Stochastic Sampling in Computer Graphics
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Efficient Supersampling Antialiasing for High-Performance Architectures
Efficient Supersampling Antialiasing for High-Performance Architectures TR91-023 April, 1991 Steven Molnar The University of North Carolina at Chapel Hill Department of Computer Science CB#3175, Sitterson Hall Chapel Hill, NC 27599-3175 This work was supported by DARPA/ISTO Order No. 6090, NSF Grant No. DCI- 8601152 and IBM. UNC is an Equa.l Opportunity/Affirmative Action Institution. EFFICIENT SUPERSAMPLING ANTIALIASING FOR HIGH PERFORMANCE ARCHITECTURES Steven Molnar Department of Computer Science University of North Carolina Chapel Hill, NC 27599-3175 Abstract Techniques are presented for increasing the efficiency of supersampling antialiasing in high-performance graphics architectures. The traditional approach is to sample each pixel with multiple, regularly spaced or jittered samples, and to blend the sample values into a final value using a weighted average [FUCH85][DEER88][MAMM89][HAEB90]. This paper describes a new type of antialiasing kernel that is optimized for the constraints of hardware systems and produces higher quality images with fewer sample points than traditional methods. The central idea is to compute a Poisson-disk distribution of sample points for a small region of the screen (typically pixel-sized, or the size of a few pixels). Sample points are then assigned to pixels so that the density of samples points (rather than weights) for each pixel approximates a Gaussian (or other) reconstruction filter as closely as possible. The result is a supersampling kernel that implements importance sampling with Poisson-disk-distributed samples. The method incurs no additional run-time expense over standard weighted-average supersampling methods, supports successive-refinement, and can be implemented on any high-performance system that point samples accurately and has sufficient frame-buffer storage for two color buffers. -
NVIDIA Opengl in 2012 Mark Kilgard
NVIDIA OpenGL in 2012 Mark Kilgard • Principal System Software Engineer – OpenGL driver and API evolution – Cg (“C for graphics”) shading language – GPU-accelerated path rendering • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial Outline • OpenGL’s importance to NVIDIA • OpenGL API improvements & new features – OpenGL 4.2 – Direct3D interoperability – GPU-accelerated path rendering – Kepler Improvements • Bindless Textures • Linux improvements & new features • Cg 3.1 update NVIDIA’s OpenGL Leverage Cg GeForce Parallel Nsight Tegra Quadro OptiX Example of Hybrid Rendering with OptiX OpenGL (Rasterization) OptiX (Ray tracing) Parallel Nsight Provides OpenGL Profiling Configure Application Trace Settings Parallel Nsight Provides OpenGL Profiling Magnified trace options shows specific OpenGL (and Cg) tracing options Parallel Nsight Provides OpenGL Profiling Parallel Nsight Provides OpenGL Profiling Trace of mix of OpenGL and CUDA shows glFinish & OpenGL draw calls Only Cross Platform 3D API OpenGL 3D Graphics API • cross-platform • most functional • peak performance • open standard • inter-operable • well specified & documented • 20 years of compatibility OpenGL Spawns Closely Related Standards Congratulations: WebGL officially approved, February 2012 “The web is now 3D enabled” Buffer and OpenGL 4 – DirectX 11 Superset Event Interop • Interop with a complete compute solution – OpenGL is for graphics – CUDA / OpenCL is for compute • Shaders can be saved to and loaded from binary -
Msalvi Temporal Supersampling.Pdf
1 2 3 4 5 6 7 8 We know for certain that the last sample, shaded in the current frame, is valid. 9 We cannot say whether the color of the remaining 3 samples would be the same if computed in the current frame due to motion, (dis)occlusion, change in lighting, etc.. 10 Re-using stale/invalid samples results in quite interesting image artifacts. In this case the fairy model is moving from the left to the right side of the screen and if we re-use every past sample we will observe a characteristic ghosting artifact. 11 There are many possible strategies to reject samples. Most involve checking whether plurality of pre and post shading attributes from past frames is consistent with information acquired in the current frame. In practice it is really hard to come up with a robust strategy that works in the general case. For these reasons “old” approaches have seen limited success/applicability. 12 More recent temporal supersampling methods are based on the general idea of re- using resolved color (i.e. the color associated to a “small” image region after applying a reconstruction filter), while older methods re-use individual samples. What might appear as a small difference is actually extremely important and makes possible to build much more robust temporal techniques. First of all re-using resolved color makes possible to throw away most of the past information and to only keep around the last frame. This helps reducing the cost of temporal methods. Since we don’t have access to individual samples anymore the pixel color is computed by continuous integration using a moving exponential average (EMA). -
Understanding Jitter and Wander Measurements and Standards Second Edition Contents
