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Stereological Techniques for Solid Textures

This study explores advanced stereological techniques for converting 2D slices of real-world materials, such as concrete, asphalt, and igneous minerals, into visually comparable 3D volume representations. The focus is on recovering particle distributions, colors, and managing residual noise using Heeger and Bergen's methodology. By synthesizing volumes with controlled noise levels, we aim to replicate the noisy appearance of input materials effectively. Our results highlight the successful application of particle color recovery and noise management to enhance visual fidelity in computer-generated textures.

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Stereological Techniques for Solid Textures

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  1. Julie Dorsey Yale University Holly Rushmeier Yale University Stereological Techniquesfor Solid Textures Rob Jagnow MIT

  2. Objective Given a 2D slice through an aggregate material, create a 3D volume with a comparable appearance.

  3. Real-World Materials • Concrete • Asphalt • Terrazzo • Igneous minerals • Porous materials

  4. Independently Recover… • Particle distribution • Color • Residual noise

  5. Recovering Color Select mean particle colors from segmented regions in the input image Input Mean Colors Synthetic Volume

  6. 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

  7. without noise with noise Putting it all together Input Synthetic volume

  8. Prior Work – Revisited Input Heeger & Bergen ’95 Our result

  9. Results – Physical Data Physical Model Heeger & Bergen ’95 Our Method

  10. Results Input Result

  11. Results Input Result

  12. Arnauld LamorlettePDI / DreamWorks An Approximate Global Illumination System for Computer Generated Films Eric TabellionPDI / DreamWorks

  13. 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.

  14. Ray Tracing Simplified Geometry Simplified Geometry Micro-polygons Effective Ray Origin To ray trace simplified geometry, we adjust the ray origin.

  15. 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)

  16. Art Direction (a) using a single bounce of indirect light (b) using multiple bounces of indirect light

  17. Art Direction (a) reference (b) saturated (c) warm (d) directional

  18. Art Direction

  19. Ravi RamamoorthiColumbia University Pat HanrahanStanford University Triple Product Wavelet Integrals for All-Frequency Relighting Ren NgStanford University

  20. Video

  21. FredericStanford University Ron FedkiwStanford UniversityIndustrial Light + Magic Simulating Water and Smoke with anOctree Data Stucture Frank LosassoStanford UniversityIndustrial Light + Magic

  22. Video

  23. Adam W. Bargteil James F. O’Brien University of California, Berkeley A Method for Animating Viscoelastic Fluids Tolga G. Goktekin

  24. Video

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