Spherical Q2-tree for Sampling Dynamic Environment SequencesLiang Wan, Tien-Tsin Wong, Chi-Sing Leung
Previous methods in environment map sampling seldom consider
a sequence of dynamic environment maps. The generated sampling
patterns of the sequence may not maintain the temporal
illumination consistency and result in choppy animation.
In this paper, we propose a novel approach, spherical
Q2-tree, to address this consistency problem.
The local adaptive nature of the proposed method suppresses
the abrupt change in the generated sampling patterns over
time, hence ensures a smooth and consistent illumination.
By partitioning the spherical surface with simple curvilinear
equations, we construct a quadrilateral-based quadtree over
the sphere. This Q2-tree allows us to adaptively
sample the environment based on an importance metric and
generates low-discrepancy sampling patterns. No time-consuming
relaxation is required. The sampling patterns of a dynamic
sequence are rapidly generated by making use of the summed
area table and exploiting the coherence of consecutive frames.
From our experiments, the rendering quality of our sampling
pattern for a static environment map is comparable to previous
methods. However, our method produces smooth and consistent
animation for a sequence of dynamic environment maps, even
the number of samples is kept constant over time.
Direct Ray Tracing of Displacement Mapped TrianglesBrian Smits, Peter Shirley, Michael M. Stark
We present an algorithm for ray tracing displacement
maps that requires no ad- ditional storage over the
base model. Displacement maps are rarely used in ray
tracing due to the cost associated with storing and
intersecting the displaced geometry. This is
unfortunate because displacement maps allow the
addition of large amounts of geometric complexity
into models. Our method works for models composed of
triangles with normals at the vertices. In addition,
we discuss a special purpose displacement that creates
a smooth surface that interpolates the triangle
vertices and normals of a mesh. The combination allows
relatively coarse models to be displacement mapped and
ray traced effectively.
Optimized View Frustum Culling Algorithms for Bounding BoxesUlf Assarsson, Tomas Möller
This paper presents optimizations for faster view frustum
culling (VFC) for axis aligned bounding box (AABB) and
oriented bounding box (OBB) hierarchies. We exploit
frame-to-frame coherency by caching and by comparing
against previous distances and rotation angles. By using an
octant test, we potentially halve the number of plane
tests needed, and we also evaluate masking, which is a
well-known technique. The optimizations can be used for
arbitrary bounding volumes, but we only present results
for AABBs and OBBs. In particular, we provide solutions
which is 2-11 times faster than other VFC algorithms for
AABBs and OBBs, depending on the circumstances.
Structured Importance Sampling of Environment MapsSameer Agarwal, Ravi Ramamoorthi, Serge Belongie, Henrik Wann Jensen
We introduce structured importance sampling, a new technique for
efficiently rendering scenes illuminated by distant natural
illumination given in an environment map. Our method handles
occlusion, high-frequency lighting, and it is significantly
faster than alternative methods based on Monte Carlo sampling.
We achieve this speedup as a result of several ideas. First,
we present a new metric for stratifying and sampling an
environment map taking into account both the illumination
intensity as well as the expected variance due to occlusion within
the scene. We then present a novel hierarchical stratification
algorithm that uses our metric to automatically stratify the
environment map into regular strata. This approach enables a number
of rendering optimizations, such as pre-integrating the illumination
within each stratum to eliminate noise at the cost of adding bias,
and sorting the strata to reduce the number of sample rays. We have
render ed several scenes illuminated by natural lighting, and our
results indicate that structured importance sampling is better than
the best previous Monte Carlo techniques, requiring one to two
orders of magnitude fewer samples for the same image quality.
Distributed Ray TracingRobert L. Cook, Thomas Porter, Loren Carpenter
Ray tracing is one of the most elegant techniques in computer
graphics. Many phenomena that are difficult or impossible with
other techniques are simple with ray tracing, including shadows,
reflections, and refracted light. Ray directions, however, have
been determined precisely, and this has limited the capabilities
of ray tracing. By distributing the directions of the rays
according to the analytic function they sample, ray tracing can
incorporate fuzzy phenomena. This provides correct and easy
solutions to some previously unsolved or partially solved
problems, including motion blur, depth of field, penumbras,
translucency, and fuzzy reflections. Motion blur and depth of
field calculations can be integrated with the visible surface
calculations, avoiding the problems found in previous methods.
Stochastic Sampling in Computer GraphicsRobert L. Cook
Ray tracing, ray casting, and other forms of point sampling
are important techniques in computer graphics, but their
usefulness has been undermined by aliasing artifacts. In
this paper it is shown that these artifacts are not an
inherent part of point sampling, but a consequence of using
regularly spaced samples. If the samples occur at appropriate
nonuniformly spaced locations, frequencies above the Nyquist
limit do not alias, but instead appear as noise of the correct
average intensity. This noise is much less objectionable to
our visual system than aliasing. In ray tracing, the rays
can be stochastically distributed to perform a Monte Carlo
evaluation of integrals in the rendering equation. This is
called distributed ray tracing and can be used to simulate
motion blur, depth of field, penumbrae, gloss, and translucency.
Illumination for Computer Generated PicturesBui Tuong Phong
The quality of computer generated images of three-dimensional scenes
depends on the shading technique used to paint the objects on the
cathode-ray tube screen. The shading algorithm itself depends in
part on the method for modeling the object, which also determines
the hidden surface algorithm. The various methods of
object modeling, shading, and hidden surface removal
are thus strongly interconnected. Several shading techniques
corresponding to different methods of object modeling and the
related hidden surface algorithms are presented here. Human
visual perception and the fundamental laws of optics are considered
in the development of a shading rule that provides better quality
and increased realism in generated images.
Models of Light Reflection for Computer Synthesized PicturesJames F. Blinn
In the production of computer generated
pictures of three dimensional objects, one stage
of the calculation is the determination of the
intensity of a given object once its visibility
has been established. This is typically done
by modelling the surface as a perfect diffuser,
sometimes with a specular component added for the
simulation of hilights. This paper presents a
more accurate function for the generation of
hilights which is based on some experimental
measurements of how light reflects from real
surfaces. It differs from previous models in that
the intensity of the hilight changes with the
direction of the light source. Also the position
and shape of the hilights is somewhat different
from that generated by simpler models. Finally,
the hilight function generates different results
when simulating metallic vs. nonmetallic surfaces.
Many of the effects so generated are somewhat
subtle and are apparent only during movie
sequences. Some representative still frames from
such movies are included.
Distribution-based BRDFsMichael Ashikhmin
The bidirectional reflectance distribution function (BRDF)
formalism is commonly used in computer graphics to represent
surface reflection properties. Although many BRDF models
have been proposed, most do not possess at least some of
the desirable practical properties. In this paper we present
a simple and flexible model which satisfies many of these
requirements. We show that the proposed model provides a
good approximation for many real world materials, obeys basic
physical restrictions, allows straightforward hardware
implementation and provides for efficient sampling in a
Monte-Carlo rendering system. A simple procedure to fit
the model to BRDF measurement data is presented which
suggests a simplified way of measuring surface reflection.
|
|
|