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Interactive Global Illumination using Fast Ray Tracing
, 2002
"... Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a ..."
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Cited by 137 (22 self)
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Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield high quality renderings but are far too slow for interactive use. We present a new parallel global illumination algorithm that perfectly scales, has minimal preprocessing and communication overhead, applies highly efficient sampling techniques based on randomized quasiMonte Carlo integration, and benefits from a fast parallel ray tracing implementation by shooting coherent groups of rays. Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects, and caustics at interactive frame rates. Ceasing interaction rapidly provides high quality renderings.
Low Latency Photon Mapping Using Block Hashing
 IN PROCEEDINGS OF THE CONFERENCE ON GRAPHICS HARDWARE 2002
, 2002
"... Photon mapping is useful in the acceleration of global illumination and caustic effects computed by path tracing. For hardware accelerated rendering, photon maps would be especially useful for simulating caustic lighting effects on nonLambertian surfaces. For this to be possible, an efficient hardw ..."
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Cited by 24 (1 self)
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Photon mapping is useful in the acceleration of global illumination and caustic effects computed by path tracing. For hardware accelerated rendering, photon maps would be especially useful for simulating caustic lighting effects on nonLambertian surfaces. For this to be possible, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required. Existing
Fast Freeform Surface Registration by A New Genetic Algorithm
"... Robust and fast freeform surface registration can find applications in various areas such as object recognition and 3D model reconstruction. Given range images taken from different views of an object, the object model can be constructed, in principle by surface registration and integration of these ..."
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Robust and fast freeform surface registration can find applications in various areas such as object recognition and 3D model reconstruction. Given range images taken from different views of an object, the object model can be constructed, in principle by surface registration and integration of these images if an accurate, robust and fast solution for surface registration algorithm is available. The surface registration problem can be formulated as a high dimensional optimization problem. In this paper, we describe a new GA surface registration algorithm using an adaptive mutation for model construction and image registration. Our work shows that the performance of a GA surface registration algorithm greatly depends on its speed in evaluating the fitness function. After incorporating a fast algorithm to evaluate the fitness function, the process becomes fast and robust. The method can be used for registering intensity image too. Some experiments to demonstrate the value of the proposed system on model integration and image matching are reported. 1.
Distance Field Computation for Geological Slab Surface Data Sets
"... The threedimensional shapes of tectonic plates that sink into the Earth’s mantle (slabs) are the starting point for a range of geoscience studies, from determining the forces driving the motion of tectonic plates, to potential seismic and tsunami hazards, to the sources of magmas beneath active vol ..."
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The threedimensional shapes of tectonic plates that sink into the Earth’s mantle (slabs) are the starting point for a range of geoscience studies, from determining the forces driving the motion of tectonic plates, to potential seismic and tsunami hazards, to the sources of magmas beneath active volcanos. For many of these applications finite element methods are used to model the deformation or fluid flow, and therefore the input model parameters, such as feature geometries, temperature or viscosity, must be defined with respect to a smooth, continuous distance field around the slab. In this paper we present a framework for preprocessing the seismic data (earthquake locations), defining the shape of the slab and computing a continuous distance function on a mesh with variable node spacing. Due to the inhomogeneous volumetric distribution of earthquakes within the slab and significant inaccuracies in the locations of earthquakes occurring hundreds of kilometers below the Earth’s surface, the seismicity data set is extremely noisy and incomplete. Therefore the framework consists of several steps including a point based smoothing procedure, a powerful method to use other observational constraints on slab location (e.g., seismic tomography or geologic history) to extend of the slab shape beyond earthquake data set and continuous resampling using moving least squares method. Based on the preprocessing we introduce approaches for finding the threedimensional boundary of the slab and a subdivision of the slab into quadric implicit polynomials. The resulting distance field is then compiled from distances to the piecewise continuous approximation of the slab and distances to slab boundary. 1
Volume xx (200y), Number z, pp. 1–15 Surface Reconstruction from Unorganized Point Data With Quadrics
"... We present a method for constructing a surface approximation scheme whose input is a set of unorganized noisy points in space and whose output is a set of quadric patches. The local surface properties, necessary for the subsequent segmentation, are estimated directly from the data using a simple and ..."
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We present a method for constructing a surface approximation scheme whose input is a set of unorganized noisy points in space and whose output is a set of quadric patches. The local surface properties, necessary for the subsequent segmentation, are estimated directly from the data using a simple and efficient data structure the neighborhood graph. Our segmentation scheme, based on principal curvatures, constructs initial point subsets, which may be enlarged or further subdivided based on associated approximation error estimates obtained through approximation of the initial segments by quadric surfaces. Our method is highly efficient and produces a highquality piecewise quadric surface approximation, which we demonstrate for several simple and complex example data sets. 1.
C © 2004 Kluwer Academic Publishers. Manufactured in The Netherlands. Automatic polynomial wavelet regression
, 2003
"... In Oh, Naveau and Lee (2001) a simple method is proposed for reducing the bias at the boundaries for wavelet thresholding regression. The idea is to model the regression function as a sum of wavelet basis functions and a loworder polynomial. The latter is expected to account for the boundary proble ..."
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In Oh, Naveau and Lee (2001) a simple method is proposed for reducing the bias at the boundaries for wavelet thresholding regression. The idea is to model the regression function as a sum of wavelet basis functions and a loworder polynomial. The latter is expected to account for the boundary problem. Practical implementation of this method requires the choice of the order of the loworder polynomial, as well as the wavelet thresholding value. This paper proposes two automatic methods for making such choices. Finite sample performances of these two methods are evaluated via numerical experiments.
Low Latency Photon Mapping Using Block Hashing
, 2002
"... For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on nonLambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required. ..."
Abstract
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For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on nonLambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest neighbours to a sample point is required.