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David Vanderhaeghe

Publications and source records attributed to David Vanderhaeghe.

3 recordsLinked to original sources

Harmonics Virtual Lights : fast projection of luminance field on spherical harmonics for efficient rendering

In this paper, we introduce Harmonics Virtual Lights (HVL), to model indirect light sources for interactive global illumination of dynamic 3D scenes. Virtual Point Lights (VPL) are an efficient approach to define indirect light sources and to evaluate the resulting indirect lighting. Nonetheless, VPL suffer from disturbing artifacts, especially with high frequency materials. Virtual Spherical Lights (VSL) avoid these artifacts by considering spheres instead of points but estimates the lighting integral using Monte Carlo which results to noise in the final image. We define HVL as an extension of VSL in a Spherical Harmonics (SH) framework, defining a closed form of the lighting integral evaluation. We propose an efficient SH projection of spherical lights contribution faster than existing methods. Computing the outgoing luminance requires $\mathcal{O}(n)$ operations when using materials with circular symmetric lobes, and $\mathcal{O}(n^2)$ operations for the general case, where $n$ is the number of SH bands. HVL can be used with either parametric or measured BRDF without extra cost and offers control over rendering time and image quality, by either decreasing or increasing the band limit used for SH projection. Our approach is particularly well designed to render medium-frequency one-bounce global illumination with arbitrary BRDF in interactive time.

cs.GR

RGB Point Cloud Manipulation with Triangular Structures for Artistic Image Recoloring

Usual approaches for image recoloring, such as local filtering by transfer functions and global histogram remapping, lack of accurate control or miss small groups of important pixels. In this paper, we introduce a triangle-based structuring of the colors of an image in the RGB space. We present an analysis of image colors in the RGB space showing the theoretical motivation of our triangular abstraction. We illustrate the usefulness of our structure to recolor images.

cs.GR

Polyomino-Based Digital Halftoning

In this work, we present a new method for generating a threshold structure. This kind of structure can be advantageously used in various halftoning algorithms such as clustered-dot or dispersed-dot dithering, error diffusion with threshold modulation, etc. The proposed method is based on rectifiable polyominoes -- a non-periodic hierarchical structure, which tiles the Euclidean plane with no gaps. Each polyomino contains a fixed number of discrete threshold values. Thanks to its inherent non-periodic nature combined with off-line optimization of threshold values, our polyomino-based threshold structure shows blue-noise spectral properties. The halftone images produced with this threshold structure have high visual quality. Although the proposed method is general, and can be applied on any polyomino tiling, we consider one particular case: tiling with G-hexominoes. We compare our polyomino-based threshold structure with the best known state-of-the-art methods for generation threshold matrices, and conclude considerable improvement achieved with our method.

cs.GR