A Temporal Image-Based Approach to Motion Reconstruction for Globally Illuminated Animated Environments

Similar documents
Interpolation using scanline algorithm

Computer Graphics 1. Chapter 7 (June 17th, 2010, 2-4pm): Shading and rendering. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2010

9. Illumination and Shading

Real-Time Shadows. André Offringa Timo Laman

Announcements. Written Assignment 2 out (due March 8) Computer Graphics

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Introduction Ray tracing basics Advanced topics (shading) Advanced topics (geometry) Graphics 2010/2011, 4th quarter. Lecture 11: Ray tracing

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topics and things to know about them:

Advanced Shading I: Shadow Rasterization Techniques

Ray Tracing. Kjetil Babington

Ray-Tracing. Misha Kazhdan

CS 325 Computer Graphics

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

Lecture 11: Ray tracing (cont.)

CS354 Computer Graphics Ray Tracing. Qixing Huang Januray 24th 2017

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

Photoshop PSD Export. Basic Tab. Click here to expand Table of Contents... Basic Tab Additional Shading Tab Material Tab Motion Tab Geometry Tab

Intro to Ray-Tracing & Ray-Surface Acceleration

Photorealism: Ray Tracing

CS559 Computer Graphics Fall 2015

Raycast Rendering Maya 2013

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

Mach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading.

Rendering: Reality. Eye acts as pinhole camera. Photons from light hit objects

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

Recursive Ray Tracing. Ron Goldman Department of Computer Science Rice University

Reflection and Shading

CPSC / Texture Mapping

Homework #2. Shading, Ray Tracing, and Texture Mapping

Reusing Shading for Interactive Global Illumination GDC 2004

Computer Graphics. Lecture 13. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura

COMP 4801 Final Year Project. Ray Tracing for Computer Graphics. Final Project Report FYP Runjing Liu. Advised by. Dr. L.Y.

Distributed Ray Tracing

Chapter 7 - Light, Materials, Appearance

EECS 487: Interactive Computer Graphics

Lecture 10: Ray tracing

CS5620 Intro to Computer Graphics

Programming projects. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer. Assignment 1: Basic ray tracer

LightSlice: Matrix Slice Sampling for the Many-Lights Problem

Overview: Ray Tracing & The Perspective Projection Pipeline

Graphics for VEs. Ruth Aylett

So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.

Topic 9: Lighting & Reflection models 9/10/2016. Spot the differences. Terminology. Two Components of Illumination. Ambient Light Source

Shading, Advanced Rendering. Week 7, Wed Feb 28

critical theory Computer Science

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

Topic 9: Lighting & Reflection models. Lighting & reflection The Phong reflection model diffuse component ambient component specular component

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

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/22/2017

Lighting. To do. Course Outline. This Lecture. Continue to work on ray programming assignment Start thinking about final project

lecture 18 - ray tracing - environment mapping - refraction

Computer Graphics. Lecture 10. Global Illumination 1: Ray Tracing and Radiosity. Taku Komura 12/03/15

Ray tracing. EECS 487 March 19,

COM337 COMPUTER GRAPHICS Other Topics

Lighting and Shading

CS 4620 Midterm, March 21, 2017

Consider a partially transparent object that is illuminated with two lights, one visible from each side of the object. Start with a ray from the eye

INFOGR Computer Graphics. J. Bikker - April-July Lecture 10: Ground Truth. Welcome!

Computer Graphics Ray Casting. Matthias Teschner

Illumination Models & Shading

Shading. Introduction to Computer Graphics Torsten Möller. Machiraju/Zhang/Möller/Fuhrmann

CSE528 Computer Graphics: Theory, Algorithms, and Applications

Illumination and Shading

COMP371 COMPUTER GRAPHICS

Project 3 Path Tracing

PERFORMANCE CAPTURE FROM SPARSE MULTI-VIEW VIDEO

Acquisition and Visualization of Colored 3D Objects

L2 Data Acquisition. Mechanical measurement (CMM) Structured light Range images Shape from shading Other methods

6.837 Introduction to Computer Graphics Final Exam Tuesday, December 20, :05-12pm Two hand-written sheet of notes (4 pages) allowed 1 SSD [ /17]

Sung-Eui Yoon ( 윤성의 )

Soft Shadow Maps. Soft Shadow Maps for Linear Lights

Visual cues to 3D geometry. Light Reflection and Advanced Shading. Shading. Recognizing materials. size (perspective) occlusion shading

Lecture 32 of 41. Lab 6: Ray Tracing with ACM SIGGRAPH Demo & POV-Ray

Chapter 23- UV Texture Mapping

Ray Tracing. CSCI 420 Computer Graphics Lecture 15. Ray Casting Shadow Rays Reflection and Transmission [Ch ]

surface: reflectance transparency, opacity, translucency orientation illumination: location intensity wavelength point-source, diffuse source

