Efficient Monte Carlo Rendering with Realistic Lenses
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Still Photography
Still Photography Soumik Mitra, Published by - Jharkhand Rai University Subject: STILL PHOTOGRAPHY Credits: 4 SYLLABUS Introduction to Photography Beginning of Photography; People who shaped up Photography. Camera; Lenses & Accessories - I What a Camera; Types of Camera; TLR; APS & Digital Cameras; Single-Lens Reflex Cameras. Camera; Lenses & Accessories - II Photographic Lenses; Using Different Lenses; Filters. Exposure & Light Understanding Exposure; Exposure in Practical Use. Photogram Introduction; Making Photogram. Darkroom Practice Introduction to Basic Printing; Photographic Papers; Chemicals for Printing. Suggested Readings: 1. Still Photography: the Problematic Model, Lew Thomas, Peter D'Agostino, NFS Press. 2. Images of Information: Still Photography in the Social Sciences, Jon Wagner, 3. Photographic Tools for Teachers: Still Photography, Roy A. Frye. Introduction to Photography STILL PHOTOGRAPHY Course Descriptions The department of Photography at the IFT offers a provocative and experimental curriculum in the setting of a large, diversified university. As one of the pioneers programs of graduate and undergraduate study in photography in the India , we aim at providing the best to our students to help them relate practical studies in art & craft in professional context. The Photography program combines the teaching of craft, history, and contemporary ideas with the critical examination of conventional forms of art making. The curriculum at IFT is designed to give students the technical training and aesthetic awareness to develop a strong individual expression as an artist. The faculty represents a broad range of interests and aesthetics, with course offerings often reflecting their individual passions and concerns. In this fundamental course, students will identify basic photographic tools and their intended purposes, including the proper use of various camera systems, light meters and film selection. -
CUDA-SCOTTY Fast Interactive CUDA Path Tracer Using Wide Trees and Dynamic Ray Scheduling
15-618: Parallel Computer Architecture and Programming CUDA-SCOTTY Fast Interactive CUDA Path Tracer using Wide Trees and Dynamic Ray Scheduling “Golden Dragon” TEAM MEMBERS Sai Praveen Bangaru (Andrew ID: saipravb) Sam K Thomas (Andrew ID: skthomas) Introduction Path tracing has long been the select method used by the graphics community to render photo-realistic images. It has found wide uses across several industries, and plays a major role in animation and filmmaking, with most special effects rendered using some form of Monte Carlo light transport. It comes as no surprise, then, that optimizing path tracing algorithms is a widely studied field, so much so, that it has it’s own top-tier conference (HPG; High Performance Graphics). There are generally a whole spectrum of methods to increase the efficiency of path tracing. Some methods aim to create better sampling methods (Metropolis Light Transport), while others try to reduce noise in the final image by filtering the output (4D Sheared transform). In the spirit of the parallel programming course 15-618, however, we focus on a third category: system-level optimizations and leveraging hardware and algorithms that better utilize the hardware (Wide Trees, Packet tracing, Dynamic Ray Scheduling). Most of these methods, understandably, focus on the ray-scene intersection part of the path tracing pipeline, since that is the main bottleneck. In the following project, we describe the implementation of a hybrid non-packet method which uses Wide Trees and Dynamic Ray Scheduling to provide an 80x improvement over a 8-threaded CPU implementation. Summary Over the course of roughly 3 weeks, we studied two non-packet BVH traversal optimizations: Wide Trees, which involve non-binary BVHs for shallower BVHs and better Warp/SIMD Utilization and Dynamic Ray Scheduling which involved changing our perspective to process rays on a per-node basis rather than processing nodes on a per-ray basis. -
Practical Path Guiding for Efficient Light-Transport Simulation
