31-Issue 4
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Item Geometry Presorting for Implicit Object Space Partitioning(The Eurographics Association and Blackwell Publishing Ltd., 2012) Eisemann, Martin; Bauszat, Pablo; Guthe, Stefan; Magnor, Marcus; Fredo Durand and Diego GutierrezWe present a new data structure for object space partitioning that can be represented completely implicitly. The bounds of each node in the tree structure are recreated at run-time from the scene objects contained therein. By applying a presorting procedure to the geometry, only a known fraction of the geometry is needed to locate the bounding planes of any node. We evaluate the impact of the implicit bounding plane representation and compare our algorithm to a classic bounding volume hierarchy. Though the representation is completely implicit, we still achieve interactive frame rates on commodity hardware.Item Parameterization-Aware MIP-Mapping(The Eurographics Association and Blackwell Publishing Ltd., 2012) Manson, Josiah; Schaefer, Scott; Fredo Durand and Diego GutierrezWe present a method of generating mipmaps that takes into account the distortions due to the parameterization of a surface. Existing algorithms for generating mipmaps assume that the texture is isometrically mapped to the surface and ignore the actual surface parameterization. Our method correctly downsamples warped textures by assigning texels weights proportional to their area on a surface. We also provide a least-squares approach to filtering over these warped domains that takes into account the postfilter used by the GPU. Our method improves texture filtering for most models but only modifies mipmap generation, requires no modification of art assets or rasterization algorithms, and does not affect run-time performance.Item Per-Vertex Defocus Blur for Stochastic Rasterization(The Eurographics Association and Blackwell Publishing Ltd., 2012) Munkberg, Jacob; Toth, Robert; Akenine-Möller, Tomas; Fredo Durand and Diego GutierrezWe present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to limit the foreground blur, extend the in-focus range, simulate tilt-shift photography, and specify per-object defocus blur. Furthermore, with two simplifying assumptions, we show that existing triangle coverage tests and tile culling tests can be used with very modest modifications. Our solution is temporally stable and handles simultaneous motion blur and depth of field.Item Intrinsic Images by Clustering(The Eurographics Association and Blackwell Publishing Ltd., 2012) Garces, Elena; Munoz, Adolfo; Lopez-Moreno, Jorge; Gutierrez, Diego; Fredo Durand and Diego GutierrezDecomposing an input image into its intrinsic shading and reflectance components is a long-standing ill-posed problem. We present a novel algorithm that requires no user strokes and works on a single image. Based on simple assumptions about its reflectance and luminance, we first find clusters of similar reflectance in the image, and build a linear system describing the connections and relations between them. Our assumptions are less restrictive than widely-adopted Retinex-based approaches, and can be further relaxed in conflicting situations. The resulting system is robust even in the presence of areas where our assumptions do not hold. We show a wide variety of results, including natural images, objects from the MIT dataset and texture images, along with several applications, proving the versatility of our method.Item Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces(The Eurographics Association and Blackwell Publishing Ltd., 2012) Mehta, Soham Uday; Ramamoorthi, Ravi; Meyer, Mark; Hery, Christophe; Fredo Durand and Diego GutierrezEnvironment-mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video games. However, many materials are anisotropic, and shading is determined by the local tangent direction, rather than the surface normal. Even for visualization and illustration, it is increasingly common to define a tangent vector field, and use anisotropic shading. In this paper, we extend spherical harmonic irradiance maps to anisotropic surfaces, replacing Lambertian reflectance with the diffuse term of the popular Kajiya-Kay model. We show that there is a direct analogy, with the surface normal replaced by the tangent. Our main contribution is an analytic formula for the diffuse Kajiya-Kay BRDF in terms of spherical harmonics; this derivation is more complicated than for the standard diffuse lobe. We show that the terms decay even more rapidly than for Lambertian reflectance, going as l??3, where l is the spherical harmonic order, and with only 6 terms (lItem Progressive Virtual Beam Lights(The Eurographics Association and Blackwell Publishing Ltd., 2012) Novák, Jan; Nowrouzezahrai, Derek; Dachsbacher, Carsten; Jarosz, Wojciech; Fredo Durand and Diego GutierrezA recent technique that forms virtual ray lights (VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual Beam Lights (VBLs), a progressive many-lights algorithm for rendering complex indirect transport paths in, from, and to media. VBLs are efficient and can handle heterogeneous media, anisotropic scattering, and moderately glossy surfaces, while provably converging to ground truth. We inflate ray lights into beam lights with finite thicknesses to eliminate the remaining singularities. Furthermore, we devise several practical schemes for importance sampling the various transport contributions between camera rays, light rays, and surface points. VBLs produce artifact-free images faster than VRLs, especially when glossy surfaces and/or anisotropic phase functions are present. Lastly, we employ a progressive