indirect illumination
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2021 ◽  
Author(s):  
◽  
Thomas Roughton

<p>Indirect illumination is an important part of realistic images, and accurately simulating the complex effects of indirect illumination in real-time applications has long been a challenge for the industry. One popular approach is to use offline precomputed solutions such as lightmaps (textures containing the precomputed lighting in a scene) to efficiently approximate these effects. Unfortunately, these offline solutions have historically enforced long iteration times that come at a cost to artist productivity. These solutions have additionally either supported only the low-frequency diffuse component of indirect lighting, yielding poor visual results for glossy or metallic materials, or have used overly expensive approximations.  In recent years, the state of the art lightmap precomputation pipeline has shifted to using highly vectorised path tracing, often on GPU hardware, to compute the indirect illumination effects. The use of path tracing enables progressive rendering, wherein an approximation to the full solution is found and then refined as opposed to solving for the final result in a single step. Progressive rendering through path tracing thereby helps to provide rapid iteration for artists.  This thesis describes a system that can progressively path-trace indirect illumination lightmaps on the GPU.Contributing to this system, itintroduces a new gather-based method for sample accumulation, enhances algorithms from prior work, and presents a range of encoding methods, including a novel progressive method for non-negative least-squares encoding of spherical basis functions.  In addition, it presents a novel, efficient solution for high-quality precomputed diffuse and low-frequency specular indirect illumination that extends the Ambient Dice family of spherical basis functions. This solution provides comparable or better specular reconstruction to prior work at lower runtime cost and has potential for widespread use in real-time applications.</p>


2021 ◽  
Author(s):  
◽  
Thomas Roughton

<p>Indirect illumination is an important part of realistic images, and accurately simulating the complex effects of indirect illumination in real-time applications has long been a challenge for the industry. One popular approach is to use offline precomputed solutions such as lightmaps (textures containing the precomputed lighting in a scene) to efficiently approximate these effects. Unfortunately, these offline solutions have historically enforced long iteration times that come at a cost to artist productivity. These solutions have additionally either supported only the low-frequency diffuse component of indirect lighting, yielding poor visual results for glossy or metallic materials, or have used overly expensive approximations.  In recent years, the state of the art lightmap precomputation pipeline has shifted to using highly vectorised path tracing, often on GPU hardware, to compute the indirect illumination effects. The use of path tracing enables progressive rendering, wherein an approximation to the full solution is found and then refined as opposed to solving for the final result in a single step. Progressive rendering through path tracing thereby helps to provide rapid iteration for artists.  This thesis describes a system that can progressively path-trace indirect illumination lightmaps on the GPU.Contributing to this system, itintroduces a new gather-based method for sample accumulation, enhances algorithms from prior work, and presents a range of encoding methods, including a novel progressive method for non-negative least-squares encoding of spherical basis functions.  In addition, it presents a novel, efficient solution for high-quality precomputed diffuse and low-frequency specular indirect illumination that extends the Ambient Dice family of spherical basis functions. This solution provides comparable or better specular reconstruction to prior work at lower runtime cost and has potential for widespread use in real-time applications.</p>


2021 ◽  
pp. 153537022110634
Author(s):  
Xincheng Yao ◽  
Taeyoon Son ◽  
Jiechao Ma

A portable, low cost, widefield fundus camera is essential for developing affordable teleophthalmology. However, conventional trans-pupillary illumination used in traditional fundus cameras limits the field of view (FOV) in a snapshot image, and frequently requires pharmacologically pupillary dilation for reliable examination of eye conditions. This minireview summarizes recent developments in alternative illumination approaches for widefield fundus photography. Miniaturized indirect illumination has been used to enable compact design for developing low cost, portable, widefield fundus camera. Contact mode trans-pars-planar illumination has been validated for ultra-widefield fundus imaging of infant eyes. Contact-free trans-pars-planar illumination has been explored for widefield imaging of adult eyes. Trans-palpebral illumination has been also demonstrated in a smartphone-based widefield fundus imager to foster affordable teleophthalmology.


2021 ◽  
Vol 40 (3) ◽  
pp. 1-16
Author(s):  
Abhimitra Meka ◽  
Mohammad Shafiei ◽  
Michael Zollhöfer ◽  
Christian Richardt ◽  
Christian Theobalt

We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources, and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively and show improvements over the state-of-the-art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination.


