{"title":"Efficient Construction of Perpendicular Vectors without Branching","authors":"Michael M. Stark","doi":"10.1080/2151237X.2009.10129274","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129274","url":null,"abstract":"This paper presents a novel formula for computing an arbitrary vector perpendicular to a given 3D vector. The formula, as well as the provided C language implementation, are unusual in that they require no conditional branching. The formula involves little arithmetic and is amenable to hardware implementation.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"22 41","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120841553","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":"Visualizing High Dynamic Range Images in a Web Browser","authors":"Rafał K. Mantiuk, W. Heidrich","doi":"10.1080/2151237X.2009.10129276","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129276","url":null,"abstract":"We present a technique for embedding high dynamic range (HDR) images with interactive exposure control in a web browser. Multiple exposures are encoded as a combination of several basis images, which are stacked together and displayed with different opacity values. The combination of such basis images yields the resulting exposure image. An intuitive interface based on JavaScript callback functions provides control over exposure setting. The technique allows us to encode a series of 24 or more exposure images using only three basis images, without noticeable artifacts. A toolkit for generating web pages with an HDR image viewer is provided.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124321872","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}
Jared Heinly, S. Recker, K. Bensema, J. Porch, C. Gribble
{"title":"Integer Ray Tracing","authors":"Jared Heinly, S. Recker, K. Bensema, J. Porch, C. Gribble","doi":"10.1080/2151237X.2009.10129289","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129289","url":null,"abstract":"Despite nearly universal support for the IEEE 754 floating-point standard on modern general-purpose processors, a wide variety of more specialized processors do not provide hardware floating-point units and rely instead on integer-only pipelines. Ray tracing on these platforms thus requires an integer rendering process. Toward this end, we clarify the details of an existing fixed-point ray/triangle intersection method, provide an annotated implementation of that method in C++, introduce two refinements that lead to greater flexibility and improved accuracy, and highlight the issues necessary to implement common material models in an integer-only context. Finally, we provide the source code for a template-based integer/floating-point ray tracer to serve as a testbed for additional experimentation with integer ray tracing methods.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127762483","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":"Two Tricks for the Price of One: Linear Filters and Their Transposes","authors":"Dan Piponi","doi":"10.1080/2151237X.2009.10129275","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129275","url":null,"abstract":"Many image processing operations exist in pairs: a forward-mapping version and a reverse-mapping version [Wolberg 94, Wolberg et al. 00]. In this paper, we show that the forward and reverse versions of spatially-varying convolution filters are transposes of each other. We will then show how an implementation of a function that operates linearly on a set of variables may be transformed into an implementation of its transpose function. This gives a mechanical procedure to convert a reverse spatially-varying convolution into a forward one and vice versa. Although this approach is general-purpose, we focus on one particular type of application: applying this transformation to fast algorithms for reverse convolution based on running sums or summed-area tables [Lewis 95, Crow 84] yielding novel fast algorithms for forward convolution. For many practical applications, such as simulating depth of field and motion blur, the forward convolution can often yield more visually appealing results while the reverse-mapping algorithm has traditionally been more straightforward to implement.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130253906","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":"Accelerating Unstructured Volume Rendering with Joint Bilateral Upsampling","authors":"Steven P. Callahan, Cláudio T. Silva","doi":"10.1080/2151237X.2009.10129271","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129271","url":null,"abstract":"We present an image-space acceleration technique that allows real-time direct volume rendering of large unstructured volumes. Our algorithm operates as a simple post-process and can be used to improve the performance of any existing volume renderer that is sensitive to image size. Using a joint bilateral upsampling filter, images can be rendered efficiently at a fraction of their original size, then upsampled at a high quality using properties that can be quickly computed from the volume. We show how our acceleration technique can be efficiently implemented with current GPUs and used as a post-process for a wide range of volume rendering algorithms and volumetric datasets.