm can render a variety of scenes at the same error as traditional algorithms but in about 50% of the time.
9

Estimation of Global Illumination using Cycle-Consistent Adversarial Networks

Oh, Junho 20 December 2023 (has links)
The field of computer graphics has made significant progress over the years, transforming from simple, pixelated images to highly realistic visuals used across various industries including entertainment, fashion, and video gaming. However, the traditional process of rendering images remains complex and time-consuming, requiring a deep understanding of geometry, materials, and textures. This thesis introduces a simpler approach through a machine learning model, specifically using Cycle-Consistent Adversarial Networks (CycleGAN), to generate realistic images and estimate global illumination in real-time, significantly reducing the need for extensive expertise and time investment. Our experiments on the Blender and Portal datasets demonstrate the model's ability to efficiently generate high-quality, globally illuminated scenes, while a comparative study with the Pix2Pix model highlights our approach's strengths in preserving fine visual details. Despite these advancements, we acknowledge the limitations posed by hardware constraints and dataset diversity, pointing towards areas for future improvement and exploration. This work aims to simplify the complex world of computer graphics, making it more accessible and user-friendly, while maintaining high standards of visual realism. / Master of Science / Creating realistic images on a computer is a crucial part of making video games and movies more immersive and lifelike. Traditionally, this has been a complex and time-consuming task, requiring a deep understanding of how light interacts with objects to create shadows and highlights. This study introduces a simpler and quicker method using a type of smart computer program that learns from examples. This program, known as Cycle-Consistent Adversarial Networks (CycleGAN), is designed to understand the complex play of light in virtual scenes and recreate it in a way that makes the image look real. In testing this new method on different types of images, from simpler scenes to more complex ones, the results were impressive. The program was not only able to significantly cut down the time needed to render an image, but it also maintained the fine details that bring an image to life. While there were challenges, such as working with limited computer power and needing a wider variety of images for the program to learn from, the study shows great promise. It represents a big step forward in making the creation of high-quality, realistic computer graphics more accessible and achievable for a wider range of applications.
10

Generating Radiosity Maps on the GPU

Moreno-Fortuny, Gabriel January 2005 (has links)
Global illumination algorithms are used to render photorealistic images of 3D scenes taking into account both direct lighting from the light source and light reflected from other surfaces in the scene. Algorithms based on computing radiosity were among the first to be used to calculate indirect lighting, although they make assumptions that work only for diffusely reflecting surfaces. The classic radiosity approach divides a scene into multiple patches and generates a linear system of equations which, when solved, gives the values for the radiosity leaving each patch. This process can require extensive calculations and is therefore very slow. An alternative to solving a large system of equations is to use a Monte Carlo method of random sampling. In this approach, a large number of rays are shot from each patch into its surroundings and the irradiance values obtained from these rays are averaged to obtain a close approximation to the real value. <br /><br /> This thesis proposes the use of a Monte Carlo method to generate radiosity texture maps on graphics hardware. By storing the radiosity values in textures, they are immediately available for rendering, making this algorithm useful for interactive implementations. We have built a framework to run this algorithm and using current graphics cards (NV6800 or higher) it is possible to execute it almost interactively for simple scenes and within relatively low times for more complex scenes.

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