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Showing papers in "Computer Graphics Forum in 2007"


Journal ArticleDOI
TL;DR: This report describes, summarize, and analyzes the latest research in mapping general‐purpose computation to graphics hardware.
Abstract: The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks in a wide variety of application domains. In this report, we describe, summarize, and analyze the latest research in mapping general-purpose computation to graphics hardware. We begin with the technical motivations that underlie general-purpose computation on graphics processors (GPGPU) and describe the hardware and software developments that have led to the recent interest in this field. We then aim the main body of this report at two separate audiences. First, we describe the techniques used in mapping general-purpose computation to graphics hardware. We believe these techniques will be generally useful for researchers who plan to develop the next generation of GPGPU algorithms and techniques. Second, we survey and categorize the latest developments in general-purpose application development on graphics hardware. This survey should be of particular interest to researchers who are interested in using the latest GPGPU applications in their systems of interest.

1,998 citations


Journal ArticleDOI
TL;DR: An automatic algorithm to detect basic shapes in unorganized point clouds based on random sampling and detects planes, spheres, cylinders, cones and tori, and obtains a representation solely consisting of shape proxies.
Abstract: In this paper we present an automatic algorithm to detect basic shapes in unorganized point clouds. The algorithm decomposes the point cloud into a concise, hybrid structure of inherent shapes and a set of remaining points. Each detected shape serves as a proxy for a set of corresponding points. Our method is based on random sampling and detects planes, spheres, cylinders, cones and tori. For models with surfaces composed of these basic shapes only, for example, CAD models, we automatically obtain a representation solely consisting of shape proxies. We demonstrate that the algorithm is robust even in the presence of many outliers and a high degree of noise. The proposed method scales well with respect to the size of the input point cloud and the number and size of the shapes within the data. Even point sets with several millions of samples are robustly decomposed within less than a minute. Moreover, the algorithm is conceptually simple and easy to implement. Application areas include measurement of physical parameters, scan registration, surface compression, hybrid rendering, shape classification, meshing, simplification, approximation and reverse engineering.

1,800 citations


Journal ArticleDOI
TL;DR: By learning from real‐world examples, autonomous agents display complex natural behaviors that are often missing in crowd simulations.
Abstract: We present an example-based crowd simulation technique. Most crowd simulation techniques assume that the behavior exhibited by each person in the crowd can be defined by a restricted set of rules. This assumption limits the behavioral complexity of the simulated agents. By learning from real-world examples, our autonomous agents display complex natural behaviors that are often missing in crowd simulations. Examples are created from tracked video segments of real pedestrian crowds. During a simulation, autonomous agents search for examples that closely match the situation that they are facing. Trajectories taken by real people in similar situations, are copied to the simulated agents, resulting in seemingly natural behaviors.

943 citations


Journal ArticleDOI
TL;DR: An algorithm for the automatic computation of global parameterizations on arbitrary simplicial 2‐manifolds, whose parameter lines are guided by a given frame field, for example, by principal curvature frames is introduced.
Abstract: We introduce an algorithm for the automatic computation of global parameterizations on arbitrary simplicial 2manifolds, whose parameter lines are guided by a given frame field, for example, by principal curvature frames. The parameter lines are globally continuous and allow a remeshing of the surface into quadrilaterals. The algorithm converts a given frame field into a single vector field on a branched covering of the 2-manifold and generates an integrable vector field by a Hodge decomposition on the covering space. Except for an optional smoothing and alignment of the initial frame field, the algorithm is fully automatic and generates high quality quadrilateral meshes.

380 citations


Journal ArticleDOI
TL;DR: The proposed model is agent‐based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to potential collisions and is calibrated from experimental motion capture data.
Abstract: This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to potential collisions. We aim at obtaining realistic results, thus the proposed model is calibrated from experimental motion capture data. Our method is shown to be valid and solves major drawbacks compared to previous approaches such as oscillations due to a lack of anticipation. We first describe the mathematical representation used in our model, we then detail its implementation, and finally, its calibration and validation from real data.

290 citations


Journal ArticleDOI
TL;DR: Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs.
Abstract: Significant advances have been achieved for realtime ray tracing recently, but realtime performance for complex scenes still requires large computational resources not yet available from the CPUs in standard PCs. Incidentally, most of these PCs also contain modern GPUs that do offer much larger raw compute power. However, limitations in the programming and memory model have so far kept the performance of GPU ray tracers well below that of their CPU counterparts. In this paper we present a novel packet ray traversal implementation that completely eliminates the need for maintaining a stack during kd-tree traversal and that reduces the number of traversal steps per ray. While CPUs benefit moderately from the stackless approach, it improves GPU performance significantly. We achieve a peak performance of over 16 million rays per second for reasonably complex scenes, including complex shading and secondary rays. Several examples show that with this new technique GPUs can actually outperform equivalent CPU based ray tracers.

