scholarly journals Toward Guaranteed Illumination Models for Non-convex Objects

Author(s):  
Yuqian Zhang ◽  
Cun Mu ◽  
Han-Wen Kuo ◽  
John Wright
Keyword(s):  
Author(s):  
Nadia Magnenat-Thalmann ◽  
Daniel Thalmann

Author(s):  
Erik Bonner ◽  
Jan Berssenbruegge

Virtual Prototyping of automotive headlights requires a realistic illumination model, capable of rendering scenes of high contrast in fine detail. Due to the high dynamic range nature of headlight beam pattern data, which is projected onto the virtual road, high dynamic range illumination models are required. These are used as the basis for illumination in simulations for automotive headlight Virtual Prototyping. Since high dynamic range illumination models operate on brightness ranges commensurate with the real world, a post-processing operation, known as tone mapping, is required to map each frame into the device-specific range of the display hardware. Algorithms for tone mapping, called tone mapping operators, can be classified as global or local. Global operators are efficient to compute at the expense of scene quality. Local operators preserve scene detail, but, due to their additional computational complexity, are rarely used with interactive applications. Local tone mapping methods produce more usable visualization results for engineering tasks. This paper proposes a local tone mapping method suitable for use with interactive applications. To develop a suitable tone mapping operator, a state of the art local tone mapping method was accelerated using modern, work-efficient GPU algorithms. Optimal performance, both in terms of memory and speed, was achieved by means of General-Purpose GPU programming with CUDA. A prototypic implementation has shown that the method works well with high dynamic range OpenGL applications. In the near future, the tone mapper will be integrated into the virtual night driving simulator at our institute.


1995 ◽  
Vol 4 (1) ◽  
pp. 81-96 ◽  
Author(s):  
Norman I. Badler ◽  
Dimitri Metaxas ◽  
Bonnie Webber ◽  
Mark Steedman

The overall goals of the Center for Human Modeling and Simulation are the investigation of computer graphics modeling, animation, and rendering techniques. Major focii are in behavior-based animation of human movement, modeling through physics-based techniques, applications of control theory techniques to dynamic models, illumination models for image synthesis, and understanding the relationship between human movement, natural language, and communication.


2020 ◽  
Vol 4 (1) ◽  
pp. 51-74
Author(s):  
Georg Zotti ◽  
Bernard Frischer ◽  
John Fillwalk

Many cultures worldwide have left traces of sacred architecture and monuments which often show correlation to astronomical events like solstitial sunrises. Virtual archaeology can be used to explore such orientation patterns using digital reconstructions and positions of celestial objects computed from modern astronomical models. Most 3D editing systems used to build virtual reconstructions of such monuments however fail to provide astronomically accurate solar illumination models which can recreate the slightly different solar positions of antiquity or even prehistory, and even worse, any usable representation of the night sky. In recent years, two systems created independently by the authors of this study have been utilized for investigations into the orientation of architecture with respect to celestial processes. Both had their advantages and shortcomings compared to each other. One extended a dedicated open-source desktop astronomy program with a 3D rendering engine where such monuments can be investigated in the first-person perspective by interactive walkthrough. The other system uses a game engine and external online resources which provides only solar or planetary positions, but no star data. This study presents ways of connecting both systems in an attempt to take advantage of the best of both approaches.


2017 ◽  
Vol 45 (8) ◽  
pp. 1898-1905 ◽  
Author(s):  
Stuart Grey ◽  
Richard Marchand ◽  
Marek Ziebart ◽  
Roghaiya Omar

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