Spherical Billboards and their Application to Rendering Explosions

Size: px
Start display at page:

Download "Spherical Billboards and their Application to Rendering Explosions"

Transcription

1 Spherical Billboars an their Application to Renering Explosions Tamás Umenhoffer László Szirmay-Kalos Gábor Szijártó Department of Control Engineering an Information Technology Buapest University of Technology, Hungary Planar Spherical Planar Spherical Figure 1: Comparison of the classical planar an the propose spherical s ABSTRACT This paper proposes an improve renering metho that splats particles as aligne quarilaterals similarly to previous techniques, but takes into account the spherical geometry of the particles uring fragment processing. The new metho can eliminate clipping an popping artifacts of previous techniques, happening when the participating meium contains objects, or the camera flies into the volume. This paper also iscusses how to use spherical s to rener high etail explosions mae of fire an smoke at high frame rates. CR Categories: I.3.7 [Three-Dimensional Graphics an Realism] Keywors: Billboars, particle systems, shaer programming 1 INTRODUCTION Participating meia [2] or volumetric moels are often represente by particle systems [12]. The basic iea of particle systems is to buil complex moels from a large population of simple entities, whose geometric extent is small, but which possess certain properties use in animation (position, spee, acceleration) an in renering (e.g. color, opacity). Particle systems can be use to simulate an rener natural phenomena, incluing fire, smoke, explosions, fog, clou, etc [13, 17, 4, 10, 5, 9]. Formally, a particle system is a iscretization of a continuous meium, which allows us to replace ifferentials of the equations governing the motion an light scattering by finite ifferences uring simulation an renering. In this paper we focus on real-time renering such systems, which means the solution of the volumetric renering equation. In the continuous volume the optical properties on a single wavelength are escribe by the emission raiance, umitomi@fre .hu szirmay@iit.bme.hu szijarto.gabor@fre .hu ensity τ, i.e. the reciprocal of the expecte free run length of a photon, albeo a, i.e. the probability that the collie photon is not absorbe, an phase function P( ω, ω), i.e. the probability ensity of the photon irection ω after collision, provie that the photon came from irection ω before collision an is reflecte. To solve the volumetric renering equation efficiently, the omain is iscretize using a particle system. A particle represents a spherical neighborhoo where the volume is locally homogeneous, thus the particle neighborhoo can be represente by a single set of optical properties. Denoting the length of the ray segment intersecting the sphere of particle j by s j, an the ensity, albeo, an phase function of this particle by τ j,a j,p j, respectively, the iscretization of the volumetric renering equation leas to the following equation expressing outgoing raiance L( j, ω) of particle j at irection ω: L( j, ω)=i( j, ω) (1 α j )+α j a j C j +α j (1 a j ) L e j ( ω), (1) where I( j, ω) is the incoming raiance from irection ω, α j = 1 e s j τ(s)s = 1 e τ j s j (2) is the opacity, which equals to the ecrease of raiance cause by this particle ue to extinction (i.e. the sum of absorption an outscattering), L e j is the emission raiance, an C j = I( j, ω ) P j ( ω, ω) ω Ω is the total contribution of in-scattering from all possible irections ω of irectional sphere Ω. Equation 1 can be interprete as follows. Raiance I of the light ray in irection ω is ecrease because photons may collie with the meia. The probability that collision occurs in a particle sphere equals to opacity α j, which also expresses the amount of participating meia enclose by the particle. On the other han, the intensity is increase by the in-scattering term α j a j C j, which means that photons traveling in other irections ω collie an are scattere into irection ω, an by emission α j (1 a j ) L e j ( ω) of the participating meia enclose by the particle. Here a j P j ( ω, ω) is the subcritical probability ensity that

2 the photon is scattere into irection ω after collision, provie it came from irection ω. We have to consier all incoming irections, therefore the in-scattering term contains an integral in the irectional omain. Since particles are small, multiple scattering insie a particle sphere is ignore. Having approximate the in-scattering term somehow [19], the volume can efficiently be renere from the camera using alpha blening. The in-scattering term an the emission of a particular particle are attenuate accoring to the total opacity of those particles which are between the camera an this particle. This requires particles be sorte in the view irection before sening them to the frame buffer in back to front orer. At a given particle, the evolving image is ecrease accoring to the opacity of the particle an increase by its in-scattering an emission terms (equation 1). Particle system renering methos usually splat particles onto the screen [12, 21]. Splatting substitutes particles with semitransparent, camera-aligne rectangles, calle s [14]. Frame A front plane Frame B fully visible fully invisible front plane 1.1 Billboar clipping an popping artifacts visible Frame A Frame B Figure 3: Billboar popping artifact. Where the gets to the other sie of the front clipping plane, the transparency is iscontinuous in time (the figures show two ajacent frames of an animation). object invisible Figure 2: Billboar clipping artifact. When the rectangle intersects an opaque object, transparency becomes spatially iscontinuous. Billboars are planar rectangles having no extension along one imension. This can cause artifacts when s intersect opaque objects making the intersection of the plane an the object clearly noticeable (figure 2). The core of this clipping artifact is that a faes those objects that are behin it accoring to its transparency as if the object were fully behin the sphere of the particle. However, those objects that are in front of the plane are not fae at all, thus transparency changes abruptly at the object intersection. On the other han, when the camera moves into the meia, s also cause popping artifacts. In this case, the is either behin or in front of the front clipping plane, an the transition between the two stages is instantaneous. The former case correspons to a fully visible, while the latter to a fully invisible particle, which results in an abrupt change uring animation (figure 3). The issue of clipping artifacts has been aresse in [6, 7] where the splitting of the intersecte s is propose. Instea of using the z-buffer to ientify the visible fragments, a back to front renering is execute, which raws two s instea of a single intersecte, one before, an the other after the object renering. While this approach eliminates artifacts in case of a single object, it gets unmanageable for many inclue objects. If pixels are either fully visible or fully opaque, then another possibility exists to mix s an conventional 3D objects. To avoi incorrect clipping, s are equippe with per pixel epth information as happens, for example in nailboars [15] an 2.5D impostors [18, 20]. In this paper we propose a novel solution for incluing objects into the participating meium without clipping an popping artifacts. The basic iea of spherical s is introuce in section 2. Unlike nailboars, the propose metho can also hanle semi transparent s neee for natural phenomena, such as fire, smoke, clous, an explosions. Instea of associating epth textures to s, we obtain two epth values analytically, one for the front, an another one for the back surfaces, an compute the opacity accoring to the real istance the light travels insie the particle. The propose iea is use then to rener realistic explosions in real-time in section 3. In our explosion renering system fire an smoke particles are animate an colore in a physically plausible way similarly to [10, 11]. 2 SPHERICAL BILLBOARDS Billboar clipping artifacts are solve by calculating the real path length a light ray travels insie a given particle since this length etermines the opacity value to be use uring renering. The travele istance is obtaine from the spherical geometry of particles instea of assuming that a particle can be represente by a planar rectangle. However, in orer to keep the implementation simple an fast, we still sen the particles through the renering pipeline as quarilateral primitives, an take into account the spherical shape only uring fragment processing. To fin out where opaque objects are uring particle renering, first these objects are rawn an the resulting epth buffer storing camera space z coorinates is save in a texture. Having renere the opaque objects, particle systems are processe. The particles are renere as quas perpenicular to axis z of the camera coorinate system. These quas are place at the farthest point of the particle sphere to avoi unwante front plane clipping. Disabling epth test is also neee to eliminate incorrect object clipping.

