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Q.B. van Velthoven
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2 records found
1
Master thesis
(2025)
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Q.B. van Velthoven, R. Guerra Marroquim, E. Eisemann, J. Urbano Merino, P. Kellnhofer
Mirages are a visual phenomenon consisting of the appearance of a mirrored image of an object, without the presence of an actual mirror surface, due to light rays that are curved because of continuous refraction in the air, which relates to differences between the surface and ambient temperature.
As temperature is defined in space, while a typical standard rasterization pipeline only processes surfaces, these phenomena are difficult to reproduce.
Approximating the nonlinear ray path with ray marching becomes taxing due to the long light paths.
Current approaches use acceleration structures and have not been implemented in a rasterizer.
We present two methods that make dynamic real-time rendering of mirages possible, which fit well in the rasterization pipeline.
The first solution uses a second camera to capture surface temperature and normal information below the view ray, and approximates the nonlinear path of the ray in as few steps as possible.
The second method obtains the surface information in screen space instead, making it faster, but potentially less accurate in heterogeneous scenes.
Results show that both methods are capable of rendering mirages dynamically and in real-time when the surface is relatively flat.
Therefore, both methods, especially the second, faster method, could be used for the rendering of mirages on relatively flat faces, enabling real-time dynamic rendering of mirages in video games on those types of surfaces. ...
As temperature is defined in space, while a typical standard rasterization pipeline only processes surfaces, these phenomena are difficult to reproduce.
Approximating the nonlinear ray path with ray marching becomes taxing due to the long light paths.
Current approaches use acceleration structures and have not been implemented in a rasterizer.
We present two methods that make dynamic real-time rendering of mirages possible, which fit well in the rasterization pipeline.
The first solution uses a second camera to capture surface temperature and normal information below the view ray, and approximates the nonlinear path of the ray in as few steps as possible.
The second method obtains the surface information in screen space instead, making it faster, but potentially less accurate in heterogeneous scenes.
Results show that both methods are capable of rendering mirages dynamically and in real-time when the surface is relatively flat.
Therefore, both methods, especially the second, faster method, could be used for the rendering of mirages on relatively flat faces, enabling real-time dynamic rendering of mirages in video games on those types of surfaces. ...
Mirages are a visual phenomenon consisting of the appearance of a mirrored image of an object, without the presence of an actual mirror surface, due to light rays that are curved because of continuous refraction in the air, which relates to differences between the surface and ambient temperature.
As temperature is defined in space, while a typical standard rasterization pipeline only processes surfaces, these phenomena are difficult to reproduce.
Approximating the nonlinear ray path with ray marching becomes taxing due to the long light paths.
Current approaches use acceleration structures and have not been implemented in a rasterizer.
We present two methods that make dynamic real-time rendering of mirages possible, which fit well in the rasterization pipeline.
The first solution uses a second camera to capture surface temperature and normal information below the view ray, and approximates the nonlinear path of the ray in as few steps as possible.
The second method obtains the surface information in screen space instead, making it faster, but potentially less accurate in heterogeneous scenes.
Results show that both methods are capable of rendering mirages dynamically and in real-time when the surface is relatively flat.
Therefore, both methods, especially the second, faster method, could be used for the rendering of mirages on relatively flat faces, enabling real-time dynamic rendering of mirages in video games on those types of surfaces.
As temperature is defined in space, while a typical standard rasterization pipeline only processes surfaces, these phenomena are difficult to reproduce.
Approximating the nonlinear ray path with ray marching becomes taxing due to the long light paths.
Current approaches use acceleration structures and have not been implemented in a rasterizer.
We present two methods that make dynamic real-time rendering of mirages possible, which fit well in the rasterization pipeline.
The first solution uses a second camera to capture surface temperature and normal information below the view ray, and approximates the nonlinear path of the ray in as few steps as possible.
The second method obtains the surface information in screen space instead, making it faster, but potentially less accurate in heterogeneous scenes.
Results show that both methods are capable of rendering mirages dynamically and in real-time when the surface is relatively flat.
Therefore, both methods, especially the second, faster method, could be used for the rendering of mirages on relatively flat faces, enabling real-time dynamic rendering of mirages in video games on those types of surfaces.
Catoptric anamorphosis is an image which seems to be distorted, but looks normal when observed from a specific point of view and indirectly via a reflective object. While some methods already exist that can create such images, they are limited in the amount of differently shaped reflective objects they support or they require you to obtain a 3D model of your object. We propose a new method, that can work with a reflective object of any shape and that requires minimal work from the user. After a suitable reference pattern is generated, the user can give a picture of both the reflective object and the pattern along with a picture of the reflection of the anamorphosis as input and the output is the corresponding anamorphosis. The results show that the method creates accurate catoptric anamorphoses for most differently shaped reflective objects. It is concluded that this method can help existing and new artists to create catoptric anamorphoses more easily while still offering the same features as older methods.
...
Catoptric anamorphosis is an image which seems to be distorted, but looks normal when observed from a specific point of view and indirectly via a reflective object. While some methods already exist that can create such images, they are limited in the amount of differently shaped reflective objects they support or they require you to obtain a 3D model of your object. We propose a new method, that can work with a reflective object of any shape and that requires minimal work from the user. After a suitable reference pattern is generated, the user can give a picture of both the reflective object and the pattern along with a picture of the reflection of the anamorphosis as input and the output is the corresponding anamorphosis. The results show that the method creates accurate catoptric anamorphoses for most differently shaped reflective objects. It is concluded that this method can help existing and new artists to create catoptric anamorphoses more easily while still offering the same features as older methods.