NV
N.H. Van Acoleyen
info
Please Note
<p>This page displays the records of the person named above and is not linked to a unique person identifier. This record may need to be merged to a profile.</p>
2 records found
1
Camera Lens Design and Optimisation for Flare Rendering
Making Lens Flare Rendering Accessible
Lens flares occur when a bright light source induces light to travel through an optical lens system via unintended paths, reaching the sensor at an undesired location. Although arising from the imperfection of lens systems, flares are widely used in the visual entertainment industry for artistic purposes and to increase perceived brightness.
Research on physically accurate lens flare rendering has come far and produced convincing results by considering the inner construction of the lens and how light interacts with it. However, obtaining a specific flare signature through these algorithms requires lens design expertise that the typical artist does not possess.
This thesis demonstrates how to obtain optical lens systems that achieve a desired flare effect, without requiring prior knowledge of lens construction. We achieve this through simplified controls and evolutionary algorithms. With this method, existing lenses can be tweaked, or even new ones can be built from scratch. The process abstracts the lens and algorithmic parameters, making these rendering algorithms accessible to a wider range of users. ...
Research on physically accurate lens flare rendering has come far and produced convincing results by considering the inner construction of the lens and how light interacts with it. However, obtaining a specific flare signature through these algorithms requires lens design expertise that the typical artist does not possess.
This thesis demonstrates how to obtain optical lens systems that achieve a desired flare effect, without requiring prior knowledge of lens construction. We achieve this through simplified controls and evolutionary algorithms. With this method, existing lenses can be tweaked, or even new ones can be built from scratch. The process abstracts the lens and algorithmic parameters, making these rendering algorithms accessible to a wider range of users. ...
Lens flares occur when a bright light source induces light to travel through an optical lens system via unintended paths, reaching the sensor at an undesired location. Although arising from the imperfection of lens systems, flares are widely used in the visual entertainment industry for artistic purposes and to increase perceived brightness.
Research on physically accurate lens flare rendering has come far and produced convincing results by considering the inner construction of the lens and how light interacts with it. However, obtaining a specific flare signature through these algorithms requires lens design expertise that the typical artist does not possess.
This thesis demonstrates how to obtain optical lens systems that achieve a desired flare effect, without requiring prior knowledge of lens construction. We achieve this through simplified controls and evolutionary algorithms. With this method, existing lenses can be tweaked, or even new ones can be built from scratch. The process abstracts the lens and algorithmic parameters, making these rendering algorithms accessible to a wider range of users.
Research on physically accurate lens flare rendering has come far and produced convincing results by considering the inner construction of the lens and how light interacts with it. However, obtaining a specific flare signature through these algorithms requires lens design expertise that the typical artist does not possess.
This thesis demonstrates how to obtain optical lens systems that achieve a desired flare effect, without requiring prior knowledge of lens construction. We achieve this through simplified controls and evolutionary algorithms. With this method, existing lenses can be tweaked, or even new ones can be built from scratch. The process abstracts the lens and algorithmic parameters, making these rendering algorithms accessible to a wider range of users.
As technology evolves, transmission speeds become faster. Tactile Internet requires ultra-low-latency (ULL) communications to further immerse humans in a remote environment by transmitting movement and force feedback, allowing them to interact with that environment in real-time. However, no transmission speed can be fast enough to support the "1 ms challenge" over long distances due to light speed limitations. A system with over 1ms of delay will feel unnatural to the user and cause "cyber-sickness". A novelty solution solves this by simulating the remote environment locally using point clouds. The system is then able to compute the force feedback immediately. This paper focuses on the desynchronization between simulation and reality that can build up due to disturbances. A framework for testing and observing desync caused by controlled disturbances is built for this purpose. The framework can also be used to test possible solutions to this issue. 1-dimensional simulations show that divergence happens slowly for friction and mass mismatches, providing a time frame during which it can be corrected. 2-dimensional simulations presented non-deterministic results, limiting the observations.
...
As technology evolves, transmission speeds become faster. Tactile Internet requires ultra-low-latency (ULL) communications to further immerse humans in a remote environment by transmitting movement and force feedback, allowing them to interact with that environment in real-time. However, no transmission speed can be fast enough to support the "1 ms challenge" over long distances due to light speed limitations. A system with over 1ms of delay will feel unnatural to the user and cause "cyber-sickness". A novelty solution solves this by simulating the remote environment locally using point clouds. The system is then able to compute the force feedback immediately. This paper focuses on the desynchronization between simulation and reality that can build up due to disturbances. A framework for testing and observing desync caused by controlled disturbances is built for this purpose. The framework can also be used to test possible solutions to this issue. 1-dimensional simulations show that divergence happens slowly for friction and mass mismatches, providing a time frame during which it can be corrected. 2-dimensional simulations presented non-deterministic results, limiting the observations.