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  3. Rendering (computer graphics)
  4. 2003
Showing papers on "Rendering (computer graphics) published in 2003"
Journal Article•10.1109/TVCG.2003.1175093•
Computing and rendering point set surfaces

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Marc Alexa, Johannes Behr, Daniel Cohen-Or1, Shachar Fleishman1, David Levin1, Cláudio T. Silva2 •
Tel Aviv University1, AT&T2
01 Jan 2003-IEEE Transactions on Visualization and Computer Graphics
TL;DR: It is shown that the approximation error is bounded and present tools to increase or decrease the density of the points, thus allowing an adjustment of the spacing among the points to control the error.
Abstract: We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). The computation of points on the surface is local, which results in an out-of-core technique that can handle any point set. We show that the approximation error is bounded and present tools to increase or decrease the density of the points, thus allowing an adjustment of the spacing among the points to control the error. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.

1,225 citations

Proceedings Article•10.1109/VIS.2003.10001•
Acceleration techniques for GPU-based volume rendering

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Jens Krüger, R. Westermann
22 Oct 2003
TL;DR: This paper describes volume ray-casting on programmable graphics hardware as an alternative to object-order approaches, and exploits the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight.
Abstract: Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.

938 citations

Proceedings Article•10.1145/1198555.1198795•
Linear algebra operators for GPU implementation of numerical algorithms

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Jens Krüger1, Rüdiger Westermann1•
Technische Universität München1
1 Jul 2003
TL;DR: This work proposes a stream model for arithmetic operations on vectors and matrices that exploits the intrinsic parallelism and efficient communication on modern GPUs and introduces a framework for the implementation of linear algebra operators on programmable graphics processors (GPUs), thus providing the building blocks for the design of more complex numerical algorithms.
Abstract: In this work, the emphasis is on the development of strategies to realize techniques of numerical computing on the graphics chip. In particular, the focus is on the acceleration of techniques for solving sets of algebraic equations as they occur in numerical simulation. We introduce a framework for the implementation of linear algebra operators on programmable graphics processors (GPUs), thus providing the building blocks for the design of more complex numerical algorithms. In particular, we propose a stream model for arithmetic operations on vectors and matrices that exploits the intrinsic parallelism and efficient communication on modern GPUs. Besides performance gains due to improved numerical computations, graphics algorithms benefit from this model in that the transfer of computation results to the graphics processor for display is avoided. We demonstrate the effectiveness of our approach by implementing direct solvers for sparse matrices, and by applying these solvers to multi-dimensional finite difference equations, i.e. the 2D wave equation and the incompressible Navier-Stokes equations.

762 citations

Proceedings Article•10.1145/1201775.882309•
Free-viewpoint video of human actors

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Joel Carranza, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
1 Jul 2003
TL;DR: A system that uses multi-view synchronized video footage of an actor's performance to estimate motion parameters and to interactively re-render the actor's appearance from any viewpoint, yielding a highly naturalistic impression of the actor.
Abstract: In free-viewpoint video, the viewer can interactively choose his viewpoint in 3-D space to observe the action of a dynamic real-world scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its structure can be exploited for robust motion estimation and efficient visualization. This paper describes a system that uses multi-view synchronized video footage of an actor's performance to estimate motion parameters and to interactively re-render the actor's appearance from any viewpoint.The actor's silhouettes are extracted from synchronized video frames via background segmentation and then used to determine a sequence of poses for a 3D human body model. By employing multi-view texturing during rendering, time-dependent changes in the body surface are reproduced in high detail. The motion capture subsystem runs offline, is non-intrusive, yields robust motion parameter estimates, and can cope with a broad range of motion. The rendering subsystem runs at real-time frame rates using ubiquous graphics hardware, yielding a highly naturalistic impression of the actor. The actor can be placed in virtual environments to create composite dynamic scenes. Free-viewpoint video allows the creation of camera fly-throughs or viewing the action interactively from arbitrary perspectives.

