Spectral Theory of Light Transport Operators
Light Transport Operators (LTOs) represent a fundamental concept in computer graphics, modeling single bounces of light within a virtual environment as linears operators on infinite dimensional spaces. While the LTOs play a crucial role in rendering, prior studies have primarily focused on spectral analyses of the light field rather than the operators themselves. This article presents a rigorous investigation into the spectral properties of the LTOs. Due to their non-compact nature, traditional spectral analysis techniques face challenges in this setting. However, many practical rendering methods effectively employ compact approximations, suggesting that non-compactness is not an absolute barrier. We show the relevance of such approximations and establish various path integral formulations of their spectrum. These findings enhance the theoretical understanding of light transport and offer new perspectives for improving rendering efficiency and accuracy.
- Research Article
57
- 10.1214/14-aos1226
- Jun 1, 2014
- The Annals of Statistics
The spatial distribution has been widely used to develop various nonparametric procedures for finite dimensional multivariate data. In this paper, we investigate the concept of spatial distribution for data in infinite dimensional Banach spaces. Many technical difficulties are encountered in such spaces that are primarily due to the noncompactness of the closed unit ball. In this work, we prove some Glivenko–Cantelli and Donsker-type results for the empirical spatial distribution process in infinite dimensional spaces. The spatial quantiles in such spaces can be obtained by inverting the spatial distribution function. A Bahadur-type asymptotic linear representation and the associated weak convergence results for the sample spatial quantiles in infinite dimensional spaces are derived. A study of the asymptotic efficiency of the sample spatial median relative to the sample mean is carried out for some standard probability distributions in function spaces. The spatial distribution can be used to define the spatial depth in infinite dimensional Banach spaces, and we study the asymptotic properties of the empirical spatial depth in such spaces. We also demonstrate the spatial quantiles and the spatial depth using some real and simulated functional data.
- Research Article
2
- 10.1016/0022-0396(84)90175-x
- Apr 1, 1984
- Journal of Differential Equations
On a fixed point index method for the analysis of the asymptotic behavior and boundary value problems of infinite dimensional dynamical systems and processes
- Book Chapter
2
- 10.1016/s0304-0208(08)70780-1
- Jan 1, 1979
- North-Holland Mathematics Studies
The δ Equation on a Hilbert Space and Some Applications to Complex Analysis on Infinite Dimensional Vector Spaces
- Research Article
4
- 10.1145/77313.77314
- Aug 1, 1989
- ACM SIGGRAPH Computer Graphics
This is SIGGRAPH's fourth directory of college-level computer graphics education, covering courses in computer graphics in several different subjects. This directory is a single source of computer graphics course information. If you are a student entering college or considering a change of studies, a professional considering broadening your skills, or an educator seeking broader contacts in graphics among your peers, this directory is designed for you.We compiled the directory from the responses to a questionnaire sent out this spring, and it is completely updated since the last edition. The responses were separated by topic according to information received on the questionnaire and our perception of the course's audience. The placement of some courses may not be precise, so you may be advised to use more than one directory list in searching for an interesting course. For example, if you are interested in graphics for architects you should consult the Arts, Architecture and Design listings, but you might also find useful information in the list on Engineering, CAD/CAM and Drafting. You should follow up interesting entries by contacting the school directly for the many details of schedule, cost and admission which are not included here. We should point out that our listing is not complete since we do not know of all the computer graphics courses being taught, and some courses listed in previous directories are not here since no information was received on them.The course information we received was placed in individual lists by the following criteria. The Concepts and Systems list contains courses covering general concepts in computer graphics and systems for producing graphics; such courses are often found in Computer Science or EECS programs and have no particular application orientation. The Engineering, CAD/CAM and Drafting list contains courses which seem to be oriented toward applications in these areas. For CAD/CAM and Drafting courses, this is rather easy to tell, while the engineering orientation is inferred from a location in an Engineering program with no other information, or from a title such as "Engineering Computer Graphics." Many engineering programs, however, have courses which seem to fit the Concepts and Systems category most closely and so are listed there. The other lists are fairly easily categorized, except for some problems determining where to place courses in Design; here the home program is usually the determining factor.
