Transparent and Specular Object Reconstruction
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Photorealistic Texturing for Dummies
PHOTOREALISTIC TEXTURING FOR DUMMIES Leigh Van Der Byl http://leigh.cgcommunity.com Compiled by Carlos Eduardo de Paula - Brazil PHOTOREALISTIC TEXTURING FOR DUMMIES Index Part 1 – An Introduction To Texturing ...............................................................................................3 Introduction ........................................................................................................................................................ 3 Why Procedural Textures just don't work ...................................................................................................... 3 Observing the Aspects of Surfaces In Real Life............................................................................................ 4 The Different Aspects Of Real World Surfaces ............................................................................................ 5 Colour................................................................................................................................................................... 5 Diffuse.................................................................................................................................................................. 5 Luminosity........................................................................................................................................................... 6 Specularity........................................................................................................................................................... -
Classical and Modern Diffraction Theory
Downloaded from http://pubs.geoscienceworld.org/books/book/chapter-pdf/3701993/frontmatter.pdf by guest on 29 September 2021 Classical and Modern Diffraction Theory Edited by Kamill Klem-Musatov Henning C. Hoeber Tijmen Jan Moser Michael A. Pelissier SEG Geophysics Reprint Series No. 29 Sergey Fomel, managing editor Evgeny Landa, volume editor Downloaded from http://pubs.geoscienceworld.org/books/book/chapter-pdf/3701993/frontmatter.pdf by guest on 29 September 2021 Society of Exploration Geophysicists 8801 S. Yale, Ste. 500 Tulsa, OK 74137-3575 U.S.A. # 2016 by Society of Exploration Geophysicists All rights reserved. This book or parts hereof may not be reproduced in any form without permission in writing from the publisher. Published 2016 Printed in the United States of America ISBN 978-1-931830-00-6 (Series) ISBN 978-1-56080-322-5 (Volume) Library of Congress Control Number: 2015951229 Downloaded from http://pubs.geoscienceworld.org/books/book/chapter-pdf/3701993/frontmatter.pdf by guest on 29 September 2021 Dedication We dedicate this volume to the memory Dr. Kamill Klem-Musatov. In reading this volume, you will find that the history of diffraction We worked with Kamill over a period of several years to compile theory was filled with many controversies and feuds as new theories this volume. This volume was virtually ready for publication when came to displace or revise previous ones. Kamill Klem-Musatov’s Kamill passed away. He is greatly missed. new theory also met opposition; he paid a great personal price in Kamill’s role in Classical and Modern Diffraction Theory goes putting forth his theory for the seismic diffraction forward problem. -
Contents 1 Properties of Optical Systems
Contents 1 Properties of Optical Systems ............................................................................................................... 7 1.1 Optical Properties of a Single Spherical Surface ........................................................................... 7 1.1.1 Planar Refractive Surfaces .................................................................................................... 7 1.1.2 Spherical Refractive Surfaces ................................................................................................ 7 1.1.3 Reflective Surfaces .............................................................................................................. 10 1.1.4 Gaussian Imaging Equation ................................................................................................. 11 1.1.5 Newtonian Imaging Equation.............................................................................................. 13 1.1.6 The Thin Lens ...................................................................................................................... 13 1.2 Aperture and Field Stops ............................................................................................................ 14 1.2.1 Aperture Stop Definition ..................................................................................................... 14 1.2.2 Marginal and Chief Rays ...................................................................................................... 14 1.2.3 Vignetting ........................................................................................................................... -
Image-Space Caustics and Curvatures
