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A survey of general-purpose computation on graphics hardware
, 2007
"... The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware acompelling platform for computationally demanding tasks in awide variety of application domains. In this report, we describe, summarize, and analyze the l ..."
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Cited by 231 (11 self)
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The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware acompelling platform for computationally demanding tasks in awide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware.
Non-Linear Approximation of Reflectance Functions
, 1997
"... We introduce a new class of primitive functions with non-linear parameters for representing light reflectance functions. The functions are reciprocal, energy-conserving and expressive. They can capture important phenomena such as off-specular reflection, increasing reflectance and retro-reflection. ..."
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Cited by 189 (10 self)
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We introduce a new class of primitive functions with non-linear parameters for representing light reflectance functions. The functions are reciprocal, energy-conserving and expressive. They can capture important phenomena such as off-specular reflection, increasing reflectance and retro-reflection. We demonstrate this by fitting sums of primitive functions to a physically-based model and to actual measurements. The resulting representation is simple, compact and uniform. It can be applied efficiently in analytical and Monte Carlo computations. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism; I.3.3 [Computer Graphics]: Picture/Image Generation Keywords: Reflectance function, BRDF representation 1 INTRODUCTION The bidirectional reflectance distribution function (BRDF) of a material describes how light is scattered at its surface. It determines the appearance of objects in a scene, through direct illumination and global interreflection effects. Local r...
Synthesizing Realistic Facial Expressions from Photographs
"... We present new techniques for creating photorealistic textured 3D facial models from photographs of a human subject, and for creating smooth transitions between different facial expressions by morphing between these different models. Starting from several uncalibrated views of a human subject, we em ..."
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Cited by 186 (10 self)
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We present new techniques for creating photorealistic textured 3D facial models from photographs of a human subject, and for creating smooth transitions between different facial expressions by morphing between these different models. Starting from several uncalibrated views of a human subject, we employ a user-assisted technique to recover the camera poses corresponding to the views as well as the 3D coordinates of a sparse set of chosen locations on the subject's face. A scattered data interpolation technique is then used to deform a generic face mesh to fit the particular geometry of the subject's face. Having recovered the camera poses and the facial geometry, we extract from the input images one or more texture maps for the model. This process is repeated for several facial expressions of a particular subject. To generate transitions between these facial expressions we use 3D shape morphing between the corresponding face models, while at the same time blending the corresponding tex...
A Practical Model for Subsurface Light Transport
, 2001
"... This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow boundaries. The technique is efficient even fo ..."
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Cited by 177 (17 self)
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This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow boundaries. The technique is efficient even for anisotropic, highly scattering media that are expensive to simulate using existing methods. The model combines an exact solution for single scattering with a dipole point source diffusion approximation for multiple scattering. We also have designed a new, rapid image-based measurement technique for determining the optical properties of translucent materials. We validate the model by comparing predicted and measured values and show how the technique can be used to recover the optical properties of a variety of materials, including milk, marble, and skin. Finally, we describe sampling techniques that allow the model to be used within a conventional ray tracer.
Image-Based BRDF Measurement Including Human Skin
"... We present a new image-based process for measuring the bidirectional reflectance of homogeneous surfaces rapidly, completely, and accurately. For simple sample shapes (spheres and cylinders) the method requires only a digital camera and a stable light source. Adding a 3D scanner allows a wide cla ..."
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Cited by 93 (2 self)
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We present a new image-based process for measuring the bidirectional reflectance of homogeneous surfaces rapidly, completely, and accurately. For simple sample shapes (spheres and cylinders) the method requires only a digital camera and a stable light source. Adding a 3D scanner allows a wide class of curved near-convex objects to be measured. With measurements for a variety of materials from paints to human skin, we demonstrate the new method's ability to achieve high resolution and accuracy over a large domain of illumination and reflection directions. We verify our measurements by tests of internal consistency and by comparison against measurements made using a gonioreflectometer.
Simulating Facial Surgery Using Finite Element Models
, 1996
"... This paper describes a prototype system for surgical planning and prediction of human facial shape after craniofacial and maxillofacial surgery for patients with facial deformities. For this purpose it combines, unifies, and extends various methods from geometric modeling, finite element analysis, a ..."
