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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.
31

Shape from shading, colour constancy, and deutan colour vision deficiencies

Jakobsson, Torbjörn January 1996 (has links)
Four studies including ten experiments adresses interrelations between some major and classical issues in visual perception: 3-D perception, colour constancy, colour perception and colour vision deficiencies. The main experimental paradigm to investigate the issues is within that of simulated shape from shading. 3-D impressions are induced by projecting space-modulated illuminations onto flat surfaces (displays), varying the colours and layout of the displays and the colour and modulation of the illumination. Study I includes four experiments investigating three types of space- modulated illumination. All experiments confirmed earlier findings that chromatic colour and complex display layout with reflectance edges crossed by illumination edges enhances shape from shading. In Study II the impressions of shape from shading and real 3-D objects were compared between persons with deutan colour vision deficiencies and normals. As predicted, the deutans show fewer and less distinct 3-D impressions in situations with their specific "problem colours" red and green. They also show a generally lower tendency for 3-D impressions, interpreted as a generally weaker colour constancy. Study III presents the AMBEGUJAS phenomenon; a novel twofold ambiguous shape from shading situation, continuously alternating between two different 3-D impressions coupled with different colour attributions. One solution is of an object with two clear surface colours, the other one of an object with greyish (desaturated) colours in coloured illumination which means classical colour constancy. The phenomenon illustrates the visual processes of separating reflectance and illumination characteristics and may provide a useful experimental setting to study colour constancy. In Study IV the AMBEGUJAS phenomenon is found to be robust as to chromaticness and different luminance contrasts for both normals and deutans. However, the deutans show slower shifts between percepts and a less pronounced desaturation of colour, which indicates a weaker colour constancy. The studies add evidence to the contribution of colour to 3-D shape perception, validated in a novel way by the results on "colour-blinds". The AMBEGUJAS phenomenon provides further support that the factors affecting shape from shading and the deutans different impressions are to be understood with reference to colour constancy. The deutans different impressions compared to normals are remarkable per se, but probably with very limited implications to everyday life. / <p>Diss. (sammanfattning) Umeå : Umeå university, 1996, härtill 4 uppsatser</p> / digitalisering@umu
32

Ab Umbra Ad Umbram: Shadows in Late Medieval Secular Manuscripts

DeLuca, Dominique 24 January 2020 (has links)
No description available.
33

Techniky výpočtu stínů v reálném čase / Techniques of Real-Time Shadow Rendering

Kudlač, Boris January 2009 (has links)
The goal of this work is to create complete overview about existing techniques for real-time shadow computation in computer graphics. It describes theory of each technique and it's algorithm, as well as implementation details and practical usage. It completely informs about each technique features, problems, extensions, advantages and disadvantages for different situations and asks a question, if there is one all-solving shadow technique suitable for all purposes. In the end, the thesis compares all the techniques in their features, limitations and hardware usage.
34

A Performance Comparison of Dynamic- and Inline Ray Tracing in DXR : An application in soft shadows

