340 resultados para swd: Realistische Computergraphik
Resumo:
This paper proposes a new compression algorithm for dynamic 3d meshes. In such a sequence of meshes, neighboring vertices have a strong tendency to behave similarly and the degree of dependencies between their locations in two successive frames is very large which can be efficiently exploited using a combination of Predictive and DCT coders (PDCT). Our strategy gathers mesh vertices of similar motions into clusters, establish a local coordinate frame (LCF) for each cluster and encodes frame by frame and each cluster separately. The vertices of each cluster have small variation over a time relative to the LCF. Therefore, the location of each new vertex is well predicted from its location in the previous frame relative to the LCF of its cluster. The difference between the original and the predicted local coordinates are then transformed into frequency domain using DCT. The resulting DCT coefficients are quantized and compressed with entropy coding. The original sequence of meshes can be reconstructed from only a few non-zero DCT coefficients without significant loss in visual quality. Experimental results show that our strategy outperforms or comes close to other coders.
Resumo:
Image-based Relighting (IBRL) has recently attracted a lot of research interest for its ability to relight real objects or scenes, from novel illuminations captured in natural/synthetic environments. Complex lighting effects such as subsurface scattering, interreflection, shadowing, mesostructural self-occlusion, refraction and other relevant phenomena can be generated using IBRL. The main advantage of image-based graphics is that the rendering time is independent of scene complexity as the rendering is actually a process of manipulating image pixels, instead of simulating light transport. The goal of this paper is to provide a complete and systematic overview of the research in Imagebased Relighting. We observe that essentially all IBRL techniques can be broadly classified into three categories (Fig. 9), based on how the scene/illumination information is captured: Reflectance function-based, Basis function-based and Plenoptic function-based. We discuss the characteristics of each of these categories and their representative methods. We also discuss about the sampling density and types of light source(s), relevant issues of IBRL.
Resumo:
We present a new approach to diffuse reflectance estimation for dynamic scenes. Non-parametric image statistics are used to transfer reflectance properties from a static example set to a dynamic image sequence. The approach allows diffuse reflectance estimation for surface materials with inhomogeneous appearance, such as those which commonly occur with patterned or textured clothing. Material editing is also possible by transferring edited reflectance properties. Material reflectance properties are initially estimated from static images of the subject under multiple directional illuminations using photometric stereo. The estimated reflectance together with the corresponding image under uniform ambient illumination form a prior set of reference material observations. Material reflectance properties are then estimated for video sequences of a moving person captured under uniform ambient illumination by matching the observed local image statistics to the reference observations. Results demonstrate that the transfer of reflectance properties enables estimation of the dynamic surface normals and subsequent relighting combined with material editing. This approach overcomes limitations of previous work on material transfer and relighting of dynamic scenes which was limited to surfaces with regions of homogeneous reflectance. We evaluate our approach for relighting 3D model sequences reconstructed from multiple view video. Comparison to previous model relighting demonstrates improved reproduction of detailed texture and shape dynamics.
Resumo:
von Adolph Cornill