VMV16
Permanent URI for this collection
Browse
Browsing VMV16 by Subject "I.3.7 [Computer Graphics]"
Now showing 1 - 4 of 4
Results Per Page
Sort Options
Item A Deferred Rendering Pipeline Including a Global Illumination Model for Atmospheric Scattering and Transparency(The Eurographics Association, 2016) Heppner, S.; Dransfeld, M.; Domik, G.; Oleg LobachevAbstract This poster presents suitable global illumination models for atmospheric scattering in outdoor scenes combined with a deferred rendering pipeline which offers the possibility of rendering transparent objects. The use case is a HIL simulation for camera based ADAS tests that require a realistic rendering of outdoor scenes.Item An Interactive Information Visualization Approach to Physically-Based Rendering(The Eurographics Association, 2016) Simons, Gerard; Ament, Marco; Herholz, Sebastian; Dachsbacher, Carsten; Eisemann, Martin; Eisemann, Elmar; Matthias Hullin and Marc Stamminger and Tino WeinkaufIn this work, we present a novel information visualization tool to gain insight into the light transport in a physically-based rendering setting. The tool consists of a sampling-based data reduction technique, an extended interactive parallel coordinates plot providing an overview of the attributes linked to each light sample, 2D and 3D heat maps to represent different aspects of the rendering process, as well as a three-dimensional view to display and animate the light path transportation throughout the scene. We show several applications including differential light transport visualization for scene analysis, lighting and material optimization, reduction of rendering artifacts, and user-guided importance sampling.Item PEEP: Perceptually Enhanced Exploration of Pictures(The Eurographics Association, 2016) Agus, Marco; Villanueva, Alberto Jaspe; Pintore, Giovanni; Gobbetti, Enrico; Matthias Hullin and Marc Stamminger and Tino WeinkaufWe present a novel simple technique for rapidly creating and presenting interactive immersive 3D exploration experiences of 2D pictures and images of natural and artificial landscapes. Various application domains, ranging from virtual exploration of works of art to street navigation systems, can benefit from the approach. The method, dubbed PEEP, is motivated by the perceptual characteristics of the human visual system in interpreting perspective cues and detecting relative angles between lines. It applies to the common perspective images with zero or one vanishing points, and does not require the extraction of a precise geometric description of the scene. Taking as input a single image without other information, an automatic analysis technique fits a simple but perceptually consistent parametric 3D representation of the viewed space, which is used to drive an indirect constrained exploration method capable to provide the illusion of 3D exploration with realistic monocular (perspective and motion parallax) and binocular (stereo) depth cues. The effectiveness of the method is demonstrated on a variety of casual pictures and exploration configurations, including mobile devices.Item A Phenomenological Approach to Integrating Gaussian Beam Properties and Speckle into a Physically-Based Renderer(The Eurographics Association, 2016) Bergmann, Stephan; Mohammadikaji, Mahsa; Irgenfried, Stephan; Wörn, Heinz; Beyerer, Jürgen; Dachsbacher, Carsten; Matthias Hullin and Marc Stamminger and Tino WeinkaufCoherent light exhibits properties that cannot be modeled by geometrical optics. Those properties include the limited focusability of light beams and the formation of speckle patterns when coherent light is scattered or reflected. We use existing physical models for these phenomena to mimic the behavior of Gaussian beams and the statistical properties of speckle patterns without performing a wave-optics simulation. These models have been integrated into a physically-based renderer with the intention of synthesizing sensor data for an optical inspection setup which uses a laser light source. This requires only local changes to the renderer and can also be used for real-time rendering.