Sjöberg, Joakim, Zachrisson, Filip January 2021 (has links)
Background. Ray tracing is a tool that can be used to increase the quality of the graphics in games. One application in graphics that ray tracing excels in is generating shadows because ray tracing can simulate how shadows are generated in real life more accurately than rasterization techniques can. With the release of GPUs with hardware support for ray tracing, it can now be used in real-time graphics applications to some extent. However, it is still a computationally heavy task requiring performance improvements. Objectives. This thesis will evaluate the difference in performance of three raytracing methods in DXR Tier 1.1, namely dynamic ray tracing and two forms of inline ray tracing. To further investigate the ray-tracing performance, soft shadows will be implemented to see if the driver can perform optimizations differently (depending on the choice of ray-tracing method) on the subsequent and/or preceding API interactions. With the pipelines implemented, benchmarks will be performed using different GPUs, scenes, and a varying amount of shadow-casting lights. Methods. The scientific method is based on an experimental approach, using both implementation and performance tests. The experimental approach will begin by extending an in-house DirectX 12 renderer. The extension includes ray-tracing functionality, so that hard shadows can be generated using both dynamic- and the inline forms ray tracing. Afterwards, soft shadows are generated by implementing a state-of-the-art-denoiser with some modifications, which will be added to each ray-tracing method. Finally, the renderer is used to perform benchmarks of various scenes with varying amounts of shadow-casting lights and object complexity to cover a broad area of scenarios that could occur in a game and/or in other similar applications. Results and Conclusions. The results gathered in this experiment suggest that under the experimental conditions of the chosen scenes, objects, and number of lights, AMD’s GPUs were faster in performance when using dynamic ray tracing than using inline ray tracing, whilst Nvidia’s GPUs were faster when using inline ray tracing compared to when using dynamic ray tracing. Also, with an increasing amount of shadow-casting lights, the choice of ray-tracing method had low to no impact except for linearly increasing the execution time in each test. Finally, adding soft shadows(subsequent and preceding API interactions) also had low to no relative impact on the results depending on the different ray-tracing methods. / Bakgrund. Strålspårning (ray tracing) är ett verktyg som kan användas för att öka kvalitén på grafiken i spel. En tillämpning i grafik som strålspårning utmärker sig i är när skuggor ska skapas eftersom att strålspårning lättare kan simulera hur skuggor skapas i verkligheten, vilket tidigare tekniker i rasterisering inte hade möjlighet för. Med ny hårdvara där det finns support för strålspårning inbyggt i grafikkorten finns det nu möjligheter att använda strålspårning i realtids-applikationer inom vissa gränser. Det är fortfarande tunga beräkningar som behöver slutföras och det är därav att det finns behov av förbättringar.  Syfte. Denna uppsats kommer att utvärdera skillnaderna i prestanda mellan tre olika strålspårningsmetoder i DXR nivå 1.1, nämligen dynamisk strålspårning och två olika former av inline strålspårning. För att ge en bredare utredning på prestandan mellan strålspårningsmetoderna kommer mjuka skuggor att implementeras för att se om drivrutinen kan göra olika optimiseringar (beroende på valet av strålspårningsmetod) på de efterföljande och/eller föregående API anropen. Efter att dessa rörledningar (pipelines) är implementerade kommer prestandatester att utföras med olika grafikkort, scener, och antal ljus som kastar skuggor. Metod. Den vetenskapliga metoden är baserat på ett experimentellt tillvägagångssätt, som kommer innehålla både ett experiment och ett flertal prestandatester. Det experimentella tillvägagångssättet kommer att börja med att utöka en egenskapad DirectX 12 renderare. Utökningen kommer tillföra ny funktionalitet för att kunna hantera strålspårning så att hårda skuggor ska kunna genereras med både dynamisk och de olika formerna av inline strålspårning. Efter det kommer mjuka skuggor att skapas genom att implementera en väletablerad avbrusningsteknik med några modifikationer, vilket kommer att bli tillagt på varje strålspårningssteg. Till slut kommer olika prestandatester att mätas med olika grafikkort, olika antal ljus, och olika scener för att täcka olika scenarion som skulle kunna uppstå i ett spel och/eller i andra liknande applikationer.  Resultat och Slutsatser. De resultat från testerna i detta experiment påvisar att under dessa förutsättningar så är AMD’s grafikkort snabbare på dynamisk strålspårning än på inline strålspårning, samtidigt som Nvidias grafikkort är snabbare på inline strålspårning än på den dynamiska varianten. Ökandet av ljus som kastar skuggor påvisade låg till ingen förändring förutom ett linjärt ökande av exekveringstiden i de flesta testerna. Slutligen så visade det sig även att tillägget av mjuka skuggor (efterföljande och föregående API interaktioner) hade låg till ingen påverkan på valet av strålspårningsmetod.
35

