REAL-TIME DISPERSIVE REFRACTION WITH ADAPTIVE SPECTRAL MAPPING

2013 ◽  
Vol 22 (06) ◽  
pp. 1360019
Author(s):  
DAMON BLANCHETTE ◽  
EMMANUEL AGU

Spectral rendering, or the synthesis of images by taking into account the constituent wavelengths of white light, enables the rendering of iridescent colors caused by phenomena such as dispersion, diffraction, interference and scattering. Caustics, the focusing and defocusing of light through a refractive medium, can be interpreted as a special case of dispersion where all the wavelengths travel along the same paths. In this paper we extend Adaptive Caustic Mapping (ACM), a previously proposed caustics mapping algorithm, to handle physically-based dispersion. Because ACM can display caustics in real-time, it is amenable to extension to handle the more general case of dispersion. We also present a novel algorithm for filling in the gaps that occur due to discrete sampling of the spectrum. Our proposed method runs in screen-space, and is fast enough to display plausible dispersion phenomena at real-time and interactive frame rates.

Author(s):  
Wolfgang Grimm

A centroid- and covariance-invariant deterministic mapping of sets of discrete data points to nonlinear models is introduced. Conditions for bijectivity of this mapping are developed. Since the mapping can be accomplished by look-up tables for the special case of equally-spaced data, the resulting mapping algorithm is considered computationally fast. This could be attractive for real-time operations.


Author(s):  
Bernardo Breve ◽  
Stefano Cirillo ◽  
Mariano Cuofano ◽  
Domenico Desiato

AbstractGestural expressiveness plays a fundamental role in the interaction with people, environments, animals, things, and so on. Thus, several emerging application domains would exploit the interpretation of movements to support their critical designing processes. To this end, new forms to express the people’s perceptions could help their interpretation, like in the case of music. In this paper, we investigate the user’s perception associated with the interpretation of sounds by highlighting how sounds can be exploited for helping users in adapting to a specific environment. We present a novel algorithm for mapping human movements into MIDI music. The algorithm has been implemented in a system that integrates a module for real-time tracking of movements through a sample based synthesizer using different types of filters to modulate frequencies. The system has been evaluated through a user study, in which several users have participated in a room experience, yielding significant results about their perceptions with respect to the environment they were immersed.


Author(s):  
Jop Vermeer ◽  
Leonardo Scandolo ◽  
Elmar Eisemann

Ambient occlusion (AO) is a popular rendering technique that enhances depth perception and realism by darkening locations that are less exposed to ambient light (e.g., corners and creases). In real-time applications, screen-space variants, relying on the depth buffer, are used due to their high performance and good visual quality. However, these only take visible surfaces into account, resulting in inconsistencies, especially during motion. Stochastic-Depth Ambient Occlusion is a novel AO algorithm that accounts for occluded geometry by relying on a stochastic depth map, capturing multiple scene layers per pixel at random. Hereby, we efficiently gather missing information in order to improve upon the accuracy and spatial stability of conventional screen-space approximations, while maintaining real-time performance. Our approach integrates well into existing rendering pipelines and improves the robustness of many different AO techniques, including multi-view solutions.


2019 ◽  
Vol 89 (3) ◽  
pp. 554-564.e1 ◽  
Author(s):  
Emanuele Rondonotti ◽  
Silvia Paggi ◽  
Arnaldo Amato ◽  
Giuseppe Mogavero ◽  
Alida Andrealli ◽  
...  

Author(s):  
Sid'Ali Kalem ◽  
Assia Kourgli

The following paper proposes an alternative approach to the real-time adaptive triangulation problem. A new region-based multi-resolution approach for terrain rendering is described which improves on-the-fly the distribution of the density of triangles inside the tile after selecting appropriate Level-Of-Detail by an adaptive sampling. This proposed approach organizes the heightmap into a QuadTree of tiles that are processed independently. This technique combines the benefits of both Triangular Irregular Network approach and region-based multi-resolution approach by improving the distribution of the density of triangles inside the tile. Our technique morphs the initial regular grid of the tile to deformed grid in order to minimize approximation error. The proposed technique strives to combine large tile size and real-time processing while guaranteeing an upper bound on the screen space error. Thus, this approach adapts terrain rendering process to local surface characteristics and enables on-the-fly handling of large amount of terrain data. Morphing is based-on the multi-resolution wavelet analysis. The use of the D2WT multi-resolution analysis of the terrain height-map speeds up processing and permits to satisfy an interactive terrain rendering. Tests and experiments demonstrate that Haar B-Spline wavelet, well known for its properties of localization and its compact support, is suitable for fast and accurate redistribution. Such technique could be exploited in client-server architecture for supporting interactive high-quality remote visualization of very large terrain.