Eurographics Symposium on Rendering 2017 Volume 36 (2017), Number 4 P. Sander and M. Zwicker (Guest Editors) Practical Path Guiding for Efficient Light-Transport Simulation Thomas Müller1;2 Markus Gross1;2 Jan Novák2 1ETH Zürich 2Disney Research Vorba et al. MSE: 0.017 Reference Ours (equal time) MSE: 0.018 Training: 5.1 min Training: 0.73 min Rendering: 4.2 min, 8932 spp Rendering: 4.2 min, 11568 spp Figure 1: Our method allows efficient guiding of path-tracing algorithms as demonstrated in the TORUS scene. We compare equal-time (4.2 min) renderings of our method (right) to the current state-of-the-art [VKv∗14, VK16] (left). Our algorithm automatically estimates how much training time is optimal, displays a rendering preview during training, and requires no parameter tuning. Despite being fully unidirectional, our method achieves similar MSE values compared to Vorba et al.’s method, which trains bidirectionally. Abstract We present a robust, unbiased technique for intelligent light-path construction in path-tracing algorithms. Inspired by existing path-guiding algorithms, our method learns an approximate representation of the scene’s spatio-directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio-directional hybrid data structure, referred to as SD-tree, for storing and sampling incident radiance. The SD-tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. -
Chapter 3 (Aberrations)
Chapter 3 Aberrations 3.1 Introduction In Chap. 2 we discussed the image-forming characteristics of optical systems, but we limited our consideration to an infinitesimal thread- like region about the optical axis called the paraxial region. In this chapter we will consider, in general terms, the behavior of lenses with finite apertures and fields of view. It has been pointed out that well- corrected optical systems behave nearly according to the rules of paraxial imagery given in Chap. 2. This is another way of stating that a lens without aberrations forms an image of the size and in the loca- tion given by the equations for the paraxial or first-order region. We shall measure the aberrations by the amount by which rays miss the paraxial image point. It can be seen that aberrations may be determined by calculating the location of the paraxial image of an object point and then tracing a large number of rays (by the exact trigonometrical ray-tracing equa- tions of Chap. 10) to determine the amounts by which the rays depart from the paraxial image point. Stated this baldly, the mathematical determination of the aberrations of a lens which covered any reason- able field at a real aperture would seem a formidable task, involving an almost infinite amount of labor. However, by classifying the various types of image faults and by understanding the behavior of each type, the work of determining the aberrations of a lens system can be sim- plified greatly, since only a few rays need be traced to evaluate each aberration; thus the problem assumes more manageable proportions. -
Making Your Own Astronomical Camera by Susan Kern and Don Mccarthy
www.astrosociety.org/uitc No. 50 - Spring 2000 © 2000, Astronomical Society of the Pacific, 390 Ashton Avenue, San Francisco, CA 94112. Making Your Own Astronomical Camera by Susan Kern and Don McCarthy An Education in Optics Dissect & Modify the Camera Loading the Film Turning the Camera Skyward Tracking the Sky Astronomy Camp for All Ages For More Information People are fascinated by the night sky. By patiently watching, one can observe many astronomical and atmospheric phenomena, yet the permanent recording of such phenomena usually belongs to serious amateur astronomers using moderately expensive, 35-mm cameras and to scientists using modern telescopic equipment. At the University of Arizona's Astronomy Camps, we dissect, modify, and reload disposed "One- Time Use" cameras to allow students to study engineering principles and to photograph the night sky. Elementary school students from Silverwood School in Washington state work with their modified One-Time Use cameras during Astronomy Camp. Photo courtesy of the authors. Today's disposable cameras are a marvel of technology, wonderfully suited to a variety of educational activities. Discarded plastic cameras are free from camera stores. Students from junior high through graduate school can benefit from analyzing the cameras' optics, mechanisms, electronics, light sources, manufacturing techniques, and economics. Some of these educational features were recently described by Gene Byrd and Mark Graham in their article in the Physics Teacher, "Camera and Telescope Free-for-All!" (1999, vol. 37, p. 547). Here we elaborate on the cameras' optical properties and show how to modify and reload one for astrophotography. An Education in Optics The "One-Time Use" cameras contain at least six interesting optical components. -
