Cone Tracing
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Cone Tracing
Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays. Principles In ray tracing, rays are often modeled as geometric ray with no thickness to perform efficient geometric queries such as a ray-triangle intersection. From a physics of light transport point of view, however, this is an inaccurate model provided the pixel on the sensor plane has non-zero area. In the simplified pinhole camera optics model, the energy reaching the pixel comes from the integral of radiance from the solid angle by which the sensor pixel sees the scene through the pinhole at the focal plane. This yields the key notion of pixel footprint on surfaces or in the texture space, which is the back projection of the pixel on to the scene. Note that this approach can also represent a lens-based camera and thus depth of field effects, using a cone whose cross-section decreases from the lens size to zero at the focal plane, and the ...
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Beam Tracing
Beam tracing is an algorithm to simulate wave propagation. It was developed in the context of computer graphics to render 3D scenes, but it has been also used in other similar areas such as acoustics and electromagnetism simulations. Beam tracing is a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with beams. Beams are shaped like unbounded pyramids, with (possibly complex) polygonal cross sections. Beam tracing was first proposed by Paul Heckbert and Pat Hanrahan. In beam tracing, a pyramidal beam is initially cast through the entire viewing frustum. This initial viewing beam is intersected with each polygon in the environment, typically from nearest to farthest. Each polygon that intersects with the beam must be visible, and is removed from the shape of the beam and added to a render queue. When a beam intersects with a reflective or refractive polygon, a new beam is created in a similar fashion to ray-tracing. A variant of beam tr ...
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Ringing Artifacts
In signal processing, particularly digital image processing, ringing artifacts are Artifact (error), artifacts that appear as spurious signals near sharp transitions in a signal. Visually, they appear as bands or "ghosts" near edges; audibly, they appear as "echos" near Transient (acoustics), transients, particularly sounds from percussion instruments; most noticeable are the pre-echos. The term "ringing" is because the output signal oscillates at a fading rate around a sharp transition in the input, similar to a Bell (instrument), bell after being struck. As with other artifacts, their minimization is a criterion in filter design. Introduction The main cause of ringing artifacts is due to a signal being bandlimited (specifically, not having high frequencies) or passed through a low-pass filter; this is the frequency domain description. In terms of the time domain, the cause of this type of ringing is the ripples in the sinc function,, section I.6, Enhancement: Frequency Doma ...
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Spatial Anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-a ...
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Sampling (signal Processing)
In signal processing, sampling is the reduction of a continuous-time signal to a discrete-time signal. A common example is the conversion of a sound wave to a sequence of "samples". A sample is a value of the signal at a point in time and/or space; this definition differs from the term's usage in statistics, which refers to a set of such values. A sampler is a subsystem or operation that extracts samples from a continuous signal. A theoretical ideal sampler produces samples equivalent to the instantaneous value of the continuous signal at the desired points. The original signal can be reconstructed from a sequence of samples, up to the Nyquist limit, by passing the sequence of samples through a reconstruction filter. Theory Functions of space, time, or any other dimension can be sampled, and similarly in two or more dimensions. For functions that vary with time, let s(t) be a continuous function (or "signal") to be sampled, and let sampling be performed by measuring ...
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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed by reducing blur and aliasing that can occur when surfaces are angled away from the viewer. Anisotropy, Anisotropic filtering works by applying different amounts of filtering in different directions, unlike simpler methods like Bilinear filtering, bilinear and trilinear filtering which filter equally in all directions. While it requires more processing power than these simpler methods, anisotropic filtering became a standard feature in most graphics cards in the late 1990s and is now commonly used in games and other 3D applications, often with user-adjustable settings. Comparison to isotropic algorithms Anisotropic filtering enhances texture sharpness, counteracting the blur introduced by mipmapping, a common Anti-aliasing filter, ...
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Signed Distance Function
In mathematics and its applications, the signed distance function or signed distance field (SDF) is the orthogonal distance of a given point ''x'' to the boundary of a set Ω in a metric space (such as the surface of a geometric shape), with the sign determined by whether or not ''x'' is in the interior of Ω. The function has positive values at points ''x'' inside Ω, it decreases in value as ''x'' approaches the boundary of Ω where the signed distance function is zero, and it takes negative values outside of Ω. However, the alternative convention is also sometimes taken instead (i.e., negative inside Ω and positive outside). The concept also sometimes goes by the name oriented distance function/field. Definition Let be a subset of a metric space with metric , and \partial\Omega be its boundary. The distance between a point of and the subset \partial\Omega of is defined as usual as : d(x, \partial \Omega) = \inf_d(x, y), where \inf denotes the infimum. The ''sign ...