Welcome to COMP 770 (236) Introduction. Prerequisites. Prerequisites

Level of Details in Computer Rendering

Georgios Tziritas Computer Science Department

Shadows. COMP 575/770 Spring 2013

Raytracing CS148 AS3. Due :59pm PDT

Computer Graphics 10 - Shadows

diffuse diffuse reflection refraction diffuse mapping diffuse reflection reflection filter mapping mapping reflection

CPSC GLOBAL ILLUMINATION

CMSC427 Final Practice v2 Fall 2017

The University of Calgary

Render methods, Compositing, Post-process and NPR in NX Render

Shadows in the graphics pipeline

CS Illumination and Shading. Slide 1

CS770/870 Spring 2017 Color and Shading

521493S Computer Graphics. Exercise 3

CS 563 Advanced Topics in Computer Graphics Camera Models. by Kevin Kardian

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Global Illumination with Glossy Surfaces

Ray Tracing. CS334 Fall Daniel G. Aliaga Department of Computer Science Purdue University

Effects needed for Realism. Computer Graphics (Fall 2008) Ray Tracing. Ray Tracing: History. Outline

Ray Tracer Due date: April 27, 2011

Chapter 11 Global Illumination. Part 1 Ray Tracing. Reading: Angel s Interactive Computer Graphics (6 th ed.) Sections 11.1, 11.2, 11.

Transcription:

University of Pennsylvania ScholarlyCommons Center for Human Modeling and Simulation Department of Computer & Information Science June 1996 A Temporal Image-Based Approach to Motion Reconstruction for Globally Illuminated Animated Environments Jeffry Nimeroff University of Pennsylvania Follow this and additional works at: http://repository.upenn.edu/hms Recommended Citation Nimeroff, J. (1996). A Temporal Image-Based Approach to Motion Reconstruction for Globally Illuminated Animated Environments. Retrieved from http://repository.upenn.edu/hms/90 Postprint version. Presented at the 7th Annual Eurographics Workshop on Rendering, Porto Portugal, June 1996, 11 pages. This paper is posted at ScholarlyCommons. http://repository.upenn.edu/hms/90 For more information, please contact libraryrepository@pobox.upenn.edu.

A Temporal Image-Based Approach to Motion Reconstruction for Globally Illuminated Animated Environments Abstract This paper presents an approach to motion sampling and reconstruction for globally illuminated animated environments (under fixed viewing conditions) based on sparse spatio-temporal scene sampling, a resolutionindependent temporal file format, and a Delaunay triangulation pixel reconstruction method. The argument is made that motion that is usually achieved by rendering complete images of a scene at a high frame rate (i.e. flipbook style frame-based animation) can be adequately reconstructed using many less samples (often on the order of that required to generate a single, complete, high quality frame) from the sparse image data stored in bounded slices of our temporal file. The scene is rendered using a ray tracing algorithm modified to randomly sample over space - the image plane (x, y), and time (t), yielding (x, y, t) samples that are stored in our spatiotemporal images. Reconstruction of object motion, reconstructing a picture of the scene at a desired time, is performed by projecting the (x, y, t) samples onto the desired temporal plane with the appropriate weighting, constructing the 2D Delaunay triangulation of the sample points, and Gouraud (or Phong) shading the resulting triangles. Both first and higher order visual effects, illumination and visibility, are handled. Silhouette edges and other discontinuities are more difficult to track but can be addressed with a combination of triangle filtering and image postprocessing. Comments Postprint version. Presented at the 7th Annual Eurographics Workshop on Rendering, Porto Portugal, June 1996, 11 pages. This conference paper is available at ScholarlyCommons: http://repository.upenn.edu/hms/90

A TEMPORAL IMAGE-BASED APPROACH TO MOTION RECONSTRUCTION FOR GLOBALLY ILLUMINATED ANIMATED ENVIRONMENTS A TEMPORAL IMAGE-BASED APPROACH TO MOTION RECONSTRUCTION FOR GLOBALLY ILLUMINATED ANIMATED ENVIRONMENTS Jeffry Nimeroff Presented at the 7th Annual Eurographics Workshop on Rendering, Porto Portugal, June 17-19 1996 This paper presents an approach to motion sampling and reconstruction for globally illuminated animated environments (under fixed viewing conditions) based on sparse spatio-temporal scene sampling, a resolution-independent temporal file format, and a Delaunay triangulation pixel reconstruction method. The argument is made that motion that is usually achieved by rendering complete images of a scene at a high frame rate (i.e. flipbook style frame-based animation) can be adequately reconstructed using many less samples (often on the order of that required to generate a single, complete, high quality frame) from the sparse image data stored in bounded slices of our temporal file. The scene is rendered using a ray tracing algorithm modified to randomly sample over space - the image plane (x, y), and time (t), yielding (x, y, t) samples that are stored in our spatio-temporal images. Reconstruction of object motion, reconstructing a picture of the scene at a desired time, is performed by projecting the (x, y, t) samples onto the desired temporal plane with the appropriate weighting, constructing the 2D Delaunay triangulation of the sample points, and Gouraud (or Phong) shading the resulting triangles. Both first and higher order visual effects, illumination and visibility, are handled. Silhouette edges and other discontinuities are more difficult to track but can be addressed with a combination of triangle filtering and image postprocessing. Delaunay Complex http://cg.cis.upenn.edu/~jnimerof/egwr7/temporal.html (1 of 5) [8/31/2007 3:42:45 PM]

