Isoluminance Contours

Author(s):  
Marion Cottingham

This chapter introduces the Isoluminance Contour Model, which not only provides a quick and easy method for generating images, but also dramatically reduces the amount of work required by traditional computer graphics methods. It starts with the history of the model from its conception in 1981: it was used to generate flat-shaded greyscale, simple, primitive objects such as cubes, cylinders, cones, and spheres, by generating full-color smooth-shaded images for animated sequences. The model compares the degree of realism and the speed of production it generates with that achieved by using smooth shading and ray-tracing methods. It ultimately describes how the amount of data used by the Isoluminance Contour Model can be adapted dynamically to suit the screen size of the primitive object being generated, making real-time 4-dimensional animated visualization feasible on a Pentium 400 (or equivalent) or faster PC.

2021 ◽  
Author(s):  
Gonçalo Soares ◽  
João Madeiras Pereira

Real-time physically based rendering has long been looked at as the holy grail in Computer Graphics. With the introduction of Nvidia RTX-enabled GPUs family, light transport simulations under real-time constraint started to look like a reality. This paper presents Lift, an educational framework written in C++ that explores the RTX hardware pipeline by using the low-level Vulkan API and its Ray Tracing extension, recently made available by Khronos Group. Furthermore, to accomplish low variance rendered images, we integrated the AI-based denoiser available from the Nvidia ́s OptiX framework. Lift’s development arose primarily in the context of the graduate 3D Programming course taught at Instituto Superior Técnico and Master Theses focused on Real-Time Ray Trac- ing and provides the foundations for laboratory assignments and projects development. The platform aims to make easier students to learn and to develop, by programming the shaders of the RT pipeline, their physically-based ren- dering approaches and to compare them with the built-in progressive unidirectional and bidirectional path tracers. The GUI allows a user to specify camera settings and navigation speed, to select the input scene as well as the rendering method, to define the number of samples per pixel and the path length as well as to denoise the generated image either every frame or just the final frame. Statistics related with the timings, image resolution and total number of accumulated samples are provided too. Such platform will teach that nowadays physically-accurate images can be rendered in real-time under different lighting conditions and how well a denoiser can reconstruct images rendered with just one sample per pixel.


Author(s):  
Alexander N. Novikov ◽  
Andrey V. Firsov ◽  
Lydia B. Karsakova

The paper studies the history of the development of digital technologies according to the growing possibilities of computer graphics. We consider the influence of computer technologies on graphics in retrospect starting from the middle of the last century to the present day: from drawing on an oscilloscope screen using light pens to creating complete interfaces; from the use of the first computers to the technology of generating three-dimensional images in real time. The study pays attention to such types of image representation as vector, raster, fractal and three-dimensional graphics and highlights the differences between them as well as the ways, methods and areas of application. We demonstrate how the progress in the field of technical means influences traditional forms of art and on the emergence of completely new art forms: pixel art, low poly art etc. The paper also dwells on generative art, three-dimensional sculpture, net-graphics, video art and other areas.


Buildings ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 68
Author(s):  
Mankyu Sung

This paper proposes a graph-based algorithm for constructing 3D Korean traditional houses automatically using a computer graphics technique. In particular, we target designing the most popular traditional house type, a giwa house, whose roof is covered with a set of Korean traditional roof tiles called giwa. In our approach, we divided the whole design processes into two different parts. At a high level, we propose a special data structure called ‘modeling graphs’. A modeling graph consists of a set of nodes and edges. A node represents a particular component of the house and an edge represents the connection between two components with all associated parameters, including an offset vector between components. Users can easily add/ delete nodes and make them connect by an edge through a few mouse clicks. Once a modeling graph is built, then it is interpreted and rendered on a component-by-component basis by traversing nodes in a procedural way. At a low level, we came up with all the required parameters for constructing the components. Among all the components, the most beautiful but complicated part is the gently curved roof structures. In order to represent the sophisticated roof style, we introduce a spline curve-based modeling technique that is able to create curvy silhouettes of three different roof styles. In this process, rather than just applying a simple texture image onto the roof, which is widely used in commercial software, we actually laid out 3D giwa tiles on the roof seamlessly, which generated more realistic looks. Through many experiments, we verified that the proposed algorithm can model and render the giwa house at a real time rate.


2021 ◽  
Vol 40 (2) ◽  
pp. 79-90
Author(s):  
Zheng Zeng ◽  
Shiqiu Liu ◽  
Jinglei Yang ◽  
Lu Wang ◽  
Ling‐Qi Yan
Keyword(s):  

2020 ◽  
Vol 39 (4) ◽  
Author(s):  
Benedikt Bitterli ◽  
Chris Wyman ◽  
Matt Pharr ◽  
Peter Shirley ◽  
Aaron Lefohn ◽  
...  
Keyword(s):  

Author(s):  
Philipp Slusallek ◽  
Peter Shirley ◽  
William Mark ◽  
Gordon Stoll ◽  
Ingo Wald
Keyword(s):  

2017 ◽  
Vol 50 (4) ◽  
pp. 1-41 ◽  
Author(s):  
Yangdong Deng ◽  
Yufei Ni ◽  
Zonghui Li ◽  
Shuai Mu ◽  
Wenjun Zhang
Keyword(s):  

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