thickness reduction scheme for VBLs in order to render results that converge to ground truth.Item Preface and Table of Contents(The Eurographics Association and Blackwell Publishing Ltd., 2012) Fredo Durand and Diego GutierrezItem ISHair: Importance Sampling for Hair Scattering(The Eurographics Association and Blackwell Publishing Ltd., 2012) Ou, Jiawei; Xie, Feng; Krishnamachari, Parashar; Pellacini, Fabio; Fredo Durand and Diego GutierrezWe present an importance sampling method for the bidirectional scattering distribution function (bsdf) of hair. Our method is based on the multi-lobe hair scattering model presented by Sadeghi et al. [SPJT10]. We reduce noise by drawing samples from a distribution that approximates the bsdf well. Our algorithm is efficient and easy to implement, since the sampling process requires only the evaluation of a few analytic functions, with no significant memory overhead or need for precomputation. We tested our method in a research raytracer and a production renderer based on micropolygon rasterization. We show significant improvements for rendering direct illumination using multiple importance sampling and for rendering indirect illumination using path tracing.Item Accurate Fitting of Measured Reflectances Using a Shifted Gamma Micro-facet Distribution(The Eurographics Association and Blackwell Publishing Ltd., 2012) Bagher, Mohammad Mahdi; Soler, Cyril; Holzschuch, Nicolas; Fredo Durand and Diego GutierrezMaterial models are essential to the production of photo-realistic images. Measured BRDFs provide accurate representation with complex visual appearance, but have larger storage cost. Analytical BRDFs such as Cook- Torrance provide a compact representation but fail to represent the effects we observe with measured appearance. Accurately fitting an analytical BRDF to measured data remains a challenging problem. In this paper we introduce the SGD micro-facet distribution for Cook-Torrance BRDF. This distribution accurately models the behavior of most materials. As a consequence, we accurately represent all measured BRDFs using a single lobe. Our fitting procedure is stable and robust, and does not require manual tweaking of the parameters.Item Pre-convolved Radiance Caching(The Eurographics Association and Blackwell Publishing Ltd., 2012) Scherzer, Daniel; Nguyen, Chuong; Ritschel, Tobias; Seidel, Hans-Peter; Fredo Durand and Diego GutierrezThe incident indirect light over a range of image pixels is often coherent. Two common approaches to exploit this inter-pixel coherence to improve rendering performance are Irradiance Caching and Radiance Caching. Both compute incident indirect light only for a small subset of pixels (the cache), and later interpolate between pixels. Irradiance Caching uses scalar values that can be interpolated efficiently, but cannot account for shading variations caused by normal and reflectance variation between cache items. Radiance Caching maintains directional information, e. g., to allow highlights between cache items, but at the cost of storing and evaluating a Spherical Harmonics (SH) function per pixel. The arithmetic and bandwidth cost for this evaluation is linear in the number of coefficients and can be substantial. In this paper, we propose a method to replace it by an efficient per-cache item pre-filtering based on MIP maps - such as previously done for environment maps - leading to a single constant-time lookup per pixel. Additionally, per-cache item geometry statistics stored in distance-MIP maps are used to improve the quality of each pixel's lookup. Our approximate interactive global illumination approach is an order of magnitude faster than Radiance Caching with Phong BRDFs and can be combined with Monte Carlo-raytracing, Point-based Global Illumination or Instant Radiosity.Item Quantized Point-Based Global Illumination(The Eurographics Association and Blackwell Publishing Ltd., 2012) Buchholz, Bert; Boubekeur, Tamy; Fredo Durand and Diego GutierrezPoint-based global illumination (PBGI) uses a dense point sampling of the scene's surfaces to approximate indirect light transport and is intensively used in 3D motion pictures and special effects. Each point caches the reflected light using a spherical function and is typically used in a subsequent rasterization process to compute color bleeding and ambient occlusion in an economic, noise-free fashion. The entire point set is organized in a spatial tree structure which models the light transport hierarchically, enabling fast adaptive shading on receivers (e. g., unprojected pixels). One of the major limitations of PBGI is related to the size of this tree, which can quickly become too large to fit in memory for complex scenes. However, we observe that, just as with natural images, this point data set is extremely redundant. In this paper, we present a new method exploiting this redundancy by factorizing PBGI data over the tree nodes. In particular, we show that a k-means clustering in the parameter space of the spherical functions allows to define a small number of representative nodes against which any new one can be classified. These representative functions, gathered in a pre-process over a subset of the actual points, form a look-up table which allows to substitute node's data by quantized integers in a streaming process, avoiding building the full tree before compressing it. Depending on the nodes' spherical function variance in the scene and the desired accuracy, our indexed PBGI representation achieves between one and two orders of magnitude compression of the nodes spherical functions, with negligible numerical and perceptual error in the final image. In