DMC-TZ7 Digital Camera Optics
DMC-TZ7 Digital Camera LUMIX Super Zoom Digital Camera 12x Optical Zoom 25mm Ultra Wide-angle LEICA DC Lens HD Movie Recording in AVCHD Lite with Dolby Stereo Digital Creator Advanced iA (Intelligent Auto) Mode with Face Recognition and Movie iA Mode Large 3.0-inch, 460,000-dot High-resolution Intelligent LCD with Wide-viewing Angle Venus Engine HD with HDMI Compatibility and VIERA Link Super Zoom Camera TZ7 - 12x Optical Zoom 25mm Wide-angle LEICA DC Lens with HD Movie Re- cording in AVCHD Lite and iA (Intelligent Auto) Mode Optics Camera Effective Pixels 10.1 Megapixels Sensor Size / Total Pixels / Filter 1/2.33-inch / 12.7 Total Megapixels / Primary Colour Filter Aperture F3.3 - 4.9 / Iris Diaphragm (F3.3 - 6.3 (W) / F4.9 - 6.3 (T)) Optical Zoom 12x Award 2009-03-26T11:07:00 Focal Length f=4.1-49.2mm (25-300mm in 35mm equiv.) DMC-TZ7, Photography- Extra Optical Zoom (EZ) 14.3x (4:3 / 7M), 17.1x (4:3 / 5M), 21.4x (under 3M) Blog (Online), Essential Award, March 2009 Lens LEICA DC VARIO-ELMAR 10 elements in 8 groups (2 Aspherical Lenses / 3 Aspherical surfaces, 2 ED lens) 2-Speed Zoom Yes Optical Image Stabilizer MEGA O.I.S. (Auto / Mode1 / Mode2) Digital Zoom 4x ( Max. 48.0 x combined with Optical Zoom without Extra Optical Zoom ) Award (Max.85.5x combined with Extra Optical Zoom) 2009-03-26T11:10:00 Focusing Area Normal: Wide 50cm/ Tele 200cm - infinity DMC-TZ7, CameraLabs Macro / Intelligent AUTO / Clipboard : Wide 3cm / Max 200cm / Tele (Online), Highly Recom- 100cm - infinity mended Award, March 2009 Focus Range Display Yes AF Assist Lamp Yes Focus Normal / Macro, Continuous AF (On / Off), AF Tracking (On / Off), Quick AF (On / Off) AF Metering Face / AF Tracking / Multi (11pt) / 1pt HS / 1pt / Spot Shutter Speed 8-1/2000 sec (Selectable minimum shutter speed) Starry Sky Mode : 15, 30, 60sec. -
Megakernels Considered Harmful: Wavefront Path Tracing on Gpus
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs Samuli Laine Tero Karras Timo Aila NVIDIA∗ Abstract order to handle irregular control flow, some threads are masked out when executing a branch they should not participate in. This in- When programming for GPUs, simply porting a large CPU program curs a performance loss, as masked-out threads are not performing into an equally large GPU kernel is generally not a good approach. useful work. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance penalties, as does high register us- The second factor is the high-bandwidth, high-latency memory sys- age that lessens the latency-hiding capability that is essential for the tem. The impressive memory bandwidth in modern GPUs comes at high-latency, high-bandwidth memory system of a GPU. In this pa- the expense of a relatively long delay between making a memory per, we implement a path tracer on a GPU using a wavefront formu- request and getting the result. To hide this latency, GPUs are de- lation, avoiding these pitfalls that can be especially prominent when signed to accommodate many more threads than can be executed in using materials that are expensive to evaluate. We compare our per- any given clock cycle, so that whenever a group of threads is wait- formance against the traditional megakernel approach, and demon- ing for a memory request to be served, other threads may be exe- strate that the wavefront formulation is much better suited for real- cuted. The effectiveness of this mechanism, i.e., the latency-hiding world use cases where multiple complex materials are present in capability, is determined by the threads’ resource usage, the most the scene. -
High-Quality Computational Imaging Through Simple Lenses