269 citations


Journal ArticleDOI
TL;DR: A highly parallel, linearly scalable technique of kd‐tree construction for ray tracing of dynamic geometry compatible with the high performing algorithms such as MLRTA or frustum tracing is presented.
Abstract: We present a highly parallel, linearly scalable technique of kd-tree construction for ray tracing of dynamic geometry. We use conventional kd-tree compatible with the high performing algorithms such as MLRTA or frustum tracing. Proposed technique offers exceptional construction speed maintaining reasonable kd-tree quality for rendering stage. The algorithm builds a kd-tree from scratch each frame, thus prior knowledge of motion/deformation or motion constraints are not required. We achieve nearly real-time performance of 7-12 FPS for models with 200K of dynamic triangles at 1024x1024 resolution with shadows and textures.

185 citations


Journal ArticleDOI
TL;DR: A system for the animation of a skeleton‐controlled articulated object that preserves the fine geometric details of the object skin and conforms to the characteristic shapes of theobject specified through a set of examples is described.
Abstract: We describe a system for the animation of a skeleton-controlled articulated object that preserves the fine geometric details of the object skin and conforms to the characteristic shapes of the object specified through a set of examples. The system provides the animator with an intuitive user interface and produces compelling results even when presented with a very small set of examples. In addition it is able to generalize well by extrapolating far beyond the examples.

174 citations


Journal ArticleDOI
TL;DR: This work proposes a new adaptive space deformation method for interactive shape modeling that supports thin‐shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample‐based representations, such as meshes, triangle soups, or point clouds.
Abstract: We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin-shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample-based representations, such as meshes, triangle soups, or point clouds. © 2007 The Eurographics Association and Blackwell Publishing Ltd.

148 citations


Journal ArticleDOI
TL;DR: This paper presents the concept of style transfer functions, a technique for curvature‐controlled style contours and an illustrative transparency model which enables flexible data‐driven illumination which goes beyond using the transfer function to just assign colors and opacities.
Abstract: Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations.

146 citations


Journal ArticleDOI
TL;DR: A novel measure of the segmentability of a shape is proposed, which is used as the stopping criterion for the authors' segmentation, and achieves invariance to shape bending through multi‐dimensional scaling (MDS) based on the notion of inner distance.
Abstract: We propose a mesh segmentation algorithm via recursive bisection where at each step, a sub-mesh embedded in 3D is first spectrally projected into the plane and then a contour is extracted from the planar embedding. We rely on two operators to compute the projection: the well-known graph Laplacian and a geometric operator designed to emphasize concavity. The two embeddings reveal distinctive shape semantics of the 3D model and complement each other in capturing the structural or geometrical aspect of a segmentation. Transforming the shape analysis problem to the 2D domain also facilitates our segmentability analysis and sampling tasks. We propose a novel measure of the segmentability of a shape, which is used as the stopping criterionfor our segmentation. The measure is derived from simple area- and perimeter-based convexity measures. We achieve invariance to shape bending through multi-dimensional scaling (MDS) based on the notion of inner distance. We also utilize inner distances to develop a novel sampling scheme to extract two samples along a contour which correspond to two vertices residing on different parts of the sub-mesh. The two samples are used to derive a spectral linear ordering of the mesh faces. We obtain a final cut via a linear search over the face sequence based on part salience, where a choice of weights for different factors of part salience is guided by the result from segmentability analysis.

Journal ArticleDOI
TL;DR: This work presents an algorithm to extract a curve‐skeleton of a 3D object on‐the‐fly, both from point clouds and polygonal meshes, based on a deformable model evolution that captures the object's volumetric shape.
Abstract: The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.

Journal ArticleDOI
TL;DR: A novel algorithm is presented that computes the individual aging trajectories for given faces, based on a non‐linear function that assigns an age to each face vector using a database of 3D scans of teenagers and adults using support vector regression.
Abstract: Represented in a Morphable Model, 3D faces follow curved trajectories in face space as they age. We present a novel algorithm that computes the individual aging trajectories for given faces, based on a non-linear function that assigns an age to each face vector. This function is learned from a database of 3D scans of teenagers and adults using support vector regression. To apply the aging prediction to images of faces, we reconstruct a 3D model from the input image, apply the aging transformation on both shape and texture, and then render the face back into the same image or into images of other individuals at the appropriate ages, for example images of older children. Among other applications, our system can help to find missing children.