3 When renering a fragment of the particle, we compute the interval the ray travels insie the particle sphere in camera space. This interval is obtaine consiering the save epth values of opaque objects an the camera s front clipping plane istance. From the resulting interval we can compute the opacity for each fragment in such a way that both fully an partially visible particles are isplaye correctly, giving the illusion of a volumetric meium. During opacity computation we assume that the ensity is uniform insie a particle sphere. O x,y x f front clipping plane z F w Q Zs B r s P object particle sphere Figure 4: Computation of length s the ray segment travels insie a particle sphere of raius r an of center P. For the formal iscussion of the processing of a single particle, let us use the notations of figure 4. We consier the fragment processing of a particle of center P =(x p,y p,z p ) an of raius r. The particle is renere as a qua perpenicular to axis z. Suppose that the current fragment correspons to the visibility ray cast through point Q =(x q,y q,z q ) of the quarilateral. Although visibility rays start in the origin of the camera coorinate system an thus form a perspective bunle, for the sake of simplicity, we consier them as being parallel with axis z. Note that it woul also be possible to trace rays not parallel with axis z, or even rotating s to be perpenicular at their centers with the viewing irection. However, we have foun that the orthographic projection approximation is acceptable if the perspective istortion is not too strong, an requires the simplest formulae to implement. If the visibility ray is parallel with axis z, then the z coorinates of P an Q are ientical, i.e. z q = z p. The istance between the ray an the particle center is = (x q x p ) 2 +(y q y p ) 2. The closest an the farthest points of the particle sphere on the ray from the camera are F an B, respectively. The istances of these points from the camera can be obtaine as F z p w, B z p + w, where w = r 2 2. The ray travels insie the particle in interval [ F, B ]. Taking into account the front clipping plane an the epth values of opaque objects, these istances may be moifie. First to eliminate popping artifacts, we shoul ensure that F is not smaller than the front clipping plane istance f, thus the istance the ray travels in the particle before reaching the front plane is not be inclue. Seconly we shoul also ensure that B is not greater than Z s which is the store object epth at the given pixel, thus the istance travele insie the object is not consiere. From these moifie istances we can obtain the real length the ray travels in the particle: s = min(z s, B ) max( f, F ). 2.1 Gourau shaing for spherical s Assuming that the ensity is homogeneous insie a particle an using equation 2 to obtain the respective opacity value correspon to piece-wise constant finite-element approximation. While constant finite-elements might be acceptable from the point of view of numerical precision, their application results in annoying visual artifacts Figure 5: The accumulate ensity of a ray (left) an its seen opacity (right) as the function of the istance of the ray an the center in a unit sphere with constant, unit ensity. Figure 5 epicts the accumulate ensity ( s j τ(s)s) an the respective opacity as a function of ray particle istance, assuming constant finite-elements. Note that at the contour of the particle sphere ( = 1) the accumulate ensity an the opacity become zero, but they o not iminish smoothly. The accumulate ensity has a significant erivative at this point, which makes the contour of the particle sphere clearly visible for the human observer Figure 6: The accumulate ensity of a ray as the function of the istance of the ray an the center in a unit sphere with ensity function linearly ecreasing with the istance from the particle center. This artifact can be eliminate if we use piece-wise linear rather than piece-wise constant finite-elements, that is, the ensity is suppose to be linearly ecreasing with the istance from the particle center. The accumulate ensity compute with this assumption is shown by figure 6. Note that this function is very close to a linear function, thus the effects of piece-wise linear finite elements can be approximate by moulating the accumulate ensity by this linear function. It means that instea of equation 2 we use the following formula to obtain the opacity of particle j: α j 1 e τ j(1 /r j ) s j where is the istance between the ray an the particle center, an r j is the raius of this particle. Note that this approach is very similar to the trick applie in raiosity methos. While computing the patch raiosities piece-wise constant finite-elements are use, but the final image is presente with Gourau shaing, which correspons to linear filtering.

4 2.2 GPU Implementation of spherical s The length the ray travels in a particle sphere an the corresponing opacity can be compute by a custom fragment shaer program. The fragment program gets some of its inputs from the vertex shaer: the particle position in camera space (P), the shae point in camera space (Q), the particle raius (r), an the screen coorinates of the shae point (scr). The fragment program also gets uniform parameters, incluing the texture of the epth values of opaque objects (Depth), the ensity (tau), an the camera s front clipping plane istance (f). The fragment program calls the following function to compute the particle opacity at the shae fragment: float Opacity(float3 P, float3 Q, float r, float2 scr) { float alpha = 0; float = length(p.xy - Q.xy); if( < r) { float w = sqrt(r*r - *); float F = P.z - w; float B = P.z + w; float Zs = tex2d(depth, scr); float s = min(zs, B) - max(f, F); alpha = 1 - exp(-tau * (1-/r) * s); } return alpha; } With this simple calculation the shaer program obtains the real ray segment length (s) an computes opacity alpha of the given particle that controls blening of the particle into the frame buffer. The consieration of the spherical geometry uring fragment processing eliminates clipping an popping artifacts (see figures 1 an 7). Figure 7: Particle system renere with spherical s. (figure 8). When renering ust an smoke we assume that these particles o not emit raiance so their emission term is zero. To calculate the in-scattering term, the length the light travels in the particle sphere, the albeo, the ensity, an the phase function (see equation 1) are neee. We use the Henyey-Greenstein phase function [8, 3]: P( ω, ω)= 1 4π 3(1 g 2 ) (1 +( ω ω) 2 ) 2(2 + g 2 ) (1 + g 2 2g( ω ω)) 3/2, where g ( 1,1) is a material property escribing how strongly the material scatters forwar or backwar. To spee up renering, these function values are fetche from a prepare 2D texture aresse by cosθ = ω ω an g, respectively. We have foun that setting g to constant zero gives satisfactory results for ust an smoke. The real length the light travels insie a smoke or ust particle is compute by the propose spherical metho. Figure 8: High albeo ust an low albeo smoke. In orer to maintain high frame rates, the number of particles shoul be limite, which may compromise high etail features. To cope with this problem, the number of particles is reuce while their raius is increase. The variety neee by the etails is ae by perturbing the opacity values compute by spherical s. Each particle has a unique, time epenent perturbation pattern. The perturbation is extracte from a grey scale texture, calle etail image, which epicts real smoke or ust (figure 9). The perturbation pattern of a particle is taken from a ranomly place, small qua shape part of this texture. This technique has been use for a longer time by off-line renerers of the motion picture inustry [1]. As time avances this texture is ynamically upate to provie variety in the time omain as well. Such animate 2D textures can be obtaine from real worl vieos an store as a 3D texture since inter-frame interpolation an looping can automatically be provie by the graphics harware s texture sampling unit [11]. 3 RENDERING EXPLOSIONS The propose spherical technique can replace planar s in all participating meia renering application. In this section, we consier a single example, the explosion renering. Explosions consist of ust, smoke, an fire, which are moele by specific particle systems. Dust an smoke absorb light, fire emits light. These particle systems are renere separately, an the final result is obtaine by compositing their renere images. 3.1 Dust an smoke Smoke particles are responsible for absorbing light in the fire. These particles typically have low albeo values (a = 0.2,τ = 0.4). High albeo (a = 0.9,τ = 0.4) ust that is swirling in the air, on the other han, is ae to improve the realism of the explosion Figure 9: Images from real smoke an fire vieo clips, which are use to perturb the fragment opacities an temperatures.

