{"title":"Relief texture mapping","authors":"M. M. O. Neto, G. Bishop, David K. McAllister","doi":"10.1145/344779.344947","DOIUrl":"https://doi.org/10.1145/344779.344947","url":null,"abstract":"We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displacement per texel) is mapped onto a polygon using a two-step process: First, it is converted into an ordinary texture using a surprisingly simple 1-D forward transform. The resulting texture is then mapped onto the polygon using standard texture mapping. The 1-D warping functions work in texture coordinates to handle the parallax and visibility changes that result from the 3-D shape of the displacement surface. The subsequent texture-mapping operation handles the transformation from texture to screen coordinates.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128564121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Illuminating micro geometry based on precomputed visibility","authors":"W. Heidrich, K. Daubert, J. Kautz, H. Seidel","doi":"10.1145/344779.344984","DOIUrl":"https://doi.org/10.1145/344779.344984","url":null,"abstract":"Many researchers have been arguing that geometry, bump maps, and BRDFs present a hierarchy of detail that should be exploited for efficient rendering purposes. In practice however, this is often not possible due to inconsistencies in the illumination for these different levels of detail. For example, while bump map rendering often only considers direct illumination and no shadows, geometry-based rendering and BRDFs will mostly also respect shadowing effects, and in many cases even indirect illumination caused by scattered light. In this paper, we present an approach for overcoming these inconsistencies. We introduce an inexpensive method for consistently illuminating height fields and bump maps, as well as simulating BRDFs based on precomputed visibility information. With this information we can achieve a consistent illumination across the levels of detail. The method we propose offers significant performance benefits over existing algorithms for computing the light scattering in height fields and for computing a sampled BRDF representation using a virtual gonioreflectometer. The performance can be further improved by utilizing graphics hardware, which then also allows for interactive display. Finally, our method also approximates the changes in illumination when the height field, bump map, or BRDF is applied to a surface with a different curvature.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129982808","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Toward a psychophysically-based light reflection model for image synthesis","authors":"F. Pellacini, J. Ferwerda, D. Greenberg","doi":"10.1145/344779.344812","DOIUrl":"https://doi.org/10.1145/344779.344812","url":null,"abstract":"In this paper we introduce a new light reflection model for image synthesis based on experimental studies of surface gloss perception. To develop the model, we've conducted two experiments that explore the relationships between the physical parameters used to describe the reflectance properties of glossy surfaces and the perceptual dimensions of glossy appearance. In the first experiment we use multidimensional scaling techniques to reveal the dimensionality of gloss perception for simulated painted surfaces. In the second experiment we use magnitude estimation methods to place metrics on these dimensions that relate changes in apparent gloss to variations in surface reflectance properties. We use the results of these experiments to rewrite the parameters of a physically-based light reflection model in perceptual terms. The result is a new psychophysically-based light reflection model where the dimensions of the model are perceptually meaningful, and variations along the dimensions are perceptually uniform. We demonstrate that the model can facilitate describing surface gloss in graphics rendering applications. This work represents a new methodology for developing light reflection models for image synthesis.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125821043","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. S. Peercy, M. Olano, J. Airey, P. Jeffrey, Ungar Sgi
{"title":"Interactive multi-pass programmable shading","authors":"M. S. Peercy, M. Olano, J. Airey, P. Jeffrey, Ungar Sgi","doi":"10.1145/344779.344976","DOIUrl":"https://doi.org/10.1145/344779.344976","url":null,"abstract":"Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline. We present two demonstrations of the method. The first is a constrained shading language that runs on graphics hardware supporting OpenGL 1.2 with a subset of the ARB imaging extensions. We remove the shading language constraints by minimally extending OpenGL. The key extensions are color range (supporting extended range and precision data types) and pixel texture (using framebuffer values as indices into texture maps). Our second demonstration is a renderer supporting the RenderMan Interface and RenderMan Shading Language on a software implementation of this extended OpenGL. For both languages, our compiler technology can take advantage of extensions and performance characteristics unique to any particular graphics hardware.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123516547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Illustrating smooth surfaces","authors":"Aaron Hertzmann, D. Zorin","doi":"10.1145/344779.345074","DOIUrl":"https://doi.org/10.1145/344779.345074","url":null,"abstract":"We present a new set of algorithms for line-art rendering of smooth surfaces. We introduce an efficient, deterministic algorithm for finding silhouettes based on geometric duality, and an algorithm for segmenting the silhouette curves into smooth parts with constant visibility. These methods can be used to find all silhouettes in real time in software. We present an automatic method for generating hatch marks in order to convey surface shape. We demonstrate these algorithms with a drawing style inspired by A Topological Picturebook by G. Francis.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122918434","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Debevec, Tim Hawkins, C. Tchou, H. Duiker, Westley Sarokin, Mark Sagar