Image-space Caustics and Curvatures Xuan Yu Feng Li Jingyi Yu Department of Computer and Information Sciences University of Delaware Newark, DE 19716, USA fxuan,feng,[email protected] Abstract Caustics are important visual phenomena, as well as challenging global illumination effects in computer graph- ics. Physically caustics can be interpreted from one of two perspectives: in terms of photons gathered on scene geom- etry, or in terms of a pair of caustic surfaces. These caustic surfaces are swept by the foci of light rays. In this paper, we develop a novel algorithm to approximate caustic sur- faces of sampled rays. Our approach locally parameterizes rays by their intersections with a pair of parallel planes. We show neighboring ray triplets are constrained to pass simul- taneously through two slits, which rule the caustic surfaces. We derive a ray characteristic equation to compute the two slits, and hence, the caustic surfaces. Using the characteris- tic equation, we develop a GPU-based algorithm to render the caustics. Our approach produces sharp and clear caus- tics using much fewer ray samples than the photon mapping method and it also maintains high spatial and temporal co- herency. Finally, we present a normal-ray surface repre- Figure 1. We use our caustic-surface-based sentation that locally parameterizes the normals about a algorithm to render the refraction caustics surface point as rays. Computing the normal ray caustic cast by a crystal bunny of 69473 triangles. On surfaces leads to a novel real-time discrete shape operator. an NVidia GeForce7800, our method renders at 115 fps at an image resolution of 512x512. -
Ray Tracing Notes CS445 Computer Graphics, Fall 2012 (Last Modified
Ray Tracing Notes CS445 Computer Graphics, Fall 2012 (last modified 10/7/12) Jenny Orr, Willamette University 1 The Ray Trace Algorithm refracted ray re!ected ray camera pixel Light3 light ray computed ray screen in shadow Light1 Light2 Figure 1 1 For each pixel in image { 2 compute ray 3 pixel_color = Trace(ray) 4 } 5 color Trace(ray) { 6 For each object 7 find intersection (if any) 8 check if intersection is closest 9 If no intersection exists 10 color = background color 11 else for the closest intersection 12 for each light // local color 13 color += ambient 14 if (! inShadow(shadowRay)) color += diffuse + specular 15 if reflective 16 color += k_r Trace(reflected ray) 17 if refractive 18 color += k_t Trace(transmitted ray) 19 return color 20 } 21 boolean inShadow(shadowRay) { 22 for each object 23 if object intersects shadowRay return true 24 return false 25 } 1 1.1 Complexity w = width of image h = height of image n = number of objects l = number of lights d = levels of recursion for reflection/refraction Assuming no recursion or shadows O(w ∗ h ∗ (n + l ∗ n)). How does this change if shadows and recursion are added? What about anti-aliasing? 2 Computing the Ray In general, points P on a ray can be expressed parametrically as P = P0 + t dir where P0 is the starting point, dir is a unit vector pointing in the ray's direction, and t ≥ 0 is the parameter. When t = 0, P corresponds to P0 and as t increases, P moves along the ray. In line 2 of the code, we calculate a ray which starts at the camera P0 and points from P0 to the given pixel located at P1 on a virtual screen (view plane), as shown in Figure 2. -
Caustic Architecture Article
Tricks'of'the'light' An#extended#version#of#an#article#in#New$Scientist,#30#January#2013# # Two#men#enter#the#darkened#stage,#apparently#carrying#a#thick#slab#of#badly# made#glass,#like#the#stuff#in#the#windows#of#old#houses#that#turns#the#world# outside#wobbly.#They#hold#it#up,#and#computer#scientist#Mark#Pauly#shines#a# torch#at#it.#The#crowd#in#this#Parisian#auditorium#gasps#and#then#breaks#into# spontaneous#applause.# For#there#on#the#screen#behind,#conjured#out#of#this#piece#of#nearFfeatureless# material#–#not#glass,#in#fact,#but#transparent#acrylic#plastic#(Perspex)#–#is#a# projected#image#of#Alan#Turing,#the#computer#pioneer#whose#centenary#is# celebrated#this#year.#Every#thread#of#his#thick#tweed#jacket#is#picked#out#in#light# and#shadow.#But#where#is#the#image#coming#from?#It#can#only#be#the#transparent# slab,#but#there#seems#to#be#nothing#there#to#produce#it,#nothing#but#a#slightly# uneven#surface.# # An#image#of#Alan#Turing#conjured#from#light#passing#through#a#slab#of#Perspex#at#the# Advances#in#Architectural#Geometry#conference#in#Paris,#September#2012.# This#image#is#made#from#rays#refracted,#folded#and#focused#by#the#slightly# uneven#surface#of#the#acrylic#block.#It’s#similar#to#the#filigree#of#bright#bands#seen# on#the#bottom#of#a#swimming#pool#in#the#sunlight,#called#a#caustic#and#caused#by# the#way#the#wavy#surface#refracts#and#focuses#light.#Caustics#are#familiar#enough,# but#they#never#looked#like#this#before.#Those#made#by#sunlight#shining#through# an#empty#glass#are#a#random#mass#of#cusps#and#squiggles.#Pauly,#a#specialist#in# -
Real-Time Caustics
