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28
Appearance-preserving simplification
- IN PROC. SIGGRAPH’98
, 1998
"... We present a new algorithm for appearance-preserving simplification. Not only does it generate a low-polygon-count approximation of a model, but it also preserves the appearance. This is accomplished for a particular display resolution in the sense that we properly sample the surface position, curva ..."
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Cited by 113 (8 self)
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We present a new algorithm for appearance-preserving simplification. Not only does it generate a low-polygon-count approximation of a model, but it also preserves the appearance. This is accomplished for a particular display resolution in the sense that we properly sample the surface position, curvature, and color attributes of the input surface. We convert the input surface to a representation that decouples the sampling of these three attributes, storing the colors and normals in texture and normal maps, respectively. Our simplification algorithm employs a new texture deviation metric, which guarantees that these maps shift by no more than a user-specified number of pixels on the screen. The simplification process filters the surface position, while the runtime system filters the colors and normals on a per-pixel basis. We have applied our simplification technique to several large models achieving significant amounts of simplification with little or no loss in rendering quality.
Multiresolution Modeling for Fast Rendering
- PROCEEDINGS OF GRAPHICS INTERFACE
, 1994
"... Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail lev ..."
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Cited by 96 (5 self)
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Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail level is insufficient. What is needed is a multiresolution model that represents objects at multiple levels of detail. With a multiresolution model, a rendering program can choose the level of detail appropriate for the object's screen size so that less time is wasted drawing insignificant detail. The principal challenge is the development of algorithms that take a detailed model as input and automatically simplify it, while preserving appearance. Multiresolution techniques can be used to speed many applications, including real time rendering for architectural and terrain simulators, and slower, higher quality rendering for entertainment and radiosity. This paper surveys existing multiresolutio...
Relief Texture Mapping
, 2000
"... We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displa ..."
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Cited by 87 (4 self)
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We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displacement per texel) is mapped onto a polygon using a two-step process: First, it is converted into an ordinary texture using a surprisingly simple 1-D forward transform. The resulting texture is then mapped onto the polygon using standard texture mapping. The 1-D warping functions work in texture coordinates to handle the parallax and visibility changes that result from the 3-D shape of the displacement surface. The subsequent texture-mapping operation handles the transformation from texture to screen coordinates. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation I.3.6 [Computer Graphics]: Methodologies and Techniques; I.3.7 [Computer Graphics]: Three-...
Modeling Animating and Rendering Complex Scenes Using Volumetric Textures
, 1998
"... Complex repetitive scenes containing forests, foliage, grass, hair or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in ..."
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Cited by 37 (8 self)
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Complex repetitive scenes containing forests, foliage, grass, hair or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in high-end productions. We describe here how the use of volumetric textures is well suited to such scenes. These primitives can greatly simplify modeling and animation tasks. More importantly, they can be very efficiently rendered using ray tracing with few aliasing artifacts. The main idea, initially introduced by Kajiya and Kay [KK89], is to represent a pattern of 3D geometry in a reference volume that is tiled over an underlying surface much like a regular 2D texture. In our contribution, the mapping is independent of the mesh subdivision, the pattern can contain any kind of shape, and it is pre-filtered at different scales as for MIP-mapping. Although the model encoding is volumetric, the rendering method differs greatly from traditional volume rendering: a volumetric texture only exists in the neighborhood of a surface, and the repeated instances (called texels) of the reference volume are spatially deformed. Furthermore, each voxel of the reference volume contains a key feature which controls the reflectance function, that represents aggregate intra-voxel geometry. This allows for raytracing of highly complex scenes with very few aliasing artifacts, using a single ray per pixel (for the part of the scene using the volumetric texture representation). The major technical considerations of our method lie in the ray-path determination, and in the specification of the reflectance function.
View-dependent precomputed light transport using nonlinear gaussian function approximations
- In ACM Symposium on Interactive 3D graphics
, 2006
"... We propose a real-time method for rendering rigid objects with complex view-dependent effects under distant all-frequency lighting. Existing precomputed light transport approaches can render rich global illumination effects, but high-frequency view-dependent effects such as sharp highlights remain a ..."
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Cited by 20 (4 self)
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We propose a real-time method for rendering rigid objects with complex view-dependent effects under distant all-frequency lighting. Existing precomputed light transport approaches can render rich global illumination effects, but high-frequency view-dependent effects such as sharp highlights remain a challenge. We introduce a new representation of the light transport operator based on sums of Gaussians. The nonlinear parameters of our representation enable 1) arbitrary bandwidth because scale is encoded as a direct parameter, and 2) high-quality interpolation across view and mesh triangles because we interpolate the mean direction of the Gaussians, thereby preventing linear cross-fading artifacts. However, fitting the precomputed light transport data to this new representation requires solving a nonlinear regression problem that is more involved than traditional linear and nonlinear (truncation) approximation techniques. We present a new data fitting method based on optimization that includes energy terms aimed at enforcing artifactfree interpolation. We demonstrate that our method achieves high visual quality with a small storage cost and an efficient rendering algorithm.
