Universidad de Zaragoza
Custodiado por la Biblioteca de la Universidad de Zaragoza
Premis-plugin for CDSInvenio, developed by Miguel Martín
Miguel Martín González
oai:zaguan.unizar.es:9625
2019-02-19
spa
Navarro Gil, Fernando
Gutiérrez Pérez, Diego
Serón Arbeloa, Francisco José
Optimization techniques for computationally expensive rendering algorithms
https://zaguan.unizar.es/record/9625/files/TESIS-2012-112.pdf
Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-¿aliased images. One targeted to the rendering of screen-¿space anti-¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets.
2014-11-20
9625
20190219123656.0
TESIS-2012-112
spa
519.7
Navarro Gil, Fernando
Optimization techniques for computationally expensive rendering algorithms
Zaragoza
Universidad de Zaragoza, Prensas de la Universidad
2012
170
Tesis de la Universidad de Zaragoza
2012-27
2254-7606
Presentado: 09 07 2012
Tesis-Univ. Zaragoza, Informática e Ingeniería de Sistemas, 2012
Zaragoza, Universidad de Zaragoza
2012
by-nc-nd
Creative Commons
3.0
https://creativecommons.org/licenses/by-nc-nd/3.0/
Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-¿aliased images. One targeted to the rendering of screen-¿space anti-¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets.
tratamiento digital de imágenes
terminales dispositivos gráficos y trazadores
sistemas en tiempo real
Gutiérrez Pérez, Diego
dir.
Serón Arbeloa, Francisco José
dir.
Universidad de Zaragoza
Informática e Ingeniería de Sistemas
zaguan@unizar.es
14729827
https://zaguan.unizar.es/record/9625/files/TESIS-2012-112.pdf
Texto completo (spa)
oai:zaguan.unizar.es:9625
tesis
driver
Informática e Ingeniería de Sistemas
TESIS
URI
https://zaguan.unizar.es/record/9625
SUPPORTED
0
MD5
https://zaguan.unizar.es/record/9625/files/TESIS-2012-112.md5
0
image/x.djvu
6
http://djvu.sourceforge.net/abstract.html
DJVU/6
Profile information
Lizardtech Document Express Enterprise
5.1
0
URI
https://zaguan.unizar.es/record/9625/files/TESIS-2012-112.pdf
disk
Minimum
View
Print
Visualization of DJVU requires specific software, like DjVu Browser Plugin
URI
http://creativecommons.org/licenses/by-nc/3.0
URI
http://creativecommons.org/licenses/by-nc/3.0
license
URI
http://creativecommons.org/licenses/by-nc/3.0
You are free to adapt, copy, transmite or distribute the work under the following conditions:
(1) You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
(2) You may not use this work for commercial purposes
(3) For any reuse or distribution, you must make clear to others the license terms of this work
(4) Any of the above conditions can be waived if you get permission from the copyright holder
(5) Nothing in this license impairs or restricts the author's moral rights
This object is licensed under Creative Common Attribution-NonCommercial 3.0 (further details: http://creativecommons.org/licenses/by-nc/3.0/).
Universidad de Zaragoza
Automatizacion de Bibliotecas
Edif. Matematicas, Pedro Cerbuna 12, 50009 Zaragoza
auto.buz@unizar.es