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133113659","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":"Removing Polar Rendering Artifacts in Subdivision Surfaces","authors":"U. Augsdörfer, N. Dodgson, M. Sabin","doi":"10.1080/2151237X.2009.10129278","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129278","url":null,"abstract":"A polar artifact occurs in subdivision surfaces around high valency vertices. It manifests as large polygons in an otherwise finely subdivided mesh. It is particularly noticeable in subdivision schemes that have been tuned to improve the appearance and behaviors of the limit surface. Using the bounded curvature Catmull-Clark scheme as an example, we describe three practical methods by which this rendering artifact can be removed, thereby allowing us to benefit from the improved character of such tuned schemes.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129774082","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}
Johannes Schöning, Jonathan Hook, Tom Bartindale, Dominik Schmidt, P. Olivier, Florian Echtler, Nima Motamedi, P. Brandl, Ulrich von Zadow
{"title":"Building Interactive Multi-Touch Surfaces","authors":"Johannes Schöning, Jonathan Hook, Tom Bartindale, Dominik Schmidt, P. Olivier, Florian Echtler, Nima Motamedi, P. Brandl, Ulrich von Zadow","doi":"10.1080/2151237X.2009.10129285","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129285","url":null,"abstract":"Multi-touch interaction with computationally enhanced surfaces has received considerable attention in recent years. Hardware implementations of multi-touch interaction such as frustrated total internal reflection (FTIR) and diffused illumination (DI) have allowed for the low-cost development of surfaces. Although many of these technologies and associated applications have been presented in academic settings, the practicality of building a high-quality multi-touch—enabled surface, both in terms of the software and hardware required, are not widely known. We draw upon our extensive experience as developers of multi-touch technology to provide practical advice in relation to building and deploying applications upon multi-touch surfaces. This includes technical details of the construction of optical multi-touch surfaces, including infrared illumination, silicone compliant surfaces, projection screens, cameras, filters, and projectors, and an overview of existing software libraries for tracking.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132897088","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":"An Inexpensive Light Stage Dome","authors":"M. McGuire","doi":"10.1080/2151237X.2009.10129286","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129286","url":null,"abstract":"This article describes a process for constructing a real-world one-meter-diameter icosahedral dome frame with equipment mounting points at the vertices. Such frames, called Light Stage domes, are important tools for computer graphics and vision measurements and relighting applications. Typical domes have diameters of 2 meters and are constructed from bolted steel parts. The new half-size dome is inexpensive, portable, and can be quickly constructed with simple hand tools. This makes Light Stage experiments practical for preliminary exploration, application to on-site artifacts, and student research.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123967490","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":"Interactive Screen-Space Surface Rendering of Dynamic Particle Clouds","authors":"H. Cords, O. Staadt","doi":"10.1080/2151237X.2009.10129282","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129282","url":null,"abstract":"We present a fast GPU-based method for rendering boundary surfaces from dynamic 3D particle clouds. Instead of extracting and tracking polygonal meshes of boundary surfaces in 3D world space, we devise a new meshless 2D screen-space approach. First, we generate a smooth view-dependent depth map from the 3D particle cloud. Then, surface normals are derived directly from the depth map, and lighting calculations are carried out in screen space. The advantage of our method over existing rendering approaches for particle-based objects is the fact that we do not have to extract 3D or 2D meshes at any time. We focus on free surfaces of 3D particle-based, interactive liquid simulations. Thus, we extend the basic algorithm with efficient reflection and refraction approximations.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"6 17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123741826","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":"Plane Sampling for Light Paths from the Environment Map","authors":"H. Dammertz, Johannes Hanika","doi":"10.1080/2151237X.2009.10129280","DOIUrl":"https://doi.org/10.1080/2151237X.2009.10129280","url":null,"abstract":"We present a method to start light paths on an emitting environment map in the context of Monte Carlo global illumination with image-based lighting or physical sky models. With this technique, we can efficiently render unbiased caustics from these kinds of lights, for example using bi-directional path tracing. Additionally, it is now possible to use algorithms like multiple importance sampling, photon mapping, and instant radiosity correctly with environment maps.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123746376","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}