EUROGRAPHICS 2003 / P. Brunet and D. Fellner Volume 22 (2003), Number 3 (Guest Editors) Real-Time Caustics M. Wand and W. Straßer WSI/GRIS, University of Tübingen Abstract We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into sample points. Each of the sample points is treated as a pinhole camera that projects an image of the incoming light onto the diffuse receiver surfaces. Anti-aliasing is performed by considering the local surface curvature at the sample points to filter the projected images. The algorithm can be implemented using programmable texture mapping hardware. It allows to render caustics in fully dynamic scenes in real-time on current PC hardware. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture / Image Generation – Display Algo- rithms; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism 1. Introduction tion step has to be performed that is often even more ex- pensive. Thus, the technique is usually not very efficient. A real-time simulation of the interaction of light with Although the implementation techniques for raytracing complex, dynamically changing scenery is still one of the queries have made impressive advances in the last few major challenges in computer graphics. In this paper, we years29, raytracing based algorithms still need a consider- look at a special global illumination problem, rendering of able amount of computational power (such as a cluster of caustics. Caustics occur if light is reflected (or refracted) at several high end CPUs) to calculate global illumination one or more specular surfaces, focused into ray bundles of solutions in real time30. -
Adaptive Spectral Mapping for Real-Time Dispersive Refraction By
Adaptive Spectral Mapping for Real-Time Dispersive Refraction by Damon Blanchette A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Master of Science in Computer Science by ___________________________________ January 2012 APPROVED: ___________________________________ Professor Emmanuel Agu, Thesis Adviser ___________________________________ Professor Matthew Ward, Thesis Reader ___________________________________ Professor Craig Wills, Head of Department Abstract Spectral rendering, or the synthesis of images by taking into account the wavelengths of light, allows effects otherwise impossible with other methods. One of these effects is dispersion, the phenomenon that creates a rainbow when white light shines through a prism. Spectral rendering has previously remained in the realm of off-line rendering (with a few exceptions) due to the extensive computation required to keep track of individual light wavelengths. Caustics, the focusing and de-focusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel together. This thesis extends Adaptive Caustic Mapping, a previously proposed caustics mapping algorithm, to handle spectral dispersion. Because ACM can display caustics in real-time, it is quite amenable to be extended to handle the more general case of dispersion. A method is presented that runs in screen-space and is fast enough to display plausible dispersion phenomena in real-time at interactive frame rates. i Acknowledgments I would like to thank my adviser, Professor Emmanuel Agu, for his guidance, laughs, and answering my hundreds of questions over the year it took to complete this thesis. The beautiful video card helped, too. -
Chapter 19/ Optical Properties
Chapter 19 /Optical Properties The four notched and transpar- ent rods shown in this photograph demonstrate the phenomenon of photoelasticity. When elastically deformed, the optical properties (e.g., index of refraction) of a photoelastic specimen become anisotropic. Using a special optical system and polarized light, the stress distribution within the speci- men may be deduced from inter- ference fringes that are produced. These fringes within the four photoelastic specimens shown in the photograph indicate how the stress concentration and distribu- tion change with notch geometry for an axial tensile stress. (Photo- graph courtesy of Measurements Group, Inc., Raleigh, North Carolina.) Why Study the Optical Properties of Materials? When materials are exposed to electromagnetic radia- materials, we note that the performance of optical tion, it is sometimes important to be able to predict fibers is increased by introducing a gradual variation and alter their responses. This is possible when we are of the index of refraction (i.e., a graded index) at the familiar with their optical properties, and understand outer surface of the fiber. This is accomplished by the mechanisms responsible for their optical behaviors. the addition of specific impurities in controlled For example, in Section 19.14 on optical fiber concentrations. 766 Learning Objectives After careful study of this chapter you should be able to do the following: 1. Compute the energy of a photon given its fre- 5. Describe the mechanism of photon absorption quency and the value of Planck’s constant. for (a) high-purity insulators and semiconduc- 2. Briefly describe electronic polarization that re- tors, and (b) insulators and semiconductors that sults from electromagnetic radiation-atomic in- contain electrically active defects. -
Shadow and Specularity Priors for Intrinsic Light Field Decomposition
