摘要:
Radiometric calibration of an image capture device (e.g., a digital camera) using a single image is described. The single image may be a color image or a grayscale image. The calibration identifies and analyzes edge pixels of the image that correspond to an edge between two colors or grayscale levels of a scene. Intensity distributions of intensities measured from the single image are then analyzed. An inverse response function for the image capture device is determined based on the intensity distributions. For a color image, the radiometric calibration involves calculating an inverse response function that maps measured blended colors of edge pixels and the associated measured component colors into linear distributions. For a grayscale image, the radiometric calibration involves deriving an inverse response function that maps non-uniform histograms of measured intensities into uniform distributions of calibrated intensities.
摘要:
A real-time algorithm for rendering an inhomogeneous scattering medium such as fog is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.
摘要:
A shell radiance texture function (SRTF) is defined to record an outgoing radiance from a base volume of an object to be rendered. Using the SRTF, radiance values are precomputed and stored for the base volume. The object is rendered using the precomputed radiance values.
摘要:
Surfaces can be decorated with texture tiling and/or texture painting using one or more sample textures, such as BTFs. In a described implementation of texture tiling, a patch-based BTF synthesis algorithm is utilized. In an example embodiment, a mesh of a target surface is re-sampled to produce a dense mesh such that there is a one-to-one correspondence between vertices of the dense mesh and pixels of an image. Patch matching is then employed with a working image that corresponds to a working patch. In an example embodiment, the patch matching is effectuated using translations and rotations of the sample texture. In a described implementation of texture painting, irregular feature(s) of a sample texture are synthesized onto a target surface. In an example embodiment, user-specified constraints as to a desired foreground feature of a sample texture and an intended foreground region of a targeted surface are factored into a graphcut operation.
摘要:
Rendering of a partially translucent object is performed using a set of parameter maps derived from data measuring reflectance and transmittance of light received at the surface of the partially translucent object. Data is captured from an actual object being modeled, rather than estimated based on internal structure and composition. Parameter maps relating albedo, thickness variation, and specular intensity and roughness are stored as textures to facilitate rendering. In addition, realistic illumination from high energy sources such as sunlight is effected by separating light into low frequency and high frequency components. Low frequency components are rendered by precomputed radiance transfer. High frequency components, which are not modeled well by precomputed radiance transfer, are modeled using a light visibility convolution integral to generate light visibility maps for positions of the high frequency light source. Contributions from the different frequency components are combined to yield a realistic appearance.
摘要:
A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.
摘要:
In one embodiment, a longitudinal camera array is rotated through a capture cylinder, with each camera in the array capturing multiple images as the array rotates. These images can be looking outward along the radials of the cylinder, or alternatively looking tangential to the cylinder. The longitudinal camera array allows the surrounding scene to be captured from multiple different planes that are substantially parallel to the ends of the capture cylinder, allowing for more accurate subsequent rendering of the scene. A view of the scene can be subsequently rendered by determining a location and direction of view of an observer, and then selecting one or more of the multiple lateral and longitudinally adjacent capture images, as well as one or more pixels within that capture image(s), to use to determine a display value for the pixel.
摘要:
In one embodiment, a longitudinal camera array is rotated through a capture cylinder, with each camera in the array capturing multiple images as the array rotates. These images can be looking outward along the radials of the cylinder, or alternatively looking tangential to the cylinder. The longitudinal camera array allows the surrounding scene to be captured from multiple different planes that are substantially parallel to the ends of the capture cylinder, allowing for more accurate subsequent rendering of the scene. A view of the scene can be subsequently rendered by determining a location and direction of view of an observer, and then selecting one or more of the multiple lateral and longitudinally adjacent capture images, as well as one or more pixels within that capture image(s), to use to determine a display value for the pixel.
摘要:
A method and apparatus improve the efficiency of simulating a virtual environment by filtering information about the virtual environment on a group basis instead of a character basis. The filtered information is sent to each client associated with a character in the group.
摘要:
Embodiments of the invention determine whether an image has been altered. Sets of patches are selected in the image, and corresponding inverse response functions are provided to a support vector machine (SVM). The support vector machine is trained with exemplary normal and abnormal inverse response functions. Once trained, the support vector machine analyzes inverse response functions corresponding to a suspected image. The support vector machine determines if the inverse response functions are normal or abnormal by analyzing a set of features. In one embodiment, features include measures for monotonic characteristics, fluctuation characteristics, and divergence characteristics of the red, green, and blue components of a tuple. Each tuple of inverse response functions is associated with a set of patches selected in the image.