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HDR Light Probe Sequence Resampling for Realtime Incident Light Field RenderingLöw, Joakim, Ynnerman, Anders, Larsson, Per, Unger, Jonas January 2009 (has links)
This paper presents a method for resampling a sequence of high dynamic range light probe images into a representation of Incident Light Field (ILF) illumination which enables realtime rendering. The light probe sequences are captured at varying positions in a real world environment using a high dynamic range video camera pointed at a mirror sphere. The sequences are then resampled to a set of radiance maps in a regular three dimensional grid before projection onto spherical harmonics. The capture locations and amount of samples in the original data make it inconvenient for direct use in rendering and resampling is necessary to produce an efficient data structure. Each light probe represents a large set of incident radiance samples from different directions around the capture location. Under the assumption that the spatial volume in which the capture was performed has no internal occlusion, the radiance samples are projected through the volume along their corresponding direction in order to build a new set of radiance maps at selected locations, in this case a three dimensional grid. The resampled data is projected onto a spherical harmonic basis to allow for realtime lighting of synthetic objects inside the incident light field.
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How does nutrients and light affect algal growth in Swedish headwater streams? : A study using nutrient diffusing substrate and natural gradients of light / Hur påverkar näring och ljus algtillväxt i svenska bäckar? : En studie med diffunderande näringssubstrat och naturliga ljusgradienterAndersson, Jannika January 2014 (has links)
Gaining knowledge about what factors determine benthic algal biomass and productivity is vital for understanding food webs in aquatic systems, especially in woodland streams with naturally low rates of primary productivity. The aim of this study was to investigate what factors determine algal growth in Swedish headwater streams. Nutrients, in terms of nitrogen (N) and phosphorus (P), and light are factors known to affect algal growth. By using nutrient diffusing substrate (NDS) and different gradients of light, it was possible to test the importance of these factors. To determine the effect of the experiment, the study was carried out in a forested reference stream, which is largely shaded with extreme low nutrient levels, and in a stream running through a clear-cutting plantation with high nutrient levels and incident light. In the forested reference stream it became clear that algal growth increased by experimentally adding N (P<0.005), although light did not affect the productivity. In the stream running through the clear-cut, algal productivity increased significantly with higher levels of light (P<0.005), regardless of nutrient addition. The results from this study suggest that light only becomes the depending factor when sufficient amounts of nutrients are available. However, it is still unclear at what nutrient levels this shift occur, and therefore future research is recommended.
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Extraction and Integration of Physical Illumination in Dynamic Augmented Reality EnvironmentsAlhakamy, A'aeshah A. 12 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Although current augmented, virtual, and mixed reality (AR/VR/MR) systems are facing advanced and immersive experience in the entertainment industry with countless media forms. Theses systems suffer a lack of correct direct and indirect illumination modeling where the virtual objects render with the same lighting condition as the real environment. Some systems are using baked GI, pre-recorded textures, and light probes that are mostly accomplished offline to compensate for precomputed real-time global illumination (GI). Thus, illumination information can be extracted from the physical scene for interactively rendering the virtual objects into the real world which produces a more realistic final scene in real-time. This work approaches the problem of visual coherence in AR by proposing a system that detects the real-world lighting conditions in dynamic scenes, then uses the extracted illumination information to render the objects added to the scene. The system covers several major components to achieve a more realistic augmented reality outcome. First, the detection of the incident light (direct illumination) from the physical scene with the use of computer vision techniques based on the topological structural analysis of 2D images using a live-feed 360-degree camera instrumented on an AR device that captures the entire radiance map. Also, the physics-based light polarization eliminates or reduces false-positive lights such as white surfaces, reflections, or glare which negatively affect the light detection process. Second, the simulation of the reflected light (indirect illumination) that bounce between the real-world surfaces to be rendered into the virtual objects and reflect their existence in the virtual world. Third, defining the shading characteristic/properties of the virtual object to depict the correct lighting assets with a suitable shadow casting. Fourth, the geometric properties of real-scene including plane detection, 3D surface reconstruction, and simple meshing are incorporated with the virtual scene for more realistic depth interactions between the real and virtual objects. These components are developed methods which assumed to be working simultaneously in real-time for photo-realistic AR. The system is tested with several lighting conditions to evaluate the accuracy of the results based on the error incurred between the real/virtual objects casting shadow and interactions. For system efficiency, the rendering time is compared with previous works and research. Further evaluation of human perception is conducted through a user study. The overall performance of the system is investigated to reduce the cost to a minimum.
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Extraction and Integration of Physical Illumination in Dynamic Augmented Reality EnvironmentsA'aeshah Abduallah Alhakamy (9371225) 16 December 2020 (has links)
Although current augmented, virtual, and mixed reality (AR/VR/MR) systems are facing advanced and immersive experience in the entertainment industry with countless media forms. Theses systems suffer a lack of correct direct and indirect illumination modeling where the virtual objects render with the same lighting condition as the real environment. Some systems are using baked GI, pre-recorded textures, and light probes that are mostly accomplished offline to compensate for precomputed real-time global illumination (GI). Thus, illumination information can be extracted from the physical scene for interactively rendering the virtual objects into the real world which produces a more realistic final scene in real-time. This work approaches the problem of visual coherence in AR by proposing a system that detects the real-world lighting conditions in dynamic scenes, then uses the extracted illumination information to render the objects added to the scene. The system covers several major components to achieve a more realistic augmented reality outcome. First, the detection of the incident light (direct illumination) from the physical scene with the use of computer vision techniques based on the topological structural analysis of 2D images using a live-feed 360<sup>o</sup> camera instrumented on an AR device that captures the entire radiance map. Also, the physics-based light polarization eliminates or reduces false-positive lights such as white surfaces, reflections, or glare which negatively affect the light detection process. Second, the simulation of the reflected light (indirect illumination) that bounce between the real-world surfaces to be rendered into the virtual objects and reflect their existence in the virtual world. Third, defining the shading characteristic/properties of the virtual object to depict the correct lighting assets with a suitable shadow casting. Fourth, the geometric properties of real-scene including plane detection, 3D surface reconstruction, and simple meshing are incorporated with the virtual scene for more realistic depth interactions between the real and virtual objects. These components are developed methods which assumed to be working simultaneously in real-time for photo-realistic AR. The system is tested with several lighting conditions to evaluate the accuracy of the results based on the error incurred between the real/virtual objects casting shadow and interactions. For system efficiency, the rendering time is compared with previous works and research. Further evaluation of human perception is conducted through a user study. The overall performance of the system is investigated to reduce the cost to a minimum.
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