Dans un contexte où l'art numérique est de plus en plus présent, il convient de questionner certains de ses aspects, notamment celui du profil de l'artiste technique. Pour se faire, cet article propose une introduction théorique au shadercoding, une discipline mêlant programmation, mathématiques et graphisme, mais également une réflexion sur la performance d'art numérique au travers de cette pratique, dans des événements de programmation en temps-réel.
Resampling raw surface meshes is one of the most fundamental operations used by nearly all digital geometry processing systems. The vast majority of this work has focused on triangular remeshing, yet quadrilateral meshes are preferred for many surface PDE problems, especially fluid dynamics, and are best suited for defining Catmull-Clark subdivision surfaces. We describe a fundamentally new approach to the quadrangulation of manifold polygon meshes using Laplacian eigenfunctions, the natural harmonics of the surface. These surface functions distribute their extrema evenly across a mesh, which connect via gradient flow into a quadrangular base mesh. An iterative relaxation algorithm simultaneously refines this initial complex to produce a globally smooth parameterization of the surface. From this, we can construct a well-shaped quadrilateral mesh with very few extraordinary vertices. The quality of this mesh relies on the initial choice of eigenfunction, for which we describe algorithms and hueristics to efficiently and effectively select the harmonic most appropriate for the intended application.
We compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light. PRT records over many surface points a transfer matrix. At run-time, this matrix transforms a vector of spherical harmonic coefficients representing distant, low-frequency source lighting into exiting radiance. Per-point transfer matrices form a high-dimensional surface signal that we compress using clustered principal component analysis (CPCA), which partitions many samples into fewer clusters each approximating the signal as an affine subspace. CPCA thus reduces the high-dimensional transfer signal to a low-dimensional set of perpoint weights on a per-cluster set of representative matrices. Rather than computing a weighted sum of representatives and applying this result to the lighting, we apply the representatives to the lighting per-cluster (on the CPU) and weight these results perpoint (on the GPU). Since the output of the matrix is lowerdimensional than the matrix itself, this reduces computation. We also increase the accuracy of encoded radiance functions with a new least-squares optimal projection of spherical harmonics onto the hemisphere. We describe an implementation on graphics hardware that performs real-time rendering of glossy objects with dynamic self-shadowing and interreflection without fixing the view or light as in previous work. Our approach also allows significantly increased lighting frequency when rendering diffuse objects and includes subsurface scattering.
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