5 3.2 Fire Fire is moele as a black-boy raiator rather than participating meium, i.e. the albeo in equation 1 is zero, so only the emission term is neee. The color characteristics of fire particles are etermine by the physics theory of black-boy raiation. For wavelength λ, the emitte raiance of a black-boy can be compute by Planck s formula: L e (λ)= 2C 1 λ 5 (e C 2/(λT) 1) where C 1 = Wm 2, C 2 = m K, an T is the absolute temperature of the raiator [16]. Figure 10 shows the spectral raiance of black-boy raiators at ifferent temperatures. Note that the higher the temperature is, the more blueish the color gets. For ifferent temperature values, the RGB components can be obtaine by integrating the spectrum multiplie by the color matching functions. These integrals can be precompute an store in a texture. To epict realistic fire, the temperature range of T [2500 K,3200 K] nees to be processe (see figure 11). normalize intensity 1,0 0,8 0,6 0, K 4000 K 6000 K 8000 K The fragment program gets fire particle position in camera space (P), the shae point in camera space (Q), the particle raius (r), the screen coorinates of the shae point (scr), an the position of the etail image in the texture (etail) an the starting time of the animation in time. The fragment program also gets uniform parameters, incluing the texture of the fire vieo (FireVieo), the black boy raiation function of figure 11 (BBRa), the epth values of opaque objects (Depth), the ensity (tau), the camera s front clipping plane istance (f), an the temperature scale an bias in T1 an T0, respectively. The fragment program calls the Opacity function of subsection 2.2 an computes the color of the fire particle with the following Cg program: float alpha = Opacity(P, Q, r, scr); float3 etuvw = etail + float3(0,0,time); float T = T0 + T1 * tex3d(firevieo, etuvw); return float4(tex1d(bbra, T).rgb, 1) * alpha; 4 LAYER COMPOSITION To combine the particle systems together an with the image of opaque objects, a layer composition metho has been use. This way we shoul rener the opaque objects an the particle systems into separate textures, an then compose them. This leas to three renering passes: one pass for opaque objects, one pass for ust, fire, an smoke, an one final pass for composition. The first pass computes both the color an the epth of opaque objects. 0, K wavelength (nm) Figure 10: Black-boy raiator spectral istribution 0 K 2500 K 3200 K K Figure 11: Black-boy raiator colors from 0 K to K. Fire particles belong to temperature values from 2500 K to 3200 K. The opacity of fire particles is calculate by the spherical s. High etail features are ae to fire particles similarly to smoke an ust particles. However, now not the opacity, but the emission raiance shoul be perturbe. We coul use a color vieo an take the color samples irectly from this vieo, but this approach woul limit the freeom of controlling the temperature range an color of ifferent explosions. Instea, we ecie to store the temperature variations in the etail texture (figure 9), an its store temperature values are scale an are use for color computation on the fly. A ranomly selecte, small quarilateral part of a frame in the etail vieo is assigne to a fire particle to control the temperature perturbation of the fragments of the particle. The temperature is scale an a bias is ae if require. Then the resulting temperature is use to fin the color of this fragment in the black-boy raiation function. Figure 12: Particles renere to rener targets of ifferent resolutions. Upper left: particle rener target with screen resolution (35 FPS). Upper right, lower left, lower right: rener target with half (60 FPS), quarter (110 FPS) an one eights (185 FPS) of the screen resolution. One great avantage of renering the participating meium into a texture is that we can use floating point blening. Another avantage is that this rener pass may have smaller resolution renering target than the final isplay resolution, which consierably spees up renering since blening nees a huge amount of pixel processing power to overraw a pixel many times (see figure 12). To enhance realism, we also simulate heat shimmering that istorts the image [11]. This is one by renering particles of a noisy

6 texture. This noise is use in the final composition as u,v offset values to istort the image (figure 13). With the help of multiple rener targets, this pass can also be merge in the pass of renering of fire particles. The final effect that coul be use through composition is motion blur, which can easily be one with blening, letting the new frame fae into previous frames. The complete renering process is shown in figure 14. Figure 13: Heat noise texture an the final istorte image. the smoke consist of 16, 135, an 112 animate particles, respectively. Note that these small number of larger particles can be simulate very efficiently, but thanks to the opacity an temperature perturbation, the high frequency etails are not compromise. The moele scene consists of triangles. The scene is renere with per pixel Phong shaing. During particle simulation we etecte collisions between particles an a simplifie scene geometry. Our algorithm offers real-time renering spee (70 FPS) in resolution winowe moe, proviing high etails (see figure 15). The frame rate strongly epens on the number of overwritten pixels. For comparison, the scene without the particle system is renere at 370 FPS, an the classic renering metho woul run at about 80 FPS. This means that the performance lost ue to the more complex spherical calculations can be regaine by ecreasing the rener target resolution uring particle system rawing. Frame rate ata measure with ifferent particle numbers are shown by table 1, having set the resolution of the rener target for the opacity to the half of the final image resolution. Note that when higher number of particles are use, the sizes are ecrease proportionally. This means that only the particle simulation an vertex processing time are proportional to the number of particles, the fragment processing time remains constant. particles Planar FPS 60 FPS 45 FPS 40 FPS Spherical FPS 56 FPS 40 FPS 35 FPS Table 1: Frame rates with ifferent particle numbers Pass1 Scene color Scene epth 6 CONCLUSION Dust Fire color Fire heat Smoke This paper propose to consier particles as spheres rather than planar s uring fragment processing, while still renering them as s. Spherical s eliminate clipping an popping artifacts. The paper also introuce an efficient metho to isplay explosions compose of fire, smoke, an ust. The iscusse metho also use post renering effects an runs at high frame rates. ACKNOWLEDGEMENTS Pass2 This work has been supporte by OTKA (T042735), GameTools FP6 (IST ) project, an by Hewlett-Packar an the National Office for Research an Technology (Hungary). REFERENCES Pass3 5 RESULTS Final Composite Image Figure 14: Renering algorithm The presente algorithm has been implemente in OpenGL/Cg environment on an NV7800GT graphics car. The ust, the fire, an [1] A. A. Apoaca an L. Gritz. Avance RenerMan: Creating CGI for Motion Picture. Acaemic Press, [2] J. F. Blinn. Light reflection functions for simulation of clous an usty surfaces. In SIGGRAPH 82 Proceeings, pages 21 29, [3] W. Cornette an J. Shanks. Physical reasonable analytic expression for single-scattering phase function. Applie Optics, 31(16):31 52, [4] R. Fekiw, J. Stam, an H. W. Jensen. Visual simulation of smoke. In ACM SIGGRAPH 2001, pages 15 22, [5] B. E. Felman, J. F. O Brien, an O. Arikan. Animating suspene particle explosions. In ACM SIGGRAPH 2003, pages , [6] M. Harris an A. Lastra. Real-time clou renering. Computer Graphics Forum, 20(3), [7] M. J. Harris. Real-time clou renering for games. In Game Developers Conference, 2002.

