Problems of signal processing arise in image synthesis because of transformations between continuous and discrete representations of 2D images. Aliasing introduced by sampling has received much attention in graphics, but reconstruction of samples into a continuous representation can also cause aliasing as well as other defects in image quality. The problem of designing a filter for use on images is discussed, and a new family of piecewise cubic filters are investigated as a practical demonstration. Tw o interesting cubic filters are found, one having good antialiasing properties and the other having good image-quality properties. It is also shown that reconstruction using derivative as well as amplitude values can greatly reduce aliasing. This paper has been accepted for presentation in SIGGRAPH 88.
Ray tracing produces point samples of an image from a 3-D model. Constructing an antialiased digital picture from point samples is difficult without resorting to extremely high sampling densities. This paper describes a program that focuses on that problem. While it is impossible to totally eliminate aliasing, it has been shown that nonuniform sampling yields aliasing that is less conspicuous to the observer. An algorithm is presented for fast generation of nonuniform sampling patterns that are optimal in some sense. Some regions of an image may require extra sampling to avoid strong aliasing. Deciding where to do extra sampling can be guided by knowledge of how the eye perceives noise as a function of contrast and color. Finally, to generate the digital picture, the image must be reconstructed from the samples and resampled at the display pixel rate. The nonuniformity of the samples complicates this process, and a new nonuniform reconstruction filter is presented which solves this problem efficiently. This paper was presented in SIGGRAPH 87.
Ray tracing produces point samples of an image from a 3-D model. Constructing an antialiased digital picture from point samples is difficult without resorting to extremely high sampling densities. This paper describes a program that focuses on that problem. While it is impossible to'eliminate aliaslng totally, it has been shown that nonuniform sampling yields aliasing that is less conspicuous to the observer. An algorithm is presented for fast generation of nonuniform sampling patterns that are optimal in some sense. Some regions of an image may require extra sampling to avoid strong aliasing. Deciding where to do extra sampling can be guided by knowledge of how the eye perceives noise as a function of contrast and color. Finally, to generate the digital picture, the image must be reconstructed from the samples and resampled at the display pixel rate. The nonuniformity of the samples complicates this process, and a new nonuniform reconstruction filter is presented which solves this problem efficiently.
Most recent rendering research has concentrated on two subproblems: modeling the reflection of light from materials, and calculating the direct and indirect illumination from light sources and other surfaces. Another key component of a rendering system is the camera model. Unfortunately, current camera models are not geometrically or radiometrically correct and thus are not sufficient for synthesizing images from physically-based rendering programs.In this paper we describe a physically-based camera model for computer graphics. More precisely, a physically-based camera model accurately computes the irradiance on the film given the incoming radiance from the scene. In our model a camera is described as a lens system and film backplane. The lens system consists of a sequence of simple lens elements, stops and apertures. The camera simulation module computes the irradiance on the backplane from the scene radiances using distributed ray tracing. This is accomplished by a detailed simulation of the geometry of ray paths through the lens system, and by sampling the lens system such that the radiometry is computed accurately and efficiently. Because even the most complicated lenses have a relatively small number of elements, the simulation only increases the total rendering time slightly.
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