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Cited by 79 (11 self)
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This paper describes a prototype system for surgical planning and prediction of human facial shape after craniofacial and maxillofacial surgery for patients with facial deformities. For this purpose it combines, unifies, and extends various methods from geometric modeling, finite element analysis, and image processing to render highly realistic 3D images of the post surgical situation. The basic concept of the system is to join advanced geometric modeling and animation systems such as Alias with a special purpose finite element model of the human face developed under AVS . In contrast to existing facial models we acquire facial surface and soft tissue data both from photogrammetric and CT scans of the individual. After initial data preprocessing, reconstruction, and registration, a finite element model of the facial surface and soft tissue is provided which is based on triangular finite elements. Stiffness parameters of the soft tissue are computed using segmentations of the underlying...
Modeling and Rendering of Weathered Stone
- SIGGRAPH'99
, 1999
"... Stone is widespread in its use as a building material and artistic medium. One of its most remarkable qualities is that it changes appearance as it interacts with the environment. These changes are mainly confined to the surface but involve complex volumetric effects such as erosion and mineral diss ..."
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Cited by 78 (11 self)
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Stone is widespread in its use as a building material and artistic medium. One of its most remarkable qualities is that it changes appearance as it interacts with the environment. These changes are mainly confined to the surface but involve complex volumetric effects such as erosion and mineral dissolution. This paper presents an approach for the modeling and rendering of changes in the shape and appearance of stone. To represent stone, we introduce a slab data structure, which is a surface-aligned volume confined to a narrow region around the boundary of the stone. Our weathering model employs a simulation of the flow of moisture and the transport, dissolution, and recrystallization of minerals within the porous stone volume. In addition, this model governs the erosion of material from the surface. To render the optical effects of translucency and coloration due to the composition of minerals near the surface, we simulate the scattering of light inside the stone using a general subsurface Monte Carlo ray tracer. These techniques can capture many aspects of the time-dependent appearance of stone. We demonstrate the approach with models of granite and marble statues, as well as a sandstone column.
Multiple Scattering as a Diffusion Process
- In Eurographics Rendering Workshop
, 1995
"... . Multiple scattering in participating media is generally a complex phenomenon. In the limit of an optically thick medium, i.e., when the mean free path of each photon is much smaller than the medium size, the effects of multiple scattering can be approximated by a diffusion process. We introduce ..."
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Cited by 66 (1 self)
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. Multiple scattering in participating media is generally a complex phenomenon. In the limit of an optically thick medium, i.e., when the mean free path of each photon is much smaller than the medium size, the effects of multiple scattering can be approximated by a diffusion process. We introduce this approximation from the radiative transfer literature to the computer graphics community and propose several numerical methods for its solution. We implemented both a multi-grid finite differences scheme and a finite-element blob method. 1
A Rapid Hierarchical Rendering Technique for Translucent Materials
- ACM Transactions on Graphics
, 2002
"... This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scattering inside the material. This is done by splitting the evaluation into two passes, where the first pass consists of comput ..."
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Cited by 64 (3 self)
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This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scattering inside the material. This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.
Generalization of Lambert's Reflectance Model
- In SIGGRAPH 94
, 1994
"... Lambert's model for body reflection is widely used in computer graphics. It is used extensively by rendering techniques such as radiosity and ray tracing. For several realworld objects, however, Lambert's model can prove to be a very inaccurate approximation to the body reflectance. While the bright ..."
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Cited by 61 (2 self)
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Lambert's model for body reflection is widely used in computer graphics. It is used extensively by rendering techniques such as radiosity and ray tracing. For several realworld objects, however, Lambert's model can prove to be a very inaccurate approximation to the body reflectance. While the brightness of a Lambertian surface is independent of viewing direction, that of a rough surface increases as the viewing direction approaches the light source direction. In this paper, a comprehensive model is developed that predicts body reflectance from rough surfaces. The surface is modeled as a collection of Lambertian facets. It is shown that such a surface is inherently non-Lambertian due to the foreshortening of the surface facets. Further, the model accounts for complex geometric and radiometric phenomena such as masking, shadowing, and interreflections between facets. Several experiments have been conducted on samples of rough diffuse surfaces, such as, plaster, sand, clay, and cloth. All...

