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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/25066
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dc.contributor.advisor莊永裕
dc.contributor.authorKuan-Lin Yehen
dc.contributor.author葉冠麟zh_TW
dc.date.accessioned2021-06-08T06:01:28Z-
dc.date.copyright2007-07-30
dc.date.issued2007
dc.date.submitted2007-07-26
dc.identifier.citation[Alexa, 2002] Alexa, M. (2002). Linear combination of transformations. ACM Transactions on Graphics (TOG), 21(3):380–387.
[Der et al., 2006] Der, K., Sumner, R., and Popovi′c, J. (2006). Inverse kinematics for reduced deformable models. ACM Transactions on Graphics (TOG), 25(3):1174–1179.
[Georgescu et al., 2003] Georgescu, B., Shimshoni, I., and Meer, P. (2003). Mean shift based clustering in high dimensions: a texture classification example. Computer Vision, 2003. Proceedings. Ninth IEEE International Conference on, pages 456–463.
[Green, 2003] Green, R. (2003). Spherical Harmonic Lighting: The Gritty Details. Game Developpers’ Conference.
[Hasenfratz et al., 2003] Hasenfratz, J., Lapierre, M., Holzschuch, N., and Sillion, F. (2003). A survey of real-time soft shadows algorithms. Computer Graphics Forum, 22(4):753–774.
[James and Twigg, 2005] James, D. L. and Twigg, C. D. (2005). Skinning mesh animations. ACM Transactions on Graphics (SIGGRAPH 2005), 24(3).
[Kautz et al., 2002] Kautz, J., Sloan, P., and Snyder, J. (2002). Fast, arbitrary BRDF shading for low-frequency lighting using spherical harmonics. Proceedings of the 13th
Eurographics workshop on Rendering, pages 291–296.
[Kirk and Arikan, 2007] Kirk, A. and Arikan, O. (2007). Real-time ambient occlusion for dynamic character skins. Proceedings of the 2007 symposium on Interactive 3D graphics and games, pages 47–52.
[Kontkanen and Aila, 2006] Kontkanen, J. and Aila, T. (2006). Ambient Occlusion for Animated Characters (2006). Eurographics Symposium on Rendering.
[Lengyel, 2003] Lengyel, E. (2003). Mathematics for 3d Game Programming and Computer Graphics. Charles River Media.
[Liu et al., 2004] Liu, X., Sloan, P., Shum, H., and Snyder, J. (2004). All-Frequency Precomputed Radiance Transfer for Glossy Objects. Eurographics Symposium on Rendering, pages 337–344.
[Ma et al., 2006] Ma, W., Hsiao, C., Lee, K., Chuang, Y., and Chen, B. (2006). Realtime triple product relighting using spherical local-frame parameterization. The Visual Computer, 22(9):682–692.
[Murray and Sastry, 1994] Murray, R. and Sastry, S. (1994). A Mathematical Introduction to Robotic Manipulation. CRC Press.
[Ng et al., 2003] Ng, R., Ramamoorthi, R., and Hanrahan, P. (2003). All-frequency shadows using non-linear wavelet lighting approximation. ACM Transactions on Graphics (TOG), 22(3):376–381.
[Ng et al., 2004] Ng, R., Ramamoorthi, R., and Hanrahan, P. (2004). Triple product wavelet integrals for all-frequency relighting. ACM Transactions on Graphics (TOG),
23(3):477–487.
[Overbeck et al., 2006] Overbeck, R., Ben-Artzi, A., Ramamoorthi, R., and Grinspun, E. (2006). Exploiting Temporal Coherence for Incremental All-Frequency Relighting. Eurographics Symposium on Rendering, pages 151–160.
[Ramamoorthi and Hanrahan, 2001] Ramamoorthi, R. and Hanrahan, P. (2001). An efficient representation for irradiance environment maps. Proceedings of the 28th annual
conference on Computer graphics and interactive techniques, ages 497–500.
[Ren et al., 2006] Ren, Z., Wang, R., Snyder, J., Zhou, K., Liu, X., Sun, B., Sloan, P., Bao, H., Peng, Q., and Guo, B. (2006). Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation. International Conference on Computer Graphics and Interactive Techniques, pages 977–986.
[Sloan et al., 2003a] Sloan, P., Hall, J., Hart, J., and Snyder, J. (2003a). Clustered principal components for precomputed radiance transfer. ACM Transactions on Graphics, 22(3):382–391.
[Sloan et al., 2002] Sloan, P., Kautz, J., and Snyder, J. (2002). Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments. Proceedings of the 29th annual conference on Computer graphics and interactive techniques, pages 527–536.
[Sloan et al., 2003b] Sloan, P., Liu, X., Shum, H., and Snyder, J. (2003b). Bi-scale radiance transfer. ACM Transactions on Graphics, 22(3):370–375.
[Sloan et al., 2005] Sloan, P., Luna, B., and Snyder, J. (2005). Local, deformable precomputed radiance transfer. Proceedings of ACM SIGGRAPH 2005, 24(3):1216–1224.
[Snyder, 2006] Snyder, J. (2006). Code generation and factoring for fast evaluation of low-order spherical harmonic products and squares. Technical report, Tech. Rep. MSRTR-
2006-53, Microsoft Corporation.
[Tamura et al., 2006] Tamura, N., Johan, H., Chen, B., and Nishita, T. (2006). A practical and fast rendering algorithm for dynamic scenes using adaptive shadow fields. The Visual Computer, 22(9):702–712.
