32-Issue 7
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Browsing 32-Issue 7 by Subject "Computer Graphics [I.3.7]"
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Item EnvyDepth: An Interface for Recovering Local Natural Illumination from Environment Maps(The Eurographics Association and Blackwell Publishing Ltd., 2013) Banterle, Francesco; Callieri, Marco; Dellepiane, Matteo; Corsini, Massimiliano; Pellacini, Fabio; Scopigno, Roberto; B. Levy, X. Tong, and K. YinIn this paper, we present EnvyDepth, an interface for recovering local illumination from a single HDR environment map. In EnvyDepth, the user quickly indicates strokes to mark regions of the environment map that should be grouped together in a single geometric primitive. From these annotated strokes, EnvyDepth uses edit propagation to create a detailed collection of virtual point lights that reproduce both the local and the distant lighting effects in the original scene. When compared to the sole use of the distant illumination, the added spatial information better reproduces a variety of local effects such as shadows, highlights and caustics. Without the effort needed to create precise scene reconstructions, EnvyDepth annotations take only tens of seconds to produce a plausible lighting without visible artifacts. This is easy to obtain even in the case of complex scenes, both indoors and outdoors. The generated lighting environments work well in a production pipeline since they are efficient to use and able to produce accurate renderings.Item Implicit Integration for Particle-based Simulation of Elasto-Plastic Solids(The Eurographics Association and Blackwell Publishing Ltd., 2013) Zhou, Yahan; Lun, Zhaoliang; Kalogerakis, Evangelos; Wang, Rui; B. Levy, X. Tong, and K. YinWe present a novel particle-based method for stable simulation of elasto-plastic materials. The main contribution of our method is an implicit numerical integrator, using a physically-based model, for computing particles that undergo both elastic and plastic deformations. The main advantage of our implicit integrator is that it allows the use of large time steps while still preserving stable and physically plausible simulation results. As a key component of our algorithm, at each time step we compute the particle positions and velocities based on a sparse linear system, which we solve efficiently on the graphics hardware. Compared to existing techniques, our method allows for a much wider range of stiffness and plasticity settings. In addition, our method can significantly reduce the computation cost for certain range of material types. We demonstrate fast and stable simulations for a variety of elasto-plastic materials, ranging from highly stiff elastic materials to highly plastic ones.