698 citations

Journal Article•10.1364/AO.42.000511•
Polarization-based vision through haze

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Yoav Y. Schechner1, Srinivasa G. Narasimhan1, Shree K. Nayar1•
Columbia University1
20 Jan 2003-Applied Optics
TL;DR: An approach for easily removing the effects of haze from passively acquired images based on the fact that usually the natural illuminating light scattered by atmospheric particles (airlight) is partially polarized, which yields a range map of the scene which enables scene rendering as if imaged from different viewpoints.
Abstract: We present an approach for easily removing the effects of haze from passively acquired images. Our approach is based on the fact that usually the natural illuminating light scattered by atmospheric particles (airlight) is partially polarized. Optical filtering alone cannot remove the haze effects, except in restricted situations. Our method, however, stems from physics-based analysis that works under a wide range of atmospheric and viewing conditions, even if the polarization is low. The approach does not rely on specific scattering models such as Rayleigh scattering and does not rely on the knowledge of illumination directions. It can be used with as few as two images taken through a polarizer at different orientations. As a byproduct, the method yields a range map of the scene, which enables scene rendering as if imaged from different viewpoints. It also yields information about the atmospheric particles. We present experimental results of complete dehazing of outdoor scenes, in far-from-ideal conditions for polarization filtering. We obtain a great improvement of scene contrast and correction of color.

663 citations

Journal Article•10.1111/1467-8659.T01-1-00712•
Reanimating Faces in Images and Video

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Volker Blanz1, Curzio Basso2, Tomaso Poggio3, Thomas Vetter2•
Max Planck Society1, University of Basel2, Massachusetts Institute of Technology3
1 Sep 2003
TL;DR: A method for photo‐realistic animation that can be applied to any face shown in a single image or a video, which allows for head rotations and speech in the original sequence, but neither of these motions is required.
Abstract: This paper presents a method for photo-realistic animation of any face shown in a single image or a video. The technique does not require example data of the person’s mouth movements, and the image to be animated is not restricted in pose and illumination. Video reanimation allows for head rotations and speech in the original sequence, yet neither of these motions is required. In order to animate novel faces, the system transfers mouth movements and expressions across individuals, based a common representation of different identities and facial expressions in a vector space of 3D shapes and textures. This space is computed from 3D scans of different neutral faces, and scans of facial expressions. The 3D model’s versatility with respect to pose and illumination is conveyed to photo-realistic image and video processing by a framework of analysis and synthesis algorithms: The system automatically estimates 3D shape, pose and other rendering parameters from single images, and tracks head pose and mouth movements in video. Reanimated with new mouth movements, the 3D face is rendered into the original images.

505 citations

Journal Article•10.1145/636886.636891•
Image-based reconstruction of spatial appearance and geometric detail

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Hendrik P. A. Lensch1, Jan Kautz1, Michael Goesele1, Wolfgang Heidrich2, Hans-Peter Seidel1 •
Max Planck Society1, University of British Columbia2
01 Apr 2003-ACM Transactions on Graphics
TL;DR: This work presents an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them, leading to a truly spatially varying BRDF representation.
Abstract: Real-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate measurements of the reflection properties of each material, as well as the spatially varying effects. We present an image-based measuring method that robustly detects the different materials of real objects and fits an average bidirectional reflectance distribution function (BRDF) to each of them. In order to model local changes as well, we project the measured data for each surface point into a basis formed by the recovered BRDFs leading to a truly spatially varying BRDF representation. Real-world objects often also have fine geometric detail that is not represented in an acquired mesh. To increase the detail, we derive normal maps even for non-Lambertian surfaces using our measured BRDFs. A high quality model of a real object can be generated with relatively little input data. The generated model allows for rendering under arbitrary viewing and lighting conditions and realistically reproduces the appearance of the original object.

423 citations

Proceedings Article•10.1145/1201775.882281•
Clustered principal components for precomputed radiance transfer

