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Combining edges and points for interactive high-quality rendering
- ACM Trans. Graph
, 2003
"... This paper presents a new interactive rendering and display technique for complex scenes with expensive shading, such as global illumination. Our approach combines sparsely sampled shading (points) and analytically computed discontinuities (edges) to interactively generate high-quality images. The e ..."
Abstract
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Cited by 53 (7 self)
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This paper presents a new interactive rendering and display technique for complex scenes with expensive shading, such as global illumination. Our approach combines sparsely sampled shading (points) and analytically computed discontinuities (edges) to interactively generate high-quality images. The edge-and-point image is a new compact representation that combines edges and points such that fast, table-driven interpolation of pixel shading from nearby point samples is possible, while respecting discontinuities. The edge-and-point renderer is extensible, permitting the use of arbitrary shaders to collect shading samples. Shading discontinuities, such as silhouettes and shadow edges, are found at interactive rates. Our software implementation supports interactive navigation and object manipulation in scenes that include expensive lighting effects (such as global illumination) and geometrically complex objects. For interactive rendering we show that high-quality images of these scenes can be rendered at 8–14 frames per second on a desktop PC: a speedup of 20–60 over a ray tracer computing a single sample per pixel.
Delay Streams for Graphics Hardware
, 2003
"... In causal processes decisions do not depend on future data. Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future data may change the interpretation of ..."
Abstract
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Cited by 28 (3 self)
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In causal processes decisions do not depend on future data. Many well-known problems, such as occlusion culling, order-independent transparency and edge antialiasing cannot be properly solved using the traditional causal rendering architectures, because future data may change the interpretation of current events.
1 Model-Based 3D Hand Pose Estimation from Monocular Video
"... Abstract—A novel model-based approach to 3D hand tracking from monocular video is presented. The 3D hand pose, the hand texture and the illuminant are dynamically estimated through minimization of an objective function. Derived from an inverse problem formulation, the objective function enables expl ..."
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Abstract—A novel model-based approach to 3D hand tracking from monocular video is presented. The 3D hand pose, the hand texture and the illuminant are dynamically estimated through minimization of an objective function. Derived from an inverse problem formulation, the objective function enables explicit use of temporal texture continuity and shading information, while handling important self-occlusions and time-varying illumination. The minimization is done efficiently using a quasi-Newton method, for which we provide a rigorous derivation of the objective function gradient. Particular attention is given to terms related to the change of visibility near self-occlusion boundaries that are neglected in existing formulations. To this end we introduce new occlusion forces and show that using all gradient terms greatly improves the performance of the method. Qualitative and quantitative experimental results demonstrate the potential of the approach.
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"... Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, solutions over these meshes may often be expressed using non-linear basis functions. Certain solution techniques, such as discontinuous Galerki ..."
Abstract
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Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, solutions over these meshes may often be expressed using non-linear basis functions. Certain solution techniques, such as discontinuous Galerkin finite element methods, may even produce non-conforming meshes. Such data is difficult to visualize interactively, as it is far too large to fit in memory and many common data reduction techniques, such as mesh simplification, cannot be applied to non-conforming meshes. Common linear interpolation method cannot faithfully and accurately evaluate the non-linear solutions. To provide accurate visualization, in the first part of this dissertation, we introduce a method for pixel-exact evaluation of higher order solution data on the GPU. We demonstrate the importance of per-pixel rendering versus simple linear interpolation for producing high quality visualizations. We also show that our system can accommodate reasonably large datasets—spacetime meshes containing up to 20 million tetrahedra. To provide interactive visualization, in the second part, we introduce a point-based visualization system for interactive rendering of large, potentially non-conforming, tetrahedral meshes. We propose methods for adaptively sampling points from non-linear solution data and for decimating points at run time to fit GPU memory limits. Because these are streaming processes, memory consumption is independent of the input size. We also present an order-independent point rendering method that can efficiently render volumes on the order of 20 million tetrahedra at interactive rates.

