Results 1 - 10
of
332
Efficient ray tracing of volume data
- ACM Transactions on Graphics
, 1990
"... Volume rendering is a technique for visualizing sampled scalar or vector fields of three spatial dimensions without fitting geometric primitives to the data. A subset of these techniques generates images by computing 2-D projections of a colored semitransparent volume, where the color and opacity at ..."
Abstract
-
Cited by 296 (4 self)
- Add to MetaCart
Volume rendering is a technique for visualizing sampled scalar or vector fields of three spatial dimensions without fitting geometric primitives to the data. A subset of these techniques generates images by computing 2-D projections of a colored semitransparent volume, where the color and opacity at each point are derived from the data using local operators. Since all voxels participate in the generation of each image, rendering time grows linearly with the size of the dataset. This paper presents a front-to-back image-order volume-rendering algorithm and discusses two techniques for improving its performance. The first technique employs a pyramid of binary volumes to encode spatial coherence present in the data, and the second technique uses an opacity threshold to adaptively terminate ray tracing. Although the actual time saved depends on the data, speedups of an order of magnitude have been observed for datasets of useful size and complexity. Examples from two applications are given: medical imaging and molecular graphics.
Modelling the Interaction of Light between Diffuse Surfaces
- Computer Graphics
, 1984
"... A method is described which models the interaction of light between diffusely reflecting surfaces. Current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. The ..."
Abstract
-
Cited by 294 (6 self)
- Add to MetaCart
A method is described which models the interaction of light between diffusely reflecting surfaces. Current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. The new procedure, based on methods used in thermal engineering, includes the effects of diffuse light sources of finite area, as well as the "color-bleedlng " effects which are caused by the diffuse reflections. A simple environment is used to illustrate these simulated effects and is presented with photographs of a physical model. The procedure is applicable to environments composed of ideal diffuse reflectors and can account for direct illumination from a variety of light sources. The resultant surface intensities are independent of observer position, and thus environments can be preprocessed for dynamic sequences.
A progressive refinement approach to fast radiosity image generation
- Computer Graphics
, 1988
"... A reformulated radiosity algorithm is presented that produces initial images in time linear to the number of patches. The enormous memory costs of the radiosity algorithm are also elim-inated by computing form-factors on-the-fly. The technique is based on the approach of rendering by progressive ref ..."
Abstract
-
Cited by 227 (5 self)
- Add to MetaCart
A reformulated radiosity algorithm is presented that produces initial images in time linear to the number of patches. The enormous memory costs of the radiosity algorithm are also elim-inated by computing form-factors on-the-fly. The technique is based on the approach of rendering by progressive refinement. The algorithm provides a useful solution almost immediately which progresses gracefully and continuously to the complete radiosity solution. In this way the competing demands of real-ism and interactivity are accommodated. The technique brings the use of radiosity for interactive rendering within reach and has implications for the use and development of current and future graphics workstations.
Interactive Rendering with Coherent Ray Tracing
- Computer Graphics Forum
, 2001
"... For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic ..."
Abstract
-
Cited by 169 (40 self)
- Add to MetaCart
For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all.
An Image-Based Approach To Three-Dimensional Computer Graphics
, 1997
"... Leonard McMillan Jr. An Image-Based Approach to Three-Dimensional Computer Graphics (Under the direction of Gary Bishop) The conventional approach to three-dimensional computer graphics produces images from geometric scene descriptions by simulating the interaction of light with matter. My research ..."
Abstract
-
Cited by 144 (4 self)
- Add to MetaCart
Leonard McMillan Jr. An Image-Based Approach to Three-Dimensional Computer Graphics (Under the direction of Gary Bishop) The conventional approach to three-dimensional computer graphics produces images from geometric scene descriptions by simulating the interaction of light with matter. My research explores an alternative approach that replaces the geometric scene description with perspective images and replaces the simulation process with data interpolation. I derive an image-warping equation that maps the visible points in a reference image to their correct positions in any desired view. This mapping from reference image to desired image is determined by the center-of-projection and pinhole-camera model of the two images and by a generalized disparity value associated with each point in the reference image. This generalized disparity value, which represents the structure of the scene, can be determined from point correspondences between multiple reference images. The image-warpi...
