International audienceMost recent crowd simulation algorithms equip agents with a synthetic vision component for steering. They offer promising perspectives through a more realistic simulation of the way humans navigate according to their perception of the surrounding environment. In this paper, we propose a new perception/motion loop to steering agents along collision free trajectories that significantly improves the quality of vision-based crowd simulators. In contrast with solutions where agents avoid collisions in a purely reactive (binary) way, we suggest exploring the full range of possible adaptations and retaining the locally optimal one. To this end, we introduce a cost function, based on perceptual variables, which estimates an agent's situation considering both the risks of future collision and a desired destination. We then compute the partial derivatives of that function with respect to all possible motion adaptations. The agent then adapts its motion by following the gradient. This paper has thus two main contributions: the definition of a general purpose control scheme for steering synthetic vision-based agents; and the proposition of cost functions for evaluating the perceived danger of the current situation. We demonstrate improvements in several cases
Quasi-Monte Carlo (QMC) methods exhibit a faster convergence rate than that of classic Monte Carlo methods. This feature has made QMC prevalent in image synthesis, where it is frequently used for approximating the value of spherical integrals (e.g., illumination integral). The common approach for generating QMC sampling patterns for spherical integration is to resort to unit square low discrepancy sequences and map them to the hemisphere. However such an approach is suboptimal as these sequences do not account for the spherical topology and their discrepancy properties on the unit square are impaired by the spherical projection. In this article we present a strategy for producing high quality QMC sampling patterns for spherical integration by resorting to spherical Fibonacci point sets. We show that these patterns, when applied to illumination integrals, are very simple to generate and consistently outperform existing approaches, both in terms of Root Mean Square Error (RMSE) and image quality. Furthermore, only a single pattern is required to produce an image, thanks to a scrambling scheme performed directly in the spherical domain.
This paper proposes optimal quadrature rules over the hemisphere for the shading integral. We leverage recent work regarding the theory of quadrature rules over the sphere in order to derive a new theoretical framework for the general case of hemispherical quadrature error analysis. We then apply our framework to the case of the shading integral. We show that our quadrature error theory can be used to derive optimal sample weights (OSW) which account for both the features of the sampling pattern and the bidirectional reflectance distribution function (BRDF). Our method significantly outperforms familiar Quasi Monte Carlo (QMC) and stochastic Monte Carlo techniques. Our results show that the OSW are very effective in compensating for possible irregularities in the sample distribution. This allows, for example, to significantly exceed the regular O(N−1/2) convergence rate of stochastic Monte Carlo while keeping the exact same sample sets. Another important benefit of our method is that OSW can be applied whatever the sampling points distribution: the sample distribution need not follow a probability density function, which makes our technique much more flexible than QMC or stochastic Monte Carlo solutions. In particular, our theoretical framework allows to easily combine point sets derived from different sampling strategies (e.g. targeted to diffuse and glossy BRDF). In this context, our rendering results show that our approach overcomes MIS (Multiple Importance Sampling) techniques.
Computational design is one of the most common tasks of immersive computer graphics projects, such as games, virtual reality and special effects. Layout planning is a challenging phase of architectural design, which requires optimization across several conflicting criteria. We present an interactive layout solver that assists designers in layout planning by recommending personalized space arrangements based on architectural guidelines and user preferences. Initialized by the designers high-level requirements, an interactive evolutionary algorithm is used to converge on an ideal layout by exploring the space of potential solutions. The major contributions of our proposed approach are addressing subjective aspects of the design to generate personalized layouts; and the development of a genetic algorithm with a multi-parental recombination method that improves the chance of generating higher quality offspring. We demonstrate the ability of our method to generate feasible floor plans which are satisfactory, based on spatial quality metrics and designers taste. The results show that the presented framework can measurably decrease planning complexity by producing layouts which exhibit characteristics of human-made design.
