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89
A Perceptually Based Physical Error Metric for Realistic Image Synthesis
, 1999
"... We introduce a new concept for accelerating realistic image synthesis algorithms. At the core of this procedure is a novel physical error metric that correctly predicts the perceptual threshold for detecting artifacts in scene features. Built into this metric is a computational model of the human vi ..."
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Cited by 109 (4 self)
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We introduce a new concept for accelerating realistic image synthesis algorithms. At the core of this procedure is a novel physical error metric that correctly predicts the perceptual threshold for detecting artifacts in scene features. Built into this metric is a computational model of the human visual system's loss of sensitivity at high background illumination levels, high spatial frequencies, and high contrast levels (visual masking). An important feature of our model is that it handles the luminance-dependent processing and spatiallydependent processing independently. This allows us to precompute the expensive spatially-dependent component, making our model extremely efficient. We illustrate the utility of our procedure with global illumination algorithms used for realistic image synthesis. The expense of global illumination computations is many orders of magnitude higher than the expense of direct illumination computations and can greatly benefit by applying our perceptually bas...
Scattered Data Interpolation with Multilevel Splines
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 1997
"... This paper describes a fast algorithm for scattered data interpolation and approximation. Multilevel B-splines are introduced to compute a C²-continuous surface through a set of irregularly spaced points. The algorithm makes use of a coarse-tofine hierarchy of control lattices to generate a sequen ..."
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Cited by 87 (8 self)
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This paper describes a fast algorithm for scattered data interpolation and approximation. Multilevel B-splines are introduced to compute a C²-continuous surface through a set of irregularly spaced points. The algorithm makes use of a coarse-tofine hierarchy of control lattices to generate a sequence of bicubic B-spline functions whose sum approaches the desired interpolation function. Large performance gains are realized by using B-spline refinement to reduce the sum of these functions into one equivalent B-spline function. Experimental results demonstrate that high-fidelity reconstruction is possible from a selected set of sparse and irregular samples.
Interactive Rendering using the Render Cache
"... Interactive rendering requires rapid visual feedback. The render cache is a new method for achieving this when using high-quality pixel-oriented renderers such as ray tracing that are usually considered too slow for interactive use. The render cache provides visual feedback at a rate faster than ..."
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Cited by 86 (6 self)
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Interactive rendering requires rapid visual feedback. The render cache is a new method for achieving this when using high-quality pixel-oriented renderers such as ray tracing that are usually considered too slow for interactive use. The render cache provides visual feedback at a rate faster than the renderer can generate complete frames, at the cost of producing approximate images during camera and object motion. The method works both by caching previous results and reprojecting them to estimate the current image and by directing the renderer's sampling to more rapidly improve subsequent images. Our
A Model of Visual Masking for Computer Graphics
, 1997
"... In this paper we develop a computational model of visual masking based on psychophysical data. The model predicts how the presence of one visual pattern affects the detectability of another. The model allows us to choose texture patterns for computer graphics images that hide the effects of faceting ..."
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Cited by 83 (5 self)
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In this paper we develop a computational model of visual masking based on psychophysical data. The model predicts how the presence of one visual pattern affects the detectability of another. The model allows us to choose texture patterns for computer graphics images that hide the effects of faceting, banding, aliasing, noise and other visual artifacts produced by sources of error in graphics algorithms. We demonstrate the utility of the model by choosing a texture pattern to mask faceting artifacts caused by polygonal tesselation of a flat-shaded curved surface. The model predicts how changes in the contrast, spatial frequency, and orientation of the texture pattern, or changes in the tesselation of the surface will alter the masking effect. The model is general and has uses in geometric modeling, realistic image synthesis, scientific visualization, image compression, and image-based rendering.
Spectral Processing of Point-Sampled Geometry
, 2001
"... We present a new framework for processing point-sampled objects using spectral methods. By establishing a concept of local frequencies on geometry, we introduce a versatile spectral representation that provides a rich repository of signal processing algorithms. Based on an adaptive tesselation of th ..."
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Cited by 77 (6 self)
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We present a new framework for processing point-sampled objects using spectral methods. By establishing a concept of local frequencies on geometry, we introduce a versatile spectral representation that provides a rich repository of signal processing algorithms. Based on an adaptive tesselation of the model surface into regularly resampled displacement fields, our method computes a set of windowed Fourier transforms creating a spectral decomposition of the model. Direct analysis and manipulation of the spectral coefficients supports effective filtering, resampling, power spectrum analysis and local error control. Our algorithms operate directly on points and normals, requiring no vertex connectivity information. They are computationally efficient, robust and amenable to hardware acceleration. We demonstrate the performance of our framework on a selection of example applications including noise removal, enhancement, restoration and subsampling.
