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1.
Article in English | MEDLINE | ID: mdl-37022858

ABSTRACT

Gaze behavior of virtual characters in video games and virtual reality experiences is a key factor of realism and immersion. Indeed, gaze plays many roles when interacting with the environment; not only does it indicate what characters are looking at, but it also plays an important role in verbal and non-verbal behaviors and in making virtual characters alive. Automated computing of gaze behaviors is however a challenging problem, and to date none of the existing methods are capable of producing close-to-real results in an interactive context. We therefore propose a novel method that leverages recent advances in several distinct areas related to visual saliency, attention mechanisms, saccadic behavior modelling, and head-gaze animation techniques. Our approach articulates these advances to converge on a multi-map saliency-driven model which offers real-time realistic gaze behaviors for non-conversational characters, together with additional user-control over customizable features to compose a wide variety of results. We first evaluate the benefits of our approach through an objective evaluation that confronts our gaze simulation with ground truth data using an eye-tracking dataset specifically acquired for this purpose. We then rely on subjective evaluation to measure the level of realism of gaze animations generated by our method, in comparison with gaze animations captured from real actors. Our results show that our method generates gaze behaviors that cannot be distinguished from captured gaze animations. Overall, we believe that these results will open the way for more natural and intuitive design of realistic and coherent gaze animations for real-time applications.

2.
IEEE Trans Vis Comput Graph ; 27(4): 2341-2354, 2021 Apr.
Article in English | MEDLINE | ID: mdl-31722480

ABSTRACT

Spherical Fibonacci grids (SFG) yield extremely uniform point set distributions on the sphere. This feature makes SFGs particularly well-suited to a wide range of computer graphics applications, from numerical integration, to vector quantization, among others. However, the application of SFGs to problems in which further refinement of an initial point set is required is currently not possible. This is because there is currently no solution to the problem of adding new points to an existing SFG while maintaining the point set properties. In this work, we fill this gap by proposing the extensible spherical Fibonacci grids (E-SFG). We start by carrying out a formal analysis of SFGs to identify the properties which make these point sets exhibit a nearly-optimal uniform spherical distribution. Then, we propose an algorithm (E-SFG) to extend the original point set while preserving these properties. Finally, we compare the E-SFG with a other extensible spherical point sets. Our results show that the E-SFG outperforms spherical point sets based on a low discrepancy sequence both in terms of spherical cap discrepancy and in terms of root mean squared error for evaluating the rendering integral.

3.
IEEE Trans Vis Comput Graph ; 26(10): 3022-3036, 2020 Oct.
Article in English | MEDLINE | ID: mdl-31034416

ABSTRACT

We propose a theoretical framework, based on the theory of Sobolev spaces, that allows for a comprehensive analysis of quadrature rules for integration over the sphere. We apply this framework to the case of shading integrals in order to predict and analyze the performances of quadrature methods. We show that the spectral distribution of the quadrature error depends not only on the samples set size, distribution and weights, but also on the BRDF and the integrand smoothness. The proposed spectral analysis of quadrature error allows for a better understanding of how the above different factors interact. We also extend our analysis to the case of Fourier truncation-based techniques applied to the shading integral, so as to find the smallest spherical/hemispherical harmonics degree L (truncation) that entails a targeted integration error. This application is very beneficial to global illumination methods such as Precomputed Radiance Transfer and Radiance Caching. Finally, our proposed framework is the first to allow a direct theoretical comparison between quadrature- and truncation-based methods applied to the shading integral. This enables, for example, to determine the spherical harmonics degree L which corresponds to a quadrature-based integration with N samples. Our theoretical findings are validated by a set of rendering experiments.

4.
IEEE Trans Vis Comput Graph ; 24(10): 2813-2826, 2018 10.
Article in English | MEDLINE | ID: mdl-29990084

ABSTRACT

Multivariate generalized Gaussian distributions (MGGDs) have aroused a great interest in the image processing community thanks to their ability to describe accurately various image features, such as image gradient fields. However, so far their applicability has been limited by the lack of a transformation between two of these parametric distributions. In this paper, we propose a novel transformation between MGGDs, consisting of an optimal transportation of the second-order statistics and a stochastic-based shape parameter transformation. We employ the proposed transformation between MGGDs for a color transfer and a gradient transfer between images. We also propose a new simultaneous transfer of color and gradient, which we apply for image color correction.