Understanding Jitter and Wander Measurements and Standards Second Edition Contents Page Preface 1. Introduction to Jitter and Wander 1-1 2. Jitter Standards and Applications 2-1 3. Jitter Testing in the Optical Transport Network 3-1 (OTN) 4. Jitter Tolerance Measurements 4-1 5. Jitter Transfer Measurement 5-1 6. Accurate Measurement of Jitter Generation 6-1 7. How Tester Intrinsics and Transients 7-1 affect your Jitter Measurement 8. What 0.172 Doesn’t Tell You 8-1 9. Measuring 100 mUIp-p Jitter Generation with an 0.172 Tester? 9-1 10. Faster Jitter Testing with Simultaneous Filters 10-1 11. Verifying Jitter Generator Performance 11-1 12. An Overview of Wander Measurements 12-1 Acronyms Welcome to the second edition of Agilent Technologies Understanding Jitter and Wander Measurements and Standards booklet, the distillation of over 20 years’ experience and know-how in the field of telecommunications jitter testing. The Telecommunications Networks Test Division of Agilent Technologies (formerly Hewlett-Packard) in Scotland introduced the first jitter measurement instrument in 1982 for PDH rates up to E3 and DS3, followed by one of the first 140 Mb/s jitter testers in 1984. SONET/SDH jitter test capability followed in the 1990s, and recently Agilent introduced one of the first 10 Gb/s Optical Channel jitter test sets for measurements on the new ITU-T G.709 frame structure. Over the years, Agilent has been a significant participant in the development of jitter industry standards, with many contributions to ITU-T O.172/O.173, the standards for jitter test equipment, and Telcordia GR-253/ ITU-T G.783, the standards for operational SONET/SDH network equipment. -
Discontinuity Edge Overdraw Pedro V
Discontinuity Edge Overdraw Pedro V. Sander Hugues Hoppe John Snyder Steven J. Gortler Harvard University Microsoft Research Microsoft Research Harvard University http://cs.harvard.edu/~pvs http://research.microsoft.com/~hoppe [email protected] http://cs.harvard.edu/~sjg Abstract Aliasing is an important problem when rendering triangle meshes. Efficient antialiasing techniques such as mipmapping greatly improve the filtering of textures defined over a mesh. A major component of the remaining aliasing occurs along discontinuity edges such as silhouettes, creases, and material boundaries. Framebuffer supersampling is a simple remedy, but 2×2 super- sampling leaves behind significant temporal artifacts, while greater supersampling demands even more fill-rate and memory. We present an alternative that focuses effort on discontinuity edges by overdrawing such edges as antialiased lines. Although the idea is simple, several subtleties arise. Visible silhouette edges must be detected efficiently. Discontinuity edges need consistent orientations. They must be blended as they approach (a) aliased original (b) overdrawn edges (c) final result the silhouette to avoid popping. Unfortunately, edge blending Figure 1: Reducing aliasing artifacts using edge overdraw. results in blurriness. Our technique balances these two competing objectives of temporal smoothness and spatial sharpness. Finally, With current graphics hardware, a simple technique for reducing the best results are obtained when discontinuity edges are sorted aliasing is to supersample and filter the output image. On current by depth. Our approach proves surprisingly effective at reducing displays (desktop screens of ~1K×1K resolution), 2×2 supersam- temporal artifacts commonly referred to as "crawling jaggies", pling reduces but does not eliminate aliasing. Of course, a finer with little added cost. -
Motion Denoising with Application to Time-Lapse Photography
IEEE Computer Vision and Pattern Recognition (CVPR), June 2011 Motion Denoising with Application to Time-lapse Photography Michael Rubinstein1 Ce Liu2 Peter Sand Fredo´ Durand1 William T. Freeman1 1MIT CSAIL 2Microsoft Research New England {mrub,sand,fredo,billf}@mit.edu [email protected] Abstract t Motions can occur over both short and long time scales. We introduce motion denoising, which treats short-term x changes as noise, long-term changes as signal, and re- Input renders a video to reveal the underlying long-term events. y We demonstrate motion denoising for time-lapse videos. One of the characteristics of traditional time-lapse imagery t is stylized jerkiness, where short-term changes in the scene x t (Time) appear as small and annoying jitters in the video, often ob- x Motion-denoised fuscating the underlying temporal events of interest. We ap- ply motion denoising for resynthesizing time-lapse videos showing the long-term evolution of a scene with jerky short- term changes removed. We show that existing filtering ap- proaches are often incapable of achieving this task, and present a novel computational approach to denoise motion without explicit motion analysis. We demonstrate promis- InputDisplacement Result ing experimental results on a set of challenging time-lapse Figure 1. A time-lapse video of plants growing (sprouts). XT sequences. slices of the video volumes are shown for the input sequence and for the result of our motion denoising algorithm (top right). The motion-denoised sequence is generated by spatiotemporal rear- 1. Introduction rangement of the pixels in the input sequence (bottom center; spa- tial and temporal displacement on top and bottom respectively, fol- Short-term, random motions can distract from the lowing the color coding in Figure 5). -
DISTRIBUTED RAY TRACING – Some Implementation Notes Multiple Distributed Sampling Jitter - to Break up Patterns
