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Author

Daniele Bernabei

Other affiliations: National Research Council
Bio: Daniele Bernabei is an academic researcher from Istituto di Scienza e Tecnologie dell'Informazione. The author has contributed to research in topics: Rendering (computer graphics) & Software rendering. The author has an hindex of 2, co-authored 3 publications receiving 19 citations. Previous affiliations of Daniele Bernabei include National Research Council.

Papers
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Journal ArticleDOI
TL;DR: A new method for interactive rendering of complex lighting effects combines two algorithms that performs accurate ray tracing in heterogeneous refractive media to compute high-frequency phenomena and applies lattice-Boltzmann lighting to account for low-frequency multiple-scattering effects.
Abstract: A new method for interactive rendering of complex lighting effects combines two algorithms. The first performs accurate ray tracing in heterogeneous refractive media to compute high-frequency phenomena. The second applies lattice-Boltzmann lighting to account for low-frequency multiple-scattering effects. The two algorithms execute in parallel on modern graphics hardware. This article includes a video animation of the authors' real-time algorithm rendering a variety of scenes.

13 citations

Journal ArticleDOI
TL;DR: This work presents a novel interactive framework for improving 3D reconstruction starting from incomplete or noisy results obtained through image-based reconstruction algorithms, and proposes a fast GPU-based algorithm for the reconstruction of smooth surfaces from multiple views, which incorporates the hints provided by the user.
Abstract: We present a novel interactive framework for improving 3D reconstruction starting from incomplete or noisy results obtained through image-based reconstruction algorithms. The core idea is to enable the user to provide localized hints on the curvature of the surface, which are turned into constraints during an energy minimization reconstruction. To make this task simple, we propose two algorithms. The first is a multi-view segmentation algorithm that allows the user to propagate the foreground selection of one or more images both to all the images of the input set and to the 3D points, to accurately select the part of the scene to be reconstructed. The second is a fast GPU-based algorithm for the reconstruction of smooth surfaces from multiple views, which incorporates the hints provided by the user. We show that our framework can turn a poor-quality reconstruction produced with state of the art image-based reconstruction methods into a high- quality one.

5 citations

Proceedings ArticleDOI
01 May 2013
TL;DR: This work solves the radiative transfer equation (RTE) for participating media using the Modified Discrete Ordinate Method (MDOM), which computes the final solution as a combination of a direct and an indirect component.
Abstract: We present a novel technique for physically based rendering of participating media like cloud, smoke, wax, marble, etc. We solve the radiative transfer equation (RTE) for participating media using the Modified Discrete Ordinate Method (MDOM), which computes the final solution as a combination of a direct and an indirect component. We propose a scalable GPU based parallel pipeline, for solving the RTE using the MDOM. This parallel RTE solver is capable of rendering intermediate results such as single scattering approximation. We overcome GPU memory size limitations by using low resolution radiance storage while doing high resolution radiance propagation. Furthermore, we achieve scalability by implementing an efficient volumetric data streaming mechanism. Our results demonstrate the ability of our method to render high quality multiple scattering effects.

2 citations


Cited by
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01 Jan 2010
TL;DR: A new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games, that uses lattices and spherical harmonics to represent the spatial and angular distribution of light in the scene.
Abstract: This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and spherical harmonics to represent the spatial and angular distribution of light in the scene. Our technique does not require any precomputation and handles large scenes with nested lattices. It is primarily targeted at rendering single-bounce indirect illumination with occlusion, but can be extended to handle multiple bounces and participating media. We demonstrate that our method produces plausible results even when running on current game console hardware with a budget of only a few milliseconds for performing all computation steps for indirect lighting. We evaluate our technique and show it in combination with a variety of popular real-time rendering techniques.

156 citations

Journal ArticleDOI
TL;DR: TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations and is believed to be the first to provide this effect on the basis of the diffusion equation over a tetrahedral mesh.
Abstract: We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces-all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. [1] but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations.

19 citations

Journal ArticleDOI
TL;DR: A novel algorithm that traces analytic ray curves computed from local media gradients, and utilizes the closed-form solutions of both the intersections of the ray curves with planar surfaces, and the travel distance to improve the efficiency considerably over prior methods.
Abstract: The physical world consists of spatially varying media, such as the atmosphere and the ocean, in which light and sound propagates along non-linear trajectories. This presents a challenge to existing ray-tracing based methods, which are widely adopted to simulate propagation due to their efficiency and flexibility, but assume linear rays. We present a novel algorithm that traces analytic ray curves computed from local media gradients, and utilizes the closed-form solutions of both the intersections of the ray curves with planar surfaces, and the travel distance. By constructing an adaptive unstructured mesh, our algorithm is able to model general media profiles that vary in three dimensions with complex boundaries consisting of terrains and other scene objects such as buildings. Our analytic ray curve tracer with the adaptive mesh improves the efficiency considerably over prior methods. We highlight the algorithm’s application on simulation of visual and sound propagation in outdoor scenes.

15 citations

Journal ArticleDOI
TL;DR: An enhanced subsurface light propagation volumes (ESLPV) method for real-time rendering of translucent materials by incorporating a single-scattering framework that uses the same spherical harmonics storage structure as the SSLPV.
Abstract: In this paper, we present an enhanced subsurface light propagation volumes (ESLPV) method for real-time rendering of translucent materials. Our method is an extension of the subsurface light propagation volumes (SSLPV) (Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics, HPG '11, pp 7---14 ACM 2011) technique. We improve the SSLPV by incorporating a single-scattering framework that uses the same spherical harmonics (SH) storage structure as the SSLPV. The new single-scattering technique deposits radiance as SH coefficients during a ray marching procedure. The final result is rendered using a ray tracer with importance sampling along the camera ray. This framework also enables the ESLPV to render refractive objects. In addition, we also propose a distance transform optimization that can remove the unnecessary computations during the propagation cycle of LPV (Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D '10, pp 99---107 ACM 2010) based methods. A hierarchical propagation process is also proposed to render highly translucent materials. Similar to the SSLPV, our ESLPV method contains no precomputations, and has low storage requirements that are independent of the mesh size.

12 citations

Journal ArticleDOI
TL;DR: The proposed algorithm first offers the simplified independent component correlation algorithm (SICA) cost aggregation, then it introduces the matching cost volume pyramid, which simplifies the pre-processing process for the ICA and the SICA loss function is defined.
Abstract: Since the existing stereo matching methods may fail in the regions of non-textures, boundaries and tiny details, a simplified independent component correlation algorithm (ICA)-based local similarity stereo matching algorithm is proposed. In order to improve the DispNetC, the proposed algorithm first offers the simplified independent component correlation algorithm (SICA) cost aggregation. Then, the algorithm introduces the matching cost volume pyramid, which simplifies the pre-processing process for the ICA. Also, the SICA loss function is defined. Next, the region-wise loss function combined with the pixel-wise loss function is defined as a local similarity loss function to improve the spatial structure of the disparity map. Finally, the SICA loss function is combined with the local similarity loss function, which is defined to estimate the disparity map and to compensate the edge information of the disparity map. Experimental results on KITTI dataset show that the average absolute error of the proposed algorithm is about 37% lower than that of the DispNetC, and its runtime consuming is about 0.6 s lower than that of GC-Net.

7 citations