5.
IEEE Trans Vis Comput Graph ; 19(10): 1619-32, 2013 Oct.
Article in English | MEDLINE | ID: mdl-23929844

ABSTRACT

The Monte Carlo method has proved to be very powerful to cope with global illumination problems but it remains costly in terms of sampling operations. In various applications, previous work has shown that Bayesian Monte Carlo can significantly outperform importance sampling Monte Carlo thanks to a more effective use of the prior knowledge and of the information brought by the samples set. These good results have been confirmed in the context of global illumination but strictly limited to the perfect diffuse case. Our main goal in this paper is to propose a more general Bayesian Monte Carlo solution that allows dealing with nondiffuse BRDFs thanks to a spherical Gaussian-based framework. We also propose a fast hyperparameters determination method that avoids learning the hyperparameters for each BRDF. These contributions represent two major steps toward generalizing Bayesian Monte Carlo for global illumination rendering. We show that we achieve substantial quality improvements over importance sampling at comparable computational cost.

6.
IEEE Trans Vis Comput Graph ; 15(5): 815-27, 2009.
Article in English | MEDLINE | ID: mdl-19590107

ABSTRACT

Rendering realistic organic materials is a challenging issue. The human eye is an important part of nonverbal communication which, consequently, requires specific modeling and rendering techniques to enhance the realism of virtual characters. We propose an image-based method for estimating both iris morphology and scattering features in order to generate convincing images of virtual eyes. In this regard, we develop a technique to unrefract iris photographs. We model the morphology of the human iris as an irregular multilayered tissue. We then approximate the scattering features of the captured iris. Finally, we propose a real-time rendering technique based on the subsurface texture mapping representation and introduce a precomputed refraction function as well as a caustic function, which accounts for the light interactions at the corneal interface.


Subject(s)
Image Processing, Computer-Assisted/methods , Iris/anatomy & histology , Models, Anatomic , Photography/methods , Algorithms , Humans , Light , Microscopy, Electron, Scanning , Refraction, Ocular , Reproducibility of Results , Scattering, Radiation
7.
IEEE Comput Graph Appl ; 29(1): 32-41, 2009.
Article in English | MEDLINE | ID: mdl-19363956

ABSTRACT

The authors present a real-time grass rendering technique that works for large, arbitrary terrains with dynamic lighting, shadows, and a good parallax effect. A novel combination of geometry and lit volume slices provides accurate, per-pixel lighting. A fast grass-density management scheme allows the rendering of arbitrarily shaped patches of grass.


Subject(s)
Computer Graphics , Computer Simulation , Poaceae , Algorithms , Light
9.
IEEE Trans Vis Comput Graph ; 13(5): 891-901, 2007.
Article in English | MEDLINE | ID: mdl-17622674

ABSTRACT

We present a novel method for fast, high quality computation of glossy global illumination in animated environments. Building on the irradiance caching and radiance caching algorithms, our method leverages temporal coherence by sparse temporal sampling and interpolation of the indirect lighting. In our approach, part of the global illumination solution computed in previous frames is reused in the current frame. Our reusing scheme adapts to the change of incoming radiance by updating the indirect lighting only where there is a significant change. By reusing data in several frames, our method removes the flickering artifacts and yields a significant speedup compared to classical computation in which a new cache is computed for every frame. We also define temporal gradients for smooth temporal interpolation. A key aspect of our method is the absence of any additional complex data structure, making the implementation into any existing renderer based on irradiance and radiance caching straightforward. We describe the implementation of our method using graphics hardware for improved performance.


Subject(s)
Algorithms , Image Interpretation, Computer-Assisted/methods , Imaging, Three-Dimensional/methods , Information Storage and Retrieval/methods , Lighting/methods , Video Recording/methods , Computer Graphics , Image Enhancement/methods , Reproducibility of Results , Sensitivity and Specificity
10.
IEEE Trans Vis Comput Graph ; 11(5): 550-61, 2005.
Article in English | MEDLINE | ID: mdl-16144252

ABSTRACT

In this paper, we present a ray tracing-based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular, we extend the irradiance caching scheme proposed by Ward et al. to cache and interpolate directional incoming radiance instead of irradiance. The incoming radiance at a point is represented by a vector of coefficients with respect to a hemispherical or spherical basis. The surfaces suitable for interpolation are selected automatically according to the roughness of their BRDF. We also propose a novel method for computing translational radiance gradient at a point.


Subject(s)
Algorithms , Computer Graphics , Image Enhancement/methods , Image Interpretation, Computer-Assisted/methods , Imaging, Three-Dimensional/methods , Information Storage and Retrieval/methods , Lighting
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