Interactive animation of ocean waves
- In Symposium on Computer Animation
, 2002
"... We present an adaptive scheme for the interactive animation and display of ocean waves far from the coast. Relying on a procedural wave model, the method restricts computations to the visible part of the ocean surface, adapts the geometric resolution to the viewing distance and only considers the vi ..."
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Cited by 18 (1 self)
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We present an adaptive scheme for the interactive animation and display of ocean waves far from the coast. Relying on a procedural wave model, the method restricts computations to the visible part of the ocean surface, adapts the geometric resolution to the viewing distance and only considers the visible waves wavelengths. This yields real-time performances, even when the camera moves. The method allows the user to interactively fly over an unbounded animated ocean, which was not possible using previous approaches.
Homomorphic Factorization of BRDF-based Lighting Computation
, 2002
"... Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. The recently published Homomorphic Factorization by McCool et al. is a general approximation approach that can be used with ..."
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Cited by 18 (0 self)
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Several techniques have been developed to approximate Bidirectional Reflectance Distribution Functions (BRDF) with acceptable quality and performance for realtime applications. The recently published Homomorphic Factorization by McCool et al. is a general approximation approach that can be used with various setups and for different quality requirements.
Light-Driven Global Illumination with a Wavelet Representation of Light Transport
- In Seventh Eurographics Workshop on Rendering
, 1996
"... We describe the basis of the work he have currently under way to implement a new rendering algorithm called light-driven global illumination. This algorithm is a departure from conventional raytracing and radiosity renderers which addresses a number of deficiencies intrinsic to those approaches. 1 I ..."
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Cited by 18 (4 self)
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We describe the basis of the work he have currently under way to implement a new rendering algorithm called light-driven global illumination. This algorithm is a departure from conventional raytracing and radiosity renderers which addresses a number of deficiencies intrinsic to those approaches. 1 Introduction In computer graphics, we use illumination -- the study of how light interacts with matter to produce visible scenes -- to produce realistic images. Illumination encompasses both local and global phenomena. Local illumination describes the interaction of light with a single, small volume or surface element with given incident and viewing directions. We take the fundamental equation describing local illumination to be L = L e + Z \Omega R N f r (S 0 ; V)L i jN \Delta S 0 j d! 0 i + Z \Omega T N f t (S 0 ; V)L i jN \Delta S 0 j d! 0 i (1) where N is the surface normal, L is the total radiance given off (either L r , reflected, or L t , transmitted) in direct...
GRINSPUN E.: Frequency domain normal map filtering
- Trans. on Graphics, Siggraph’07
"... Filtering is critical for representing detail, such as color textures or normal maps, across a variety of scales. While MIP-mapping texture maps is commonplace, accurate normal map filtering remains a challenging problem because of nonlinearities in shading—we cannot simply average nearby surface no ..."
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Cited by 16 (2 self)
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Filtering is critical for representing detail, such as color textures or normal maps, across a variety of scales. While MIP-mapping texture maps is commonplace, accurate normal map filtering remains a challenging problem because of nonlinearities in shading—we cannot simply average nearby surface normals. In this paper, we show analytically that normal map filtering can be formalized as a spherical convolution of the normal distribution function (NDF) and the BRDF, for a large class of common BRDFs such as Lambertian, microfacet and factored measurements. This theoretical result explains many previous filtering techniques as special cases, and leads to a generalization to a broader class of measured and analytic BRDFs. Our practical algorithms leverage a significant body of work that has studied lighting-BRDF convolution. We show how spherical harmonics can be used to filter the NDF for Lambertian and low-frequency specular BRDFs, while spherical von Mises-Fisher distributions can be used for high-frequency materials. 1
Multiscale shaders for the efficient realistic rendering of pine-trees
- In Graphics Interface
, 2000
"... The frame of our work is the efficient realistic rendering of scenes containing a huge amount of data for which an a priori knowledge is available. In this paper, we present a new model able to render forests of pine-trees efficiently in ray-tracing and free of aliasing. This model is based on three ..."
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Cited by 5 (2 self)
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The frame of our work is the efficient realistic rendering of scenes containing a huge amount of data for which an a priori knowledge is available. In this paper, we present a new model able to render forests of pine-trees efficiently in ray-tracing and free of aliasing. This model is based on three scales of shaders representing the geometry (i.e. needles) that is smaller than a pixel size. These shaders are computed by analytically integrating the illumination reflected by this geometry using the a priori knowledge. They include the effects of local illumination, shadows and opacity within the concerned volume of data. Key words: Shaders, levels of details, natural scenes, raytracing 1