Advanced volume rendering on shadows, flows and high-dimensional rendering

Zhang, Caixia 14 July 2006 (has links)
No description available.
36

Invitation of Echoes: Part One

Bain, William 16 May 2008 (has links)
Four strangers are stranded in an old farmhouse by a winter storm. Gilley lives on the farm. Shadows move of their own volition on the farm, and Gilley talks to echoes and sees the dead reflected in mirrors. Gilley's husband, Frank, disappeared over forty years ago. Jason is a college student who seeks Gilley out for an interview. He agrees to help Gilley find Frank. Jesse is a young boy who finds his way to the house after an accident. August is a private investigator whom Jason calls for help in finding Frank. August does not have a shadow nor a reflection of his own, and he can't remember how he lost them. Each wants something that only the others can provide, but each wants to keep their own secrets.
37

Cascaded Voxel Cone-Tracing Shadows : A Computational Performance Study

Dan, Sjödahl January 2019 (has links)
Background. Real-time shadows in 3D applications have for decades been implemented with a solution called Shadow Mapping or some variant of it. This is a solution that is easy to implement and has good computational performance, nevertheless it does suffer from some problems and limitations. But there are newer alternatives and one of them is based on a technique called Voxel Cone-Tracing. This can be combined with a technique called Cascading to create Cascaded Voxel Cone-Tracing Shadows (CVCTS). Objectives. To measure the computational performance of CVCTS to get better insight into it and provide data and findings to help developers make an informed decision if this technique is worth exploring. And to identify where the performance problems with the solution lies. Methods. A simple implementation of CVCTS was implemented in OpenGL aimed at simulating a solution that could be used for outdoor scenes in 3D applications. It had several different parameters that could be changed. Then computational performance measurements were made with these different parameters set at different settings. Results. The data was collected and analyzed before drawing conclusions. The results showed several parts of the implementation that could potentially be very slow and why this was the case. Conclusions. The slowest parts of the CVCTS implementation was the Voxelization and Cone-Tracing steps. It might be possible to use the CVCTS solution in the thesis in for example a game if the settings are not too high but that is a stretch. Little time could be spent during the thesis to optimize the solution and thus it’s possible that its performance could be increased.
38

Shadow Mapping com múltiplos valores de profundidade / Multiple depth shadow maps

Pagot, Christian Azambuja January 2005 (has links)
Um dos algoritmos para cálculo de sombras mais eficientes existentes atualmente é o Shadow Mapping de Williams. Ele é simples, robusto e facilmente mapeável para o hardware gráfico existente. Este algoritmo conta com duas etapas. A primeira é responsável pela geração de um depth buffer (Shadow Map) a partir do ponto de vista da luz. Na segunda etapa a imagem final da cena é gerada a partir do ponto de vista da câmera. De maneira a determinar se os pixels da imagem final estão iluminados ou em sombra, cada pixel é transformado para o espaço da luz e testado contra o Shadow Map. Shadow Maps tradicionais armazenam apenas um valor de profundidade por célula, fazendo com que os testes de sombra retornem valores binários. Isso pode ocasionar o surgimento de aliasing nas bordas das sombras. Este trabalho apresenta uma nova abordagem capaz de produzir melhores resultados de suavização que, em conjunto com o algoritmo de PCF (Percentage Closer Filtering), reduz o serrilhado das bordas das sombras através do uso de filtros de menor tamanho. O novo algoritmo estende os conceitos de Shadow Map e de teste de sombra de forma a suportarem múltiplos valores de profundidade. Esta nova abordagem apresenta potencial para implementação em hardware, e também pode ser implementada explorando a programabilidade das recentes placas gráficas. / William’s Shadow Mapping is one of the most efficient hard shadow algorithms. It is simple, robust and can be easily mapped to the actual grapics hardware. It is a two-pass technique. In the first pass a depth buffer (Shadow Map) is created from the light’s view point. In the second pass the final image is rendered from the camera’s view point. In order to decide whether each pixel in the camera’s view is lit or in shadow with respect to the light source, the pixel is transformed into the light space, and tested against the Shadow Map. Shadow maps store a single depth value per cell, leading to a binary outcome by the shadow test, and are prone to produce aliased shadow borders. This work presents a new approach that produces better estimates of shadow percentages and, in combination with percentage closer filtering (PCF), reduces aliasing artifacts using smaller kernel sizes. The new algorithm extends the notions of shadow map and shadow test to support the representation of multiple depth values per shadow map cell, as well as multi-valued shadow test. This new approach has the potential for hardware implementation, but can also be implemented exploiting the programmable capabilities of recent graphics cards.
39

