Franke, Tobias (2014)
Delta Voxel Cone Tracing.
IEEE International Symposium on Mixed and Augmented Reality - Science & Technology 2014.
doi: 10.1109/ISMAR.2014.6948407
Konferenzveröffentlichung, Bibliographie
Kurzbeschreibung (Abstract)
Mixed reality applications which must provide visual coherence between synthetic and real objects need relighting solutions for both: synthetic objects have to match lighting conditions of their real counterparts, while real surfaces need to account for the change in illumination introduced by the presence of an additional synthetic object. In this paper we present a novel relighting solution called Delta Voxel Cone Tracing to compute both direct shadows and first bounce mutual indirect illumination. We introduce a voxelized, pre-filtered representation of the combined real and synthetic surfaces together with the extracted illumination difference due to the augmentation. In a final gathering step this representation is conetraced and superimposed onto both types of surfaces, adding additional light from indirect bounces and synthetic shadows from antiradiance present in the volume. The algorithm computes results at interactive rates, is temporally coherent and to our knowledge provides the first real-time rasterizer solution for mutual diffuse, glossy and perfect specular indirect reflections between synthetic and real surfaces in mixed reality.
Typ des Eintrags: | Konferenzveröffentlichung |
---|---|
Erschienen: | 2014 |
Autor(en): | Franke, Tobias |
Art des Eintrags: | Bibliographie |
Titel: | Delta Voxel Cone Tracing |
Sprache: | Englisch |
Publikationsjahr: | 2014 |
Verlag: | IEEE Service Center, Piscataway, NJ |
Veranstaltungstitel: | IEEE International Symposium on Mixed and Augmented Reality - Science & Technology 2014 |
DOI: | 10.1109/ISMAR.2014.6948407 |
Kurzbeschreibung (Abstract): | Mixed reality applications which must provide visual coherence between synthetic and real objects need relighting solutions for both: synthetic objects have to match lighting conditions of their real counterparts, while real surfaces need to account for the change in illumination introduced by the presence of an additional synthetic object. In this paper we present a novel relighting solution called Delta Voxel Cone Tracing to compute both direct shadows and first bounce mutual indirect illumination. We introduce a voxelized, pre-filtered representation of the combined real and synthetic surfaces together with the extracted illumination difference due to the augmentation. In a final gathering step this representation is conetraced and superimposed onto both types of surfaces, adding additional light from indirect bounces and synthetic shadows from antiradiance present in the volume. The algorithm computes results at interactive rates, is temporally coherent and to our knowledge provides the first real-time rasterizer solution for mutual diffuse, glossy and perfect specular indirect reflections between synthetic and real surfaces in mixed reality. |
Freie Schlagworte: | Business Field: Visual decision support, Business Field: Digital society, Research Area: Computer graphics (CG), Research Area: Computer vision (CV), Research Area: Human computer interaction (HCI), Mixed realities, Relighting, Augmented reality (AR), Global illumination, Voxel cone tracing |
Fachbereich(e)/-gebiet(e): | 20 Fachbereich Informatik 20 Fachbereich Informatik > Graphisch-Interaktive Systeme |
Hinterlegungsdatum: | 12 Nov 2018 11:16 |
Letzte Änderung: | 12 Nov 2018 11:16 |
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