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Now showing 1 - 10 of 28
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    A Multifragment Renderer for Material Aging Visualization
    (The Eurographics Association, 2018) Adamopoulos, Georgios; Moutafidou, Anastasia; Drosou, Anastasios; Tzovaras, Dimitrios; Fudos, Ioannis; Jain, Eakta and Kosinka, JirĂ­
    People involved in curatorial work and in preservation/conservation tasks need to understand exactly the nature of aging and to prevent it with minimal preservation work. In this scenario, it is of extreme importance to have tools to produce and visualize digital representations and models of visual surface appearance and material properties, to help the scientist understand how they evolve over time and under particular environmental conditions. We report on the development of a multifragment renderer for visualizing and combining the results of simulated aging of artwork objects. Several natural aging processes manifest themselves through change of color, fading, deformations or cracks. Furthermore, changes in the materials underneath the visible layers may be detected or simulated.
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    Dense 3D Gaussian Splatting Initialization for Sparse Image Data
    (The Eurographics Association, 2024) Seibt, Simon; Chang, Thomas Vincent Siu-Lung; von Rymon Lipinski, Bartosz ; Latoschik, Marc Erich; Liu, Lingjie; Averkiou, Melinos
    This paper presents advancements in novel-view synthesis with 3D Gaussian Splatting (3DGS) using a dense and accurate SfM point cloud initialization approach. We address the challenge of achieving photorealistic renderings from sparse image data, where basic 3DGS training may result in suboptimal convergence, thus leading to visual artifacts. The proposed method enhances precision and density of initially reconstructed point clouds by refining 3D positions and extrapolating additional points, even for difficult image regions, e.g. with repeating patterns and suboptimal visual coverage. Our contributions focus on improving ''Dense Feature Matching for Structure-from-Motion'' (DFM4SfM) based on a homographic decomposition of the image space to support 3DGS training: First, a grid-based feature detection method is introduced for DFM4SfM to ensure a welldistributed 3D Gaussian initialization uniformly over all depth planes. Second, the SfM feature matching is complemented by a geometric plausibility check, priming the homography estimation and thereby improving the initial placement of 3D Gaussians. Experimental results on the NeRF-LLFF dataset demonstrate that this approach achieves superior qualitative and quantitative results, even for fewer views, and the potential for a significantly accelerated 3DGS training with faster convergence.
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    Smooth Blended Subdivision Shading
    (The Eurographics Association, 2018) Bakker, Jelle; Barendrecht, Pieter J.; Kosinka, Jiri; Diamanti, Olga and Vaxman, Amir
    The concept known as subdivision shading aims at improving the shading of subdivision surfaces. It is based on the subdivision of normal vectors associated with the control net of the surface. By either using the resulting subdivided normal field directly, or blending it with the normal field of the limit surface, renderings of higher visual smoothness can be obtained. In this work we propose a different and more versatile approach to blend the two normal fields, yielding not only better results, but also a proof that our blended normal field is C1.
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    Anisotropic Filtering for On-the-fly Patch-based Texturing
    (The Eurographics Association, 2019) Lutz, Nicolas; Sauvage, Basile; Larue, Frédéric; Dischler, Jean-Michel; Cignoni, Paolo and Miguel, Eder
    On-the-fly patch-based texturing consists of choosing at run-time, for several patches within a tileable texture, one random candidate among a pre-computed set of possible contents. This category of methods generates unbounded textures, for which filtering is not straightforward, because the screen pixel footprint may overlap multiple patches in texture space, i.e. different randomly chosen contents. In this paper, we propose a real-time anisotropic filtering which is fully compliant with the standard graphics pipeline. The main idea is to pre-filter the contents independently, store them in an atlas, and combine them at run-time to produce the final pixel color. The patch-map, referencing to which patch belong the fetched texels, requires a specific filtering approach, in order to recover the patches that overlap at low resolutions. In addition, we show how this method can achieve blending at patch boundaries in order to further reduce visible seams, without modification of our filtering algorithm.