Shadow and Specularity Priors for Intrinsic Light Field Decomposition Anna Alperovich, Ole Johannsen, Michael Strecke, and Bastian Goldluecke University of Konstanz [email protected] Abstract. In this work, we focus on the problem of intrinsic scene decompo- sition in light fields. Our main contribution is a novel prior to cope with cast shadows and inter-reflections. In contrast to other approaches which model inter- reflection based only on geometry, we model indirect shading by combining ge- ometric and color information. We compute a shadow confidence measure for the light field and use it in the regularization constraints. Another contribution is an improved specularity estimation by using color information from sub-aperture views. The new priors are embedded in a recent framework to decompose the input light field into albedo, shading, and specularity. We arrive at a variational model where we regularize albedo and the two shading components on epipolar plane images, encouraging them to be consistent across all sub-aperture views. Our method is evaluated on ground truth synthetic datasets and real world light fields. We outperform both state-of-the art approaches for RGB+D images and recent methods proposed for light fields. 1 Introduction Intrinsic image decomposition is one of the fundamental problems in computer vision, and has been studied extensively [23,3]. For Lambertian objects, where an input image is decomposed into albedo and shading components, numerous solutions have been pre- sented in the literature. Depending on the input data, the approaches can be divided into those dealing with a single image [36,18,14], multiple images [39,24], and image + depth methods [9,20]. -
Nikon Binocular Handbook
THE COMPLETE BINOCULAR HANDBOOK While Nikon engineers of semiconductor-manufactur- FINDING THE ing equipment employ our optics to create the world’s CONTENTS PERFECT BINOCULAR most precise instrumentation. For Nikon, delivering a peerless vision is second nature, strengthened over 4 BINOCULAR OPTICS 101 ZOOM BINOCULARS the decades through constant application. At Nikon WHAT “WATERPROOF” REALLY MEANS FOR YOUR NEEDS 5 THE RELATIONSHIP BETWEEN POWER, Sport Optics, our mission is not just to meet your THE DESIGN EYE RELIEF, AND FIELD OF VIEW The old adage “the better you understand some- PORRO PRISM BINOCULARS demands, but to exceed your expectations. ROOF PRISM BINOCULARS thing—the more you’ll appreciate it” is especially true 12-14 WHERE QUALITY AND with optics. Nikon’s goal in producing this guide is to 6-11 THE NUMBERS COUNT QUANTITY COUNT not only help you understand optics, but also the EYE RELIEF/EYECUP USAGE LENS COATINGS EXIT PUPIL ABERRATIONS difference a quality optic can make in your appre- REAL FIELD OF VIEW ED GLASS AND SECONDARY SPECTRUMS ciation and intensity of every rare, special and daily APPARENT FIELD OF VIEW viewing experience. FIELD OF VIEW AT 1000 METERS 15-17 HOW TO CHOOSE FIELD FLATTENING (SUPER-WIDE) SELECTING A BINOCULAR BASED Nikon’s WX BINOCULAR UPON INTENDED APPLICATION LIGHT DELIVERY RESOLUTION 18-19 BINOCULAR OPTICS INTERPUPILLARY DISTANCE GLOSSARY DIOPTER ADJUSTMENT FOCUSING MECHANISMS INTERNAL ANTIREFLECTION OPTICS FIRST The guiding principle behind every Nikon since 1917 product has always been to engineer it from the inside out. By creating an optical system specific to the function of each product, Nikon can better match the product attri- butes specifically to the needs of the user. -
Advanced Computer Graphics CS 563: Adaptive Caustic Maps Using Deferred Shading
Advanced Computer Graphics CS 563: Adaptive Caustic Maps Using Deferred Shading Frederik Clinckemaillie Computer Science Dept. Worcester Polytechnic Institute (WPI) ItIntrod ucti on: CtiCaustics Reflective Caustics Refractive Caustics IdiIntroduction: CiCaustic MiMapping Much faster than path tracing algorithms Two‐pass process Similar to photon mapping Creates a caustic intensity map CtiCaustic MiMapping Three Step Process 1) Photon Emission 2) Rearrangement into Caustic Map 3) Caustic Map Projection CtiCaustic MiMapping Phot on EiiEmission Rasterizes from light view to generate grid of photons Creates photon buffer 2D image storing final photon hit points In conjunction with shadow maps Allows quick lookups to determine Indirect lighting from caustics CtiCaustic Map CtiCreation Controls lighting quality and cost Splatting photons into caustic map becomes bo ttlenec k Crisp noise‐free images require millions of phthotons Not feasible in interactive time Hierarchical caustic maps: discard unimportant parts of photon buffer to improve speed Uses multi‐resolution caustic map to reduce splatting costs Problems Poor photon sampling due to rasterization leads to under and over sampling Proper sampling resolution cannot be determined Millions of photons are required for high‐quality caustics. Processing each is too expensive Photon sampling location can change between frames, leading to coherency problems Photon sampling is not dynamic DfDeferre d Shadi ng Good sampling rates cannot be computed Ideally, number of photons is determined adtildaptively Hierarchical Caustic Map(HCM) Has a maximum number of photons, not all are processed Pho ton EiiEmission and CtiCaustic Map GtiGeneration should be coupled DfDeferre d Shadi ng Postpones final illumination computations until visible fragments are identified HCMs generates grid of phthotons and only processes relevant ones DfDeferre d Sha ding never generates ilirrelevan t photons.