the case of a binary tree with one surfel per leaf and no spherical functions in the leaves, this leads to compression rates ranging from 3x to 5x for the whole tree.Item Gamut Mapping Spatially Varying Reflectance with an Improved BRDF Similarity Metric(The Eurographics Association and Blackwell Publishing Ltd., 2012) Pereira, Thiago; Rusinkiewicz, Szymon; Fredo Durand and Diego GutierrezRecent spatially varying reflectance (svBRDF) printing systems can reproduce an input document as a combination of matte, glossy and metallic inks. Due to the limited number of inks, this reproduction process incurs some distortion. In this work, we present an svBRDF gamut mapping algorithm that minimizes distortions in the angular and spatial domains. To preserve a material's perceived variation with lighting and view, we introduce an improved BRDF similarity metric that builds on both experimental results on reflectance perception and on the statistics of natural lighting environments. Our experiments show better preservation of object color and highlights, as validated quantitatively as well as through a perceptual study. As for the spatial domain, we show how to adapt traditional color gamut mapping methods to svBRDFs. Our solution takes into account the contrast between regions, achieving better preservation of textures and edges.Item Matting and Compositing for Fresnel Reflection on Wavy Surfaces(The Eurographics Association and Blackwell Publishing Ltd., 2012) Endo, Yuki; Kanamori, Yoshihiro; Fukui, Yukio; Mitani, Jun; Fredo Durand and Diego GutierrezThis paper introduces a framework that can extract an alpha matte from a single image with Fresnel reflection, and that can composite other objects with the image such that plausible reflections are included. Our method handles reflections in a plane with small undulations, for example, a water surface with waves or a glossy tabletop. During the matting stage, our method first estimates the transmission color, which is assumed to be uniform, and then calculates a reflection image and alpha matte based on user markups. However, accurate extraction of the matte becomes challenging when a plane has small undulations because these create perturbations in the matte. We therefore propose a filter that can refine the matte effectively. In the compositing stage, the reflection of a composited object is synthesized by ray tracing in real time. We demonstrate the effectiveness of our method through comparisons with ground-truth data and results using natural images as inputs.Item Surface Relief Analysis for Illustrative Shading(The Eurographics Association and Blackwell Publishing Ltd., 2012) Ammann, Lucas; Barla, Pascal; Guennebaud, Gaël; Granier, Xavier; Reuter, Patrick; Fredo Durand and Diego GutierrezIn this paper, we present an analysis technique that leverages the complexity found in detailed 3D models for illustrative shading purposes. Given a smooth base surface with relief, it locates relief features (concavities, convexities and inflections) around each surface point and at multiple scales, using cubic-polynomial fitting. This object-space, per-vertex information is then used to guide a variety of shading techniques including normal enhancement, feature visualization, accessibility shading and radiance scaling. Thanks to this approach, features at multiple scales are easily combined, filtered and shaded, allowing users to explore surface relief in real-time.Item Fast Generation of Approximate Blue Noise Point Sets(The Eurographics Association and Blackwell Publishing Ltd., 2012) Kalantari, Nima Khademi; Sen, Pradeep; Fredo Durand and Diego GutierrezPoisson-disk sampling is a popular sampling method because of its blue noise power spectrum, but generation of these samples is computationally very expensive. In this paper, we propose an efficient method for fast generation of a large number of blue noise samples using a small initial patch of Poisson-disk samples that can be generated with any existing approach. Our main idea is to convolve this set of samples with another to generate our final set of samples. We use the convolution theorem from signal processing to show that the spectrum of the resulting sample set preserves the blue noise properties. Since our method is approximate, we have error with respect to the true Poisson-disk samples, but we show both mathematically and practically that this error is only a function of the number of samples in the small initial patch and is therefore bounded. Our method is parallelizable and we demonstrate an implementation of it on a GPU, running more than 10 times faster than any previous method and generating more than 49 million 2D samples per second. We can also use the proposed approach to generate multidimensional blue noise samples.Item Tessellation-Independent Smooth Shadow Boundaries(The Eurographics Association and Blackwell Publishing Ltd., 2012) Mattausch, Oliver; Scherzer, Daniel; Wimmer, Michael; Igarashi, Takeo; Fredo Durand and Diego GutierrezWe propose an efficient and light-weight solution for rendering smooth shadow boundaries that do not reveal the tessellation of the shadow-casting geometry. Our algorithm reconstructs the smooth contours of the underlying mesh and then extrudes shadow volumes from the smooth silhouettes to render the shadows. For this purpose we propose an improved silhouette reconstruction using the vertex normals of the underlying smooth mesh. Then our method subdivides the silhouette loops until the contours are sufficiently smooth and project to smooth shadow boundaries. This approach decouples the shadow smoothness from the tessellation of the geometry