We present a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. Current techniques are limited to small area lights, with sharp shadows, or large low-frequency lights, with very soft shadows. Our main contribution is to approximate the environment map in a wavelet basis, keeping only the largest terms (this is known as a non-linear approximation). We obtain further compression by encoding the light transport matrix sparsely but accurately in the same basis. Rendering is performed by multiplying a sparse light vector by a sparse transport matrix, which is very fast. For accurate rendering, using non-linear wavelets is an order of magnitude faster than using linear spherical harmonics, the current best technique.
Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters. Such simple simulations do not allow differentiating the behavior of distinct cloth materials such as silk or denim, and they cannot model most materials with fidelity to their real-world counterparts. In this paper, we present a data-driven technique to more realistically animate cloth. We propose a piecewise linear elastic model that is a good approximation to nonlinear, anisotropic stretching and bending behaviors of various materials. We develop new measurement techniques for studying the elastic deformations for both stretching and bending in real cloth samples. Our setup is easy and inexpensive to construct, and the parameters of our model can be fit to observed data with a well-posed optimization procedure. We have measured a database of ten different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in most cloth simulation systems to create natural and realistic clothing wrinkles and shapes, for a range of different materials.
We seek to recolor the input image (a). However, changing the color (reflectance) of the shirt alone, without modifying the illumination, does not account for the correct diffuse reflection on the girl's arm or interreflections in the fine texture of the shirt (b). Indeed, the image in (b) still has bluish reflections on the arm and a purple color shift on the shirt. Our user-assisted decomposition ( Figure 2) lets us modify indirect illumination to match the modified shirt color (c), leading to a much more consistent and natural looking recoloring. AbstractChanging the color of an object is a basic image editing operation, but a high quality result must also preserve natural shading. A common approach is to first compute reflectance and illumination intrinsic images. Reflectances can then be edited independently, and recomposed with the illumination. However, manipulating only the reflectance color does not account for diffuse interreflections, and can result in inconsistent shading in the edited image. We propose an approach for further decomposing illumination into direct lighting, and indirect diffuse illumination from each material. This decomposition allows us to change indirect illumination from an individual material independently, so it matches the modified reflectance color. To address the underconstrained problem of decomposing illumination into multiple components, we take advantage of its smooth nature, as well as user-provided constraints. We demonstrate our approach on a number of examples, where we consistently edit material colors and the associated interreflections.Links: DL PDF WEB
In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion allowing isotropic behavior. Our method applies to both twoand three-dimensional strains, and only requires computing the singular value decomposition of the deformation gradient, either a small 2×2 or 3×3 matrix, for each element. We demonstrate its use with triangular and tetrahedral linear-basis elements. For triangulated surfaces in three-dimensional space, we also describe a complementary edge-angle-limiting method to limit out-of-plane bending. All of the limits are enforced through an iterative, non-linear, Gauss-Seidel-like constraint procedure. To accelerate convergence, we propose a novel multi-resolution algorithm that enforces fitted limits at each level of a non-conforming hierarchy. Compared with other constraint-based techniques, our isotropic multi-resolution strain-limiting method is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials.
Figure 1: These images, showing many different lighting conditions and BRDFs, were each rendered at approximately 30 frames per second using our Spherical Harmonic Reflection Map (SHRM) representation. From left to right, a simplified microfacet BRDF, krylon blue (using McCool et al.'s reconstruction from measurements at Cornell), orange and velvet (CURET database), and an anisotropic BRDF (based on the Kajiya-Kay model). The environment maps are the Grace Cathedral, St. Peter's Basilica, the Uffizi gallery, and a Eucalyptus grove, courtesy Paul Debevec. The armadillo model is from Venkat Krishnamurthy. AbstractWe present a new method for real-time rendering of objects with complex isotropic BRDFs under distant natural illumination, as specified by an environment map. Our approach is based on spherical frequency space analysis and includes three main contributions. Firstly, we are able to theoretically analyze required sampling rates and resolutions, which have traditionally been determined in an ad-hoc manner. We also introduce a new compact representation, which we call a spherical harmonic reflection map (SHRM), for efficient representation and rendering. Finally, we show how to rapidly prefilter the environment map to compute the SHRM-our frequency domain prefiltering algorithm is generally orders of magnitude faster than previous angular (spatial) domain approaches.
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