National Repository of Grey Literature 2 records found  Search took 0.01 seconds. 
Efficient light transport simulation of participating media in color 3D printing.
Brečka, Bohuš ; Rittig, Tobias (advisor) ; Nindel, Thomas Klaus (referee)
A Monte Carlo light transport simulation is used in scattering-aware color 3D printing pipeline (Elek et al. [2017], Sumin et al. [2019]) to drive an iterative optimization loop. Its purpose is to find a material arrangement that yields the closest match in terms of surface appearance towards a target. As the light transport prediction takes up about 90% of the time it poses a significant bottleneck towards a practical application of this technology. The dense volumetric textures also require a lot of memory. Explicitly simulating every light interaction is particularly challenging in the setting of 3D printouts due to the heterogeneity, high density and high albedo of the media. In this thesis, we explore existing volumetric rendering techniques (Křivánek et al. [2014], Herholz et al. [2019]) and finally engineer a customized estimator for our setting, improving the performance considerably. Additionally, we investigate various storage solutions for the volumetric data and successfully reduce the memory footprint. All the algorithms are available in the form of Mitsuba renderer plugins.
Efficient rendering of fine structures on object surfaces
Brečka, Bohuš ; Křivánek, Jaroslav (advisor) ; Kondapaneni, Ivo (referee)
Current methods for realistic rendering approximate surface microstructure using a smooth normal distribution function. This approach is not sufficient for the rendering of shiny surfaces with details (such as scratches) visible under bright light in real world. It is possible to model surface structure with high-resolution normal maps, but this approach leads to unreasonable rendering times when used with modern rendering methods based on stochastic sampling. In this thesis, we explore some of the approaches specifically designed to address this problem. As a main topic we choose the algorithm proposed by Yen et al. [2016]. We analyse, implement it, compare it with other approaches and propose some improvements. As a part of this work we implement a rendering system based on the path tracing algorithm, which is used as an environment for testing and visualization of our results.

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