EGSR03: 14th Eurographics Symposium on Rendering
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Item Fast Texture Synthesis on Arbitrary Meshes(The Eurographics Association, 2003) Magda, Sebastian; Kriegman, David; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrWhile texture synthesis on surfaces has received much attention in computer graphics, the ideal solution that quickly produces high-quality textures with little user intervention has remained elusive. The algorithm presented in this paper brings us closer to that goal by generating high-quality textures on arbitrary meshes in a matter of seconds. It achieves that by separating texture preprocessing from texture synthesis and accelerating the candidate search process. The result of this is a mapping of every triangle in a mesh to the original texture sample with no need for additional texture memory. The whole process is fully automatic, yet still user controllable. It also places no special restrictions on the mesh or on the texture, and the original mesh is not modified in any way. A preprocessed texture sample can be used to synthesize a texture map on any number of meshes.Item Delivering Interactivity to Complex Tone Mapping Operators(The Eurographics Association, 2003) Artusi, Alessandro; Bittner, Jirí; Wimmer, Michael; Wilkie, Alexander; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrThe accurate display of high dynamic range images requires the application of complex tone mapping operators. These operators are computationally costly, which prevents their usage in interactive applications. We propose a general framework that delivers interactive performance to an important subclass of tone mapping operators, namely global tone mapping operators. The proposed framework consists of four steps: sampling the input image, applying the tone mapping operator, fitting the point-sampled tone mapping curve, and reconstructing the tone mapping curve for all pixels of the input image. We show how to make use of recent graphics hardware while keeping the advantage of generality by performing tone mapping in software. We demonstrate the capabilities of our method by accelerating several common global tone mapping operators and integrating the operators in a real-time rendering application.Item Penumbra Maps: Approximate Soft Shadows in Real-Time(The Eurographics Association, 2003) Wyman, Chris; Hansen, Charles; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrGenerating soft shadows quickly is difficult. Few techniques have enough flexibility to interactively render soft shadows in scenes with arbitrarily complex occluders and receivers. This paper introduces the penumbra map, which extends current shadow map techniques to interactively approximate soft shadows. Using object silhouette edges, as seen from the center of an area light, a map is generated containing approximate penumbral regions. Rendering requires two lookups, one into each the penumbra and shadow maps. Penumbra maps allow arbitrary dynamic models to easily shadow themselves and other nearby complex objects with plausible penumbrae.Item Rapid Shadow Generation in Real-World Lighting Environments(The Eurographics Association, 2003) Gibson, Simon; Cook, Jon; Howard, Toby; Hubbold, Roger; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrWe propose a new algorithm that uses consumer-level graphics hardware to render shadows cast by synthetic objects and a real lighting environment. This has immediate benefit for interactive Augmented Reality applications, where synthetic objects must be accurately merged with real images. We show how soft shadows cast by direct and indirect illumination sources may be generated and composited into a background image at interactive rates. We describe how the sources of light (and hence shadow) affecting each point in an image can be efficiently encoded using a hierarchical shaft-based subdivision of line-space. This subdivision is then used to determine the sources of light that are occluded by synthetic objects, and we show how the contributions from these sources may be removed from a background image using facilities available on modern graphics hardware. A trade-off may be made at runtime between shadow accuracy and rendering cost, converging towards a result that is subjectively similar to that obtained using ray-tracing based differential rendering algorithms. Examples of the proposed technique are given for a variety of different lighting environments, and the visual fidelity of images generated by our algorithm is compared to both real photographs and synthetic images generated using non-real-time techniques.Item Wavelet Environment Matting(The Eurographics Association, 2003) Peers, Pieter; Dutré, Philip; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrIn this paper we present a novel approach for capturing the environment matte of a scene. We impose no restrictions on material properties of the objects in the captured scene and exploit scene characteristics (e.g. material properties and self-shadowing) to minimize recording time and to bound the error. Using a CRT monitor, wavelet patterns are emitted onto the scene in order of importance to efficiently construct the environment matte. This order of importance is obtained by means of a feedback loop that takes advantage of the knowledge learned from previously recorded photographs. Once the recording process is finished, new backdrops can be efficiently placed behind the scene.Item Path Integration for Light Transport in Volumes(The Eurographics