scholarly journals Stochastic-Depth Ambient Occlusion

Author(s):  
Jop Vermeer ◽  
Leonardo Scandolo ◽  
Elmar Eisemann

Ambient occlusion (AO) is a popular rendering technique that enhances depth perception and realism by darkening locations that are less exposed to ambient light (e.g., corners and creases). In real-time applications, screen-space variants, relying on the depth buffer, are used due to their high performance and good visual quality. However, these only take visible surfaces into account, resulting in inconsistencies, especially during motion. Stochastic-Depth Ambient Occlusion is a novel AO algorithm that accounts for occluded geometry by relying on a stochastic depth map, capturing multiple scene layers per pixel at random. Hereby, we efficiently gather missing information in order to improve upon the accuracy and spatial stability of conventional screen-space approximations, while maintaining real-time performance. Our approach integrates well into existing rendering pipelines and improves the robustness of many different AO techniques, including multi-view solutions.

2011 ◽  
Vol 10 (4) ◽  
pp. 61-65
Author(s):  
Robert Sajko ◽  
Zeljka Mihajlovic

The quality of computer rendering and perception of realism greatly depend on the shading method used to implement the interaction of light with the surfaces of objects in a scene. Ambient occlusion (AO) enhances the realistic impression of rendered objects and scenes. Properties that make Screen Space Ambient Occlusion (SSAO) interesting for real-time graphics are scene complexity independence, and support for fully dynamic scenes. However, there are also important issues with current approaches: poor texture cache use, introduction of noise, and performance swings. In this paper, a straightforward solution is presented. Instead of a traditional, geometry-based sampling method, a novel, image-based sampling method is developed, coupled with a revised heuristic function for computing occlusion. Proposed algorithm harnessing GPU power improves texture cache use and reduces aliasing artifacts. Two implementations are developed, traditional and novel, and their comparison reveals improved performance and quality of the proposed algorithm.


Author(s):  
Wael Farag ◽  

In this paper, a real-time road-Object Detection and Tracking (LR_ODT) method for autonomous driving is proposed. The method is based on the fusion of lidar and radar measurement data, where they are installed on the ego car, and a customized Unscented Kalman Filter (UKF) is employed for their data fusion. The merits of both devices are combined using the proposed fusion approach to precisely provide both pose and velocity information for objects moving in roads around the ego car. Unlike other detection and tracking approaches, the balanced treatment of both pose estimation accuracy and its real-time performance is the main contribution in this work. The proposed technique is implemented using the high-performance language C++ and utilizes highly optimized math and optimization libraries for best real-time performance. Simulation studies have been carried out to evaluate the performance of the LR_ODT for tracking bicycles, cars, and pedestrians. Moreover, the performance of the UKF fusion is compared to that of the Extended Kalman Filter fusion (EKF) showing its superiority. The UKF has outperformed the EKF on all test cases and all the state variable levels (-24% average RMSE). The employed fusion technique show how outstanding is the improvement in tracking performance compared to the use of a single device (-29% RMES with lidar and -38% RMSE with radar).


2011 ◽  
Vol 474-476 ◽  
pp. 1819-1824
Author(s):  
Peng Wang ◽  
Shu Qiao Chen ◽  
Hong Chao Hu

The limitations in complexities and extensibilities of current scheduling policies based on combined input and cross-point queuing switch (CICQ) are first analyzed. To overcome the deficiencies in supporting fair and QOS scheduling, we propose a fair and simple high-performance multicast scheduling algorithm for Combined Input Crosspoint Queued Switches, which is called multicast Fair Service and Group Smoothed Round Robin (mFGSR). The complexity of the algorithm is onlyO(1).mFGSR groups and schedules flows according to the weight of flows, thus it has good fairness and can adapt to the need of real-time performance. Theorotical analysis and simulation results show that mFGSR exhibits good delay, throughput and anti-burst performance.


2008 ◽  
Vol 392-394 ◽  
pp. 482-486
Author(s):  
Q.X. Huang ◽  
Shu Wen Lin

In accordance with slow running speed in present soft CNC system, which is difficult to be adapted to machining with mass of data at high speed, an open architecture of soft CNC system with high performance is presented, which is based on PC+I/O hardware interface and satisfies the requirement of real time performance in data transmission by use of the fifos of RTAI, of which modules are redundantly designed to make its functions reconstructable, extensible and open by use of the routing technology of soft switch. In this system, functions of fine interpolation and movement control, a small portion of CNC system’s functions, are performed by the designed simple I/O hardware interface. It is expected to greatly improve the real-time performance and satisfy the requirement of high running speed in CNC system.


Author(s):  
Lei Ren ◽  
Ying Song

AbstractAmbient occlusion (AO) is a widely-used real-time rendering technique which estimates light intensity on visible scene surfaces. Recently, a number of learning-based AO approaches have been proposed, which bring a new angle to solving screen space shading via a unified learning framework with competitive quality and speed. However, most such methods have high error for complex scenes or tend to ignore details. We propose an end-to-end generative adversarial network for the production of realistic AO, and explore the importance of perceptual loss in the generative model to AO accuracy. An attention mechanism is also described to improve the accuracy of details, whose effectiveness is demonstrated on a wide variety of scenes.


Author(s):  
Andrew Astapov ◽  
Vladimir Alexandrovich Frolov ◽  
Vladimir Alexandrovich Galaktionov

Screen-space Ambient Occlusion (SSAO) methods have become an integral part of the process of calculating global illumination effects in real-time applications. The use of ambient occlusion improves the perception of the geometry of the scene, and also makes a significant contribution to the realism of the rendered image. However, the problems of accuracy and efficiency of algorithms of calculating ambient occlusion remain relevant. Most of the existing methods have similar algorithmic complexity, what makes their use in real-time applications very limited. The performance issues of methods working in the screen space are particularly acute in the current growing spreadness of 4K (3840 x 2160 pixels) resolution of the rendered image. In this paper we provide our own algorithm Pyramid HBAO, which enhances the classic HBAO method by changing its calculation complexity for high resolution.


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