Discrepancy as a Quality Measure for Sample Distributions
, 1991
"... Discrepancy, a scalar measure of sample point equidistribution, is discussed in the context of Computer Graphics sampling problems. Several sampling strategies and their discrepancy characteristics are examined. The relationship between image error and the discrepancy of the sampling patterns used t ..."
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Cited by 64 (7 self)
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Discrepancy, a scalar measure of sample point equidistribution, is discussed in the context of Computer Graphics sampling problems. Several sampling strategies and their discrepancy characteristics are examined. The relationship between image error and the discrepancy of the sampling patterns used to generate the imaqge is established. The definition of discrepancy is extended to non-uniform sampling patterns.
Spatiotemporal Sensitivity and Visual Attention for Efficient Rendering of Dynamic Environments
, 2001
"... INTRODUCTION Global illumination is the physically accurate calculation of lighting in an environment. It is computationally expensive for static environments and even more so for dynamic environments. Not only are many images required for an animation, but the calculation involved increases with th ..."
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Cited by 61 (1 self)
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INTRODUCTION Global illumination is the physically accurate calculation of lighting in an environment. It is computationally expensive for static environments and even more so for dynamic environments. Not only are many images required for an animation, but the calculation involved increases with the presence of moving objects. In static environments, global illumination algorithms can precompute a lighting solution and reuse it whenever the viewpoint changes, but in dynamic environments, any moving object or light potentially affects the illumination of every other object in a scene. To guarantee accuracy, the algorithm has to recompute the entire lighting solution for each frame. This paper describes a perceptually-based technique that can dramatically reduce this computational load. The technique may also be used in image based rendering, geometry level of detail selection, realistic image synthesis, video telephony and video compression. Perceptually-based rendering operat
Floating points: A method for computing stipple drawings
, 2000
"... We present a method for computer generated pen-and-ink illustrations by the simulation of stippling. In a stipple drawing, dots are used to represent tone and also material of surfaces. We create such drawings by generating an initial dot set which is then processed by a relaxation method based on V ..."
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Cited by 61 (8 self)
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We present a method for computer generated pen-and-ink illustrations by the simulation of stippling. In a stipple drawing, dots are used to represent tone and also material of surfaces. We create such drawings by generating an initial dot set which is then processed by a relaxation method based on Voronoi diagrams. The point patterns generated are approximations of Poisson disc distributions and can also be used for integrating functions or the positioning of objects. We provide an editor similar to paint systems for interactively creating stipple drawings. This makes it possible to create such drawings within a matter of hours, instead of days or even weeks when the drawing is done manually.
The Farthest Point Strategy for Progressive Image Sampling
- IEEE Trans. on Image Processing
, 1997
"... Abstract — A new method of farthest point strategy (FPS) for progressive image acquisition—an acquisition process that enables an approximation of the whole image at each sampling stage—is presented. Its main advantage is in retaining its uniformity with the increased density, providing efficient me ..."
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Cited by 51 (1 self)
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Abstract — A new method of farthest point strategy (FPS) for progressive image acquisition—an acquisition process that enables an approximation of the whole image at each sampling stage—is presented. Its main advantage is in retaining its uniformity with the increased density, providing efficient means for sparse image sampling and display. In contrast to previously presented stochastic approaches, the FPS guarantees the uniformity in a deterministic min-max sense. Within this uniformity criterion, the sampling points are irregularly spaced, exhibiting anti-aliasing properties comparable to those characteristic of the best available method (Poisson disk). A straightforward modification of the FPS yields an image-dependent adaptive sampling scheme. An efficient O(N log N) algorithm for both versions is introduced, and several applications of the FPS are discussed. Index Terms—Anti-aliasing, progressive sampling, progressive transmission. I.
Tracing Ray Differentials
, 1999
"... Antialiasing of ray traced images is typically performed by supersampling the image plane. While this type of filtering works well for many algorithms, it is much more efficient to perform filtering locally on a surface for algorithms such as texture mapping. In order to perform this type of filteri ..."
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Cited by 50 (0 self)
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Antialiasing of ray traced images is typically performed by supersampling the image plane. While this type of filtering works well for many algorithms, it is much more efficient to perform filtering locally on a surface for algorithms such as texture mapping. In order to perform this type of filtering, one must not only trace the ray passing through the pixel, but also have some approximation of the distance to neighboring rays hitting the surface (i.e., a ray's footprint). In this paper, we present a fast, simple, robust scheme for tracking such a quantity based on ray differentials, derivatives of the ray with respect to the image plane. CR Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism -- color, shading, shadowing, and texture; raytracing. 1 INTRODUCTION Ray tracing [18] is an image generation technique that is able to accurately model many phenomena which are difficult or impossible to produce with a traditional graphics pip...