Association, 2003) Premoze, Simon; Ashikhmin, Michael; Shirley, Peter; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrSimulating the transport of light in volumes such as clouds or objects with subsurface scattering is computationally expensive. We describe an approximation to such transport using path integration. Unlike the more commonly used diffusion approximation, the path integration approach does not explicitly rely on the assumption that the material within the volume is dense. Instead, it assumes the phase function of the volume material is strongly forward scattering and uniform throughout the medium, an assumption that is often the case in nature. We show that this approach is useful for simulating subsurface scattering and scattering in clouds.Item Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware(The Eurographics Association, 2003) Goodnight, Nolan; Wang, Rui; Woolley, Cliff; Humphreys, Greg; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrModern graphics architectures have replaced stages of the graphics pipeline with fully programmable modules. Therefore, it is now possible to perform fairly general computation on each vertex or fragment in a scene. In addition, the nature of the graphics pipeline makes substantial computational power available if the programs have a suitable structure. In this paper, we show that it is possible to cleanly map a state-of-the-art tone mapping algorithm to the pixel processor. This allows an interactive application to achieve higher levels of realism by rendering with physically based, unclamped lighting values and high dynamic range texture maps. We also show that the tone mapping operator can easily be extended to include a time-dependent model, which is crucial for interactive behavior. Finally, we describe the ways in which the graphics hardware limits our ability to compress dynamic range efficiently, and discuss modifications to the algorithm that could alleviate these problems.Item The Trilateral Filter for High Contrast Images and Meshes(The Eurographics Association, 2003) Choudhury, Prasun; Tumblin, Jack; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrWe present a new, single-pass nonlinear filter for edge-preserving smoothing and visual detail removal for N dimensional signals in computer graphics, image processing and computer vision applications. Built from two modified forms of Tomasi and Manduchi's bilateral filter, the new "trilateral" filter smoothes signals towards a sharply-bounded, piecewise-linear approximation. Unlike bilateral filters or anisotropic diffusion methods that smooth towards piecewise constant solutions, the trilateral filter provides stronger noise reduction and better outlier rejection in high-gradient regions, and it mimics the edge-limited smoothing behavior of shock-forming PDEs by region finding with a fast min-max stack. Yet the trilateral filter requires only one user-set parameter, filters an input signal in a single pass, and does not use an iterative solver as required by most PDE methods. Like the bilateral filter, the trilateral filter easily extends to N-dimensional signals, yet it also offers better performance for many visual applications including appearance-preserving contrast reduction problems for digital photography and denoising polygonal meshes.Item Capturing and Rendering With Incident Light Fields(The Eurographics Association, 2003) Unger, J.; Wenger, A.; Hawkins, T.; Gardner, A.; Debevec, P.; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrThis paper presents a process for capturing spatially and directionally varying illumination from a real-world scene and using this lighting to illuminate computer-generated objects. We use two devices for capturing such illumination. In the first we photograph an array of mirrored spheres in high dynamic range to capture the spatially varying illumination. In the second, we obtain higher resolution data by capturing images with an high dynamic range omnidirectional camera as it traverses across a plane. For both methods we apply the light field technique to extrapolate the incident illumination to a volume. We render computer-generated objects as illuminated by this captured illumination using a custom shader within an existing global illumination rendering system. To demonstrate our technique we capture several spatially-varying lighting environments with spotlights, shadows, and dappled lighting and use them to illuminate synthetic scenes. We also show comparisons to real objects under the same illumination.Item Interactive Rendering of Translucent Deformable Objects(The Eurographics Association, 2003) Mertens, Tom; Kautz, Jan; Bekaert, Philippe; Seidel, Hans-Peter; Reeth, Frank Van; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrRealistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plausible reproduction of subsurface scattering effects. Unlike previously proposed work, our algorithm allows to interactively change lighting, viewpoint, subsurface scattering properties, as well as object geometry. The key idea of our approach is to use a hierarchical boundary element method to solve the integral describing subsurface scattering when using a recently proposed analytical BSSRDF model. Our approach is inspired by hierarchical radiosity with clustering. The success of our approach is in part due to a semi-analytical integration method that allows to compute needed point-to-patch form-factor like transport coefficients efficiently and accurately where other methods fail. Our experiments show that high-quality