and can be used to maintain equally high shadow quality for multiple LOD levels. It causes only a minimal change to the fill rate, which is the well-known bottleneck of shadow volumes, and hence has only small overhead.Item Artistic Illumination Transfer for Portraits(The Eurographics Association and Blackwell Publishing Ltd., 2012) Chen, Xiaowu; Jin, Xin; Zhao, Qinping; Wu, Hongyu; Fredo Durand and Diego GutierrezRelighting a portrait in a single image is still a challenging problem, particularly when only a single artistic reference photograph or painting is provided. In this paper, we propose an artistic illumination transfer system for portraits based on a database of portrait images (photographs and paintings) associated with hand-drawn illumination templates (276) by artists. Users can select a reference portrait image in the database, and the corresponding illumination template is transferred to an input portrait using image warping. Users can also provide reference portrait images those are not in the database. Based on the Face Illumination Descriptor (FID), the system selects from the database the reference image with the closest illumination to that of the user-provided reference image and adjusts the corresponding illumination template to match the contrast of the user-provided reference image. Experiments on not only paintings but also photographs, paper-cuts and sketches demonstrate that convincing illumination transferred results can be rendered by our system.Item A Statistical Method for SVBRDF Approximation from Video Sequences in General Lighting Conditions(The Eurographics Association and Blackwell Publishing Ltd., 2012) Palma, Gianpaolo; Callieri, Marco; Dellepiane, Matteo; Scopigno, Roberto; Fredo Durand and Diego GutierrezWe present a statistical method for the estimation of the Spatially Varying Bidirectional Reflectance Distribution Function (SVBRDF) of an object with complex geometry, starting from video sequences acquired with fixed but general lighting conditions. The aim of this work is to define a method that simplifies the acquisition phase of the object surface appearance and allows to reconstruct an approximated SVBRDF. The final output is suitable to be used with a 3D model of the object to obtain accurate and photo-realistic renderings. The method is composed by three steps: the approximation of the environment map of the acquisition scene, using the same object as a probe; the estimation of the diffuse color of the object; the estimation of the specular components of the main materials of the object, by using a Phong model. All the steps are based on statistical analysis of the color samples projected by the video sequences on the surface of the object. Although the method presents some limitations, the trade-off between the easiness of acquisition and the obtained results makes it useful for practical applications.Item Example-Based Fractured Appearance(The Eurographics Association and Blackwell Publishing Ltd., 2012) Glondu, Loeiz; Muguercia, Lien; Marchal, Maud; Bosch, Carles; Rushmeier, Holly; Dumont, Georges; Drettakis, George; Fredo Durand and Diego GutierrezA common weathering effect is the appearance of cracks due to material fractures. Previous exemplar-based aging and weathering methods have either reused images or sought to replicate observed patterns exactly. We introduce a new approach to exemplar-based modeling that creates weathered patterns on synthetic objects by matching the statistics of fracture patterns in a photograph. We present a user study to determine which statistics are correlated to visual similarity and how they are perceived by the user. We then describe a revised physically-based fracture model capable of producing a wide range of crack patterns at interactive rates. We demonstrate how a Bayesian optimization method can determine the parameters of this model so it can produce a pattern with the same key statistics as an exemplar. Finally, we present results using our approach and various exemplars to produce a variety of fracture effects in synthetic renderings of complex environments. The speed of the fracture simulation allows interactive previews of the fractured results and its application on large scale environments.Item Polynomial Optics: A Construction Kit for Efficient Ray-Tracing of Lens Systems(The Eurographics Association and Blackwell Publishing Ltd., 2012) Hullin, Matthias B.; Hanika, Johannes; Heidrich, Wolfgang; Fredo Durand and Diego GutierrezSimulation of light transport through lens systems plays an important role in graphics. While basic imaging properties can be conveniently derived from linear models (like ABCD matrices), these approximations fail to describe nonlinear effects and aberrations that arise in real optics. Such effects can be computed by proper ray tracing, for which, however, finding suitable sampling and filtering strategies is often not a trivial task. Inspired by aberration theory, which describes the deviation from the linear ray transfer in terms of wavefront distortions, we propose a ray-space formulation for nonlinear effects. In particular, we approximate the analytical solution to the ray tracing problem by means of a Taylor expansion in the ray parameters. This representation enables a construction-kit approach to complex optical systems in the spirit of matrix optics. It is also very simple to evaluate, which allows for efficient execution on CPU and GPU alike, including the computation of mixed derivatives of any order. We evaluate fidelity and performance of our polynomial model, and show applications in high-quality offline rendering and at interactive frame rates.