7 Figure 15: Renere frames from the animation sequence. [8] G. Henyey an J. Greenstein. Diffuse raiation in the galaxy. Astrophysical Journal, 88:70 73, [9] J. Krüger an R. Westermann. GPU simulation an renering of volumetric effects for computer games an virtual environments. Computer Graphics Forum, 24(3): , [10] D. C. Nguyen, R. Fekiw, an H. W. Jensen. Physically base moeling an animation of fire. In ACM SIGGRAPH 2002, [11] H. Nguyen. Fire in the vulcan emo. In Fernano R., eitor, GPU Gems, pages Aison-Wesley, [12] W. T. Reeves. Particle systems - techniques for moelling a class of fuzzy objects. In SIGGRAPH 83 Proceeings, pages , [13] H. Rushmeier, A. Hamins, an M. Y. Choi. Volume renering of pool fire ata. IEEE Computer Graphics an Applications, 15(4):62 67, [14] G. Schaufler. Dynamically generate impostors. In I Workshop - Virtual Worls - Distribute Graphics, pages , [15] G. Schaufler. Nailboars: A renering primitive for image caching in ynamic scenes. In Eurographics Workshop on Renering, pages , [16] R. Siegel an J. R. Howell. Thermal Raiation Heat Transfer. Hemisphere Publishing Corp., Washington, D.C., [17] J. Stam an E. Fiume. Depiction of fire an other gaseous phenomena using iffusion processes. In ACM SIGGRAPH 95, pages , [18] G. Szijártó. 2.5 imensional impostors for realistic trees an forests. In Kim Pallister, eitor, Game Programming Gems 5, pages Charles River Meia, [19] L. Szirmay-Kalos, M. Sbert, an T. Umenhoffer. Real-time multiple scattering in participating meia with illumination networks. In Proceeings of the 2005 Eurographics Symposium on Renering, pages , [20] T. Umenhoffer an L. Szirmay-Kalos. Real-time renering of clouy natural phenomena with hierarchical epth impostors. In Eurographics Conference. Short papers., [21] X. Wei, W. Li, K. Mueller, an A. Kaufman. Simulating fire with texture splats. In IEEE Visualization 02, 2002.

Computer Graphics Chapter 7 Three-Dimensional Viewing Viewing

Computer Graphics Chapter 7 Three-Dimensional Viewing Viewing Computer Graphics Chapter 7 Three-Dimensional Viewing Outline Overview of Three-Dimensional Viewing Concepts The Three-Dimensional Viewing Pipeline Three-Dimensional Viewing-Coorinate Parameters Transformation

More information

Computer Graphics Inf4/MSc. Computer Graphics. Lecture 6 View Projection Taku Komura

Computer Graphics Inf4/MSc. Computer Graphics. Lecture 6 View Projection Taku Komura Computer Graphics Lecture 6 View Projection Taku Komura 1 Overview 1. View transformation 2. Rasterisation Implementation of viewing. Transform into camera coorinates. Perform projection into view volume

More information

Transient analysis of wave propagation in 3D soil by using the scaled boundary finite element method

Transient analysis of wave propagation in 3D soil by using the scaled boundary finite element method Southern Cross University epublications@scu 23r Australasian Conference on the Mechanics of Structures an Materials 214 Transient analysis of wave propagation in 3D soil by using the scale bounary finite

More information

GPU based particle rendering system for isotropic participating media

GPU based particle rendering system for isotropic participating media Eighth Hungarian Conference on Computer Graphics and Geometry, Budapest, 2016 GPU based particle rendering system for isotropic participating media Bálint Remes, Tamás Umenhoffer and László Szécsi Budapest

More information

Animação e Visualização Tridimensional. Collision Detection Corpo docente de AVT / CG&M / DEI / IST / UTL

Animação e Visualização Tridimensional. Collision Detection Corpo docente de AVT / CG&M / DEI / IST / UTL Animação e Visualização Triimensional Collision Detection Collision Hanling Collision Detection Collision Determination Collision Response Collision Hanling Collision Detection Collision Determination

More information

Classical Mechanics Examples (Lagrange Multipliers)

Classical Mechanics Examples (Lagrange Multipliers) Classical Mechanics Examples (Lagrange Multipliers) Dipan Kumar Ghosh Physics Department, Inian Institute of Technology Bombay Powai, Mumbai 400076 September 3, 015 1 Introuction We have seen that the

More information

Using the disparity space to compute occupancy grids from stereo-vision

Using the disparity space to compute occupancy grids from stereo-vision The 2010 IEEE/RSJ International Conference on Intelligent Robots an Systems October 18-22, 2010, Taipei, Taiwan Using the isparity space to compute occupancy gris from stereo-vision Mathias Perrollaz,

More information

GLOBAL ILLUMINATION EFFECTS WITH SAMPLED GEOMETRY

GLOBAL ILLUMINATION EFFECTS WITH SAMPLED GEOMETRY GLOBAL ILLUMINATION EFFECTS WITH SAMPLED GEOMETRY A dissertation submitted to the Budapest University of Technology and Economics in fulfillment of the requirements for the degree of Doctor of Philosophy

More information

Exercises of PIV. incomplete draft, version 0.0. October 2009

Exercises of PIV. incomplete draft, version 0.0. October 2009 Exercises of PIV incomplete raft, version 0.0 October 2009 1 Images Images are signals efine in 2D or 3D omains. They can be vector value (e.g., color images), real (monocromatic images), complex or binary

More information

Using Ray Tracing for Site-Specific Indoor Radio Signal Strength Analysis 1

Using Ray Tracing for Site-Specific Indoor Radio Signal Strength Analysis 1 Using Ray Tracing for Site-Specific Inoor Raio Signal Strength Analysis 1 Michael Ni, Stephen Mann, an Jay Black Computer Science Department, University of Waterloo, Waterloo, Ontario, NL G1, Canaa Abstract