{"title":"Acquiring the reflectance field of a human face","authors":"P. Debevec, Tim Hawkins, C. Tchou, H. Duiker, Westley Sarokin, Mark Sagar","doi":"10.1145/344779.344855","DOIUrl":"https://doi.org/10.1145/344779.344855","url":null,"abstract":"We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acquire images of the face from a small set of viewpoints under a dense sampling of incident illumination directions using a light stage. We then construct a reflectance function image for each observed image pixel from its values over the space of illumination directions. From the reflectance functions, we can directly generate images of the face from the original viewpoints in any form of sampled or computed illumination. To change the viewpoint, we use a model of skin reflectance to estimate the appearance of the reflectance functions for novel viewpoints. We demonstrate the technique with synthetic renderings of a person's face under novel illumination and viewpoints.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123413908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Maneesh Agrawala, R. Ramamoorthi, A. Heirich, L. Moll
{"title":"Efficient image-based methods for rendering soft shadows","authors":"Maneesh Agrawala, R. Ramamoorthi, A. Heirich, L. Moll","doi":"10.1145/344779.344954","DOIUrl":"https://doi.org/10.1145/344779.344954","url":null,"abstract":"We present two efficient imaged-based approaches for computation and display of high-quality soft shadows from area light sources. Our methods are related to shadow maps and provide the associated benefits. The computation time and memory requirements for adding soft shadows to an image depend on image size and the number of lights, not geometric scene complexity. We also show that because area light sources are localized in space, soft shadow computations are particularly well suited to imaged-based rendering techniques. Our first approach—layered attenuation maps—achieves interactive rendering rates, but limits sampling flexibility, while our second method—coherence-based raytracing of depth images—is not interactive, but removes the limitations on sampling and yields high quality images at a fraction of the cost of conventional raytracers. Combining the two algorithms allows for rapid previewing followed by efficient high-quality rendering.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122238695","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
V. Popescu, J. Eyles, A. Lastra, J. Steinhurst, N. England, L. Nyland
{"title":"The WarpEngine: an architecture for the post-polygonal age","authors":"V. Popescu, J. Eyles, A. Lastra, J. Steinhurst, N. England, L. Nyland","doi":"10.1145/344779.344979","DOIUrl":"https://doi.org/10.1145/344779.344979","url":null,"abstract":"We present the WarpEngine, an architecture designed for real-time imaged-based rendering of natural scenes from arbitrary viewpoints. The modeling primitives are real-world images with per-pixel depth. Currently they are acquired and stored off-line; in the near future real-time depth-image acquisition will be possible, the WarpEngine is designed to render in immediate mode from such data sources. The depth-image resolution is locally adapted by interpolation to match the resolution of the output image. 3D warping can occur either before or after the interpolation; the resulting warped/interpolated samples are forward-mapped into a warp buffer, with the precise locations recorded using an offset. Warping processors are integrated on-chip with the warp buffer, allowing efficient, scalable implementation of very high performance systems. Each chip will be able to process 100 million samples per second and provide 4.8GigaBytes per second of bandwidth to the warp buffer. The WarpEngine is significantly less complex than our previous efforts, incorporating only a single ASIC design. Small configurations can be packaged as a PC add-in card, while larger deskside configurations will provide HDTV resolutions at 50 Hz, enabling radical new applications such as 3D television. WarpEngine will be highly programmable, facilitating use as a test-bed for experimental IBR algorithms.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134579382","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Ngo, Doug Cutrell, Jenny Dana, B. Donald, L. Loeb, S. Zhu
{"title":"Accessible animation and customizable graphics via simplicial configuration modeling","authors":"T. Ngo, Doug Cutrell, Jenny Dana, B. Donald, L. Loeb, S. Zhu","doi":"10.1145/344779.344964","DOIUrl":"https://doi.org/10.1145/344779.344964","url":null,"abstract":"O ur goal is to em bed free-form constraints into a graphical m odel. W ith such constraints a graphic can m aintain its visual integrity— and break rules tastefully— while being m anipulated by a casualuser. A typicalparam eterized graphic does notm eet these needs because its configuration space contains nonsense im ages in m uch higher proportion than desirable im ages, and the casual user is apt to ruin the graphic on any attem pt to m odify oranim ate it. W e therefore m odel the sm all subset of a given graphic's configuration space that m aps to desirable im ages. In our solution, the basic building block is a sim plicial complex— the m ost practical data structure able to accom m odate the variety of topologies that can arise. The configuration-space m odel can be built from a cross productofsuch com plexes. W e describe how to define the m apping from this space to the im age space. W e show how to invert that m apping, allow ing the user to m anipulate the im age without understanding the structure of the configuration-space m odel. W e also show how to extend the m apping when the originalparam eterization contains hierarchy, coordinate transform ations,and other non linearities. O ur software im plem entation applies sim plicial configuration m odeling to 2D vector graphics.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129808672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Progressive geometry compression","authors":"A. Khodakovsky, P. Schröder, W. Sweldens","doi":"10.1145/344779.344922","DOIUrl":"https://doi.org/10.1145/344779.344922","url":null,"abstract":"We propose a new progressive compression scheme for arbitrary topology, highly detailed and densely sampled meshes arising from geometry scanning. We observe that meshes consist of three distinct components: geometry, parameter, and connectivity information. The latter two do not contribute to the reduction of error in a compression setting. Using semi-regular meshes, parameter and connectivity information can be virtually eliminated. Coupled with semi-regular wavelet transforms, zerotree coding, and subdivision based reconstruction we see improvements in error by a factor four (12dB) compared to other progressive coding schemes.","PeriodicalId":269415,"journal":{"name":"Proceedings of the 27th annual conference on Computer graphics and interactive techniques","volume":"241 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113980785","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}