renderings of translucent objects consisting of tens of thousands of polygons can be obtained from scratch in fractions of a second. An incremental update algorithm further speeds up rendering after material or geometry changes.Item Refinement Criteria Based on f-Divergences(The Eurographics Association, 2003) Rigau, Jaume; Feixas, Miquel; Sbert, Mateu; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrIn several domains a refinement criterion is often needed to decide whether to go on or to stop sampling a signal. When the sampled values are homogeneous enough, we assume that they represent the signal fairly well and we do not need further refinement, otherwise more samples are required, possibly with adaptive subdivision of the domain. For this purpose, a criterion which is very sensitive to variability is necessary. In this paper we present a family of discrimination measures, the f-divergences, meeting this requirement. These functions have been well studied and successfully applied to image processing and several areas of engineering. Two applications to global illumination are shown: oracles for hierarchical radiosity and criteria for adaptive refinement in ray-tracing. We obtain significantly better results than with classic criteria, showing that f-divergences are worth further investigation in computer graphics.Item Hybrid Texture Synthesis(The Eurographics Association, 2003) Nealen, Andrew; Alexa, Marc; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrPatch-based texture synthesis algorithms produce reasonable results for a wide variety of texture classes. They preserve global structure, but often introduce unwanted visual artifacts along patch boundaries. Pixel-based synthesis algorithms, on the other hand, tend to blur out small objects while maintaining a consistent texture impression, which in return doesn t necessarily resemble the input texture. In this paper, we propose an adaptive and hybrid algorithm. Our algorithm adaptively splits patches so as to use as large as possible patches while staying within a user-defined error tolerance for the mismatch in the overlap region. Using large patches improves the reproduction of global structure. The remaining errors in the overlap regions are eliminated using pixel-based re-synthesis. We introduce an optimized ordering for the re-synthesis of these erroneous pixels using morphological operators, which ensures that every pixel has enough valid (i.e., error-free) neighboring pixels. Examples and comparisons with existing techniques demonstrate that our approach improves over previous texture synthesis algorithms, especially for textures with well-visible, possibly anisotropic structure, such as natural stone wall or scales.Item Translucent Shadow Maps(The Eurographics Association, 2003) Dachsbacher, Carsten; Stamminger, Marc; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrShadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. Translucent Shadow Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during rendering by filtering the shadow map neighborhood. This filtering is done efficiently using a hierarchical approach. We describe optimizations for an implementation of Translucent Shadow Maps on contemporary graphics hardware, that can render complex translucent objects with varying light and material properties in real-time.Item Interactive Texture Synthesis on Surfaces Using Jump Maps(The Eurographics Association, 2003) Zelinka, Steve; Garland, Michael; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrWe introduce a new method for fast texture synthesis on surfaces from examples. We generalize the image-based jump map texture synthesis algorithm, which partitions the task of texture synthesis into a slower analysis phase and a fast synthesis phase, by developing a new synthesis phase which works directly on arbitrary surfaces. Our method is one to two orders of magnitude faster than existing techniques, and does not generate any new texture images, enabling interactive applications for reasonably-sized meshes. This capability would be useful in many areas, including the texturing of dynamically-generated surfaces, interactive modelling applications, and rapid prototyping workflows. Our method remains simple to implement, assigning an offset in texture space to each edge of the mesh, followed by a walk over the mesh vertices to assign texture coordinates. A final step ensures each triangle receives consistent texture coordinates at its corners, and if available, texture blending can be used to improve the quality of results.Item Efficient Isotropic BRDF Measurement(The Eurographics Association, 2003) Matusik, Wojciech; Pfister, Hanspeter; Brand, Matthew; McMillan, Leonard; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrIn this paper we present novel reflectance measurement procedures that require fewer total measurements than standard uniform sampling approaches. First, we acquire densely sampled reflectance data for a large collection of different materials. Using these densely sampled measurements we analyze the general surface reflectance function to determine the local signal variation at each point in the function's domain. We then use wavelet analysis to derive a common basis for all of the acquired reflectance functions as well as a corresponding non-uniform sampling pattern that corresponds to all non-zero wavelet coefficients. Second, we show that the reflectance of an arbitrary material can be represented as a linear combination of the surface reflectance functions. Furthermore, our