DISTRIBUTED RAY TRACING – some implementation notes multiple distributed sampling jitter - to break up patterns DRT - theory v. practice brute force - generate multiple rays at every sampling opportunity alternative: for each subsample, randomize at each opportunity DRT COMPONENTS anti-aliasing and motion blur supersampling - in time and space: anti-aliasing jitter sample in time and space: motion blur depth of field - sample lens: blurs shadows – sample light source: soft shadows reflection – sample reflection direction: rough surface transparency – sample transmission direction: translucent surface REPLACE CAMERA MODEL shift from pinhole camera model to lens camera model picture plane at -w, not +w camera position becomes lens center picture plane is behind 'pinhole' negate u, v, w, trace ray from pixel to camera ANTI-ALIASING: ORGANIZING subpixel samples Options 1. Do each subsample in raster order 2. do each pixel in raster order, do each subsample in raster order 3. do each pixel in raster order, do all subsamples in temporal order 4. keep framebuffer, do all subsamples in temporal order SPATIAL JITTERING for each pixel 200x200, i,j for each subpixel sample 4x4 s,t JITTERED SAMPLE jitter s,t MOTION BLUR – TEMPORAL JITTERING for subsample get delta time from table jitter delta +/- 1/2 time division move objects to that instant in time DEPTH OF FIELD generate ray from subsample through lens center to focal plane generate random sample on lens disk - random in 2D u,v generate ray from this point to focal plane point VISIBILITY - as usual intersect ray with environment find first intersection at point p on object o with normal n SHADOWS generate random vector on surface of light - random on sphere REFLECTIONS computer reflection vector generate random sample in sphere at end of R TRANSPARENCY compute transmission vector generate random sample in sphere at end of T SIDE NOTE randomize n instead of ramdomize R and T . -
Research on Feature Point Registration Method for Wireless Multi-Exposure Images in Mobile Photography Hui Xu1,2
Xu EURASIP Journal on Wireless Communications and Networking (2020) 2020:98 https://doi.org/10.1186/s13638-020-01695-4 RESEARCH Open Access Research on feature point registration method for wireless multi-exposure images in mobile photography Hui Xu1,2 Correspondence: [email protected] 1School of Computer Software, Abstract Tianjin University, Tianjin 300072, China In the mobile shooting environment, the multi-exposure is easy to occur due to the 2College of Information impact of the jitter and the sudden change of ambient illumination, so it is necessary Engineering, Henan Institute of to deal with the feature point registration of the multi-exposure image under mobile Science and Technology, Xinxiang 453003, China photography to improve the image quality. A feature point registration technique is proposed based on white balance offset compensation. The global motion estimation of the image is carried out, and the spatial neighborhood information is integrated into the amplitude detection of the multi-exposureimageundermobilephotography,andthe amplitude characteristics of the multi-exposure image under the mobile shooting are extracted. The texture information of the multi-exposure image is compared to that of a global moving RGB 3D bit plane random field, and the white balance deviation of the multi-exposure image is compensated. At different scales, suitable white balance offset compensation function is used to describe the feature points of the multi-exposure image, the parallax analysis and corner detection of the target pixel of the multi-exposure image are carried out, and the image stabilization is realized by combining the feature registration method. The simulation results show that the proposed method has high accuracy and good registration performance for multi-exposure image feature points under mobile photography, and the image quality is improved. -
A Low-Cost Flash Photographic System for Visualization of Droplets
Journal of Imaging Science and Technology R 62(6): 060502-1–060502-9, 2018. c Society for Imaging Science and Technology 2018 A Low-Cost Flash Photographic System for Visualization of Droplets in Drop-on-Demand Inkjet Huicong Jiang, Brett Andrew Merritt, and Hua Tan School of Engineering and Computer Science, Washington State University Vancouver, 14204 NE Salmon Creek Ave, Vancouver, WA 98686, USA E-mail: [email protected] the extreme, it tries to reduce the flash time of the light source Abstract. Flash photography has been widely used to study which is much easier than improving the shutter speed of the droplet dynamics in drop-on-demand (DoD) inkjet due to its distinct advantages in cost and image quality. However, the a camera and can be compatible with most of the cameras. whole setup, typically comprising the mounting platform, flash Although only one image can be taken from an event through light source, inkjet system, CCD camera, magnification lens and this method, by leveraging the high reproducibility of the pulse generator, still costs tens of thousands of dollars. To reduce DoD inkjet and delaying the flash, a sequence of images the cost of visualization for DoD inkjet droplets, we proposed to replace the expensive professional pulse generator with a freezing different moments can be acquired from a series of low-cost microcontroller board in the flash photographic system. identical events and then yields a video recording the whole The temporal accuracy of the microcontroller was measured by an process. It is noteworthy that flash photography should be oscilloscope. -
