A framework for transient rendering Jarabo, Adrian; Marco, Julio; Muñoz, Adolfo ...
ACM transactions on graphics,
11/2014, Letnik:
33, Številka:
6
Journal Article
Recenzirano
Recent advances in ultra-fast imaging have triggered many promising applications in graphics and vision, such as capturing transparent objects, estimating hidden geometry and materials, or ...visualizing light in motion. There is, however, very little work regarding the
effective
simulation and analysis of transient light transport, where the speed of light can no longer be considered infinite. We first introduce the
transient path integral
framework, formally describing light transport in transient state. We then analyze the difficulties arising when considering the light's time-of-flight in the simulation (rendering) of images and videos. We propose a novel density estimation technique that allows reusing sampled paths to reconstruct time-resolved radiance, and devise new sampling strategies that take into account the distribution of radiance along time in participating media. We then efficiently simulate time-resolved phenomena (such as caustic propagation, fluorescence or temporal chromatic dispersion), which can help design future ultra-fast imaging devices using an analysis-by-synthesis approach, as well as to achieve a better understanding of the nature of light transport.
Pectus excavatum is the most encountered of chest wall deformities. It may produce respiratory and cardiovascular symptoms, hence surgical repair of this defect is performed. The procedure involving ...the insertion of metal bars under the sternum (the Nuss procedure) usually brings significant improvement to patients. However, the effect of the repair on the postural stability of patients has not been studied so far. To investigate the problem of patients' stability in the postoperative period male patients with pectus excavatum (n = 21) and healthy controls (n = 22) were included in the study. Using posturography methods, we showed a negative impact of the pectus excavatum repair surgery on patients' postural stability in the first postoperative phase. The centre of pressure displacement parameters used to measure postural stability were lower after the repair for both, the frontal and sagittal plane as well as for the velocity of displacements in the sagittal plane in the double stance with eyes open. Poorer postural stability was also found in patients with pectus excavatum when compared to healthy controls. Our findings may be useful for functional monitoring in the evaluation and surgical management of pectus excavatum patients and also when designing the rehabilitation of patients undergoing the Nuss procedure.
People typically rely heavily on visual information when finding their way to unfamiliar locations. For individuals with reduced vision, there are a variety of navigational tools available to assist ...with this task if needed. However, for wayfinding in unfamiliar indoor environments the applicability of existing tools is limited. One potential approach to assist with this task is to enhance visual information about the location and content of existing signage in the environment. With this aim, we developed a prototype software application, which runs on a consumer head-mounted augmented reality (AR) device, to assist visually impaired users with sign-reading. The sign-reading assistant identifies real-world text (e.g., signs and room numbers) on command, highlights the text location, converts it to high contrast AR lettering, and optionally reads the content aloud via text-to-speech. We assessed the usability of this application in a behavioral experiment. Participants with simulated visual impairment were asked to locate a particular office within a hallway, either with or without AR assistance (referred to as the AR group and control group, respectively). Subjective assessments indicated that participants in the AR group found the application helpful for this task, and an analysis of walking paths indicated that these participants took more direct routes compared to the control group. However, participants in the AR group also walked more slowly and took more time to complete the task than the control group. The results point to several specific future goals for usability and system performance in AR-based assistive tools.
Celotno besedilo
Dostopno za:
DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
Efficiently computing light transport in participating media in a manner that is robust to variations in media density, scattering albedo, and anisotropy is a difficult and important problem in ...realistic image synthesis. While many specialized rendering techniques can efficiently resolve subsets of transport in specific media, no single approach can robustly handle all types of effects. To address this problem we unify volumetric density estimation, using point and beam estimators, and Monte Carlo solutions to the path integral formulation of the rendering and radiative transport equations. We extend multiple importance sampling to correctly handle combinations of these fundamentally different classes of estimators. This, in turn, allows us to develop a single rendering algorithm that correctly combines the benefits and mediates the limitations of these powerful volume rendering techniques.
We present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all ...previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call “photon beams.” The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates.
Our second contribution is a more efficient rendering method for participating media based on photon beams. Even when shooting and storing less photons and using less computation time, our method significantly reduces both bias (blur) and variance in volumetric radiance estimation. This enables us to render sharp lighting details (e.g., volume caustics) using just tens of thousands of photon beams, instead of the millions to billions of photon points required with previous methods.
We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but ...discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques.
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state‐of‐the‐art performance on a wide range of scenes. We analyze ...existing approaches from a theoretical and empirical point of view, relating the strengths and limitations of their corresponding components with an emphasis on production requirements. The observations of our analysis instruct the design of our new filter that offers high‐quality results and stable performance. A key observation of our analysis is that using auxiliary buffers (normal, albedo, etc.) to compute the regression weights greatly improves the robustness of zero‐order models, but can be detrimental to first‐order models. Consequently, our filter performs a first‐order regression leveraging a rich set of auxiliary buffers only when fitting the data, and, unlike recent works, considers the pixel color alone when computing the regression weights. We further improve the quality of our output by using a collaborative denoising scheme. Lastly, we introduce a general mean squared error estimator, which can handle the collaborative nature of our filter and its nonlinear weights, to automatically set the bandwidth of our regression kernel.
We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the ...material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems.
We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition ...using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.
Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with ...well‐designed shading are an important tool for conveying information about the world, be it the shape and function of a computer‐aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review, we provide a comprehensive survey of artistic appearance, lighting and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering back ends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research.
Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well‐designed shading are an important tool for conveying information about the world, be it the shape and function of a computer‐aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review we provide a comprehensive survey of artistic appearance, lighting, and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students, and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering backends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research.