A TEMPORAL IMAGE-BASED APPROACH TO MOTION RECONSTRUCTION FOR GLOBALLY ILLUMINATED ANIMATED ENVIRONMENTS The Delaunay complex is mechanism for connecting data values in N-D (a connected mesh meeting certain proximity requirements). Once the complex is created, the connectivity information aids in reconstructing the values that between the data that exists in the mesh. Here is an example of a 2-D Delaunay complex and various reconstruction schemes. Interface An ArcBall-based temporal volume visualizer was constructed to allow efficient reconstruction within pre-generated temporal volumes. http://cg.cis.upenn.edu/~jnimerof/egwr7/temporal.html (2 of 5) [8/31/2007 3:42:45 PM]

A TEMPORAL IMAGE-BASED APPROACH TO MOTION RECONSTRUCTION FOR GLOBALLY ILLUMINATED ANIMATED ENVIRONMENTS Sample Animated Sequences These images and animated sequences illustrate the results obtained by using our new motion sampling and http://cg.cis.upenn.edu/~jnimerof/egwr7/temporal.html (3 of 5) [8/31/2007 3:42:45 PM]

A TEMPORAL IMAGE-BASED APPROACH TO MOTION RECONSTRUCTION FOR GLOBALLY ILLUMINATED ANIMATED ENVIRONMENTS reconstruction method. Rotation, Reflections, and Refractions This sequence shows a rotating ground plane spinning under a mirrored ball and a refractive transparent cone. The higherorder reflections and refractions are reconstructed adequately from the point samples. This is not possible without a densely packed sequence of fully-rendered frames which require much more information to be stored. The 200,000 spatio-temporal rays we cast into the scene required a total sampling time of 13 minutes 24.93 seconds. Reconstruction time was approximately 30 seconds per frame on an original Indigo2 XZ. http://cg.cis.upenn.edu/~jnimerof/egwr7/temporal.html (4 of 5) [8/31/2007 3:42:45 PM] Translation, Reflections, and Refractions

A TEMPORAL IMAGE-BASED APPROACH TO MOTION RECONSTRUCTION FOR GLOBALLY ILLUMINATED ANIMATED ENVIRONMENTS This sequence shows a translating ground plane sliding under a mirrored ball and a refractive transparent cone. As with the first example, higher-order illumination effects are tracked well. The 200,000 spatio-temporal rays we cast into the scene required a total sampling time of 13 minutes 4.87 seconds. Reconstruction time was approximately 30 seconds per frame on an original Indigo2 XZ. Visibility, and Shadows This sequence shows a transparent triangle sliding to the right over the top of an opaque triangle moving to the left. This example exhibits multiple object motion resolution including visibility, illumination, and shadowing changes. The 200,000 spatio-temporal rays we cast into the scene required a total sampling time of 10 minutes 23.71 seconds. Reconstruction time was approximately 30 seconds per frame. Click here for a copy of the paper in gzipped postscript form. Click here for a copy of the paper in gzipped Adobe Acrobat form. http://cg.cis.upenn.edu/~jnimerof/egwr7/temporal.html (5 of 5) [8/31/2007 3:42:45 PM]

http://cg.cis.upenn.edu/~jnimerof/egwr7/rotate.gif http://cg.cis.upenn.edu/~jnimerof/egwr7/rotate.gif (1 of 2) [8/31/2007 3:42:47 PM]

http://cg.cis.upenn.edu/~jnimerof/egwr7/rotate.gif http://cg.cis.upenn.edu/~jnimerof/egwr7/rotate.gif (2 of 2) [8/31/2007 3:42:47 PM]

http://cg.cis.upenn.edu/~jnimerof/egwr7/translate.gif http://cg.cis.upenn.edu/~jnimerof/egwr7/translate.gif (1 of 2) [8/31/2007 3:42:49 PM]

http://cg.cis.upenn.edu/~jnimerof/egwr7/translate.gif http://cg.cis.upenn.edu/~jnimerof/egwr7/translate.gif (2 of 2) [8/31/2007 3:42:49 PM]

http://cg.cis.upenn.edu/~jnimerof/egwr7/visibility.gif http://cg.cis.upenn.edu/~jnimerof/egwr7/visibility.gif (1 of 2) [8/31/2007 3:42:50 PM]

http://cg.cis.upenn.edu/~jnimerof/egwr7/visibility.gif http://cg.cis.upenn.edu/~jnimerof/egwr7/visibility.gif (2 of 2) [8/31/2007 3:42:50 PM]