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Title: Two novel spherical representations and their applications
Other Titles: Liang zhong xin ying de qiu mian biao da fang fa ji qi ying yong
Authors: Ho, Tze Yui ( 何子銳)
Department: Department of Electronic Engineering
Degree: Doctor of Philosophy
Issue Date: 2010
Publisher: City University of Hong Kong
Subjects: Computer graphics.
Three-dimensional display systems.
Computer animation.
Notes: CityU Call Number: T385 .H6 2010
xiv, 102 leaves : ill. (some col.) 30 cm.
Thesis (Ph.D.)--City University of Hong Kong, 2010.
Includes bibliographical references (leaves 97-102)
Type: thesis
Abstract: In this thesis, two novel spherical representations are introduced for two different applications in computer graphics, one for environment mapping and the other for pre-computed radiance transfer approaches. The first novel representation is unicube mapping, and the second one is vectorized visibility. Unicube mapping Cube mapping is widely used in many graphics applications due to the availability of hardware support. However, it does not sample the spherical surface evenly. A recent uniform spherical mapping, isocube mapping, samples the spherical surface evenly and exploits the six-face structure. Unfortunately, some texels in isocube mapping are not rectilinear in shape which can degrade the filtering quality. This thesis proposes a novel spherical mapping, namely unicube mapping, that has the advantages of cube mapping (exploitation of hardware and rectilinear structure) and isocube mapping (uniform sampling). Unicube mapping uses a simple function to modify the look-up vector before the conventional cube map look-up process. Hence, unicube mapping fully exploits the cube map hardware for real-time filtering and look-up. More importantly, its rectilinear partition structure allows a direct and realtime acquisition of environment maps via perspectively projecting a 3D scene on the faces of unicube map. This property facilitates dynamic environment mapping. Vectorized visibility Most existing pre-computed radiance transfer approaches for geometric relighting are vertex based. To preserve the fidelity of high frequency effects, a 3D model must be highly tessellated, otherwise artifacts due to interpolation will appear. This thesis presents a novel spherical representation for visibility representation, namely vectorized visibility, along with its geometric relighting algorithm. As vectorized visibility is also a form vector graphics, we can interpolate vectorized visibilities to synthesize the vectorized visibility of an on-screen pixel for the lighting evaluations, analogous to the morphing of vector graphics. Therefore, the artifacts due to interpolation are eliminated while preserving the high frequency shadows, even for the coarsely tessellated 3D models. In addition, our geometric relighting algorithm allows rotating lighting environment, changing viewing, and adjusting the shininess during rendering in an interactive manner. For isotropic reflection, the specular level can be adjusted from blurry to mirror reflection. Our geometric relighting algorithm can also be combined with some existing rendering algorithms to provide a better realism, e.g. dynamic bump mapping and the doubly-projected SH approach.
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