Journal ArticleDOI
TL;DR: The haptic rendering algorithms which have been developed to compute forces as users manipulate the haptic device in the virtual environment are focused on.
Abstract: Computer Graphics technologies have developed considerably over the past decades. Realistic virtual environments can be produced incorporating complex geometry for graphical objects and utilising hardware acceleration for per pixel effects. To enhance these environments, in terms of the immersive experience perceived by users, the human's sense of touch, or haptic system, can be exploited. To this end haptic feedback devices capable of exerting forces on the user are incorporated. The process of determining a reaction force for a given position of the haptic device is known as haptic rendering. For over a decade users have been able to interact with a virtual environment with a haptic device. This paper focuses on the haptic rendering algorithms which have been developed to compute forces as users manipulate the haptic device in the virtual environment.

Journal ArticleDOI
TL;DR: This work presents an image‐based algorithm for interactive rendering depth‐of‐field effects in images with depth maps that achieves a significantly improved image quality by employing recently proposed GPU‐based pyramid methods for image blurring and pixel disocclusion.
Abstract: We present an image-based algorithm for interactive rendering depth-of-field effects in images with depth maps. While previously published methods for interactive depth-of-field rendering suffer from various rendering artifacts such as color bleeding and sharpened or darkened silhouettes, our algorithm achieves a significantly improved image quality by employing recently proposed GPU-based pyramid methods for image blurring and pixel disocclusion. Due to the same reason, our algorithm offers an interactive rendering performance on modern GPUs and is suitable for real-time rendering for small circles of confusion. We validate the image quality provided by our algorithm by side-by-side comparisons with results obtained by distributed ray tracing.

Journal ArticleDOI
TL;DR: This paper surveys in a unified framework several methods to transform raster input images into good quality mosaics and compares among the different techniques both in terms of visual quality and computational complexity.
Abstract: Art often provides valuable hints for technological innovations especially in the field of Image Processing and Computer Graphics. In this paper we survey in a unified framework several methods to transform raster input images into good quality mosaics. For each of the major different approaches in literature the paper reports a short description and a discussion of the most relevant issues. To complete the survey comparisons among the different techniques both in terms of visual quality and computational complexity are provided.

Journal ArticleDOI
TL;DR: This work proposes a novel method for digitally reducing imaging artifacts, which does not require additional hardware such as tripods or optical image stabilization lenses, and is capable of reducing noise and blurring due to camera shake, while simultaneously preserving the desirable effects of motion blur.
Abstract: Hand held long exposures often result in blurred photographs due to camera shake. Long exposures are desirable both for artistic effect and in low-light situations. We propose a novel method for digitally reducing imaging artifacts, which does not require additional hardware such as tripods or optical image stabilization lenses. A series of photographs is acquired with short shutter times, stabilized using image alignment, and then composited. Our method is capable of reducing noise and blurring due to camera shake, while simultaneously preserving the desirable effects of motion blur. The resulting images are very similar to those obtained using a tripod and a true extended exposure.

Journal ArticleDOI
TL;DR: In this article, a method for modeling a developable surface as the envelope of rectifying planes of a curve in 3D, which is therefore a geodesic on the surface, is presented.
Abstract: We present a novel and effective method for modeling a developable surface to simulate paper bending in interactive and animation applications. The method exploits the representation of a developable surface as the envelope of rectifying planes of a curve in 3D, which is therefore necessarily a geodesic on the surface. We manipulate the geodesic to provide intuitive shape control for modeling paper bending. Our method ensures a natural continuous isometric deformation from a piece of bent paper to its flat state without any stretching. Test examples show that the new scheme is fast, accurate, and easy to use, thus providing an effective approach to interactive paper bending. We also show how to handle non-convex piecewise smooth developable surfaces.

Journal ArticleDOI
TL;DR: A skeleton‐based mesh deformation technique with discrete differential coordinates in order to create natural‐looking global shape deformations and a new mesh evolution technique which allow us to eliminate possible global and local self‐intersections of the deformed mesh while preserving fine geometric details.
Abstract: In this paper, a new free-form shape deformation approach is proposed. We combine a skeleton-based mesh deformation technique with discrete differential coordinates in order to create natural-looking global shape deformations. Given a triangle mesh, we first extract a skeletal mesh, a two-sided Voronoibased approximation of the medial axis. Next the skeletal mesh is modified by free-form deformations. Then a desired global shape deformation is obtained by reconstructing the shape corresponding to the deformed skeletal mesh. The reconstruction is based on using discrete differential coordinates. Our method preserves fine geometric details and original shape thickness because of using discrete differential coordinates and skeleton-based deformations. We also develop a new mesh evolution technique which allow us to eliminate possible global and local self-intersections of the deformed mesh while preserving fine geometric details. Finally, we present a multi-resolution version of our approach in order to simplify and accelerate the deformation process. In addition, interesting links between the proposed free-form shape deformation technique and classical and modern results in the differential geometry of sphere congruences are established and discussed.