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Mipmap
In computer graphics, a mipmap (''mip'' being an acronym of the Latin phrase ''multum in parvo'', meaning "much in little") is a pre-calculated, optimized sequence of images, each of which has an image resolution which is a factor of two smaller than the previous. Their use is known as ''mipmapping''. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution images are used as the object appears farther away. This is a more efficient way of downscaling a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Since mipmaps, by definition, are pre-allocated, additional storage space is required to take advantage of them. They are also related to wavelet compression. Mipmaps are widely used in 3D ...
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Image Noise
Image noise is random variation of brightness or color information in images. It can originate in film grain and in the unavoidable shot noise of an ideal photon detector. In digital photography is usually an aspect of electronic noise, produced by the image sensor of a digital camera. The circuitry of a Image scanner, scanner can also contribute to the effect. Image noise is often (but not necessarily) an undesirable by-product of image capture that obscures the desired information. Typically the term “image noise” is used to refer to noise in 2D images, not 3D images. The original meaning of "noise" was "unwanted signal"; Noise (radio), unwanted electrical fluctuations in signals received by AM radios caused audible acoustic noise ("static"). By analogy, unwanted electrical fluctuations are also called "noise". Image noise can range from almost imperceptible specks on a digital photograph taken in good light, to Optical astronomy, optical and Radioastronomy, radioast ...
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Distributed Ray Tracing
Distribution may refer to: Mathematics *Distribution (mathematics), generalized functions used to formulate solutions of partial differential equations *Probability distribution, the probability of a particular value or value range of a variable **Cumulative distribution function, in which the probability of being no greater than a particular value is a function of that value *Frequency distribution, a list of the values recorded in a sample * Inner distribution, and outer distribution, in coding theory *Distribution (differential geometry), a subset of the tangent bundle of a manifold * Distributed parameter system, systems that have an infinite-dimensional state-space * Distribution of terms, a situation in which all members of a category are accounted for *Distributivity, a property of binary operations that generalises the distributive law from elementary algebra * Distribution (number theory) *Distribution problems, a common type of problems in combinatorics where the go ...
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Monte Carlo Method
Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be deterministic in principle. The name comes from the Monte Carlo Casino in Monaco, where the primary developer of the method, mathematician Stanisław Ulam, was inspired by his uncle's gambling habits. Monte Carlo methods are mainly used in three distinct problem classes: optimization, numerical integration, and generating draws from a probability distribution. They can also be used to model phenomena with significant uncertainty in inputs, such as calculating the risk of a nuclear power plant failure. Monte Carlo methods are often implemented using computer simulations, and they can provide approximate solutions to problems that are otherwise intractable or too complex to analyze mathematically. Monte Carlo methods are widely used in va ...
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Sample (signal)
In signal processing, sampling is the reduction of a continuous-time signal to a discrete-time signal. A common example is the conversion of a sound wave to a sequence of "samples". A sample is a value of the signal at a point in time and/or space; this definition differs from the term's usage in statistics, which refers to a set of such values. A sampler is a subsystem or operation that extracts samples from a continuous signal. A theoretical ideal sampler produces samples equivalent to the instantaneous value of the continuous signal at the desired points. The original signal can be reconstructed from a sequence of samples, up to the Nyquist limit, by passing the sequence of samples through a reconstruction filter. Theory Functions of space, time, or any other dimension can be sampled, and similarly in two or more dimensions. For functions that vary with time, let s(t) be a continuous function (or "signal") to be sampled, and let sampling be performed by measuring ...
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Polyhedron
In geometry, a polyhedron (: polyhedra or polyhedrons; ) is a three-dimensional figure with flat polygonal Face (geometry), faces, straight Edge (geometry), edges and sharp corners or Vertex (geometry), vertices. The term "polyhedron" may refer either to a solid figure or to its boundary surface (mathematics), surface. The terms solid polyhedron and polyhedral surface are commonly used to distinguish the two concepts. Also, the term ''polyhedron'' is often used to refer implicitly to the whole structure (mathematics), structure formed by a solid polyhedron, its polyhedral surface, its faces, its edges, and its vertices. There are many definitions of polyhedron. Nevertheless, the polyhedron is typically understood as a generalization of a two-dimensional polygon and a three-dimensional specialization of a polytope, a more general concept in any number of dimensions. Polyhedra have several general characteristics that include the number of faces, topological classification by Eule ...
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