More information

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading

CENG 477 Introduction to Computer Graphics. Ray Tracing: Shading CENG 477 Introduction to Computer Graphics Ray Tracing: Shading Last Week Until now we learned: How to create the primary rays from the given camera and image plane parameters How to intersect these rays

More information

Volume Rendering with libmini Stefan Roettger, April 2007

Volume Rendering with libmini Stefan Roettger, April 2007 Volume Rendering with libmini Stefan Roettger, April 2007 www.stereofx.org 1. Introduction For the visualization of volumetric data sets, a variety of algorithms exist which are typically tailored to the

More information

Refinement of scene depth from stereo camera ego-motion parameters

Refinement of scene depth from stereo camera ego-motion parameters Refinement of scene epth from stereo camera ego-motion parameters Piotr Skulimowski, Pawel Strumillo An algorithm for refinement of isparity (epth) map from stereoscopic sequences is propose. The metho

More information

Final Project: Real-Time Global Illumination with Radiance Regression Functions

Final Project: Real-Time Global Illumination with Radiance Regression Functions Volume xx (200y), Number z, pp. 1 5 Final Project: Real-Time Global Illumination with Radiance Regression Functions Fu-Jun Luan Abstract This is a report for machine learning final project, which combines

More information

An Anti-Aliasing Technique for Splatting

An Anti-Aliasing Technique for Splatting An Anti-Aliasing Technique for Splatting J. Ewar Swan II 1,2,3 Klaus Mueller 2 Torsten Möller 1,2 Naeem Shareef 1,2 Roger Crawfis 1,2 Roni Yagel 1,2 1 Avance Computing Center for the Arts an Design 2 Department

More information

A multiple wavelength unwrapping algorithm for digital fringe profilometry based on spatial shift estimation

A multiple wavelength unwrapping algorithm for digital fringe profilometry based on spatial shift estimation University of Wollongong Research Online Faculty of Engineering an Information Sciences - Papers: Part A Faculty of Engineering an Information Sciences 214 A multiple wavelength unwrapping algorithm for

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

FINDING OPTICAL DISPERSION OF A PRISM WITH APPLICATION OF MINIMUM DEVIATION ANGLE MEASUREMENT METHOD

FINDING OPTICAL DISPERSION OF A PRISM WITH APPLICATION OF MINIMUM DEVIATION ANGLE MEASUREMENT METHOD Warsaw University of Technology Faculty of Physics Physics Laboratory I P Joanna Konwerska-Hrabowska 6 FINDING OPTICAL DISPERSION OF A PRISM WITH APPLICATION OF MINIMUM DEVIATION ANGLE MEASUREMENT METHOD.

More information

lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces

lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces - 3D objects Clouds, fire, smoke, fog, and dust are difficult to model with

More information

Almost Disjunct Codes in Large Scale Multihop Wireless Network Media Access Control

Almost Disjunct Codes in Large Scale Multihop Wireless Network Media Access Control Almost Disjunct Coes in Large Scale Multihop Wireless Network Meia Access Control D. Charles Engelhart Anan Sivasubramaniam Penn. State University University Park PA 682 engelhar,anan @cse.psu.eu Abstract

More information

Research Article Inviscid Uniform Shear Flow past a Smooth Concave Body

Research Article Inviscid Uniform Shear Flow past a Smooth Concave Body International Engineering Mathematics Volume 04, Article ID 46593, 7 pages http://x.oi.org/0.55/04/46593 Research Article Invisci Uniform Shear Flow past a Smooth Concave Boy Abullah Mura Department of

More information

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University

Global Illumination CS334. Daniel G. Aliaga Department of Computer Science Purdue University Global Illumination CS334 Daniel G. Aliaga Department of Computer Science Purdue University Recall: Lighting and Shading Light sources Point light Models an omnidirectional light source (e.g., a bulb)

More information

A Duality Based Approach for Realtime TV-L 1 Optical Flow

A Duality Based Approach for Realtime TV-L 1 Optical Flow A Duality Base Approach for Realtime TV-L 1 Optical Flow C. Zach 1, T. Pock 2, an H. Bischof 2 1 VRVis Research Center 2 Institute for Computer Graphics an Vision, TU Graz Abstract. Variational methos

More information

Multi-camera tracking algorithm study based on information fusion

Multi-camera tracking algorithm study based on information fusion International Conference on Avance Electronic Science an Technolog (AEST 016) Multi-camera tracking algorithm stu base on information fusion a Guoqiang Wang, Shangfu Li an Xue Wen School of Electronic

More information

Efficient Methods for Ambient Lighting

Efficient Methods for Ambient Lighting Efficient Methos for Ambient Lighting Tamás Umenhoffer TU Buapest Balázs Tóth TU Buapest László Szirmay-Kalos TU Buapest Abstract 2 Previous work This paper presents a moel an algorithms for the reflection

More information

Lecture 5. Multiple scattering as a source of radiation. Reflectance from surfaces. Remote sensing of ocean color.

Lecture 5. Multiple scattering as a source of radiation. Reflectance from surfaces. Remote sensing of ocean color. Lecture 5. Multiple scattering as a source of raiation. Reflectance from surfaces. Remote sensing of ocean color. 1. Direct an iffuse raiation. Multiple scattering. Single scattering approximation. 2.

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

Rendering Smoke & Clouds

Rendering Smoke & Clouds Rendering Smoke & Clouds Game Design Seminar 2007 Jürgen Treml Talk Overview 1. Introduction to Clouds 2. Virtual Clouds based on physical Models 1. Generating Clouds 2. Rendering Clouds using Volume Rendering

More information

Coupling the User Interfaces of a Multiuser Program

Coupling the User Interfaces of a Multiuser Program Coupling the User Interfaces of a Multiuser Program PRASUN DEWAN University of North Carolina at Chapel Hill RAJIV CHOUDHARY Intel Corporation We have evelope a new moel for coupling the user-interfaces

More information

SMART IMAGE PROCESSING OF FLOW VISUALIZATION

SMART IMAGE PROCESSING OF FLOW VISUALIZATION SMAR IMAGE PROCESSING OF FLOW VISUALIZAION H Li (A Rinoshika) 1, M akei, M Nakano 1, Y Saito 3 an K Horii 4 1 Department of Mechanical Systems Engineering, Yamagata University, Yamagata 99-851, JAPAN Department

More information

Estimating Velocity Fields on a Freeway from Low Resolution Video

Estimating Velocity Fields on a Freeway from Low Resolution Video Estimating Velocity Fiels on a Freeway from Low Resolution Vieo Young Cho Department of Statistics University of California, Berkeley Berkeley, CA 94720-3860 Email: young@stat.berkeley.eu John Rice Department

More information

Here are a couple of warnings to my students who may be here to get a copy of what happened on a day that you missed.