Abstract-The Monte Carlo method has proved to be very powerful to cope with global illumination problems but it remains costly in terms of sampling operations. In various applications, previous work has shown that Bayesian Monte Carlo can significantly outperform importance sampling Monte Carlo thanks to a more effective use of the prior knowledge and of the information brought by the samples set. These good results have been confirmed in the context of global illumination but strictly limited to the perfect diffuse case. Our main goal in this paper is to propose a more general Bayesian Monte Carlo solution that allows dealing with non-diffuse BRDFs thanks to a spherical Gaussian-based framework. We also propose a fast hyperparameters determination method which avoids learning the hyperparameters for each BRDF. These contributions represent two major steps towards generalizing Bayesian Monte Carlo for global illumination rendering. We show that we achieve substantial quality improvements over importance sampling at comparable computational cost.
Simulating crowds requires controlling a very large number of trajectories and is usually performed using crowd motion algorithms for which appropriate parameter values need to be found. The study of the relation between parametric values for simulation techniques and the quality of the resulting trajectories has been studied either through perceptual experiments or by comparison with real crowd trajectories. In this paper, we integrate both strategies. A quality metric, QF, is proposed to abstract from reference data while capturing the most salient features that affect the perception of trajectory realism. QF weights and combines cost functions that are based on several individual, local and global properties of trajectories. These trajectory features are selected from the literature and from interviews with experts. To validate the capacity of QF to capture perceived trajectory quality, we conduct an online experiment that demonstrates the high agreement between the automatic quality score and non-expert users. To further demonstrate the usefulness of QF, we use it in a data-free parameter tuning application able to tune any parametric microscopic crowd simulation model that outputs independent trajectories for characters. The learnt parameters for the tuned crowd motion model maintain the influence of the reference data which was used to weight the terms of QF.
is series will present lectures on research and development in computer graphics and geometric modeling for an audience of professional developers, researchers and advanced students. Topics of interest include Animation, Visualization, Special Effects, Game design, Image techniques, Computational Geometry, Modeling, Rendering and others of interest to the graphics system developer or researcher. ABSTRACTRendering photorealistic images is a costly process which can take up to several days in the case of high quality images. In most cases, the task of sampling the incident radiance function to evaluate the illumination integral is responsible for an important share of the computation time. erefore, to reach acceptable rendering times, the illumination integral must be evaluated using a limited set of samples. Such a restriction raises the question of how to obtain the most accurate approximation possible with such a limited set of samples. One must thus ensure that sampling produces the highest amount of information possible by carefully placing and weighting the limited set of samples. Furthermore, the integral evaluation should take into account not only the information brought by sampling but also possible information available prior to sampling, such as the integrand smoothness. is idea of sparse information and the need to fully exploit the little information available is present throughout this book. e presented methods correspond to the state-of-the-art solutions in computer graphics, and take into account information which had so far been underexploited (or even neglected) by the previous approaches. e intended audiences are Ph.D. students and researchers in the field of realistic image synthesis or global illumination algorithms, or any person with a solid background in graphics and numerical techniques.
We propose a theoretical framework, based on the theory of Sobolev spaces, that allows for a comprehensive analysis of quadrature rules for integration over the sphere. We apply this framework to the case of shading integrals in order to predict and analyze the performances of quadrature methods. We show that the spectral distribution of the quadrature error depends not only on the samples set size, distribution and weights, but also on the BRDF and the integrand smoothness. The proposed spectral analysis of quadrature error allows for a better understanding of how the above different factors interact. We also extend our analysis to the case of Fourier truncation-based techniques applied to the shading integral, so as to find the smallest spherical/hemispherical harmonics degree L (truncation) that entails a targeted integration error. This application is very beneficial to global illumination methods such as Precomputed Radiance Transfer and Radiance Caching. Finally, our proposed framework is the first to allow a direct theoretical comparison between quadrature-and truncation-based methods applied to the shading integral. This enables, for example, to determine the spherical harmonics degree L which corresponds to a quadrature-based integration with N samples. Our theoretical findings are validated by a set of rendering experiments.
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