Analytic Approximations for Real-Time Area Light Shading Lecocq, Pascal; Dufay, Arthur; Sourimant, Gael ...
IEEE transactions on visualization and computer graphics,
2017-May-1, 2017-05-00, 2017-5-1, 20170501, Letnik:
23, Številka:
5
Journal Article
Recenzirano
We introduce analytic approximations for accurate real-time rendering of surfaces lit by non-occluded area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the ...shading of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing a practical method producing specular stretches that closely match the ground truth in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness.
GPU Shape Grammars provide a solution for interactive procedural generation, tuning and visualization of massive environment elements for both video games and production rendering. Our technique ...generates detailed models without explicit geometry storage. To this end we reformulate the grammar expansion for generation of detailed models at the tesselation control and geometry shader stages. Using the geometry generation capabilities of modern graphics hardware, our technique generated massive, highly detailed models. GPU Shape Grammars integrate within a scalable framework by introducing automatic generation of levels of detail at reduced cost. We apply our solution for interactive generation and rendering of scenes containing thousands of buildings and trees.
We introduce analytic approximations for accurate real-time rendering of surfaces lit by non-occluded area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the ...shading of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and evaluating the integral in constant time using simple peak shape functions. To overcome the Phong restriction, we propose a low cost edge splitting strategy that accounts for the spherical warp introduced by the half vector parametrization. Thanks to this novel extension, we accurately approximate common microfacet BRDFs, providing a practical method producing specular stretches that closely match the ground truth in real-time. Finally, using the same approximation framework, we introduce support for spherical and disc area light sources, based on an original polygon spinning method supporting non-uniform scaling operations and horizon clipping. Implemented on a GPU, our method achieves real-time performances without any assumption on area light shape nor surface roughness.
In the context of registration between videos and geographic information system (GIS)-based 3D building models—for instance in augmented reality applications—we propose a solution to one of the most ...critical problems, namely the registration initialization. Successful automatic 2D/3D matching is achieved by combining two context-dependent improvements. On one hand, we associate semantic information to the low-level primitives we used to reduce the problem complexity. On the other hand, we avoid false initial registration solutions by analyzing the convergence of the iterative pose computation in a RANSAC framework. We require that videos are acquired together with global positioning system measures. We also present how such a registration can be exploited, once it has been performed for the whole video. Textures of visible buildings are extracted from the images. A new algorithm for façade texture fusion based on statistical analysis of the texels color is presented. It allows us to remove from the final textures all occluding objects in front of the viewed building façades.
This paper deals with depth maps extraction from multi-view video. Contrary to standard stereo matching-based approaches, depth maps are computed here using optical flow estimations between ...consecutive views. We compare our approach with the one proposed in the Depth Estimation Reference Software (DERS) for normalization purposes in the ISO-MPEG 3DV group. Experiments conducted on sequences provided to the normalization community show that the presented method provides high quality depth maps in terms of depth fidelity and virtual views synthesis. Moreover, being implemented on the GPU, it is far faster than the DERS.