Journal ArticleDOI
TL;DR: The visibility of the light source is determined with a bit field where each bit tracks the visibility of a sample point on the light Source to offer a solution to the important occluder fusion problem.
Abstract: Recently, several real-time soft shadow algorithms have been introduced which all compute a single shadow map and use its texels to obtain a discrete scene representation. The resulting micropatches are backprojected onto the light source and the light areas occluded by them get accumulated to estimate overall light occlusion. This approach ignores patch overlaps, however, which can lead to objectionable artifacts. In this paper, we propose to determine the visibility of the light source with a bit field where each bit tracks the visibility of a sample point on the light source. This approach not only avoids overlapping-related artifacts but offers a solution to the important occluder fusion problem. Hence, it also becomes possible to correctly incorporate information from multiple depth maps. In addition, a new interpretation of the shadow map data is suggested which often provides superior visual results. Finally, we show how the search area for potential occluders can be reduced substantially.

Journal ArticleDOI
TL;DR: A new visibility computation procedure based on the detection of occluder contours, that is more accurate and faster while reducing aliasing and a view‐dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation.
Abstract: The recent soft shadow mapping technique allows the rendering in real-time of convincing soft shadows on complex and dynamic scenes using a single shadow map. While attractive, this method suffers from shadow overestimation and becomes both expensive and approximate when dealing with large penumbrae. This paper proposes new solutions removing these limitations and hence providing an efficient and practical technique for soft shadow generation. First, we propose a new visibility computation procedure based on the detection of occluder contours which is more accurate and faster while reducing aliasing. Secondly, we present a shadow map multi-resolution strategy keeping the computation complexity almost independent on the light size while maintaining high-quality rendering. Finally, we propose a view dependent adaptive strategy, that automatically reduces the screen resolution in the region of large penumbrae, thus allowing us to keep very high frame rates in any situation.

Journal ArticleDOI
TL;DR: This work presents a new post processing method of simulating depth of field based on accurate calculations of circles of confusion, which derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications.
Abstract: We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two-pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels.

Journal ArticleDOI
TL;DR: A fast ray tracing implementation using MIR is presented and it is shown how the complete rendering pipeline can produce high‐quality and high‐resolution pictures in a few seconds.
Abstract: We present Metropolis Instant Radiosity (MIR), an unbiased algorithm to solve the Light Transport problem MIR is a hybrid technique which consists in representing the incoming radiance field by a set of Virtual Point Lights (V PLs) and in computing the response of all sensors in the scene (ie camera captors) by accumulating their contributions In contrast to other similar approaches, we propose to sample the VPLs with an innovative Multiple-try Metropolis-Hastings (MTMH) Algorithm: the goal is to build an efficient, aggressive, and unconditionally robust variance reduction method that works well regardless of the scene layout Finally, we present a fast ray tracing implementation using MIR and show how our complete rendering pipeline can produce high-quality and high-resolution pictures in a few seconds

Journal ArticleDOI
TL;DR: A new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color) is proposed, based on a new method for interface advection that is based on the Marker Level Set (MLS).
Abstract: In this work we propose a new Eulerian method for handling the dynamics of a liquid and its surface attributes (for example its color). Our approach is based on a new method for interface advection that we term the Marker Level Set (MLS). The MLS method uses surface markers and a level set for tracking the surface of the liquid, yielding more efficient and accurate results than popular methods like the Particle Level Set method (PLS). Another novelty is that the surface markers allow the MLS to handle non-diffusively surface texture advection, a rare capability in the realm of Eulerian simulation of liquids. We present several simulations of the dynamical evolution of liquids and their surface textures.

Journal ArticleDOI
TL;DR: A fast, novel algorithm based on a layered representation for articulated bodies that enables physically‐plausible simulation of animated characters with a high‐resolution deformable skin in real time and gracefully captures the dynamic skeleton‐skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface.
Abstract: Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically-plausible simulation of animated characters with a high-resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton-skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.

Journal ArticleDOI
TL;DR: This work presents a technique for approximating isotropic BRDFs and precomputed self‐occlusion that enables accurate and efficient prefiltered environment map rendering andfits the representation to measured BRDF data, yielding high visual quality at real‐time frame rates.
Abstract: We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates.

