Efficient Algorithms for Realistic Lens Effect Simulation

atmire.migration.oldid1726
dc.contributor.advisorRokne, Jon
dc.contributor.authorLiu, Xin
dc.date.accessioned2014-01-07T23:08:34Z
dc.date.available2016-02-11T21:13:14Z
dc.date.issued2014-01-07
dc.date.submitted2013en
dc.description.abstractLens effects play an important role in the realism and aesthetics of graphical rendering. Although a wide range of lens effect simulation algorithms have been proposed in computer graphics, we found that realistic lens effect simulation is still very costly in terms of computing time. In this thesis, we have developed efficient algorithms for rendering images with realistic lens effects. We first strived to improve the efficiency of the physically correct distributed ray tracing algorithm by speeding up the fundamental ray-object intersection operations on a GPU. This work brought forth a new acceleration structure built on the top of a uniform grid, called the micro 64-tree, and a new grid traversal algorithm based on the micro 64-tree. The micro 64-tree speeds up the distributed ray tracing by an order of magnitude compared to algorithms based on the uniform grid. However, it does not improve the computational complexity of the distributed ray tracing algorithm, which is proportional to the number of sampling rays per pixel. A main benefit of distributed ray tracing is that it uses correct visibility and thus can render partial occlusions properly. Observing that the visibility of a lens can be mostly covered by a few representative views, we then proposed a new algorithm that synthesizes lens effects from sparse views. The sparse-view based algorithm can produce high quality lens effects close to the result of distributed ray tracing, but at a much higher speed. Realizing the fact that synthesizing realistic lens effects in 2D space is also computationally expensive, we finally proposed a novel lens effect simulation method based on a physical lens, which “calculates” the complicated optics with the instant physical process of lens imaging. Although the algorithm is still not mature partially because of hardware limitations, it is the first attempt in computer graphics that inserts a physical lens into the graphical rendering pipeline. The physical lens based algorithm can synthesize images incorporating various lens effects with a very low computational complexity.en_US
dc.description.embargoterms2 yearsen_US
dc.identifier.citationLiu, X. (2014). Efficient Algorithms for Realistic Lens Effect Simulation (Doctoral thesis, University of Calgary, Calgary, Canada). Retrieved from https://prism.ucalgary.ca. doi:10.11575/PRISM/25840en_US
dc.identifier.doihttp://dx.doi.org/10.11575/PRISM/25840
dc.identifier.urihttp://hdl.handle.net/11023/1245
dc.language.isoeng
dc.publisher.facultyGraduate Studies
dc.publisher.institutionUniversity of Calgaryen
dc.publisher.placeCalgaryen
dc.rightsUniversity of Calgary graduate students retain copyright ownership and moral rights for their thesis. You may use this material in any way that is permitted by the Copyright Act or through licensing that has been assigned to the document. For uses that are not allowable under copyright legislation or licensing, you are required to seek permission.
dc.subjectComputer Science
dc.subject.classificationComputer Graphicsen_US
dc.subject.classificationRenderingen_US
dc.subject.classificationLens Effect Simulationen_US
dc.subject.classificationRay Tracingen_US
dc.subject.classificationAcceleration Structureen_US
dc.subject.classificationMicro 64-Treeen_US
dc.subject.classificationSparse Viewen_US
dc.subject.classificationBokehen_US
dc.subject.classificationPseudo 3D Displayen_US
dc.subject.classificationGPU Algorithmsen_US
dc.titleEfficient Algorithms for Realistic Lens Effect Simulation
dc.typedoctoral thesis
thesis.degree.disciplineComputer Science
thesis.degree.grantorUniversity of Calgary
thesis.degree.nameDoctor of Philosophy (PhD)
ucalgary.item.requestcopytrue
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