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Peter-Pike Sloan1, Jesse D. Hall2, John Hart2, John Snyder1•
Microsoft1, University of Illinois at Urbana–Champaign2
1 Jul 2003
TL;DR: An implementation on graphics hardware that performs real-time rendering of glossy objects with dynamic self-shadowing and interreflection without fixing the view or light as in previous work is described.
Abstract: We compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light. PRT records over many surface points a transfer matrix. At run-time, this matrix transforms a vector of spherical harmonic coefficients representing distant, low-frequency source lighting into exiting radiance. Per-point transfer matrices form a high-dimensional surface signal that we compress using clustered principal component analysis (CPCA), which partitions many samples into fewer clusters each approximating the signal as an affine subspace. CPCA thus reduces the high-dimensional transfer signal to a low-dimensional set of per-point weights on a per-cluster set of representative matrices. Rather than computing a weighted sum of representatives and applying this result to the lighting, we apply the representatives to the lighting per-cluster (on the CPU) and weight these results per-point (on the GPU). Since the output of the matrix is lower-dimensional than the matrix itself, this reduces computation. We also increase the accuracy of encoded radiance functions with a new least-squares optimal projection of spherical harmonics onto the hemisphere. We describe an implementation on graphics hardware that performs real-time rendering of glossy objects with dynamic self-shadowing and interreflection without fixing the view or light as in previous work. Our approach also allows significantly increased lighting frequency when rendering diffuse objects and includes subsurface scattering.

348 citations

Journal Article•
Further Investigations of High-Order Ambisonics and Wavefield Synthesis for Holophonic Sound Imaging

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Jérôme Daniel, Sebastien Moreau, Rozenn Nicol
01 Mar 2003-Journal of The Audio Engineering Society
TL;DR: A unified analysis of sound pickup and reproduction by mean of concentric transducer arrays provides an insight into the spatial encoding and decoding properties of Ambisonics and Wavefield Synthesis.
Abstract: Ambisonics and Wavefield Synthesis are two ways of rendering 3D audio, which both aim at physically reconstructing the sound field. Though they derive from distinct theoretical fundamentals, they have already been shown as equivalent under given assumptions. This paper further discusses their relationship by introducing new results regarding the coding and rendering of finite distance and enclosed sources. An updated view of the current knowledge is first given. A unified analysis of sound pickup and reproduction by mean of concentric transducer arrays then provides an insight into the spatial encoding and decoding properties. While merging the analysis tools of both techniques and investigating them on a common ground, general compromises are highlighted in terms of spatial aliasing, error and noise amplification.

325 citations

Proceedings Article•10.5555/844174.844178•
CULLIDE: interactive collision detection between complex models in large environments using graphics hardware

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Naga K. Govindaraju1, Stephane Redon1, Ming C. Lin1, Dinesh Manocha1•
University of North Carolina at Chapel Hill1
26 Jul 2003
TL;DR: In this article, a collision detection algorithm for a large number of moving objects with tens of thousands of triangles is presented. But the approach makes no assumption about the input primitives or the object's motion and is directly applicable to all triangulated models.
Abstract: We present a novel approach for fast collision detection between multiple deformable and breakable objects in a large environment using graphics hardware. Our algorithm takes into account low bandwidth to and from the graphics cards and computes a potentially colliding set (PCS) using visibility queries. It involves no precomputation and proceeds in multiple stages: PCS computation at an object level and PCS computation at sub-object level, followed by exact collision detection. We use a linear time two-pass rendering algorithm to compute each PCS efficiently. The overall approach makes no assumption about the input primitives or the object's motion and is directly applicable to all triangulated models. It has been implemented on a PC with NVIDIA GeForce FX 5800 Ultra graphics card and applied to different environments composed of a high number of moving objects with tens of thousands of triangles. It is able to compute all the overlapping primitives between different objects up to image-space resolution in a few milliseconds.

288 citations

Journal Article•10.1109/MCG.2003.1210867•
A survey of stroke-based rendering

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Aaron Hertzmann1•
University of Toronto1
01 Jul 2003-IEEE Computer Graphics and Applications
TL;DR: This tutorial describes several stroke-based rendering (SBR) algorithms, an automatic approach to creating nonphotorealistic imagery by placing discrete elements such as paint strokes or stipples.
Abstract: This tutorial describes several stroke-based rendering (SBR) algorithms. SBR is an automatic approach to creating nonphotorealistic imagery by placing discrete elements such as paint strokes or stipples.
Journal Article•10.1145/882262.882280•
All-frequency shadows using non-linear wavelet lighting approximation

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NgRen, RamamoorthiRavi, HanrahanPat
01 Jul 2003-ACM Transactions on Graphics
TL;DR: In this paper, a method based on pre-computed light transport is presented for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map.
Abstract: We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. Curre...
Patent•
Imaging method and system

