{"title":"Linear-Time Poisson-Disk Patterns","authors":"T. R. Jones, David R Karger","doi":"10.1080/2151237X.2011.617173","DOIUrl":"https://doi.org/10.1080/2151237X.2011.617173","url":null,"abstract":"Abstract We present an algorithm for generating Poisson-disk patterns taking O(N) time to generate N points. The method is based on a grid of regions that can contain no more than one point in the final pattern, and which uses an explicit model of point-arrival times under a uniform Poisson process.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130128153","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":"Backface Culling for Motion Blur and Depth of Field","authors":"Jacob Munkberg, T. Akenine-Möller","doi":"10.1080/2151237X.2011.563695","DOIUrl":"https://doi.org/10.1080/2151237X.2011.563695","url":null,"abstract":"Abstract For triangles with linear vertex motion, common practice is to backface cull a triangle if it is backfacing at both the start and end of the motion. However, this is not conservative. We derive conservative tests that guarantee that a moving triangle is backfacing over an entire time interval and over the area of a lens. In addition, we present tests for the special cases of only motion blur and only depth of field. Our techniques apply to real-time and offline rendering, and to both stochastic point sampling and analytical visibility methods. The rendering errors introduced by the nonconservative test can easily be detected for large defocus blur, but in the majority of cases the errors are hard to detect. We conclude that our tests are needed if one needs guaranteed artifact-free images. Finally, as a side result, we derive time-continuous Bézier edge equations.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123227813","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":"Transition Cells for Dynamic Multiresolution Marching Cubes","authors":"Eric Lengyel","doi":"10.1080/2151237X.2011.563682","DOIUrl":"https://doi.org/10.1080/2151237X.2011.563682","url":null,"abstract":"Abstract This paper presents a method for quickly and seamlessly stitching together triangle meshes generated from multiresolution voxel data with the marching cubes algorithm. A layer of transition cells is inserted between volumes of differing voxel resolutions, and triangles are generated for these cells using a new algorithm that is based on a concept similar to that of marching cubes, but operates on voxel data at two different resolutions. To enable high performance for dynamically changing voxel data, our stitching algorithm requires access only to local data in the voxel map.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127492374","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":"Reconciling Circular and Elliptical Arcs","authors":"A. Glassner","doi":"10.1080/2151237X.2011.563679","DOIUrl":"https://doi.org/10.1080/2151237X.2011.563679","url":null,"abstract":"Abstract Most graphics packages allow users to create arcs from both circles and ellipses. Unfortunately, in some packages the elliptical arcs are drawn incorrectly, resulting in distorted arcs that do not begin and end at the specified angles. Based on the hypothesis that this is because the system is drawing elliptical arcs by non-uniformly scaling circular arcs, this paper presents the geometry for pre-distorting the desired angles so that the final image is correct.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125136907","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":"Pixel Patterns from Quantization Artifacts of Forward Affine Mapping","authors":"Abdalla G. M. Ahmed","doi":"10.1080/2151237X.2011.563670","DOIUrl":"https://doi.org/10.1080/2151237X.2011.563670","url":null,"abstract":"Abstract A new algorithmic technique for generating beautiful raster-based patterns is presented. The technique is quite simple and generates both periodic and aperiodic patterns. The technique is based on the phenomenon of unpainted pixels that occur sometimes in forward affine 2D texture mapping where, under certain conditions, the unpainted pixels are distributed in well-organized, eye-pleasing patterns. These patterns are intrinsically discrete, and they perform well even under low spatial and color resolution conditions, which makes the technique a good alternative to hand-designed decorating patterns commonly known as pixel patterns.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128043660","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":"A Triangle Product for Texture Stretch","authors":"G. A. Sherman","doi":"10.1080/2151237X.2010.10390652","DOIUrl":"https://doi.org/10.1080/2151237X.2010.10390652","url":null,"abstract":"Abstract A method is presented for calculating the singular values used in texture stretch analysis. Based on the side lengths of the triangles involved, the method benefits from efficiency gained when the calculation of side lengths is shared by adjacent triangles in a patch. The method employs a new tool called the triangle product. An analogous tetrahedral product is also discussed.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"156 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123829925","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":"Bump Mapping Unparametrized Surfaces on the GPU","authors":"Morten S. Mikkelsen","doi":"10.1080/2151237X.2010.10390651","DOIUrl":"https://doi.org/10.1080/2151237X.2010.10390651","url":null,"abstract":"Abstract Original bump mapping is only defined for surfaces with a known surface parametrization. In this paper a new method, for the GPU, is presented which does not use such a given parametrization. To compute the perturbed normal, the only inputs used are the surface position, the height value and the original normal. The method decouples bump mapping from the primitive type, thus allowing for a higher degree of proceduralism in generation of both the height value and the surface.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132319513","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}
Ignacio Ascencio-Lopez, Oscar E. Meruvia Pastor, H. Hidalgo-Silva
{"title":"Adaptive Incremental Stippling using the Poisson-Disk Distribution","authors":"Ignacio Ascencio-Lopez, Oscar E. Meruvia Pastor, H. Hidalgo-Silva","doi":"10.1080/2151237X.2010.10390650","DOIUrl":"https://doi.org/10.1080/2151237X.2010.10390650","url":null,"abstract":"Abstract Recently efficient algorithms have been published for generating large point sets with Poisson-disk distribution. With their blue noise spectral characteristics, Poisson-disk distributions are considered to produce visually pleasing patterns. Some applications, e.g., non photo-realistic rendering (NPR), require, in addition to efficiency, the production of aesthetically pleasing point sets adapted to an arbitrary image or function. We present a novel linear order stippling method that generates a set of points with Poisson-disk distribution adapted to arbitrary images and compare this method with existing methods using two quantitative evaluation metrics, radial mean and anisotropy, to assess the technique.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"2014 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121435439","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":"High-Frequency Shadows for Real-Time Rendering of Trees","authors":"Kevin Boulanger, K. Bouatouch, S. Pattanaik","doi":"10.1080/2151237X.2010.10390648","DOIUrl":"https://doi.org/10.1080/2151237X.2010.10390648","url":null,"abstract":"Abstract We present a fast and simple method for adding high-frequency shadows into the foliage of trees rendered in real-time. When leaves of a tree project shadows onto other leaves, determining the relationships between cast shadows and the corresponding occluders is a visually difficult task. We present a method based on this assumption to quickly determine shadows cast by leaves onto other leaves. To this end, we simulate the presence of these shadows rather than projecting them exactly. The characteristics of these simulated shadows (movement, parallax, size, softness, and color) evolve realistically when the lighting conditions change. Our method is fast and supports soft shadows.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115200137","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":"Spherical Harmonic Transforms and Convolutions on the GPU","authors":"A. Brunton, J. Lang, E. Dubois","doi":"10.1080/2151237X.2010.10390649","DOIUrl":"https://doi.org/10.1080/2151237X.2010.10390649","url":null,"abstract":"Abstract We present implementations of the spherical harmonic forward and inverse transforms on the GPU using CUDA. We implement two algorithms for the SH transform: the direct method and the semi-naive. Our direct method has low storage requirements due to our on-the-fly computation of the associated Legendre functions, and it can perform large transform sizes and non-power-of-two sizes. Our semi-naive implementation is faster than state-of-the-art CPU implementations by a factor of between five and six, depending on the transform size. We target our implementations at spherical panoramic image processing where a large number of basis functions are required. We apply our tool to decompose panoramic images into an overcomplete spherical wavelet model for spherical convolution. We present timings, errors, and application examples of our implementations.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128410296","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}