Here are a couple of warnings to my students who may be here to get a copy of what happened on a day that you missed. Preface Here are my online notes for my Calculus I course that I teach here at Lamar University. Despite the fact that these are my class notes, they shoul be accessible to anyone wanting to learn Calculus

More information

Raycasting. Ronald Peikert SciVis Raycasting 3-1

Raycasting. Ronald Peikert SciVis Raycasting 3-1 Raycasting Ronald Peikert SciVis 2007 - Raycasting 3-1 Direct volume rendering Volume rendering (sometimes called direct volume rendering) stands for methods that generate images directly from 3D scalar

More information

CS 4620 Midterm, March 21, 2017

CS 4620 Midterm, March 21, 2017 CS 460 Midterm, March 1, 017 This 90-minute exam has 4 questions worth a total of 100 points. Use the back of the pages if you need more space. Academic Integrity is expected of all students of Cornell

More information

Comparative Study of Projection/Back-projection Schemes in Cryo-EM Tomography

Comparative Study of Projection/Back-projection Schemes in Cryo-EM Tomography Comparative Stuy of Projection/Back-projection Schemes in Cryo-EM Tomography Yu Liu an Jong Chul Ye Department of BioSystems Korea Avance Institute of Science an Technology, Daejeon, Korea ABSTRACT In

More information

Particle Swarm Optimization Based on Smoothing Approach for Solving a Class of Bi-Level Multiobjective Programming Problem

Particle Swarm Optimization Based on Smoothing Approach for Solving a Class of Bi-Level Multiobjective Programming Problem BULGARIAN ACADEMY OF SCIENCES CYBERNETICS AND INFORMATION TECHNOLOGIES Volume 17, No 3 Sofia 017 Print ISSN: 1311-970; Online ISSN: 1314-4081 DOI: 10.1515/cait-017-0030 Particle Swarm Optimization Base

More information

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome!

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Shading Models. Welcome! INFOGR Computer Graphics J. Bikker - April-July 2016 - Lecture 10: Shading Models Welcome! Today s Agenda: Introduction Light Transport Materials Sensors Shading INFOGR Lecture 10 Shading Models 3 Introduction

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render

More information

Image Segmentation using K-means clustering and Thresholding

Image Segmentation using K-means clustering and Thresholding Image Segmentation using Kmeans clustering an Thresholing Preeti Panwar 1, Girhar Gopal 2, Rakesh Kumar 3 1M.Tech Stuent, Department of Computer Science & Applications, Kurukshetra University, Kurukshetra,

More information

Tree Rendering with Billboard Clouds

Tree Rendering with Billboard Clouds Third Hungarian Conference on Computer Graphics and Geometry, Budapest, 2005 Tree Rendering with Billboard Clouds Ismael Garcia, Mateu Sbert, and László Szirmay-Kalos University of Girona and Budapest

More information

EXPLANATION OF THE ALGORITHMS FOR DISPLAYING 3D FIGURES ON THE COMPUTER SCREEN

EXPLANATION OF THE ALGORITHMS FOR DISPLAYING 3D FIGURES ON THE COMPUTER SCREEN Original Research Article: full paper [13] Galárraga, L., Heitz, G., Murphy, K., Suchanek, F. M. (2014). Canonicalizing Open Knowlege Bases. Proceeings of the 23r ACM International Conference on Conference

More information

CS 106 Winter 2016 Craig S. Kaplan. Module 01 Processing Recap. Topics

CS 106 Winter 2016 Craig S. Kaplan. Module 01 Processing Recap. Topics CS 106 Winter 2016 Craig S. Kaplan Moule 01 Processing Recap Topics The basic parts of speech in a Processing program Scope Review of syntax for classes an objects Reaings Your CS 105 notes Learning Processing,

More information

Generalized Edge Coloring for Channel Assignment in Wireless Networks

Generalized Edge Coloring for Channel Assignment in Wireless Networks Generalize Ege Coloring for Channel Assignment in Wireless Networks Chun-Chen Hsu Institute of Information Science Acaemia Sinica Taipei, Taiwan Da-wei Wang Jan-Jan Wu Institute of Information Science

More information

Real time rendering of heterogenous fog based on the graphics hardware acceleration

Real time rendering of heterogenous fog based on the graphics hardware acceleration Real time rendering of heterogenous fog based on the graphics hardware acceleration Dorota Zdrojewska Institute of Computer Graphics and Multimedia Systems Technical University of Szczecin Szczecin / Poland

More information

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19

Lecture 17: Recursive Ray Tracing. Where is the way where light dwelleth? Job 38:19 Lecture 17: Recursive Ray Tracing Where is the way where light dwelleth? Job 38:19 1. Raster Graphics Typical graphics terminals today are raster displays. A raster display renders a picture scan line

More information

New Geometric Interpretation and Analytic Solution for Quadrilateral Reconstruction

New Geometric Interpretation and Analytic Solution for Quadrilateral Reconstruction New Geometric Interpretation an Analytic Solution for uarilateral Reconstruction Joo-Haeng Lee Convergence Technology Research Lab ETRI Daejeon, 305 777, KOREA Abstract A new geometric framework, calle

More information

Fast Window Based Stereo Matching for 3D Scene Reconstruction

Fast Window Based Stereo Matching for 3D Scene Reconstruction The International Arab Journal of Information Technology, Vol. 0, No. 3, May 203 209 Fast Winow Base Stereo Matching for 3D Scene Reconstruction Mohamma Mozammel Chowhury an Mohamma AL-Amin Bhuiyan Department

More information

Divide-and-Conquer Algorithms

Divide-and-Conquer Algorithms Supplment to A Practical Guie to Data Structures an Algorithms Using Java Divie-an-Conquer Algorithms Sally A Golman an Kenneth J Golman Hanout Divie-an-conquer algorithms use the following three phases:

More information

A Neural Network Model Based on Graph Matching and Annealing :Application to Hand-Written Digits Recognition

A Neural Network Model Based on Graph Matching and Annealing :Application to Hand-Written Digits Recognition ITERATIOAL JOURAL OF MATHEMATICS AD COMPUTERS I SIMULATIO A eural etwork Moel Base on Graph Matching an Annealing :Application to Han-Written Digits Recognition Kyunghee Lee Abstract We present a neural

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

Volume Rendering. Lecture 21

Volume Rendering. Lecture 21 Volume Rendering Lecture 21 Acknowledgements These slides are collected from many sources. A particularly valuable source is the IEEE Visualization conference tutorials. Sources from: Roger Crawfis, Klaus

More information

Animated Surface Pasting

Animated Surface Pasting Animate Surface Pasting Clara Tsang an Stephen Mann Computing Science Department University of Waterloo 200 University Ave W. Waterloo, Ontario Canaa N2L 3G1 e-mail: clftsang@cgl.uwaterloo.ca, smann@cgl.uwaterloo.ca