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Elena A. Fedorovskaya1, Serguei Endrikhovski1, Tomasz A. Matraszek1, Kenneth A. Parulski1, Carolyn A. Zacks1, Karen M Taxier1, Michael J. Telek1, Frank Marino1, Dan Harel1 •
Eastman Kodak Company1
20 Jun 2003
TL;DR: In this article, a selection area is determined within a digital image and a preferred output image form is determined for rendering an image comprising the selected area of the digital image, with the determination being based upon an image resolution of the image, the determined selection area and an output resolution associated with each output form.
Abstract: Imaging methods and systems are provided for indicating at least one preferred output form for an area within a digital image. In accordance with the method, a selection area is determined within the digital image and a preferred output image form is determined for rendering an image comprising the selected area of the digital image, with the determination being based upon an image resolution of the digital image, the determined selection area and an output resolution associated with each output form. The preferred output image form is indicated.
Proceedings Article•10.1109/VISUAL.2003.1250386•
High-quality two-level volume rendering of segmented data sets on consumer graphics hardware

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Markus Hadwiger1, C. Berger1, Helwig Hauser1•
VRVis1
22 Oct 2003
TL;DR: It is shown how segmented data sets can be rendered interactively on current consumer graphics hardware with high image quality and pixel-resolution filtering of object boundaries with different levels of object distinction to enhance object perception.
Abstract: One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set, which can be approached by using explicit segmentation information. We show how segmented data sets can be rendered interactively on current consumer graphics hardware with high image quality and pixel-resolution filtering of object boundaries. In order to enhance object perception, we employ different levels of object distinction. First, each object can be assigned an individual transfer function, multiple of which can be applied in a single rendering pass. Second, different rendering modes such as direct volume rendering, iso-surfacing, and non-photorealistic techniques can be selected for each object. A minimal number of rendering passes is achieved by processing sets of objects that share the same rendering mode in a single pass. Third, local compositing modes such as alpha blending and MIP can be selected for each object in addition to a single global mode, thus enabling high-quality two-level volume rendering on GPUs.
Proceedings Article•10.1145/1201775.882326•
Billboard clouds for extreme model simplification

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Xavier Décoret1, Frédo Durand1, François X. Sillion2, Julie Dorsey3•
Massachusetts Institute of Technology1, French Institute for Research in Computer Science and Automation2, Yale University3
1 Jul 2003
TL;DR: This work introduces billboard clouds -- a new approach for extreme simplification in the context of real-time rendering that combines the strengths of mesh decimation and image-based impostors.
Abstract: We introduce billboard clouds -- a new approach for extreme simplification in the context of real-time rendering. 3D models are simplified onto a set of planes with texture and transparency maps. We present an optimization approach to build a billboard cloud given a geometric error threshold. After computing an appropriate density function in plane space, a greedy approach is used to select suitable representative planes. A good surface approximation is ensured by favoring planes that are "nearly tangent" to the model. This method does not require connectivity information, but instead avoids cracks by projecting primitives onto multiple planes when needed. For extreme simplification, our approach combines the strengths of mesh decimation and image-based impostors. We demonstrate our technique on a large class of models, including smooth manifolds and composite objects.
Journal Article•10.1111/J.1467-8659.2003.00717.X•
Automatic View Selection Using Viewpoint Entropy and its Application to Image-Based Modelling

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Pere-Pau Vázquez, Miquel Feixas1, Mateu Sbert1, Wolfgang Heidrich2•
University of Girona1, University of British Columbia2
01 Dec 2003-Computer Graphics Forum
TL;DR: This paper presents a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image‐Based Rendering, and develops a greedy algorithm to minimize the number of images needed to represent a scene.
Abstract: In the last decade a new family of methods, namely Image-Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. This allows to obtain realistic renderings even with modest resources. The main problem is the amount of data needed, mainly due to the high redundancy and the high computational cost of capture. In this paper we present a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image-Based Rendering. The input is a 3D polyhedral model including textures and the output is a set of views that sample all visible polygons at an appropriate rate. The viewpoints should cover all visible polygons with an adequate quality, so that we sample the polygons at sufficient rate. This permits to avoid the excessive redundancy of the data existing in several other approaches. We also reduce the cost of the capturing process, as the number of actually computed reference views decreases. The localization of interesting viewpoints is performed with the aid of an information theory-based measure, dubbed viewpoint entropy. This measure is used to determine the amount of information seen from a viewpoint. Next we develop a greedy algorithm to minimize the number of images needed to represent a scene. In contrast to other approaches, our system uses a special preprocess for textures to avoid artifacts appearing in partially occluded textured polygons. Therefore no visible detail of these images is lost.
Proceedings Article•10.1109/PCCGA.2003.1238275•
High-quality point-based rendering on modern GPUs