[Tsai and Shih, 2006] Tsai, Y. and Shih, Z. (2006). All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation. International Conference on Computer Graphics and Interactive Techniques, pages 967– 976.
[Wang et al., 2006] Wang, R., Ng, R., Luebke, D., and Humphreys, G. (2006). Efficient wavelet rotation for environment map rendering. Eurographics Symposium on Rendering, pages 173–182.
[Wang et al., 2004] Wang, R., Tran, J., and Luebke, D. (2004). All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation. Eurographics Symposium on Rendering, pages 345–354.
[Wood et al., 2000] Wood, D., Azuma, D., Aldinger, K., Curless, B., Duchamp, T., Salesin, D., and Stuetzle, W. (2000). Surface light fields for 3D photography. ACM Press/Addison-Wesley Publishing Co. New York, NY, USA.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/25066-
dc.description.abstract事前輻射轉移計算是種將全域照明實現在即時運算的應用軟體中的技術。轉移函式表示著光線複雜的轉移傳輸,透過事前運算,我們可以在程式執行時利用光線傳輸是線性的特質把對入射光的積分簡化
成簡單的線性運算。
對於可變形的3D模型,事前運算會產生大量的資料。基於轉移函式和動畫參數彼此間有著線性關係的假設,我們提出一個方法從一組參考模型中推演出兩者的相依性。在程式執行時,轉移函式中的每個參數可以由目前動畫參數以及每個頂點參數的內積來近似。這方法產生很微量的計算, 而且因為不論動畫的長度,每個頂點都只帶有一組參數,藉此我們可以節省儲存空間。
我們主要的貢獻在於提出一個容易在繪圖晶片上實作的方法,可以快速地近似出轉移函式。群聚主要分量分析是事情輻射轉移計算中普遍在使用的壓縮方法,以群聚主要分量分析為對照,我們藉由比較錯誤率和使用空間分析所提出的方法。因為動畫中的轉移函式是在執行時近似出的,我們不需要對轉移函式作費時的事前處理。
zh_TW
dc.description.abstractPrecomputed radiance transfer (PRT) is a technique to bring global illumination into real-time applications. The method precomputes the complicated transport of light represented by a transfer function and exploits the linearity of light transport to reduce the light integral to a simple linear algebra operation.
For a deformable model composed with a sequence of meshes, data from precomputation occupy plenty of storage. Based on the assumption that the transfer function is linear to the animation parameters, we represent a method to infer the linearity with a set of reference poses as its input. At run-time, each coefficient of transfer functions are approximated with dot product between the current animation parameters and per-vertex coefficients. The method introduces little computational overhead and saves storage by storing
only one set of coefficients at each vertex regardless the length of an animation.
Our main contribution is to propose a simple algorithm which can be easily implemented on GPU to approximate transfer functions. We analysis the method by comparing error rates and storage to CPCA, which used to be a compression strategy of PRT in a static scene. Since transfer functions of a
given animation are approximated at run-time, theres is no costly precomputation on transfer functions required.
en
dc.description.provenanceMade available in DSpace on 2021-06-08T06:01:28Z (GMT). No. of bitstreams: 1
ntu-96-R94922028-1.pdf: 12602109 bytes, checksum: ebc6ae4e714617b513a64e3c33dcd76a (MD5)
Previous issue date: 2007
en
dc.description.tableofcontents中文摘要i
Abstract iii
1 Introduction 1
1.1 Precomputed Radiance Transfer . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Problem Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.4 Organization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2 Related Work 5
2.1 PRT for Static Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 PRT for Dynamic Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3 PRT for Deformable/Animated Models . . . . . . . . . . . . . . . . . . . 8
3 SHPRT 11
3.1 Review of Spherical Harmonics . . . . . . . . . . . . . . . . . . . . . . 12
3.2 Accelerating Shading with the SH basis . . . . . . . . . . . . . . . . . . 15
3.3 Triple Product Integral Computation . . . . . . . . . . . . . . . . . . . . 17
4 System Framework 19
4.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.2 SH convolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.3 Linear Dependency Calculator . . . . . . . . . . . . . . . . . . . . . . . 23
4.4 Animation Parameters Generator . . . . . . . . . . . . . . . . . . . . . . 24
4.5 Rendering with triple product . . . . . . . . . . . . . . . . . . . . . . . . 26
5 Cluster Principal Components Analysis 29
6 Experimental Results 31
6.1 Compression with CPCA . . . . . . . . . . . . . . . . . . . . . . . . . . 32
6.2 Compression with Linear Function Approximation . . . . . . . . . . . . 34
7 Conclusions and Future Work 41
Bibliography 43
dc.language.isoen
dc.title低頻事前輻射轉移計算用於動畫模型之參數壓縮zh_TW
dc.titleLow-frequency Precomputed Radiance Transfer for Animation
Models with Compressed Coefficients
en
dc.typeThesis
dc.date.schoolyear95-2
dc.description.degree碩士
dc.contributor.coadvisor陳炳宇
dc.contributor.oralexamcommittee歐陽明
dc.subject.keyword事前輻射轉移計算,壓縮,動畫模型,重新打光,全域照明,zh_TW
dc.subject.keywordprecomputed radiance transfer,compression,global illuminaition,relighting,animated models,en
dc.relation.page45
dc.rights.note未授權
dc.date.accepted2007-07-30
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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