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Digital Reproduction of Ancient Mosaics
Published in Filippo Stanco, Sebastiano Battiato, Giovanni Gallo, Digital Imaging for Cultural Heritage Preservation, 2017
Filippo Stanco, Sebastiano Battiato, Giovanni Gallo
Non-Photorealistic Rendering (NPR) is a successful area of computer graphics and it is nowadays applied to many relevant contexts: scientific visualization, information visualization, and artistic style emulation [12,38]. NPR’s goals may be considered complementary to the traditional main goal of computer graphics, which is to model and render 3D scenes in a natural (i.e., photorealistic) way. Within NPR the recent approach to digitally reproduce artistic media (such as watercolors, crayons, charcoal, etc.) and artistic styles (such as cubism, impressionism, pointillism, etc.) has been gaining momentum and is very promising [2,13,15]. Several denominations have been proposed for this narrower area within NPR: Artistic Rendering (AR) [12] and Computational Aesthetics (CA) [35] are among the most popular ones. None of these names have reached general acceptance within the research community. The authors of this chapter believe that, beyond names, a proper definition of the area that explains in a suitable way its purpose and its aim may be the following: to reproduce the aesthetic essence of arts by means of computational tools.
Image-Based Lighting
Published in Francesco Banterle, Alessandro Artusi, Kurt Debattista, Alan Chalmers, Advanced High Dynamic Range Imaging, 2017
Francesco Banterle, Alessandro Artusi, Kurt Debattista, Alan Chalmers
A further improvement on ILF was introduced by Unger et al. [378,379]. They proposed a systems pipeline for capture, processing and rendering of so called Virtual Photo Sets (VPS). During capturing, HDR videos are used as input for image-based 3D reconstruction techniques; structure from motion (SfM) methods [361] with dense geometry estimation [361]. The obtained 3D geometry can be interactively adjusted with semi-automatic tools. Note that the output geometry can be improved by adding extra sensors such as laser scanners or depth cameras during the acquisition. At this point, lighting information from HDR videos is projected onto the 3D geometry and stored as 2D textures or 4D lightfields at the surface. From VPS, parameters of light sources, such as position, area, orientation, and color, can be estimated. Finally, the output VPS can be used for rendering photorealistic images. An example of this is shown in Figure 7.14.
Here, there, and everywhere … anytime at all
Published in Philip J. Cianci, Technology and Workflows for Multiple Channel Content Distribution, 2012
The development of PC media capabilities was spurred on by the consumer adoption and business success of PC video games. Competition among application developers was fierce. Improved realism was a marketplace advantage. PC manufacturers saw video games as an opportunity to sell more PCs. Increased effort was expended on developing dedicated graphic processing chips. These integrated circuit cards were incorporated into the system architecture and enabled 3D graphics and near-photorealistic rendering.
The role of a graphical interpretation factor in the assessment of Spatial Visualization: A critical analysis
Published in Spatial Cognition & Computation, 2023
Kristin A. Bartlett, Jorge Dorribo Camba
Computer modeling and rendering, 3D printing, augmented reality (AR), and virtual reality (VR) are all technologies that can be leveraged to explore updated test versions that reduce dependence on the graphical interpretation factor. Some tests have used computer modeling and rendering to create more realistic-looking stimuli, but to our knowledge none have leveraged the full potential of photorealistic rendering. Computer rendering programs allow shapes to be inserted into realistic scenes, with realistic effects of perspective, light, shadow, and material texture. We believe perspective projections are the best choice (rather than axonometric projections), because they most naturally replicate human vision, so they should be most intuitive to interpret. (However, overly exaggerated perspective views are unlikely to be helpful.)
Spectral decomposition and illustration-inspired visualisation of highly disturbed cerebrovascular blood flow dynamics
Published in Computer Methods in Biomechanics and Biomedical Engineering: Imaging & Visualization, 2020
Thangam Natarajan, Daniel E. MacDonald, Mehdi Najafi, Peter W. Coppin, David A. Steinman
Our overall project aims to isolate flow structures of interest relative to others that are of less interest. Because flow structures of all frequencies are intertwined and entangled in three-dimensions, from a visual perspective (with its simulated point of observation) higher-frequency fluctuations are therefore visually occluded by fluctuations of other (lower) frequencies. Therefore, a strategy is required in order to help the user visually discriminate these higher-frequency flow fluctuations relative to flow fluctuations from other (lower frequency) bands. From a visual perspective, part of our aim is to visually emphasise ‘important’ details while simultaneously suppressing other ‘less-important’ details (such as the lower-frequency flow structures and the shape of the model) using illustration-inspired techniques. For example, Svakhine et al. (2005) and Hsu et al. (2009) used silhouettes to emphasise structural information on temporally evolving data. Non-photorealistic rendering techniques (Stompel, et al. (2002)) have also been explored to enhance the visualisations on time-varying data.
Human factors in retail lighting design: an experimental subjective evaluation for sales areas
Published in Architectural Science Review, 2018
A total of nine different retail lighting design alternatives are considered for this study and all of these scenarios are generated depending on the use of most frequently observed lighting system installations in clothes shop retail environments with value for money and quality profiles. Proposed lighting design patterns are illustrated in Table 3. Each design alternative is modelled on a computational basis and representative visualizations and simulation results are generated in Dialux 4.13 lighting simulation software in order to further assess the visual comfort conditions and user preferences in retail environments (Dialux 4.13). This program is widely used for lighting calculation of indoor and outdoor environments and is chosen due to its extended ray tracing for photorealistic visualization ability and its possibility to import photometric databases from luminaire manufacturers. Several studies reveal that Dialux is a validated simulation program based on International Commission on Illumination (CIE) technical report ‘CIE 171:2006 – Test Cases to Assess the Accuracy of Lighting Computer Programs’ (Acosta, Navarro, and Sendra 2011; DIAL GmbH 2015; Fakra, Boyer, and Maamari 2008; Iversen et al. 2013; Mangkuto 2015; Shikder 2009).