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Mario Botsch1, Leif Kobbelt1•
RWTH Aachen University1
8 Oct 2003
TL;DR: A rendering framework for point-based geometry providing high visual quality as well as efficient rendering based on a two-pass splatting technique with Gaussian filtering, resulting in a visual quality comparable to existing software rendering systems.
Abstract: In the last years, point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filtering but they are still limited in rendering speed. On the other hand the increasing availability and programmability of graphics hardware lead to the development of very efficient hardware-accelerated rendering methods. However, since no filtered splats are used, these approaches trade visual quality for rendering speed. In this paper, we propose a rendering framework for point-based geometry providing high visual quality as well as efficient rendering. Our approach is based on a two-pass splatting technique with Gaussian filtering, resulting in a visual quality comparable to existing software rendering systems. Using programmable graphics hardware we delegate all expensive rendering tasks to the GPU, thereby minimizing data transfer and saving CPU resources. The proposed system renders up to 28M mid-quality or up to 10M high-quality surface splats per second on the latest graphics hardware.
Patent•
System and method for managing visual structure, timing, and animation in a graphics processing system

[...]

Paul C. David1, Gerhard Schneider1, Matthew W. Calkins1, Oreste Dorin Ungureanu1, Ashraf A. Michail1, Andrey E. Arsov1, Leonardo E. Blanco1 •
Microsoft1
27 Mar 2003
TL;DR: In this paper, a visual tree structure as specified by a program is constructed and maintained by a visual system's user interface thread, with changes compiled into change queues, and a secondary rendering thread that handles animation and graphical composition takes the content from the change queues.
Abstract: A visual tree structure as specified by a program is constructed and maintained by a visual system's user interface thread. As needed, the tree structure is traversed on the UI thread, with changes compiled into change queues. A secondary rendering thread that handles animation and graphical composition takes the content from the change queues, to construct and maintain a condensed visual tree. Static visual subtrees are collapsed, leaving a condensed tree with only animated attributes such as transforms as parent nodes, such that animation data is managed on the secondary thread, with references into the visual tree. When run, the rendering thread processes the change queues, applies changes to the condensed trees, and updates the structure of the animation list as necessary by resampling animated values at their new times. Content in the condensed visual tree is then rendered and composed. Animation and a composition communication protocol are also provided.
Proceedings Article•10.5555/882370.882401•
Approximating and intersecting surfaces from points

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Anders Adamson1, Marc Alexa1•
Technische Universität Darmstadt1
23 Jun 2003
TL;DR: For certain, well-chosen weight functions, it can be shown that well-sampled surfaces lead to smooth distance fields with non-zero gradients and, thus, the surface is a continuously differentiable manifold.
Abstract: Point sets become an increasingly popular shape representation. Most shape processing and rendering tasks require the approximation of a continuous surface from the point data. We present a surface approximation that is motivated by an efficient iterative ray intersection computation. On each point on a ray, a local normal direction is estimated as the direction of smallest weighted co-variances of the points. The normal direction is used to build a local polynomial approximation to the surface, which is then intersected with the ray. The distance to the polynomials essentially defines a distance field, whose zero-set is computed by repeated ray intersection. Requiring the distance field to be smooth leads to an intuitive and natural sampling criterion, namely, that normals derived from the weighted co-variances are well defined in a tubular neighborhood of the surface. For certain, well-chosen weight functions we can show that well-sampled surfaces lead to smooth distance fields with non-zero gradients and, thus, the surface is a continuously differentiable manifold. We detail spatial data structures and efficient algorithms to compute ray-surface intersections for fast ray casting and ray tracing of the surface.
Proceedings Article•10.1145/1201775.882348•
Graphics for the masses: a hardware rasterization architecture for mobile phones