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    Tetrahedral Interpolation on Regular Grids
    (The Eurographics Association, 2021) Bán, Róbert; Valasek, Gábor; Bittner, Jirí and Waldner, Manuela
    This work proposes the use of barycentric interpolation on enclosing simplices of sample points to infer a reconstructed function from discrete data. In particular, we compare the results of trilinear and tetrahedral interpolation over regular 3D grids of second order spherical harmonics (SH) light probes. In general, tetrahedral interpolation only requires four data samples per query in contrast to the 8 samples necessary for trilinear interpolation, at the expense of a more expensive weight computation. Our tetrahedral implementation subdivides the cubical cells into six tetrahedra and uses the barycentric coordinates of the query position as weights to blend the probe data. We show that barycentric coordinates can be calculated efficiently in shaders for our particular tetrahedral decomposition of the cube, resulting only in simple arithmetic and conditional move operations.
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    Stochastic Light Culling for Single Scattering in Participating Media
    (The Eurographics Association, 2022) Fujieda, Shin; Tokuyoshi, Yusuke; Harada, Takahiro; Pelechano, Nuria; Vanderhaeghe, David
    We introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.
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    Physically-based Rendering of Highly Scattering Fluorescent Solutions using Path Tracing
    (The Eurographics Association, 2016) Abdellah, Marwan; Bilgili, Ahmet; Eilemann, Stefan; Markram, Henry; SchĂĽrmann, Felix; Luis Gonzaga Magalhaes and Rafal Mantiuk
    We introduce a physically-plausible Monte Carlo rendering technique that is capable of treating highly scattering participating media in the presence of fluorescent mixtures. Our model accounts for the actual intrinsic spectroscopic characteristics of fluorescent dyes. The model leads to an estimator for simulating the light interaction with highly scattering fluorescent-tagged participating media. Our system is applied to render images of two fluorescent solutions under different conditions. The model is qualitatively analyzed and validated against experimental emission spectra of fluorescent dyes.
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    A Computational Model of Light-Sheet Fluorescence Microscopy using Physically-based Rendering
    (The Eurographics Association, 2015) Abdellah, Marwan; Bilgili, Ahmet; Eilemann, Stefan; Markram, Henry; SchĂĽrmann, Felix; B. Solenthaler and E. Puppo
    We present a physically-based computational model of the light sheet fluorescence microscope (LSFM). Based on Monte Carlo ray tracing and geometric optics, our method simulates the operational aspects and image formation process of the LSFM. An extension for previous fluorescence models is developed to account for the intrinsic characteristics of fluorescent dyes in order to accurately simulate light interaction with fluorescent-tagged biological specimen. This extension was quantitatively validated against the fluorescence brightness equation and experimental spectra of different dyes. We demonstrate first results of our rendering pipeline to a simplified brain tissue model reconstructed from the somatosensory cortex of a young rat.
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    Sparse Ferguson-Hermite Signed Distance Fields
    (The Eurographics Association, 2023) Bán, Róbert; Valasek, Gábor; Singh, Gurprit; Chu, Mengyu (Rachel)
    We investigate Hermite interpolation in the context of discrete signed distance field filtering. Our method uses tricubic Hermite interpolation to generate a C1 continuous approximation to the signed distance function of the input scene. Our representation is kept purely first order by setting the mixed partial derivatives to zero, similarly to how Ferguson constructed bicubic Hermite patches. Our scheme stores four scalars at each sample, the value of the signed distance function and its first three partial derivatives. We optimize storage by only storing voxels that enclose a volume boundary. We show that this provides both a significant reduction in storage and render times compared to a dense grid of Ferguson-Hermite samples. Moreover, our construct requires smaller storage than traditional zero order trilinearly filtered fields of the same visual quality, at the expense of performance.
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    Illumination-driven Light Probe Placement
    (The Eurographics Association, 2021) Vardis, Konstantinos; Vasilakis, Andreas Alexandros; Papaioannou, Georgios; Bittner, JirĂ­ and Waldner, Manuela
    We introduce a simplification method for light probe configurations that preserves the indirect illumination distribution in scenes with diverse lighting conditions. An iterative graph simplification algorithm discards the probes that, according to a set of evaluation points, have the least impact on the global light field. Our approach is simple, generic and aims at improving the repetitive and often non-intuitive and tedious task of placing light probes on complex virtual environments.