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Showing papers on "Computer graphics lighting published in 2006"


Proceedings ArticleDOI
03 Mar 2006
TL;DR: This panel presents three distinct approaches to teaching introductory Computer Graphics without covering raster-level algorithms that are suitable for a wide-range of students with different backgrounds and needs.
Abstract: Classical computer graphics textbooks (e.g. [1-4]) introduce the field by covering the details of raster-level algorithms. Many computer graphics educators have long recognized that depending on students’ backgrounds and needs (e.g. major vs non-major) [5,6] alternate approaches may be more appropriate [7-8]. With the recent advances in the field, advent of powerful hardware, and sophisticated APIs, the field of computer graphics has become much larger and richer. As educators, we must make tough decisions about what to include in a one semester/quarter class. This panel presents three distinct approaches to teaching introductory Computer Graphics without covering raster-level algorithms. These approaches are suitable for a wide-range of students with different backgrounds and needs. To ensure neutrality and balanced of viewpoints, the panel also discusses the merits of teaching raster-level algorithms and situations where the classical approach better aligns with and serves students’ needs.

21 citations


Book
02 May 2006
TL;DR: Introduction Part 1: Theory A little light theory CG lights examined Understanding shadows Part 2: Techniques Basic lighting techniques Further lighting techniques Radiosity techniques Indoor lighting techniques Outdoor lighting techniques Special lighting techniques Match lighting Lighting and lens effects.
Abstract: Introduction Part 1: Theory A little light theory CG lights examined Understanding shadows Part 2: Techniques Basic lighting techniques Further lighting techniques Radiosity techniques Indoor lighting techniques Outdoor lighting techniques Special lighting techniques Match lighting Lighting and lens effects Rendering with mental ray Lighting for games Compositing Part 3: Tips and tricks In production Part 4: Taking it further Composition and drama Camerawork and technicalities Looking further Appendices: About the DVD Glossary Bibliography. DVD content: The natural elements Tricks of the trade Third-party plug-ins

10 citations


DOI
01 Jan 2006
TL;DR: The selection of the workunit size is a key step in this class of work division and, with this approach, local optimizations in each workunit could be made to obtain a better rendering time per frame.

5 citations


Proceedings Article
01 Jan 2006
TL;DR: The paper presents a novel approach to creating graphics, which allows blind people to flexibly manipulate graphical objects, especially for Internet applications.
Abstract: The paper presents a novel approach to creating graphics, which allows blind people to flexibly manipulate graphical objects, especially for Internet applications

5 citations



Proceedings ArticleDOI
09 Oct 2006
TL;DR: An innovative "physically based" spectral lighting, material and camera model that is based on radiometry theory and is an expansion of the historical fixed pipeline graphics system is described.
Abstract: Real-time desktop computer graphics systems have historically been based on empirical lighting models, such as the Phong lighting model, designed to be perceptually appropriate, but computationally efficient. New hardware developments since early 2003 have resulted in an affordable fourth generation graphical processing unit technology. This technology is allowing desktop computer graphics systems, like NVIDIA's GeForce® series, to implement more and more complex computer graphics algorithms, and lighting models for real-time applications. This paper describes an innovative "physically based" spectral lighting, material and camera model that is based on radiometry theory and is an expansion of the historical fixed pipeline graphics system. There are two render target modes of which Direct mode is aimed at high spectral resolution solids rendering and buffered mode at including transparencies.

4 citations


01 Jan 2006

2 citations


12 Apr 2006
TL;DR: Garcia et al. as discussed by the authors explored the process of translating traditional cinematic lighting into the digital realm by understanding distinctly different lighting styles of three Directors of Photography, Conrad Hall, Gregg Toland, and Zhao Fei.
Abstract: Creating Effective Computer Generated Scene Lighting Using Traditional Film Lighting Techniques. (December 2005) Julie Marie Garcia, B.A., The University of Texas at Austin Chair of Advisory Committee: Dr. Frederic Parke This thesis explores the process of translating traditional cinematic lighting into the digital realm by understanding distinctly different lighting styles of three Directors of Photography. These Directors of Photography are Conrad Hall, Gregg Toland, and Zhao Fei. Digital lighting studies representative of the work of each Director of Photography were created. In these studies, the lighting in scenes done by each Director of Photography was digitally mimicked. As a result, the lighting studies provided valuable insight into the approaches of these masters of light. An animation was created to display a scene lit in the three lighting styles of each Director of Photography. The process, learned from the lighting studies, of creating three different lighting styles representative of each Director of Photography was applied to the final animation. The analysis and lighting studies of each Directors’ of Photography style expedited the process of lighting the final animation in each different style. As a result, a more complex environment was effectively lit in three different cinematic styles with animated light.

2 citations


Journal Article
TL;DR: Per-vertex lighting effect of three types of light supported by Direct3D is realized using Microsoft Visual Studio, DirectX 9.0 and shader technique and it is compared with standard graphics pipelining to discover that the former can realize more flexible and more realistic lighting effect.
Abstract: The realistic representation of lighting effect is one of the key topics in real-time computer graphicsPer-vertex lighting effect of three types of light(directional light,point light and spot light) supported by Direct3D is realized using Microsoft Visual Studio,DirectX 90 and shader techniqueAnd it is compared with standard graphics pipeliningDiscover that the former can realize more flexible and more realistic lighting effect

1 citations


01 Jan 2006
TL;DR: 4 techniques for approximating the intending radiance described in a light probe image by a finite number of directional light sources are described and it is demonstrated that for relatively low numbers of sources (e.g., less than 100 sources) one particular method performs significantly better than the three other techniques.
Abstract: Image-Based Lighting (IBL) has become a very popular approach in computer graphics, especially for special effects, such as insertion of virtual objects into real imagery (Augmented Reality). In essence IBL is based on capturing the illumination conditions in a scene in an omnidirectional image, such that the image describes intending radiance at a point from all directions. Such an omnidirectional measurement of radiance is typically called a light probe image. Using the illumination information from such an image virtual objects can be rendered with consistent shading including global illumination effects such as color bleeding. Rendering with light probe illumination is extremely time consuming. Therefore a range of techniques exist for approximating the intending radiance described in a light probe image by a finite number of directional light sources. We describe 4 such techniques from the literature and perform a comparative evaluation of them in terms of how well they each approximate the final irradiance as a function of how many sources they are allowed to use in the approximation. We demonstrate that for relatively low numbers of sources (e.g., less than 100 sources) one particular method performs significantly better than the three other techniques.

Proceedings ArticleDOI
TL;DR: POV-Ray, an open-source ray-tracing graphics package that has been in use for several years at the Anglo-Australian Observatory, is looked at.
Abstract: Photo-realistic computer graphics software provides a valuable visualisation tool in the development of astronomical instrumentation. The perceived realism can convey a valuable sense of feasibility or unfeasibility of a concept. We here look at POV-Ray, an open-source ray-tracing graphics package that has been in use for several years at the Anglo-Australian Observatory. AAO applications include development of both static images and short movies for detailed visualisations of conceived instruments, production of high-quality images for publication and publicity, rapid generation of illustrative figures and simple geometrical and optical studies.