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spa Navarro Gil, Fernando Gutiérrez Pérez, Diego Serón Arbeloa, Francisco José Optimization techniques for computationally expensive rendering algorithms http://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 20150325140140.0 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 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 http://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 http://zaguan.unizar.es/record/9625 SUPPORTED 0 MD5 http://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 http://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