Study of Supersampling Methods for Computer Graphics Hardware Antialiasing
Study of Supersampling Methods for Computer Graphics Hardware Antialiasing Michael E. Goss and Kevin Wu [email protected] Visual Computing Department Hewlett-Packard Laboratories Palo Alto, California December 5, 2000 Abstract A study of computer graphics antialiasing methods was done with the goal of determining which methods could be used in future computer graphics hardware accelerators to provide improved image quality at acceptable cost and with acceptable performance. The study focused on supersampling techniques, looking in detail at various sampling patterns and resampling filters. This report presents a detailed discussion of theoretical issues involved in aliasing in computer graphics images, and also presents the results of two sets of experiments designed to show the results of techniques that may be candidates for inclusion in future computer graphics hardware. Table of Contents 1. Introduction ........................................................................................................................... 1 1.1 Graphics Hardware and Aliasing.....................................................................................1 1.2 Digital Images and Sampling..........................................................................................1 1.3 This Report...................................................................................................................... 2 2. Antialiasing for Raster Graphics via Filtering ...................................................................3 2.1 Signals -
Jittered Exposures for Image Super-Resolution
Jittered Exposures for Image Super-Resolution Nianyi Li1 Scott McCloskey2 Jingyi Yu3,1 1University of Delaware, Newark, DE, USA. [email protected] 2Honeywell ACST, Golden Valley, MN, USA. [email protected] 3ShanghaiTech University, Shanghai, China. [email protected] Abstract The process can be formulated using an observation mod- el that takes low-resolution (LR) images L as the blurred Camera design involves tradeoffs between spatial and result of a high resolution image H: temporal resolution. For instance, traditional cameras pro- vide either high spatial resolution (e.g., DSLRs) or high L = W H + n (1) frame rate, but not both. Our approach exploits the optical stabilization hardware already present in commercial cam- where W = DBM, in which M is the warp matrix (transla- eras and increasingly available in smartphones. Whereas tion, rotation, etc.), B is the blur matrix, D is the decimation single image super-resolution (SR) methods can produce matrix and n is the noise. convincing-looking images and have recently been shown Most state-of-the-art image SR methods consist of three to improve the performance of certain vision tasks, they stages, i.e., registration, interpolation and restoration (an in- are still limited in their ability to fully recover informa- verse procedure). These steps can be implemented separate- tion lost due to under-sampling. In this paper, we present ly or simultaneously according to the reconstruction meth- a new imaging technique that efficiently trades temporal ods adopted. Registration refers to the procedure of estimat- resolution for spatial resolution in excess of the sensor’s ing the motion information or the warp function M between pixel count without attenuating light or adding additional H and L. -
Sampling & Anti-Aliasing
CS 431/636 Advanced Rendering Techniques Dr. David Breen University Crossings 149 Tuesday 6PM → 8:50PM Presentation 5 5/5/09 Questions from Last Time? Acceleration techniques n Bounding Regions n Acceleration Spatial Data Structures n Regular Grids n Adaptive Grids n Bounding Volume Hierarchies n Dot product problem Slide Credits David Luebke - University of Virginia Kevin Suffern - University of Technology, Sydney, Australia Linge Bai - Drexel Anti-aliasing n Aliasing: signal processing term with very specific meaning n Aliasing: computer graphics term for any unwanted visual artifact based on sampling n Jaggies, drop-outs, etc. n Anti-aliasing: computer graphics term for fixing these unwanted artifacts n We’ll tackle these in order Signal Processing n Raster display: regular sampling of a continuous(?) function n Think about sampling a 1-D function: Signal Processing n Sampling a 1-D function: Signal Processing n Sampling a 1-D function: Signal Processing n Sampling a 1-D function: n What do you notice? Signal Processing n Sampling a 1-D function: what do you notice? n Jagged, not smooth Signal Processing n Sampling a 1-D function: what do you notice? n Jagged, not smooth n Loses information! Signal Processing n Sampling a 1-D function: what do you notice? n Jagged, not smooth n Loses information! n What can we do about these? n Use higher-order reconstruction n Use more samples n How many more samples? The Sampling Theorem n Obviously, the more samples we take the better those samples approximate the original function n The sampling theorem: A continuous bandlimited function can be completely represented by a set of equally spaced samples, if the samples occur at more than twice the frequency of the highest frequency component of the function The Sampling Theorem n In other words, to adequately capture a function with maximum frequency F, we need to sample it at frequency N = 2F.