PLoS ONE ◽  
2021 ◽  
Vol 16 (5) ◽  
pp. e0247082
Author(s):  
Tina Hollandt ◽  
Markus Baur ◽  
Anna-Caroline Wöhr

Considering animal welfare, animals should be kept in animal-appropriate and stress-free housing conditions in all circumstances. To assure such conditions, not only basic needs must be met, but also possibilities must be provided that allow animals in captive care to express all species-typical behaviors. Rack housing systems for snakes have become increasingly popular and are widely used; however, from an animal welfare perspective, they are no alternative to furnished terrariums. In this study, we therefore evaluated two types of housing systems for ball pythons (Python regius) by considering the welfare aspect animal behavior. In Part 1 of the study, ball pythons (n = 35) were housed individually in a conventional rack system. The pythons were provided with a hiding place and a water bowl, temperature control was automatic, and the lighting in the room served as indirect illumination. In Part 2 of the study, the same ball pythons, after at least 8 weeks, were housed individually in furnished terrariums. The size of each terrarium was correlated with the body length of each python. The terrariums contained substrate, a hiding place, possibilities for climbing, a water basin for bathing, an elevated basking spot, and living plants. The temperature was controlled automatically, and illumination was provided by a fluorescent tube and a UV lamp. The shown behavior spectrum differed significantly between the two housing systems (p < 0.05). The four behaviors basking, climbing, burrowing, and bathing could only be expressed in the terrarium. Abnormal behaviors that could indicate stereotypies were almost exclusively seen in the rack system. The results show that the housing of ball pythons in a rack system leads to a considerable restriction in species-typical behaviors; thus, the rack system does not meet the requirements for animal-appropriate housing.


Author(s):  
Wei Zeng ◽  
Bo Xia ◽  
Hui Li ◽  
Guanyu Xing ◽  
Yanli Liu ◽  
...  

2021 ◽  
Author(s):  
Tina Hollandt ◽  
Markus Baur ◽  
Caroline Wöhr

AbstractConsidering animal welfare, animals should be kept in animal-appropriate and stress-free housing conditions in all circumstances. To assure such conditions, not only basic needs must be met, but also possibilities must be provided that allow animals in captive care to express all species-typical behaviors. Rack housing systems for snakes have become increasingly popular and are widely used; however, from an animal welfare perspective, they are no alternative to furnished terrariums. In this study, we therefore evaluated two types of housing systems for ball pythons (Python regius) by considering the welfare aspect animal behavior. In Part 1 of the study, ball pythons (n = 35) were housed individually in a conventional rack system. The pythons were provided with a hiding place and a water bowl, temperature control was automatic, and the lighting in the room served as indirect illumination. In Part 2 of the study, the same ball pythons, after at least 8 weeks, were housed individually in furnished terrariums. The size of each terrarium was correlated with the body length of each python. The terrariums contained substrate, a hiding place, possibilities for climbing, a water basin for bathing, an elevated basking spot, and living plants. The temperature was controlled automatically, and illumination was provided by a fluorescent tube and a UV lamp. The shown behavior spectrum differed significantly between the two housing systems (p < 0.05). The four behaviors basking, climbing, burrowing, and bathing could only be expressed in the terrarium. Abnormal behaviors that could indicate stereotypies were almost exclusively seen in the rack system. The results show that the housing of ball pythons in a rack system leads to a considerable restriction in species-typical behaviors; thus, the rack system does not meet the requirements for animal-appropriate housing.


2020 ◽  
pp. paper7-1-paper7-12
Author(s):  
Andrey Zhdanov ◽  
Dmitry Zhdanov

The paper considers an original approach to the semi-synchronous calculation of the luminance of caustic and indirect illumination for the group of methods based on the bidirectional stochastic ray tracing with backward pho-ton maps. The designed parallelization method uses the two-level threads hierarchy. The low level of this thread hierarchy is synchronous calculations of the part of the whole image defined by a randomly generated pixel mask which is applied to the whole image. The top level is semi-synchronous parallelization level that consists groups of the low level threads which of them calculate own part of the whole image in a way similar to asynchronous calculations. As the top level is semi-synchronous it means that when calculating the luminance of the caustic and indirect illumination, the threads of the low level have access to the data accumulated in the backward photon maps of the other parallel threads of the semi-synchronous level. A special algorithm for organizing an access to data of the upper-level threads avoids de-lays associated with data synchronization. The comparison of the developed solution with purely synchronous and asynchronous parallelization methods is presented.


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