More information

Previously... contour or image rendering in 2D

Previously... contour or image rendering in 2D Volume Rendering Visualisation Lecture 10 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Previously... contour or image rendering in 2D 2D Contour line

More information

Efficient Rendering of Glossy Reflection Using Graphics Hardware

Efficient Rendering of Glossy Reflection Using Graphics Hardware Efficient Rendering of Glossy Reflection Using Graphics Hardware Yoshinori Dobashi Yuki Yamada Tsuyoshi Yamamoto Hokkaido University Kita-ku Kita 14, Nishi 9, Sapporo 060-0814, Japan Phone: +81.11.706.6530,

More information

Offloading Cellular Traffic through Opportunistic Communications: Analysis and Optimization

Offloading Cellular Traffic through Opportunistic Communications: Analysis and Optimization 1 Offloaing Cellular Traffic through Opportunistic Communications: Analysis an Optimization Vincenzo Sciancalepore, Domenico Giustiniano, Albert Banchs, Anreea Picu arxiv:1405.3548v1 [cs.ni] 14 May 24

More information

Video-based Characters Creating New Human Performances from a Multi-view Video Database

Video-based Characters Creating New Human Performances from a Multi-view Video Database Vieo-base Characters Creating New Human Performances from a Multi-view Vieo Database Feng Xu Yebin Liu? Carsten Stoll? James Tompkin Gaurav Bharaj? Qionghai Dai Hans-Peter Seiel? Jan Kautz Christian Theobalt?

More information

State Indexed Policy Search by Dynamic Programming. Abstract. 1. Introduction. 2. System parameterization. Charles DuHadway

State Indexed Policy Search by Dynamic Programming. Abstract. 1. Introduction. 2. System parameterization. Charles DuHadway State Inexe Policy Search by Dynamic Programming Charles DuHaway Yi Gu 5435537 503372 December 4, 2007 Abstract We consier the reinforcement learning problem of simultaneous trajectory-following an obstacle

More information

Chapter 5 Proposed models for reconstituting/ adapting three stereoscopes

Chapter 5 Proposed models for reconstituting/ adapting three stereoscopes Chapter 5 Propose moels for reconstituting/ aapting three stereoscopes - 89 - 5. Propose moels for reconstituting/aapting three stereoscopes This chapter offers three contributions in the Stereoscopy area,

More information

Improving Spatial Reuse of IEEE Based Ad Hoc Networks

Improving Spatial Reuse of IEEE Based Ad Hoc Networks mproving Spatial Reuse of EEE 82.11 Base A Hoc Networks Fengji Ye, Su Yi an Biplab Sikar ECSE Department, Rensselaer Polytechnic nstitute Troy, NY 1218 Abstract n this paper, we evaluate an suggest methos

More information

Evolutionary Optimisation Methods for Template Based Image Registration

Evolutionary Optimisation Methods for Template Based Image Registration Evolutionary Optimisation Methos for Template Base Image Registration Lukasz A Machowski, Tshilizi Marwala School of Electrical an Information Engineering University of Witwatersran, Johannesburg, South

More information

Chapter 7 - Light, Materials, Appearance

Chapter 7 - Light, Materials, Appearance Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,

More information

Investigation into a new incremental forming process using an adjustable punch set for the manufacture of a doubly curved sheet metal

Investigation into a new incremental forming process using an adjustable punch set for the manufacture of a doubly curved sheet metal 991 Investigation into a new incremental forming process using an ajustable punch set for the manufacture of a oubly curve sheet metal S J Yoon an D Y Yang* Department of Mechanical Engineering, Korea

More information

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering CMPT 467/767 Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Volume rendering equation Compositing schemes Ray casting Acceleration techniques for ray casting Texture-based

More information

Linear First-Order PDEs

Linear First-Order PDEs MODULE 2: FIRST-ORDER PARTIAL DIFFERENTIAL EQUATIONS 9 Lecture 2 Linear First-Orer PDEs The most general first-orer linear PDE has the form a(x, y)z x + b(x, y)z y + c(x, y)z = (x, y), (1) where a, b,

More information

Local Path Planning with Proximity Sensing for Robot Arm Manipulators. 1. Introduction

Local Path Planning with Proximity Sensing for Robot Arm Manipulators. 1. Introduction Local Path Planning with Proximity Sensing for Robot Arm Manipulators Ewar Cheung an Vlaimir Lumelsky Yale University, Center for Systems Science Department of Electrical Engineering New Haven, Connecticut

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects

More information

Ray Tracing Effects without Tracing Rays

Ray Tracing Effects without Tracing Rays Introduction Ray Tracing Effects without Tracing Rays László Szirmay-Kalos, Barnabás Aszódi, and István Lazányi Budapest University of Technology and Economics, Hungary The basic operation of rendering

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Ad-Hoc Networks Beyond Unit Disk Graphs

Ad-Hoc Networks Beyond Unit Disk Graphs A-Hoc Networks Beyon Unit Disk Graphs Fabian Kuhn, Roger Wattenhofer, Aaron Zollinger Department of Computer Science ETH Zurich 8092 Zurich, Switzerlan {kuhn, wattenhofer, zollinger}@inf.ethz.ch ABSTRACT

More information

Skyline Community Search in Multi-valued Networks

Skyline Community Search in Multi-valued Networks Syline Community Search in Multi-value Networs Rong-Hua Li Beijing Institute of Technology Beijing, China lironghuascut@gmail.com Jeffrey Xu Yu Chinese University of Hong Kong Hong Kong, China yu@se.cuh.eu.h

More information

6 Gradient Descent. 6.1 Functions

6 Gradient Descent. 6.1 Functions 6 Graient Descent In this topic we will iscuss optimizing over general functions f. Typically the function is efine f : R! R; that is its omain is multi-imensional (in this case -imensional) an output

More information

Message Transport With The User Datagram Protocol

Message Transport With The User Datagram Protocol Message Transport With The User Datagram Protocol User Datagram Protocol (UDP) Use During startup For VoIP an some vieo applications Accounts for less than 10% of Internet traffic Blocke by some ISPs Computer

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

COM337 COMPUTER GRAPHICS Other Topics

COM337 COMPUTER GRAPHICS Other Topics COM337 COMPUTER GRAPHICS Other Topics Animation, Surface Details, Global Illumination Kurtuluş Küllü based on the book by Hearn, Baker, and Carithers There are some other important issues and topics that

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

Approximation with Active B-spline Curves and Surfaces

Approximation with Active B-spline Curves and Surfaces Approximation with Active B-spline Curves an Surfaces Helmut Pottmann, Stefan Leopolseer, Michael Hofer Institute of Geometry Vienna University of Technology Wiener Hauptstr. 8 10, Vienna, Austria pottmann,leopolseer,hofer

More information

Computer Graphics. Shadows

Computer Graphics. Shadows Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations

More information

Chapter 35 Homework (due 12/03/13)!!