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Tomas Akenine-Möller1, Jacob Ström2•
Chalmers University of Technology1, Ericsson2
1 Jul 2003
TL;DR: This work proposes a new hardware architecture for rasterizing textured triangles that focuses on saving memory bandwidth, since an external memory access typically is one of the most energy-consuming operations, and because mobile phones need to use as little power as possible.
Abstract: The mobile phone is one of the most widespread devices with rendering capabilities. Those capabilities have been very limited because the resources on such devices are extremely scarce; small amounts of memory, little bandwidth, little chip area dedicated for special purposes, and limited power consumption. The small display resolutions present a further challenge; the angle subtended by a pixel is relatively large, and therefore reasonably high quality rendering is needed to generate high fidelity images.To increase the mobile rendering capabilities, we propose a new hardware architecture for rasterizing textured triangles. Our architecture focuses on saving memory bandwidth, since an external memory access typically is one of the most energy-consuming operations, and because mobile phones need to use as little power as possible. Therefore, our system includes three new key innovations: I) an inexpensive multisampling scheme that gives relatively high quality at the same cost of previous inexpensive schemes, II) a texture minification system, including texture compression, which gives quality relatively close to trilinear mipmapping at the cost of 1.33 32-bit memory accesses on average, III) a scanline-based culling scheme that avoids a significant amount of z-buffer reads, and that only requires one context. Software simulations show that these three innovations together significantly reduce the memory bandwidth, and thus also the power consumption.
Journal Article•10.1145/882262.882281•
Clustered principal components for precomputed radiance transfer

[...]

SloanPeter-Pike, HallJesse, HartJohn, SnyderJohn
01 Jul 2003-ACM Transactions on Graphics
TL;DR: In this paper, the authors compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light.
Abstract: We compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light. PRT records over many surface points a...
Proceedings Article•10.5555/882404.882429•
Efficient and realistic visualization of cloth

[...]

Mirko Sattler1, Ralf Sarlette1, Reinhard Klein1•
University of Bonn1
25 Jun 2003
TL;DR: A novel interactive rendering algorithm to preserve this "look and feel" of different fabrics by using the bidirectional texture function of the fabric, which is acquired from a rectangular probe and after synthesis, mapped onto the simulated geometry.
Abstract: Efficient and realistic rendering of cloth is of great interest especially in the context of e-commerce. Aside from the simulation of cloth draping, the rendering has to provide the "look and feel" of the fabric itself. In this paper we present a novel interactive rendering algorithm to preserve this "look and feel" of different fabrics. This is done by using the bidirectional texture function (BTF) of the fabric, which is acquired from a rectangular probe and after synthesis, mapped onto the simulated geometry. Instead of fitting a special type of bidirectional reflection distribution function (BRDF) model to each texel of our BTF, we generate view-dependent texture-maps using a principal component analysis of the original data. These view-dependent texture maps are then illuminated and rendered using either point-light sources or high dynamic range environment maps by exploiting current graphics hardware. In both cases, self-shadowing caused by geometry is taken into account. For point light sources, we also present a novel method to generate smooth shadow boundaries on the geometry. Depending on the geometrical complexity and the sampling density of the environment map, the illumination can be changed interactively. To ensure interactive frame rates for denser samplings or more complex objects, we introduce a principal component based decomposition of the illumination of the geometry. The high quality of the results is demonstrated by several examples. The algorithm is also suitable for materials other than cloth, as far as these materials have a similar reflectance behavior.
Patent•
System and process for object rendering on thin client platforms

[...]

Bo Wu, Ling Lu
27 Aug 2003
TL;DR: In this paper, a system for processing an object specified by an object specifying language such as HTML, JAVA or other languages relying on relative positioning, that require a rendering program utilizing a minimum set of resources, translates the code for use in a target device that has limited processing resources unsuited for storage and execution of the HTML rendering program.
Abstract: A system for processing an object specified by an object specifying language such as HTML, JAVA or other languages relying on relative positioning, that require a rendering program utilizing a minimum set of resources, translates the code for use in a target device that has limited processing resources unsuited for storage and execution of the HTML rendering program, JAVA virtual machine, or other rendering engine for the standard. Data concerning such an object is generated by a process that includes first receiving a data set specifying the object according to the object specifying language, translating the first data set into a second data set in an intermediate object language adapted for a second rendering program suitable for rendering by the target device that utilizes actual target display coordinates. The second data set is stored in a machine readable storage device, for later retrieval and execution by the thin client platform.
Patent•
System and method for assessing and indicating the health of components

[...]

