Computer Graphics & Visual Computing (CGVC) 2019
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Browsing Computer Graphics & Visual Computing (CGVC) 2019 by Subject "Computer graphics"
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Item Evaluating Models for Virtual Forestry Generation and Tree Placement in Games(The Eurographics Association, 2019) Williams, Benjamin; Ritsos, Panagiotis; Headleand, Christopher; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.A handful of approaches have been previously proposed to generate procedurally virtual forestry for virtual worlds and computer games, including plant growth models and point distribution methods. However, there has been no evaluation to date which assesses how effective these algorithms are at modelling real-world phenomena. In this paper we tackle this issue by evaluating three algorithms used in the generation of virtual forests - a randomly uniform point distribution method (control), a plant competition model, and an iterative random point distribution technique. Our results show that a plant competition model generated more believable content when viewed from an aerial perspective. We also found that a randomly uniform point distribution method produced forest visualisations which were rated highest in playability and photorealism, when viewed from a first-person perspective. Our results indicate that when it comes to believability, the relationship between viewing perspective and procedural generation algorithm is more important than previously thought.Item Hash-based Hierarchical Caching for Interactive Previews in Global Illumination Rendering(The Eurographics Association, 2019) Roth, Thorsten; Weier, Martin; Bauszat, Pablo; Hinkenjann, André; Li, Yongmin; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path traced results, but with a greatly reduced computational complexity allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.