Chapter 35 Homework (due 12/03/13)!! Chapter 35 Homework (ue 12/03/13) 35.6 35.20 35.21 35.29 35.51 35.55 35.66 35.68 page 1 Problem 35.6 An unerwater scuba iver sees the sun an in the parent angle of 45 above the horizontal. What is the

More information

IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, MANUSCRIPT 1. Time-Varying BRDFs

IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, MANUSCRIPT 1. Time-Varying BRDFs IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, MANUSCRIPT 1 Time-Varying BRDFs Bo Sun, Kalyan Sunkavalli, Ravi Ramamoorthi, Peter Belhumeur, an Shree Nayar Abstract The properties of virtually

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

CSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #18: More Effects Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements TA evaluations CAPE Final project blog

More information

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity

Schedule. MIT Monte-Carlo Ray Tracing. Radiosity. Review of last week? Limitations of radiosity. Radiosity Schedule Review Session: Tuesday November 18 th, 7:30 pm, Room 2-136 bring lots of questions! MIT 6.837 Monte-Carlo Ray Tracing Quiz 2: Thursday November 20 th, in class (one weeks from today) MIT EECS

More information

TDA361/DIT220 Computer Graphics, January 15 th 2016

TDA361/DIT220 Computer Graphics, January 15 th 2016 TDA361/DIT220 Computer Graphics, January 15 th 2016 EXAM (Same exam for both CTH- and GU students) Friday January 15 th, 2016, 8.30 12.30 Examiner Ulf Assarsson, tel. 0701-738535 Permitted Technical Aids

More information

CONSTRUCTION AND ANALYSIS OF INVERSIONS IN S 2 AND H 2. Arunima Ray. Final Paper, MATH 399. Spring 2008 ABSTRACT

CONSTRUCTION AND ANALYSIS OF INVERSIONS IN S 2 AND H 2. Arunima Ray. Final Paper, MATH 399. Spring 2008 ABSTRACT CONSTUCTION AN ANALYSIS OF INVESIONS IN S AN H Arunima ay Final Paper, MATH 399 Spring 008 ASTACT The construction use to otain inversions in two-imensional Eucliean space was moifie an applie to otain

More information

Online Appendix to: Generalizing Database Forensics

Online Appendix to: Generalizing Database Forensics Online Appenix to: Generalizing Database Forensics KYRIACOS E. PAVLOU an RICHARD T. SNODGRASS, University of Arizona This appenix presents a step-by-step iscussion of the forensic analysis protocol that

More information

A Plane Tracker for AEC-automation Applications

A Plane Tracker for AEC-automation Applications A Plane Tracker for AEC-automation Applications Chen Feng *, an Vineet R. Kamat Department of Civil an Environmental Engineering, University of Michigan, Ann Arbor, USA * Corresponing author (cforrest@umich.eu)

More information

Additional Divide and Conquer Algorithms. Skipping from chapter 4: Quicksort Binary Search Binary Tree Traversal Matrix Multiplication

Additional Divide and Conquer Algorithms. Skipping from chapter 4: Quicksort Binary Search Binary Tree Traversal Matrix Multiplication Aitional Divie an Conquer Algorithms Skipping from chapter 4: Quicksort Binary Search Binary Tree Traversal Matrix Multiplication Divie an Conquer Closest Pair Let s revisit the closest pair problem. Last

More information

Computer Graphics and GPGPU Programming

Computer Graphics and GPGPU Programming Computer Graphics and GPGPU Programming Donato D Ambrosio Department of Mathematics and Computer Science and Center of Excellence for High Performace Computing Cubo 22B, University of Calabria, Rende 87036,

More information

Bends, Jogs, And Wiggles for Railroad Tracks and Vehicle Guide Ways

Bends, Jogs, And Wiggles for Railroad Tracks and Vehicle Guide Ways Ben, Jogs, An Wiggles for Railroa Tracks an Vehicle Guie Ways Louis T. Klauer Jr., PhD, PE. Work Soft 833 Galer Dr. Newtown Square, PA 19073 lklauer@wsof.com Preprint, June 4, 00 Copyright 00 by Louis

More information

Dense Disparity Estimation in Ego-motion Reduced Search Space

Dense Disparity Estimation in Ego-motion Reduced Search Space Dense Disparity Estimation in Ego-motion Reuce Search Space Luka Fućek, Ivan Marković, Igor Cvišić, Ivan Petrović University of Zagreb, Faculty of Electrical Engineering an Computing, Croatia (e-mail:

More information

Chapter 9 Memory Management

Chapter 9 Memory Management Contents 1. Introuction 2. Computer-System Structures 3. Operating-System Structures 4. Processes 5. Threas 6. CPU Scheuling 7. Process Synchronization 8. Dealocks 9. Memory Management 10.Virtual Memory

More information

Pipeline Operations. CS 4620 Lecture 10

Pipeline Operations. CS 4620 Lecture 10 Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination

More information

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into

2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into 2D rendering takes a photo of the 2D scene with a virtual camera that selects an axis aligned rectangle from the scene. The photograph is placed into the viewport of the current application window. A pixel

More information

Non-homogeneous Generalization in Privacy Preserving Data Publishing

Non-homogeneous Generalization in Privacy Preserving Data Publishing Non-homogeneous Generalization in Privacy Preserving Data Publishing W. K. Wong, Nios Mamoulis an Davi W. Cheung Department of Computer Science, The University of Hong Kong Pofulam Roa, Hong Kong {wwong2,nios,cheung}@cs.hu.h

More information

Page 1. Area-Subdivision Algorithms z-buffer Algorithm List Priority Algorithms BSP (Binary Space Partitioning Tree) Scan-line Algorithms

Page 1. Area-Subdivision Algorithms z-buffer Algorithm List Priority Algorithms BSP (Binary Space Partitioning Tree) Scan-line Algorithms Visible Surface Determination Visibility Culling Area-Subdivision Algorithms z-buffer Algorithm List Priority Algorithms BSP (Binary Space Partitioning Tree) Scan-line Algorithms Divide-and-conquer strategy:

More information

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics

I have a meeting with Peter Lee and Bob Cosgrove on Wednesday to discuss the future of the cluster. Computer Graphics Announcements Assignment 4 will be out later today Problem Set 3 is due today or tomorrow by 9am in my mail box (4 th floor NSH) How are the machines working out? I have a meeting with Peter Lee and Bob

More information

The Viewing Pipeline Coordinate Systems

The Viewing Pipeline Coordinate Systems Overview Interactive Graphics System Model Graphics Pipeline Coordinate Systems Modeling Transforms Cameras and Viewing Transform Lighting and Shading Color Rendering Visible Surface Algorithms Rasterization

More information

Scalar Data. Visualization Torsten Möller. Weiskopf/Machiraju/Möller

Scalar Data. Visualization Torsten Möller. Weiskopf/Machiraju/Möller Scalar Data Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Basic strategies Function plots and height fields Isolines Color coding Volume visualization (overview) Classification Segmentation

More information