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Dive into the research topics where Parris K. Egbert is active.

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Featured researches published by Parris K. Egbert.


international conference on computer graphics and interactive techniques | 2005

Energy redistribution path tracing

David Cline; Justin F. Talbot; Parris K. Egbert

We present Energy Redistribution (ER) sampling as an unbiased method to solve correlated integral problems. ER sampling is a hybrid algorithm that uses Metropolis sampling-like mutation strategies in a standard Monte Carlo integration setting, rather than resorting to an intermediate probability distribution step. In the context of global illumination, we present Energy Redistribution Path Tracing (ERPT). Beginning with an inital set of light samples taken from a path tracer, ERPT uses path mutations to redistribute the energy of the samples over the image plane to reduce variance. The result is a global illumination algorithm that is conceptually simpler than Metropolis Light Transport (MLT) while retaining its most powerful feature, path mutation. We compare images generated with the new technique to standard path tracing and MLT.


eurographics symposium on rendering techniques | 2005

Importance resampling for global illumination

Justin F. Talbot; David Cline; Parris K. Egbert

This paper develops importance resampling into a variance reduction technique for Monte Carlo integration. Importance resampling is a sample generation technique that can be used to generate more equally weighted samples for importance sampling. This can lead to significant variance reduction over standard importance sampling for common rendering problems. We show how to select the importance resampling parameters for near optimal variance reduction. We demonstrate the robustness of this technique on common global illumination problems and achieve a 10%-70% variance reduction over standard importance sampling for direct lighting. We conclude that further variance reduction could be achieved with cheaper sampling methods.


ieee visualization | 1998

Interactive display of very large textures

David Cline; Parris K. Egbert

Large textures cause bottlenecks in real time applications that often lead to a loss of interactivity. These performance bottlenecks occur because of disk and network transfer, texture translation, and memory swapping. We present a software solution that alleviates the problems associated with large textures by treating texture as a bandwidth limited resource rather than a finite resource. As a result the display of large textures is reduced to a caching problem in which texture memory serves as the primary cache for texture data, main memory the secondary cache, and local disk the tertiary cache. By using this cache hierarchy, applications are able to maintain real time performance while displaying textures hundreds of times larger than can fit into texture memory.


eurographics symposium on rendering techniques | 2006

Two stage importance sampling for direct lighting

David Cline; Parris K. Egbert; Justin F. Talbot; David L. Cardon

We describe an importance sampling method to generate samples based on the product of a BRDF and an environment map or large light source. The method works by creating a hierarchical partition of the light source based on the BRDF function for each primary (eye) ray in a ray tracer. This partition, along with a summed area table of the light source, form an approximation to the product function that is suitable for importance sampling. The partition is used to guide a sample warping algorithm to transform a uniform distribution of points so that they approximate the product distribution. The technique is unbiased, requires little precomputation, and we demonstrate that it works well for a variety of BRDF types. Further, we present an adaptive method which allocates varying numbers of samples to different image pixels to reduce shadow artifacts.


IEEE Transactions on Visualization and Computer Graphics | 2001

Terrain decimation through Quadtree Morphing

David Cline; Parris K. Egbert

We present a new terrain decimation technique called a Quadtree Morph, or Q-morph. The new approach eliminates the usual popping artifacts associated with polygon reduction, replacing them with less objectionable smooth morphing. We show that Q-morphing is fast enough to create a view-dependent terrain model for each frame in an interactive environment. In contrast to most Geomorph algorithms, Q-morphing does not use a time step to interpolate between geometric configurations. Instead, the geometry motion in a Q-morph is based solely on the position of the viewer.


Journal of Graphics Tools | 2006

Lightweight Bounding Volumes for Ray Tracing

David Cline; Kevin L. Steele; Parris K. Egbert

This paper presents a memory-efficient auxiliary data structure for ray tracing called a lightweight bounding volume hierarchy, or LBVH. The new data structure reduces memory requirements in three ways: using implicit indexing, limited precision numbers, and a high branching factor. We show that LBVHs can be nearly as effective as standard bounding volumes in terms of speed while using significantly less memory. C++ source code for a ray tracer that implements LBVHs is provided online.


IEEE Computer Graphics and Applications | 1996

Collision-free object movement using vector fields

Parris K. Egbert; Scott H. Winkler

Presents a technique for automatically providing animation and collision avoidance in a general-purpose computer graphics system. The technique, which relies on an expanded notion of vector fields, allows users to set up and animate objects easily, then prevents objects from colliding as the animation proceeds. This technique automatically generates volume octree vector fields around objects in a scene. These vector fields affect object motion and animation, and also provide for automatic collision avoidance for arbitrary objects. Applications of collision avoidance in an animation system encompass any scene containing object movement above or around other objects.


ieee visualization | 2002

Horizon occlusion culling for real-time rendering of hierarchical terrains

Brandon Lloyd; Parris K. Egbert

We present a technique to perform occlusion culling for hierarchical terrains at run-time. The algorithm is simple to implement and requires minimal pre-processing and additional storage, yet leads to 2-4 times improvement in framerate for views with high degrees of occlusion. Our method is based on the well-known occlusion horizon algorithm. We show how to adapt the algorithm for use with hierarchical terrains. The occlusion horizon is constructed as the terrain is traversed in an approximate front to back ordering. Regions of the terrain are compared to the horizon to determine when they are completely occluded from the viewpoint. Culling these regions leads to significant savings in rendering.


ACM Transactions on Graphics | 2005

Fast multi-level adaptation for interactive autonomous characters

Jonathan Dinerstein; Parris K. Egbert

Adaptation (online learning) by autonomous virtual characters, due to interaction with a human user in a virtual environment, is a difficult and important problem in computer animation. In this article we present a novel multi-level technique for fast character adaptation. We specifically target environments where there is a cooperative or competitive relationship between the character and the human that interacts with that character.In our technique, a distinct learning method is applied to each layer of the characters behavioral or cognitive model. This allows us to efficiently leverage the characters observations and experiences in each layer. This also provides a convenient temporal distinction between what observations and experiences provide pertinent lessons for each layer. Thus the character can quickly and robustly learn how to better interact with any given unique human user, relying only on observations and natural performance feedback from the environment (no explicit feedback from the human). Our technique is designed to be general, and can be easily integrated into most existing behavioral animation systems. It is also fast and memory efficient.


Computer Animation and Virtual Worlds | 2004

Modeling and rendering viscous liquids

Kevin L. Steele; David Cline; Parris K. Egbert; Jonathan Dinerstein

We present a particle‐based algorithm for modeling highly viscous liquids. Using a numerical time‐integration of particle acceleration and velocity, we apply external forces to particles and use a convenient organization, the adhesion matrix, to represent forces between different types of liquids and objects. Viscosity is handled by performing a momentum exchange between particle pairs such that momentum is conserved. Volume is maintained by iteratively adjusting particle positions after each time step. We use a two‐tiered approach to time stepping that allows particle positions to be updated many times per frame while expensive operations, such as calculating viscosity and adhesion, are done only a few times per frame. The liquid is rendered using an implicit surface polygonization algorithm, and we present an implicit function that convolves the liquid surface with a Gaussian function, yielding a smooth liquid skin. Copyright

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David Cline

Arizona State University

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Brian C. Ricks

Brigham Young University

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Dan Ventura

Brigham Young University

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Bryan S. Morse

Brigham Young University

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Seth Holladay

Brigham Young University

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Daniel Adams

Brigham Young University

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