Sensors ◽  
2022 ◽  
Vol 22 (2) ◽  
pp. 516
Author(s):  
Alessandro Rizzo ◽  
Francesco Cardellini ◽  
Claudio Poggi ◽  
Enrico Borra ◽  
Luca Ciciani ◽  
...  

Nowadays, radon gas exposure is considered one of the main health concerns for the population because, by carrying about half the total dose due to environmental radioactivity, it is the second cause of lung cancer after smoking. Due to a relatively long half-life of 3.82 days, the chemical inertia and since its parent Ra-226 is largely diffuse on the earthrgb]0,0,1’s crust and especially in the building materials, radon can diffuse and potentially saturate human habitats, with a concentration that can suddenly change during the 24 h day depending on temperature, pressure, and relative humidity. For such reasons, `real-time’ measurements performed by an active detector, possibly of small dimensions and a handy configuration, can play an important role in evaluating the risk and taking the appropriate countermeasures to mitigate it. In this work, a novel algorithm for pattern recognition was developed to exploit the potentialities of silicon active detectors with a pixel matrix structure to measure radon through the α emission, in a simple measurement configuration, where the device is placed directly in air with no holder, no collection filter or electrostatic field to drift the radon progenies towards the detector active area. This particular measurement configuration (dubbed as bare) requires an α/β-discrimination method that is not based on spectroscopic analysis: as the gas surrounds the detector the α particles are emitted at different distances from it, so they lose variable energy amount in air depending on the traveled path-length which implies a variable deposited energy in the active area. The pixels matrix structure allows overcoming this issue because the interaction of α, β and γ particles generate in the active area of the detector clusters (group of pixels where a signal is read) of different shape and energy dispersion. The novel algorithm that exploits such a phenomenon was developed using a pixelated silicon detector of the TimePix family with a compact design. An α(Am-241) and a β(Sr-90) source were used to calibrate the algorithm and to evaluate its performances in terms of β rejection capability and α recognition efficiency. Successively, the detector was exposed to different radon concentrations at the ENEA-INMRI radon facility in `bare’ configuration, in order to check the linearity of the device response over a radon concentration range. The results for this technique are presented and discussed, highlighting the potential applications especially the possibility to exploit small and handy detectors to perform radon active measurements in the simplest configuration.


Author(s):  
Gabriel Zachmann

Collision detection is one of the enabling technologies in many areas, such as virtual assembly simulation, physically-based simulation, serious games, and virtual-reality based medical training. This chapter will provide a number of techniques and algorithms that provide efficient, real-time collision detection for virtual objects. They are applicable to various kinds of objects and are easy to implement.


Author(s):  
Jinling Wang ◽  
Wen F. Lu

Virtual reality technology plays an important role in the fields of product design, computer animation, medical simulation, cloth motion, and many others. Especially with the emergence of haptics technology, virtual simulation system provides an intuitive way of human and computer interaction, which allows user to feel and touch the virtual environment. For a real-time simulation system, a physically based deformable model including complex material properties with a high resolution is required. However, such deformable model hardly satisfies the update rate of interactive haptic rendering that exceeds 1 kHz. To tackle this challenge, a real-time volumetric model with haptic feedback is developed in this paper. This model, named as Adaptive S-chain model, extends the S-chain model and integrates the energy-based wave propagation method by the proposed adaptive re-mesh method to achieve realistic graphic and haptic deformation results. The implemented results show that the nonlinear, heterogeneous, anisotropic, shape retaining material properties and large range deformation are well modeled. An accurate force feedback is generated by the proposed Adaptive S-chain model in case study which is quite close to the experiment data.


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