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This research explores stereological techniques to convert 2D slices of materials like concrete, asphalt, and igneous minerals into comparable 3D volumes. The method independently recovers particle distribution, color, and residual noise in real-world materials. By selecting mean particle colors and synthesizing the residual noise, this approach replicates the appearance of noisy input slices. Previous work is revisited and improved to achieve realistic results in physical data modeling. The process involves global illumination systems for computer-generated films, simplified geometry ray tracing, art direction adjustments for lighting effects, and techniques for simulating water, smoke, and viscoelastic fluids in animations.
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Julie Dorsey Yale University Holly Rushmeier Yale University Stereological Techniquesfor Solid Textures Rob Jagnow MIT
Objective Given a 2D slice through an aggregate material, create a 3D volume with a comparable appearance.
Real-World Materials • Concrete • Asphalt • Terrazzo • Igneous minerals • Porous materials
Independently Recover… • Particle distribution • Color • Residual noise
Recovering Color Select mean particle colors from segmented regions in the input image Input Mean Colors Synthetic Volume
The noise residual is less structured and responds well to Heeger & Bergen’s method Synthesized Residual Recovering Noise How can we replicate the noisy appearance of the input? - = Mean Colors Residual Input
without noise with noise Putting it all together Input Synthetic volume
Prior Work – Revisited Input Heeger & Bergen ’95 Our result
Results – Physical Data Physical Model Heeger & Bergen ’95 Our Method
Results Input Result
Results Input Result
Arnauld LamorlettePDI / DreamWorks An Approximate Global Illumination System for Computer Generated Films Eric TabellionPDI / DreamWorks
Introduction (a) Direct and indirect lighting (b) Direct lighting only Example of a character in outside lighting conditions.(a) and (b) were rendered respectively with and without indirect lighting.
Ray Tracing Simplified Geometry Simplified Geometry Micro-polygons Effective Ray Origin To ray trace simplified geometry, we adjust the ray origin.
Ray Tracing Simplified Geometry • 2 million displaced micro-polygons, without using the ray offsetting algorithm. • using the ray offsetting algorithm, ray tracing only 4 thousand polygons, shown in (c). (b) (c) (a)
Art Direction (a) using a single bounce of indirect light (b) using multiple bounces of indirect light
Art Direction (a) reference (b) saturated (c) warm (d) directional
Ravi RamamoorthiColumbia University Pat HanrahanStanford University Triple Product Wavelet Integrals for All-Frequency Relighting Ren NgStanford University
FredericStanford University Ron FedkiwStanford UniversityIndustrial Light + Magic Simulating Water and Smoke with anOctree Data Stucture Frank LosassoStanford UniversityIndustrial Light + Magic
Adam W. Bargteil James F. O’Brien University of California, Berkeley A Method for Animating Viscoelastic Fluids Tolga G. Goktekin