Jean-Marc Trinon1, Olivier Pignault1•
BMC Software1
28 Feb 2003
TL;DR: In this paper, a system and method for visualization of the components of such systems and the rendering of information about their health or status is presented, which comprises using a combination of color codes or other indicators and combination of algorithms and/or rules-based systems to control the computation of status/severities.
Abstract: Figure 1 provides a system and method for visualization of the components of such systems and the rendering of information about their 'health' or status. The invention comprises using a combination of color codes or other indicators and a combination of algorithms and/or rules-based systems to control the computation of status/severities to associate to components and setup the color codes and indicators. The invention remedies the disadvantages of using a single color code or indicator for providing feedback on the health/status or components in a complex Enterprise System.
Proceedings Article•10.1109/VISUAL.2003.1250388•
Empty space skipping and occlusion clipping for texture-based volume rendering

[...]

Wei Li1, Klaus Mueller1, Arie E. Kaufman1•
Stony Brook University1
22 Oct 2003
TL;DR: The concept of orthogonal opacity map, that simplifies the transformation between the volume coordinates and the opacity map coordinates, which is intensively used for occlusion detection, is introduced and updated efficiently by the GPU.
Abstract: We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. We also present an algorithm that computes incrementally the intersection of the volume with the slicing planes, which avoids the overhead of the intersection and texture coordinates computation introduced by the partitioning. Rendering with empty space skipping is 2 to 5 times faster than without it. To skip occluded voxels, we introduce the concept of orthogonal opacity map, that simplifies the transformation between the volume coordinates and the opacity map coordinates, which is intensively used for occlusion detection. The map is updated efficiently by the GPU. The sub-volumes are then culled and clipped against the opacity map. We also present a method that adaptively adjusts the optimal number of the opacity map updates. With occlusion clipping, about 60% of non-empty voxels can be skipped and an additional 80% speedup on average is gained for iso-surface-like rendering.
Patent•
Voice-to-text reduction for real time IM/chat/SMS

[...]

Thomas E. Creamer1, Peeyush Jaiswal1, Christopher J. Pavlovski1•
IBM1
25 Jun 2003
TL;DR: In this article, a method or system for voice-to-text reduction for real-time messaging can use a microphone (12 or 52) for receiving a calling party's speech input, a text to-speech converter (22 or 54), a transmitter for transmitting the text message as a text stream (23 or 60) to a called party, a receiver for receiving another text message (31 or 70) from the called party and a rendering device such as a speaker (36) or a display (68) for rendering text messages substantially in real time.
Abstract: A method or system (40 or 50) for voice-to-text reduction for real-time messaging can use a microphone (12 or 52) for receiving a calling party's speech input, a text-to-speech converter (22 or 54) for converting the calling party's speech input to a text message, a transmitter for transmitting the text message as a text stream (23 or 60) to a called party, a receiver for receiving another text message as a text stream (31 or 70) from the called party, and a rendering device such as a speaker (36) or a display (68) for rendering text messages substantially in real-time. If a speaker is used, the system can further include a text-to-speech synthesizer or converter (24). A system (80) can further include a translator (82) for translating the text message into another language.
Journal Article•10.1109/TCSVT.2003.817350•
Spectral analysis for sampling image-based rendering data

[...]

