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Interactive display of global illumination solutions for nondiffuse environments - a survey. 225–244. ISSN (0)

by W HEIDRICH
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Precomputing interactive dynamic deformable scenes

by Doug L. James, Kayvon Fatahalian - ACM Trans. Graph , 2003
"... dynamics by driving the scene with parameterized interactions representative of runtime usage. (b) Model reduction on observed dynamic deformations yields a low-rank approximation to the system’s parameterized impulse response functions. (c) Deformed state geometries are then sampled and used to pre ..."
Abstract - Cited by 60 (5 self) - Add to MetaCart
dynamics by driving the scene with parameterized interactions representative of runtime usage. (b) Model reduction on observed dynamic deformations yields a low-rank approximation to the system’s parameterized impulse response functions. (c) Deformed state geometries are then sampled and used to precompute and coparameterize a radiance transfer model for deformable objects. (d) The final simulation responds plausibly to interactions similar to those precomputed, includes complex collision and global illumination effects, and runs in real time. We present an approach for precomputing data-driven models of interactive physically based deformable scenes. The method permits real-time hardware synthesis of nonlinear deformation dynamics, including self-contact and global illumination effects, and supports real-time user interaction. We use data-driven tabulation of the system’s deterministic state space dynamics, and model reduction to build efficient low-rank parameterizations of the deformed shapes. To support runtime interaction, we also tabulate impulse response functions for a palette of external excitations. Although our approach simulates particular systems under very particular interaction conditions, it has several advantages. First, parameterizing all possible scene deformations enables us to precompute novel reduced coparameterizations of global scene illumination for lowfrequency lighting conditions. Second, because the deformation dynamics are precomputed and parameterized as a whole, collisions are resolved within the scene during precomputation so that runtime self-collision handling is implicit. Optionally, the data-driven models can be synthesized on programmable graphics hardware, leaving only the low-dimensional state space dynamics and appearance data models to be computed by the main CPU.

State of the art in global illumination for interactive applications and high-quality animations

by Cyrille Damez, Kirill Dmitriev, Karol Myszkowski - Computer Graphics Forum , 2003
"... Global illumination algorithms are regarded as computationally intensive. This cost is a practical problem when producing animations or when interactions with complex models are required. Several algorithms have been proposed to address this issue. Roughly, two families of methods can be distinguish ..."
Abstract - Cited by 15 (6 self) - Add to MetaCart
Global illumination algorithms are regarded as computationally intensive. This cost is a practical problem when producing animations or when interactions with complex models are required. Several algorithms have been proposed to address this issue. Roughly, two families of methods can be distinguished. The first one aims at providing interactive feedback for lighting design applications. The second one gives higher priority to the quality of results, and therefore relies on offline computations. Recently, impressive advances have been made in both categories. In this report, we present a survey and classification of the most up-to-date of these methods. ACM CSS: I.3.7 Computer Graphics—Three-Dimensional Graphics and Realism 1.

Global Illumination for Interactive Application and High-Quality Animation

by Cyrille Damez, Kirill Dmitriev, Karol Myszkowski , 2002
"... One of the main obstacles to the use of global illumination in image synthesis industry is the considerable amount of time needed to compute the lighting for a single image. Until now, this computational cost has prevented its widespread use in interactive design applications as well as in compute ..."
Abstract - Cited by 8 (1 self) - Add to MetaCart
One of the main obstacles to the use of global illumination in image synthesis industry is the considerable amount of time needed to compute the lighting for a single image. Until now, this computational cost has prevented its widespread use in interactive design applications as well as in computer animations. Several algorithms have been proposed to address these issues. In this report, we present a much needed survey and classification of the most up-to-date of these methods. Roughly, two families of algorithms can be distinguished. The first one aims at providing interactive feedback for lighting design applications. The second one gives higher priority to the quality of results, and therefore relies on offline computations. Recently, impressive advances have been made in both categories. Indeed, with the steady progress of computing resources and graphics hardware, and the current trend of new algorithms for animated scenes, common use of global illumination seems closer than ever.

Interactive Rendering For ProjectionBased Augmented Reality Displays

by From Daaden, Technische Universität, Technische Universität Darmstadt, Prof Dr, H. Fuchs, Deutsche Dissertationszusammenfassung, Deutsche Dissertationszusammenfassung, Oliver Bimber, Oliver Bimber - in Proc. of the 1993 Particle Accelerator Conference , 2002
"... gestalten. Innerhalb verschiedener Anwendungsgebiete werden derzeit Varianten dieser Technologien für die Forschungs- und Entwicklungsarbeit eingesetzt. Die Virtuelle Realität (VR) versucht, dem Benutzer eine gewisse räumliche Präsenz (visuell, akustisch und taktil) innerhalb eines vom Computer erze ..."
Abstract - Cited by 3 (1 self) - Add to MetaCart
gestalten. Innerhalb verschiedener Anwendungsgebiete werden derzeit Varianten dieser Technologien für die Forschungs- und Entwicklungsarbeit eingesetzt. Die Virtuelle Realität (VR) versucht, dem Benutzer eine gewisse räumliche Präsenz (visuell, akustisch und taktil) innerhalb eines vom Computer erzeugten synthetischen Umfelds zu bieten. Sogenannte Head-Mounted Displays (HMDs) waren viele Jahre lang die traditionellen VR Ausgabegeräte. Einer der Nachteile heutiger HMDs ist jedoch ihr unausgewogenes Verhältnis zwischen gewichtiger und großer Optik (was qualitativ hochwertige, aber globige und unbequeme Geräte zur Folge hat) und

Cube-Map Data Structure for Interactive Global Illumination Computation . . .

by Rafal Mantiuk, Sumanta Pattanaik, Karol Myszkowski - In Proceedings of International Conference on Computer Vision and Graphics , 2002
"... In this paper we present Cube-map data structure for global illumination computation at interactive rates. Our algorithm computes global illumination by iterative computation of irradiance from multiple bounces. Emission from light source is simulated using the direct lighting capability of the G ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
In this paper we present Cube-map data structure for global illumination computation at interactive rates. Our algorithm computes global illumination by iterative computation of irradiance from multiple bounces. Emission from light source is simulated using the direct lighting capability of the GPU. Light bouncing out of surfaces of the scene are captured in cube-maps distributed over the volume of the scene. Subsequent bounces are simulated by querying the cube-map data structure and ambient lighting capability of the GPU based rendere. We are able to compute plausible approximation of indirect light for static and dynamic scenes involving both moving objects and changing light sources. The accuracy of our solution can progressively improve as computation time is increased.

Real-Time Rendering of Globally Illuminated Soft . . .

by Technische Universität Wien, Hey, Heinrich Hey, Werner Purgathofer, Werner Purgathofer , 2002
"... Directional light maps allow to display globally illuminated static scenes with soft glossy surfaces at interactive frame-rates. They store the spatially and directionally varying incoming light at a surface in form of textures for a global set of incoming light directions. The directional light m ..."
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Directional light maps allow to display globally illuminated static scenes with soft glossy surfaces at interactive frame-rates. They store the spatially and directionally varying incoming light at a surface in form of textures for a global set of incoming light directions. The directional light maps can be generated in a photon tracing preprocessing step. During a walkthrough they are used to render the globally illuminated surfaces with graphics hardware.
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