Adaptive Vision Based Scene Registration for Outdoor Augmented Reality

Catchpole, Jason James January 2008 (has links)
Augmented Reality (AR) involves adding virtual content into real scenes. Scenes are viewed using a Head-Mounted Display or other display type. In order to place content into the user's view of a scene, the user's position and orientation relative to the scene, commonly referred to as their pose, must be determined accurately. This allows the objects to be placed in the correct positions and to remain there when the user moves or the scene changes. It is achieved by tracking the user in relation to their environment using a variety of technology. One technology which has proven to provide accurate results is computer vision. Computer vision involves a computer analysing images and achieving an understanding of them. This may be locating objects such as faces in the images, or in the case of AR, determining the pose of the user. One of the ultimate goals of AR systems is to be capable of operating under any condition. For example, a computer vision system must be robust under a range of different scene types, and under unpredictable environmental conditions due to variable illumination and weather. The majority of existing literature tests algorithms under the assumption of ideal or 'normal' imaging conditions. To ensure robustness under as many circumstances as possible it is also important to evaluate the systems under adverse conditions. This thesis seeks to analyse the effects that variable illumination has on computer vision algorithms. To enable this analysis, test data is required to isolate weather and illumination effects, without other factors such as changes in viewpoint that would bias the results. A new dataset is presented which also allows controlled viewpoint differences in the presence of weather and illumination changes. This is achieved by capturing video from a camera undergoing a repeatable motion sequence. Ground truth data is stored per frame allowing images from the same position under differing environmental conditions, to be easily extracted from the videos. An in depth analysis of six detection algorithms and five matching techniques demonstrates the impact that non-uniform illumination changes can have on vision algorithms. Specifically, shadows can degrade performance and reduce confidence in the system, decrease reliability, or even completely prevent successful operation. An investigation into approaches to improve performance yields techniques that can help reduce the impact of shadows. A novel algorithm is presented that merges reference data captured at different times, resulting in reference data with minimal shadow effects. This can significantly improve performance and reliability when operating on images containing shadow effects. These advances improve the robustness of computer vision systems and extend the range of conditions in which they can operate. This can increase the usefulness of the algorithms and the AR systems that employ them.
40

Rendering Antialiased Shadows using Warped Variance Shadow Maps

Lauritzen, Andrew Timothy January 2008 (has links)
Shadows contribute significantly to the perceived realism of an image, and provide an important depth cue. Rendering high quality, antialiased shadows efficiently is a difficult problem. To antialias shadows, it is necessary to compute partial visibilities, but computing these visibilities using existing approaches is often too slow for interactive applications. Shadow maps are a widely used technique for real-time shadow rendering. One major drawback of shadow maps is aliasing, because the shadow map data cannot be filtered in the same way as colour textures. In this thesis, I present variance shadow maps (VSMs). Variance shadow maps use a linear representation of the depth distributions in the shadow map, which enables the use of standard linear texture filtering algorithms. Thus VSMs can address the problem of shadow aliasing using the same highly-tuned mechanisms that are available for colour images. Given the mean and variance of the depth distribution, Chebyshev's inequality provides an upper bound on the fraction of a shaded fragment that is occluded, and I show that this bound often provides a good approximation to the true partial occlusion. For more difficult cases, I show that warping the depth distribution can produce multiple bounds, some tighter than others. Based on this insight, I present layered variance shadow maps, a scalable generalization of variance shadow maps that partitions the depth distribution into multiple segments. This reduces or eliminates an artifact - "light bleeding" - that can appear when using the simpler version of variance shadow maps. Additionally, I demonstrate exponential variance shadow maps, which combine moments computed from two exponentially-warped depth distributions. Using this approach, high quality results are produced at a fraction of the storage cost of layered variance shadow maps. These algorithms are easy to implement on current graphics hardware and provide efficient, scalable solutions to the problem of shadow map aliasing.

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