A Fast Voxel Traversal Algorithm for Ray Tracing
- In Eurographics ’87
, 1987
"... A fast and simple voxel traversal algorithm through a 3D space partition is introduced. Going from one voxel to its neighbour requires only two floating point comparisons and one floating point addition. Also, multiple ray intersections with objects that are in more than one voxel are eliminated. ..."
Abstract
-
Cited by 126 (5 self)
- Add to MetaCart
A fast and simple voxel traversal algorithm through a 3D space partition is introduced. Going from one voxel to its neighbour requires only two floating point comparisons and one floating point addition. Also, multiple ray intersections with objects that are in more than one voxel are eliminated. Introduction In recent years, ray tracing has become the algorithm of choice for generating high fidelity images. Its simplicity and elegance allows one to easily model reflection, refraction and shadows. 1 Unfortunately, it has a major drawback: computational expense. The prime reason for this is that the heart of ray tracing, intersecting an object with a ray, is expensive and can easily take up to 95% of the rendering time. Unless some sort of intersection culling is performed, each ray must intersect all the objects in the scene, a very expensive proposition. There are two general strategies for intersection culling: hierarchical bounding volumes 1, 2, 3, 4 and space partitioning...
Metropolis Light Transport
- Computer Graphics (SIGGRAPH '97 Proceedings
, 1997
"... We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current path (e.g. adding a new vertex to the path). Eac ..."
Abstract
-
Cited by 121 (1 self)
- Add to MetaCart
We present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics. To render an image, we generate a sequence of light transport paths by randomly mutating a single current path (e.g. adding a new vertex to the path). Each mutation is accepted or rejected with a carefully chosen probability, to ensure that paths are sampled according to the contribution they make to the ideal image. We then estimate this image by sampling many paths, and recording their locations on the image plane. Our algorithm is unbiased, handles general geometric and scattering models, uses little storage, and can be orders of magnitude more e#cient than previous unbiased approaches. It performs especially well on problems that are usually considered di#cult, e.g. those involving bright indirect light, small geometric holes, or glossy surfaces. Furthermore, it is competitive with previous unbiased algorithms even for relatively simple ...
Photon Mapping on Programmable Graphics Hardware
- GRAPHICS HARDWARE
, 2003
"... We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon map that is constructed directly on the graphics hardware using one of two met ..."
Abstract
-
Cited by 112 (4 self)
- Add to MetaCart
We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The photons are stored in a grid-based photon map that is constructed directly on the graphics hardware using one of two methods: the first method is a multipass technique that uses fragment programs to directly sort the photons into a compact grid. The second method uses a single rendering pass combining a vertex program and the stencil buffer to route photons to their respective grid cells, producing an approximate photon map. We also present an efficient method for locating the nearest photons in the grid, which makes it possible to compute an estimate of the radiance at any surface location in the scene. Finally, we describe a breadth-first stochastic ray tracer that uses the photon map to simulate full global illumination directly on the graphics hardware. Our implementation demonstrates that current graphics hardware is capable of fully simulating global illumination with progressive, interactive feedback to the user.
A Survey of Shadow Algorithms
- IEEE Computer Graphics and Applications
, 1990
"... Shadows are essential to realistic and visually appealing images, but they are di cult to compute in most display environments. This survey will characterize the various types of shadows, describe most existing shadow algorithms, and for each one discuss their complexities, their advantages and thei ..."
Abstract
-
Cited by 110 (3 self)
- Add to MetaCart
Shadows are essential to realistic and visually appealing images, but they are di cult to compute in most display environments. This survey will characterize the various types of shadows, describe most existing shadow algorithms, and for each one discuss their complexities, their advantages and their shortcomings. The types of shadows examined are hard shadows, soft shadows, shadows of transparent objects, and shadows for complex modeling primitives. For each type, we examine shadow algorithms within various rendering techniques. The goal of the survey is to provide readers with enough background and insight on the various methods to allow themtochoose the algorithm best suited to their needs. It is also hoped that our analysis will help identify the areas that need more research, and point to possible solutions.
Fast Calculation of Soft Shadow Textures Using Convolution
, 1998
"... The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some ..."
Abstract
-
Cited by 100 (6 self)
- Add to MetaCart
The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution. Approximate shadows can be computed for general configurations by applying the convolution to a representative "ideal" configuration. We analyze the various sources of approximation in the process and derive a hierarchical, error-driven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters. The convolution is performed on images rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination. Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once. The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique. We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamic environments.

