Browsing by Subject "Rendering"
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Item An Approach To Painterly Rendering(2014-10-28) Broussard, GarrettAn often overlooked key component of 3D animations is the rendering engine. However, some rendering techniques are hard to implement or are too restrictive in terms of the imagery they can produce. The goal of this thesis is to make easy-to-use software that artists can use to create stylistic animations and that also minimizes technical constraints placed on the art. For this project, I present a tool that allows artists to create temporally coherent, painterly animations using Autodesk Maya and Corel Painter. I then use that tool to create proof of concept animations. This new rendering technique offers artists a different avenue through which they can showcase their art and also offers certain freedoms that current computer graphics techniques lack. Accompanying this paper are some animations demonstrating possible outcomes, and they are located on the Texas A&M online library catalog system. The painting system used for this project expands upon an algorithm designed by Barbara Meier of the Disney Research Group that involves spreading particles across a surface and using those particles to define brush strokes. The first step is to infer the general syntax of Painter?s commands by using Painter and its ability to record a painting made by an artist. The next step is to use the commands and syntax that Painter uses in the automated creation of scripts to generate paintings used for the animation. As this thesis is designed to showcase a rendering technique, I found animations made by fellow candidates for the Master of Science and Master of Fine Arts degrees in Visualization bearing qualities accented by a painterly treatment and rendered them using this technique.Item Automated Registration of Point Clouds with High Resolution Photographs and Rendering Under Novel Illumination Conditions(2010-12) Srisinroongruang, Rattasak; Sinzinger, Eric D.; Hoo, Karlene A.; Youn, Eunseog; Lakhani, GopalWith the increased computing power of modern technology, it has become feasible to digitally capture real world scenes and objects, preserving the scenes and objects indefinitely. Additionally, digitally capturing a scene provides the flexibility to re- visualize it under novel illumination conditions that may never occur at the scene’s real location. These two tools, scene capture and redisplay, are at the focal point of this proposal. Scene capture requires recording the spatial and intensity data of a real world scene. This is accomplished using LIDAR (a method of laser positioning) and pho- tographic cameras respectively. Once acquired, the data sets need to be registered together. This is the computation of a mathematical transform to that maps the photographic images onto the spatial data. Typically, this has been done using a significant amount of user interventation or requires the placement of distinguishing markers in the real scene. To remove these requirements and handle large data sets, the performed research submits methods to automatically compute the mathematical transforms between data sets with minimal manual intervention typically required in the current state of the art. This will be accomplished by posing the problem as an optimization problem with an objective function based upon a novel error metric. The redisplay portion of the research submits a novel rendering equation that is able to take cues from a photograph and realistically insert a synthetic object into the novel environment depicted in the photograph. This rendering equation allows the object to react realistically to the illumination conditions in the environment which may be substantially different from the environment conditions when the object or scene was captured.Item High quality, high performance rendering using shadow ray acceleration and aggressive micropolygon tessellation rates(2011-05) Djeu, Peter; Fussell, Donald S., 1951-; Mark, William R.; Pingali, Keshav; Shirley, PeterRendering in computer graphics is the process of converting a three dimensional scene description into a two dimensional image. In this work we focus on high quality rendering, which has numerous applications in entertainment and visualization. Many films today are created either entirely or in concert with computationally generated imagery and serve as a vivid example of the benefits of high quality rendering. This dissertation consists of two parts, each presenting novel work in the field of high quality, high performance rendering. The first part proposes the use of volumetric occluders, or a collection of axis-aligned boxes placed within a polygonal model, to accelerate the rendering of shadows cast by the model while producing images identical to the unaccelerated baseline. We show that our approach performs well on single object scenes and extend our approach for use with scenes from a professional open source movie. Although the technique has not yet proven itself on these multi-object scenes, we identify the scene characteristics which are hampering the approach and show that in some cases it is still possible to achieve an improvement in performance. The second part of the dissertation presents a new way to determine micropolygon tessellation rate within a Reyes style renderer. Our new scheme, called final approach tessellation, evaluates the tessellation rate close to a Reyes surface rather than upon entry into its bounding box. Our determination of the tessellation rate is more aggressive than previous approaches, producing a more compact tessellation which in turn is faster to compute and requires less memory. Our evaluation shows that although final approach tessellation is promising in theory, it ultimately fails to improve performance on actual test scenes.Item A memory profiler for 3D graphics application using ninary instrumentation(2011-05) Deo, Mrinal; Fussell, Donald S., 1951-; Erez, MattanThis report describes the architecture and implementation of a memory profiler for 3D graphics applications. The memory profiling is done for parts of the program which runs on the graphics processor and is responsible for rendering the image. The shaders are parsed and every memory instruction is instrumented with additional instruction for profiling. The results are then transferred from the video memory to CPU memory. Profiling is done for a frame and completes in less than three minutes. The report also describes various analyses that can be done using the results obtained from this profiler. The report discusses the design of an analytical cache model that can be used to identify candidate memory buffers suitable for caching among all the buffers used by an application. The profiler can segregate results for reads and writes separately, can handle all formats of texture access instructions and predicated instructions.Item Photorealism within interior architectural images(2007-12) Brenton, James Albert; Hill, Glenn E.; Robertson, Stan; Park, KuhnWhat exactly is photorealism and how do we achieve it? 3D artist Bill Fleming has already published a book on photorealism claiming that there are 10 principles to achieving photorealism. But what impact do they have in achieving photorealism in a very specific form of digital rendering, such as interior architectural images. Although Fleming gives his readers useful principles to follow, his principles are broad and apply to images with no specific subject matter. After identifying and condensing his principles, a new set of principles will be created that is more organized and understood.Item Using Precisionism Within American Modern Art as Stylistic Inspiration for 3D Digital Works(2010-01-14) Bell, Douglas R.This thesis presents the analysis of artistic techniques of paintings from the Precisionist movement and the implementation of the results of the analysis in the creation of three new works of art using digital media. Artists working in digital media express features of pre-digital artistic movements with varying degrees of adherence to principles, intentions, and awareness. This thesis seeks to create a bridge between the recognition of common features of Precisionist works and the expression of those elements in new works through the use of a system of analysis, interpretation, and translation. One outcome of this thesis is the description of a methodology for interpretation and translation that can be applied to other art movements. The Precisionist period within the Modern Art movement has both a historical importance in the world of art and a thematic relevance to popular uses of digital media ? specifically the representation of meaning and mood derived from industrial settings. Its influences can be traced from cubist, futurist, and constructivist art, as well as influencing the development of surrealism. It is considered the first solely American movement within Modern Art. Charles Sheeler's work plays a key role in the visual analysis portion of this research. Sheeler's work offers examples for applying 2D precisionist artistic style as aesthetic inspiration in creating a three-part production of 3D digital and video work. Work from precisionist artists Charles Demuth and Edmund Lewandowski also contribute some unique artistic characteristics considered during the analytical portion of this study. The new artistic works proposed include: (1) a linear, live-action short video with post-production manipulation; (2) a linear, 3D animated work; and (3) a non-linear, interactive 3D game environment.