analysis provides a reduced set of sampling points that permits us to robustly estimate the coefficients of this linear combination. These procedures dramatically shorten the acquisition time for isotropic reflectance measurements. We present a detailed description and analysis of our measurement approaches and sampling strategies.Item Optimizing Color Matching in a Lighting Reproduction System for Complex Subject and Illuminant Spectra(The Eurographics Association, 2003) Wenger, A.; Hawkins, T.; Debevec, P.; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrThis paper presents a technique for improving color matching results in an LED-based lighting reproduction system for complex light source spectra. In our technique, we use measurements of the spectral response curve of the camera system as well as one or more spectral reflectance measurements of the illuminated object to optimize the color matching. We demonstrate our technique using two LED-based light sources: an off-the-shelf 3-channel RGB LED light source and a custom-built 9-channel multi-spectral LED light source. We use our technique to reproduce complex lighting spectra including both fluorescent and tungsten illumination using a Macbeth color checker chart and a human face as test subjects. We show that by using knowledge of the camera spectral response and/or the spectral reflectance of the subjects that we can significantly improve the accuracy of the color matching using either the 3-channel or the 9-channel light, achieving acceptable matches for the 3-channel source and very close matches for the multi-spectral 9-channel source.Item Efficient and Realistic Visualization of Cloth(The Eurographics Association, 2003) Sattler, Mirko; Sarlette, Ralf; Klein, Reinhard; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrEfficient and realistic rendering of cloth is of great interest especially in the context of e-commerce. Aside from the simulation of cloth draping, the rendering has to provide the "look and feel" of the fabric itself. In this paper we present a novel interactive rendering algorithm to preserve this "look and feel" of different fabrics. This is done by using the bidirectional texture function (BTF) of the fabric, which is acquired from a rectangular probe and after synthesis, mapped onto the simulated geometry. Instead of fitting a special type of bidirectional reflection distribution function (BRDF) model to each texel of our BTF, we generate view-dependent texture-maps using a principal component analysis of the original data. These view-dependent texture maps are then illuminated and rendered using either point-light sources or high dynamic range environment maps by exploiting current graphics hardware. In both cases, self-shadowing caused by geometry is taken into account. For point light sources, we also present a novel method to generate smooth shadow boundaries on the geometry. Depending on the geometrical complexity and the sampling density of the environment map, the illumination can be changed interactively. To ensure interactive frame rates for denser samplings or more complex objects, we introduce a principal component based decomposition of the illumination of the geometry. The high quality of the results is demonstrated by several examples. The algorithm is also suitable for materials other than cloth, as far as these materials have a similar reflectance behavior.Item Efficient Illumination by High Dynamic Range Images(The Eurographics Association, 2003) Kollig, Thomas; Keller, Alexander; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrWe present an algorithm for determining quadrature rules for computing the direct illumination of predominantly diffuse objects by high dynamic range images. The new method precisely reproduces fine shadow detail, is much more efficient as compared to Monte Carlo integration, and does not require any manual intervention.Item Computer Generated Celtic Design(The Eurographics Association, 2003) Kaplan, Matthew; Cohen, Elaine; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrWe present a technique for automating the construction of Celtic knotwork and decorations similar to those in illuminated manuscripts such as the Lindisfarne Gospels. Our method eliminates restrictions imposed by previous methods which limited the class of knots that could be produced correctly by introducing new methods for smoothing and orienting threads. Additionally, we present techniques for interweaving and attaching images to the knotwork and techniques to encapsulate knot patterns to simplify the design process. Finally we show how to use such knotwork in 3D and demonstrate a variety of applications including artwork and transforming the designs into 3D models for fabrication.Item Erosion Based Visibility Preprocessing(The Eurographics Association, 2003) Décoret, Xavier; Debunne, Gilles; Sillion, François; Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-OrThis paper presents a novel method for computing visibility in 2.5D environments based on a novel theoretical result: the visibility from a region can be conservatively estimated by computing the visibility from a point using appropriately "shrunk" occluders and occludees. We show how approximate, yet conservative, shrunk objects can be efficiently computed in an urban environment. The technique provides a tighter potentially visible set (PVS) compared to the original method in which only occluders are shrunk. Finally, theoretical implications of the shrinking theorem are discussed, opening new research directions.