High-Quality Computational Imaging Through Simple Lenses Felix Heide1, Mushfiqur Rouf1, Matthias B. Hullin1, Bjorn¨ Labitzke2, Wolfgang Heidrich1, Andreas Kolb2 1University of British Columbia, 2University of Siegen Fig. 1. Our system reliably estimates point spread functions of a given optical system, enabling the capture of high-quality imagery through poorly performing lenses. From left to right: Camera with our lens system containing only a single glass element (the plano-convex lens lying next to the camera in the left image), unprocessed input image, deblurred result. Modern imaging optics are highly complex systems consisting of up to two pound lens made from two glass types of different dispersion, i.e., dozen individual optical elements. This complexity is required in order to their refractive indices depend on the wavelength of light differ- compensate for the geometric and chromatic aberrations of a single lens, ently. The result is a lens that is (in the first order) compensated including geometric distortion, field curvature, wavelength-dependent blur, for chromatic aberration, but still suffers from the other artifacts and color fringing. mentioned above. In this paper, we propose a set of computational photography tech- Despite their better geometric imaging properties, modern lens niques that remove these artifacts, and thus allow for post-capture cor- designs are not without disadvantages, including a significant im- rection of images captured through uncompensated, simple optics which pact on the cost and weight of camera objectives, as well as in- are lighter and significantly less expensive. Specifically, we estimate per- creased lens flare. channel, spatially-varying point spread functions, and perform non-blind In this paper, we propose an alternative approach to high-quality deconvolution with a novel cross-channel term that is designed to specifi- photography: instead of ever more complex optics, we propose cally eliminate color fringing. -
An Advanced Path Tracing Architecture for Movie Rendering
RenderMan: An Advanced Path Tracing Architecture for Movie Rendering PER CHRISTENSEN, JULIAN FONG, JONATHAN SHADE, WAYNE WOOTEN, BRENDEN SCHUBERT, ANDREW KENSLER, STEPHEN FRIEDMAN, CHARLIE KILPATRICK, CLIFF RAMSHAW, MARC BAN- NISTER, BRENTON RAYNER, JONATHAN BROUILLAT, and MAX LIANI, Pixar Animation Studios Fig. 1. Path-traced images rendered with RenderMan: Dory and Hank from Finding Dory (© 2016 Disney•Pixar). McQueen’s crash in Cars 3 (© 2017 Disney•Pixar). Shere Khan from Disney’s The Jungle Book (© 2016 Disney). A destroyer and the Death Star from Lucasfilm’s Rogue One: A Star Wars Story (© & ™ 2016 Lucasfilm Ltd. All rights reserved. Used under authorization.) Pixar’s RenderMan renderer is used to render all of Pixar’s films, and by many 1 INTRODUCTION film studios to render visual effects for live-action movies. RenderMan started Pixar’s movies and short films are all rendered with RenderMan. as a scanline renderer based on the Reyes algorithm, and was extended over The first computer-generated (CG) animated feature film, Toy Story, the years with ray tracing and several global illumination algorithms. was rendered with an early version of RenderMan in 1995. The most This paper describes the modern version of RenderMan, a new architec- ture for an extensible and programmable path tracer with many features recent Pixar movies – Finding Dory, Cars 3, and Coco – were rendered that are essential to handle the fiercely complex scenes in movie production. using RenderMan’s modern path tracing architecture. The two left Users can write their own materials using a bxdf interface, and their own images in Figure 1 show high-quality rendering of two challenging light transport algorithms using an integrator interface – or they can use the CG movie scenes with many bounces of specular reflections and materials and light transport algorithms provided with RenderMan. -
Getting Started (Pdf)
GETTING STARTED PHOTO REALISTIC RENDERS OF YOUR 3D MODELS Available for Ver. 1.01 © Kerkythea 2008 Echo Date: April 24th, 2008 GETTING STARTED Page 1 of 41 Written by: The KT Team GETTING STARTED Preface: Kerkythea is a standalone render engine, using physically accurate materials and lights, aiming for the best quality rendering in the most efficient timeframe. The target of Kerkythea is to simplify the task of quality rendering by providing the necessary tools to automate scene setup, such as staging using the GL real-time viewer, material editor, general/render settings, editors, etc., under a common interface. Reaching now the 4th year of development and gaining popularity, I want to believe that KT can now be considered among the top freeware/open source render engines and can be used for both academic and commercial purposes. In