Journal ArticleDOI
TL;DR: This paper presents an efficient algorithm to optimize the set of viewing planes supporting the relief maps, and an image‐space metric to select a sufficient subset of relief maps for each view direction, and shows that this representation can maintain the geometry and the silhouette of a large class of complex shapes with no limit in the viewing direction.
Abstract: Relief impostors have been proposed as a compact and high-quality representation for high-frequency detail in 3D models. In this paper we propose an algorithm to represent a complex object through the combination of a reduced set of relief maps. These relief maps can be rendered with very few artifacts and no apparent deformation from any view direction. We present an efficient algorithm to optimize the set of viewing planes supporting the relief maps, and an image-space metric to select a sufficient subset of relief maps for each view direction. Selected maps (typically three) are rendered based on the well-known ray-height-field intersection algorithm implemented on the GPU. We discuss several strategies to merge overlapping relief maps while minimizing sampling artifacts and to reduce extra texture requirements. We show that our representation can maintain the geometry and the silhouette of a large class of complex shapes with no limit in the viewing direction. Since the rendering cost is output sensitive, our representation can be used to build a hierarchical model of a 3D scene.

Journal ArticleDOI
TL;DR: This work presents a novel implicit Laplacian editing framework which is linear and effectively captures local rotation information during editing, and introduces a new intuitive editing technique, called configuration‐independent merging, which produces the same merging result independent of the relative position, orientation, scale of input meshes.
Abstract: Laplacian coordinates as a local shape descriptor have been employed in mesh editing. As they are encoded in the global coordinate system, they need to be transformed local ly to reflect the changed local features of the deformed surface. We present a novel implicit Laplacian editing fram ework which is linear and effectively captures local rotation information during editing. Directly representi ng rotation with respect to vertex positions in 3D space leads to a nonlinear system. Instead, we first compute the affine transformations implicitly defined for all the Laplacian coordinates by solving a large sparse linear syst em, and then extract the rotation and uniform scaling information from each solved affine transformation. Unlikeexisting differential-based mesh editing techniques, our method produces visually pleasing deformation results under large angle rotations or big-scale translations of handles. Additionally, to demonstrate the advantage of our editing framework, we introduce a new intuitive editing technique, called configuration-independent merging, whi ch produces the same merging result independent of the relative position, orientation, scale of input meshes.

Journal ArticleDOI
TL;DR: This work illustrates an efficient output‐sensitive framework in which a visibility‐aware traversal of the hierarchy renders components close to the viewer with textured polygons and employs BlockMaps for far away geometry, which provides a bounded size far distance representation of cities.
Abstract: We introduce a GPU-friendly technique that efficiently expl oits the highly structured nature of urban environments to ensure rendering quality and interactive performance ofcity exploration tasks. Central to our approach is a novel discrete representation, called BlockMap, for the ef ficient encoding and rendering of a small set of textured buildings far from the viewer. A BlockMap compactly represe nts a set of textured vertical prisms with a bounded on-screen footprint. BlockMaps are stored into small fixed s texture chunks and efficiently rendered through GPU raycasting. Blockmaps can be seamlessly integrated int o hierarchical data structures for interactive rendering of large textured urban models. We illustrate an efficien t output-sensitive framework in which a visibility-aware traversal of the hierarchy renders components close to the v iewer with textured polygons and employs BlockMaps for far away geometry. Our approach provides a bounded size f ar distance representation of cities, naturally scales with the improving shader technology, and outperfor ms current state of the art approaches. Its efficiency and generality is demonstrated with the interactive explor ation of a large textured model of the city of Paris on a commodity graphics platform.

Journal ArticleDOI
TL;DR: In this article, the direct splatting of photon rays is used to improve the quality of indirect illumination in diffuse and moderately glossy scenes using density estimation techniques, and the results are robust against geometrically incurred sources of bias.
Abstract: We present a novel framework for efficiently computing the indirect illumination in diffuse and moderately glossy scenes using density estimation techniques. Many existing global illumination approaches either quickly compute an overly approximate solution or perform an orders of magnitude slower computation to obtain high-quality results for the indirect illumination. The proposed method improves photon density estimation and leads to significantly better visual quality in particular for complex geometry, while only slightly increasing the computation time. We perform direct splatting of photon rays, which allows us to use simpler search data structures. Since our density estimation is carried out in ray space rather than on surfaces, as in the commonly used photon mapping algorithm, the results are more robust against geometrically incurred sources of bias. This holds also in combination with final gathering where photon mapping often overestimates the illumination near concave geometric features. In addition, we show that our photon splatting technique can be extended to handle moderately glossy surfaces and can be combined with traditional irradiance caching for sparse sampling and filtering in image space.