Cha Zhang1, Tsuhan Chen1•
Carnegie Mellon University1
01 Nov 2003-IEEE Transactions on Circuits and Systems for Video Technology
TL;DR: A new method to parameterize the spectral analysis problem for IBR, which is applicable for general-purpose IBR spectral analysis and shows that with the "truncating windows" analysis and some conclusions obtained with SPF, the spectrum expansion caused by non-Lambertian reflections and occlusions can be quantatively estimated, even when the scene geometry is not explicitly known.
Abstract: Image-based rendering (IBR) has become a very active research area in recent years. The spectral analysis problem for IBR has not been completely solved. In this paper, we present a new method to parameterize the problem, which is applicable for general-purpose IBR spectral analysis. We notice that any plenoptic function is generated by light ray emitted/reflected/refracted from the object surface. We introduce the surface plenoptic function (SPF), which represents the light rays starting from the object surface. Given that radiance along a light ray does not change unless the light ray is blocked, SPF reduces the dimension of the original plenoptic function to 6D. We are then able to map or transform the SPF to IBR representations captured along any camera trajectory. Assuming some properties on the SPF, we can analyze the properties of IBR for generic scenes such as scenes with Lambertian or non-Lambertian surfaces and scenes with or without occlusions, and for different sampling strategies such as lightfield/concentric mosaic. We find that in most cases, even though the SPF may be band-limited, the frequency spectrum of IBR is not band-limited. We show that non-Lambertian reflections, depth variations and occlusions can all broaden the spectrum, with the latter two being more significant. SPF is defined for scenes with known geometry. When the geometry is unknown, spectral analysis is still possible. We show that with the "truncating windows" analysis and some conclusions obtained with SPF, the spectrum expansion caused by non-Lambertian reflections and occlusions can be quantatively estimated, even when the scene geometry is not explicitly known. Given the spectrum of IBR, we also study how to sample IBR data more efficiently. Our analysis is based on the generalized periodic sampling theory with arbitrary geometry. We show that the sampling efficiency can be up to twice of that when we use rectangular sampling. The advantages and disadvantages of generalized periodic sampling for IBR are also discussed.
Proceedings Article•10.5555/946248.946791•
Photorealistic rendering for augmented reality using environment illumination

[...]

Kusuma Agusanto1, Li Li1, Zhu Chuangui1, Ng Wan Sing1•
Nanyang Technological University1
7 Oct 2003
TL;DR: This work uses a recent technique of image-based lighting, environment illumination maps, and a simple yet practical multi-pass rendering framework for augmented reality to improve photorealism for rendering synthetic objects in augmented reality.
Abstract: Mixing 3D computer-generated images with real-scene images seamlessly in augmented reality has many desirable and wide areas of applications such as entertainment, cinematography, design visualization and medical trainings. The challenging task is to make virtual objects blend harmoniously into the real scene and appear as if they are like real. Apart from constructing detailed geometric 3D model representation and obtaining accurate surface properties for virtual objects, adopting real scene lighting information to render virtual objects is another important factor to achieve photorealistic rendering. Such a factor not only improves visual complexity of virtual objects, but also determines the consistency of illumination between the virtual objects and the surrounding real objects in the scene. Conventional rendering techniques such as ray tracing, and radiosity require intensive computation and data preparation to solve the lighting transport equation. Hence, they are less practical for rendering virtual objects in augmented reality, which demands a real-time performance. This work explores an image-based and hardware-based approach to improve photorealism for rendering synthetic objects in augmented reality. It uses a recent technique of image-based lighting, environment illumination maps, and a simple yet practical multi-pass rendering framework for augmented reality.
Patent•
System and method for presenting and browsing images serially

[...]

Kent Wittenburg1, Tom Lanning1, Clifton Forlines1, Alan W. Esenther1•
Mitsubishi Electric Research Laboratories1
4 Feb 2003
TL;DR: In this paper, a set of input images on a display device is selected from the set of images, and a 3D layout is assigned to each selected image, and 3D trajectories are assigned to a virtual camera.
Abstract: A method presents a set of input images on a display device. First, a set of display images is selected from the set of images. A 3D layout is assigned to each selected image, and a 3D trajectory is assigned to a virtual camera. A set of active images of the set of display images is rendered according to the layout and the trajectory. The set of active images includes a collector image. The collector images is rendered statically in a collector frame of an image plane of the display device, while remaining images in the set of active images are rendered dynamically on the image plane. Then, the layout and trajectory are animated according user input, and the rendering and animating is repeated until a termination condition is reached.
Patent•
Tiered and content based database searching

[...]

Carlos De La Huerga
10 Jan 2003
TL;DR: In this article, a method and apparatus for facilitating efficient database searching for records referenced by a data reference is presented, the method including examining a reference and related information to identify markup language codes or tags associated with the data reference and selecting a sub-set of databases to be searched for data referenced records and rendering identified records accessible.
Abstract: A method and apparatus for facilitating efficient database searching for records referenced by a data reference, the method including examining a data reference and related information to identify markup language codes or tags associated with the data reference and, based the markup language codes or tags, selecting a sub-set of databases to be searched for data referenced records and rendering identified records accessible.
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