the beginning of 2008, we have a strong and rapidly growing community and a website that is more "alive" than ever! KT2008 Echo is very powerful release with a lot of improvements. Kerkythea has grown constantly over the last year, growing into a standard rendering application among architectural studios and extensively used within educational institutes. Of course there are a lot of things that can be added and improved. But we are really proud of reaching a high quality and stable application that is more than usable for commercial purposes with an amazing zero cost! Ioannis Pantazopoulos January 2008 Like the heading is saying, this is a Getting Started “step-by-step guide” and it’s designed to get you started using Kerkythea 2008 Echo. -
Terms Set #1 Bingo Myfreebingocards.Com
Terms Set #1 Bingo myfreebingocards.com Safety First! Before you print all your bingo cards, please print a test page to check they come out the right size and color. Your bingo cards start on Page 3 of this PDF. If your bingo cards have words then please check the spelling carefully. If you need to make any changes go to mfbc.us/e/sv4rw Play Once you've checked they are printing correctly, print off your bingo cards and start playing! On the next page you will find the "Bingo Caller's Card" - this is used to call the bingo and keep track of which words have been called. Your bingo cards start on Page 3. Virtual Bingo Please do not try to split this PDF into individual bingo cards to send out to players. We have tools on our site to send out links to individual bingo cards. For help go to myfreebingocards.com/virtual-bingo. Help If you're having trouble printing your bingo cards or using the bingo card generator then please go to https://myfreebingocards.com/faq where you will find solutions to most common problems. Share Pin these bingo cards on Pinterest, share on Facebook, or post this link: mfbc.us/s/sv4rw Edit and Create To add more words or make changes to this set of bingo cards go to mfbc.us/e/sv4rw Go to myfreebingocards.com/bingo-card-generator to create a new set of bingo cards. Legal The terms of use for these printable bingo cards can be found at myfreebingocards.com/terms. -
How Post-Processing Effects Imitating Camera Artifacts Affect the Perceived Realism and Aesthetics of Digital Game Graphics
How post-processing effects imitating camera artifacts affect the perceived realism and aesthetics of digital game graphics Av: Charlie Raud Handledare: Kai-Mikael Jää-Aro Södertörns högskola | Institutionen för naturvetenskap, miljö och teknik Kandidatuppsats 30 hp Medieteknik | HT2017/VT2018 Spelprogrammet Hur post-processing effekter som imiterar kamera-artefakter påverkar den uppfattade realismen och estetiken hos digital spelgrafik 2 Abstract This study investigates how post-processing effects affect the realism and aesthetics of digital game graphics. Four focus groups explored a digital game environment and were exposed to various post-processing effects. During qualitative interviews these focus groups were asked questions about their experience and preferences and the results were analysed. The results can illustrate some of the different pros and cons with these popular post-processing effects and this could help graphical artists and game developers in the future to use this tool (post-processing effects) as effectively as possible. Keywords: post-processing effects, 3D graphics, image enhancement, qualitative study, focus groups, realism, aesthetics Abstrakt Denna studie undersöker hur post-processing effekter påverkar realismen och estetiken hos digital spelgrafik. Fyra fokusgrupper utforskade en digital spelmiljö medan olika post-processing effekter exponerades för dem. Under kvalitativa fokusgruppsintervjuer fick de frågor angående deras upplevelser och preferenser och detta resultat blev sedan analyserat. Resultatet kan ge en bild av de olika för- och nackdelarna som finns med dessa populära post-processing effekter och skulle möjligen kunna hjälpa grafiker och spelutvecklare i framtiden att använda detta verktyg (post-processing effekter) så effektivt som möjligt. Keywords: post-processing effekter, 3D-grafik, bildförbättring, kvalitativ studie, fokusgrupper, realism, estetik 3 Table of content Abstract .....................................................................................................