- Conference Article
17
- 10.1145/3286960.3286972
- Jan 29, 2019
Teaching computer graphics using traditional methods such as textbooks, whiteboards, presentation slides, websites, and so forth, can be challenging. There are two reasons for this: computer graphics combines a variety of skills, such as programming, mathematics, art, and spatial reasoning; and computer graphics involves many 3D concepts such as geometry, transformations, illumination and shading, projections and mappings. Hence computer graphics is often best learned by experimenting with computer graphics concepts and interacting with the resulting renderings. Over the past three decades a variety of tools and technologies have been proposed to improve computer graphics learning. Technological changes over this period have affected what material is taught and how it is taught, as well as have opened new avenues to support computer graphics teaching. In this literature study, we will identify technologies and tools that have been used in the process of teaching and learning computer graphics, we classify them, and discuss to what extend they assist learning.
- Single Book
171
- 10.1090/surv/164
- Jul 21, 2010
This book provides the reader with the principal concepts and results related to differential properties of measures on infinite dimensional spaces. In the finite dimensional case such properties are described in terms of densities of measures with respect to Lebesgue measure. In the infinite dimensional case new phenomena arise. For the first time a detailed account is given of the theory of differentiable measures, initiated by S. V. Fomin in the 1960s; since then the method has found many various important applications. Differentiable properties are described for diverse concrete classes of measures arising in applications, for example, Gaussian, convex, stable, Gibbsian, and for distributions of random processes. Sobolev classes for measures on finite and infinite dimensional spaces are discussed in detail. Finally, we present the main ideas and results of the Malliavin calculus--a powerful method to study smoothness properties of the distributions of nonlinear functionals on infinite dimensional spaces with measures. The target readership includes mathematicians and physicists whose research is related to measures on infinite dimensional spaces, distributions of random processes, and differential equations in infinite dimensional spaces. The book includes an extensive bibliography on the subject. Table of Contents: Background material; Sobolev spaces on $\mathbb{R}^n$; Differentiable measures on linear spaces; Some classes of differentiable measures; Subspaces of differentiability of measures; Integration by parts and logarithmic derivatives; Logarithmic gradients; Sobolev classes on infinite dimensional spaces; The Malliavin calculus; Infinite dimensional transformations; Measures on manifolds; Applications; References; Subject index. (Surv/164)
- Research Article
3
- 10.1145/378152.378158
- Nov 1, 1985
- ACM SIGGRAPH Computer Graphics
This is SIGGRAPH's second directory of college-level computer graphics education, covering courses in computer graphics in a broad spectrum of disciplines. This directory is a single source of computer graphics course information. If you are a student entering college or considering a change of studies, a professional considering broadening your skills, or an educator seeking broader contacts in graphics among your peers, this directory is designed for you.The directory was compiled from the first directory and responses to a questionnaire sent out last spring. These responses were divided up by topic according to information received on the questionnaire and our perception of the course's audience. The placement of some courses may not be precise, so you may be advised to use more than one directory list in your search. For example, someone interested in graphics for architects would consult the Arts, Architecture, and Design listings, but might also find useful information in the list on Engineering, CAD/CAM, and Drafting. All interesting entries should be followed up by direct contact with the school for the many details of schedule, cost, and admission which are not included here.The courses we received were placed in individual lists by the following criteria. The Concepts and Systems list consists of courses covering general concepts in computer graphics and systems for producing graphics; such courses are often found in Computer Science or EECS programs and have no particular application orientation. The Engineering, CAD/CAM, and Drafting list contains courses which seem to be oriented toward applications in these areas. For CAD/CAM and Drafting courses, this is rather easy to tell, while the engineering orientation is inferred from a location in an Engineering program with no other information, or from a title such as "Engineering Computer Graphics." Many Engineering programs, however, have courses which seem to fit the Concepts and Systems category most closely and so are listed there. The other lists are fairly easily categorized, except for some problems determining where to place courses in Design; here the home program is usually the determining factor.
- Research Article
2
- 10.1093/qmath/hay065
- Dec 28, 2018
- The Quarterly Journal of Mathematics
In this paper, we develop a method to construct holomorphic functions that exist only on infinite dimensional spaces. The following types of holomorphic functions f:U→ℂ on some open subsets U of an infinite dimensional complex Banach space are constructed: (1) f is bounded holomorphic on U and is continuously, but not uniformly continuously extended to U¯; (2) f is continuous on U¯ and holomorphic of bounded type on U, but f is unbounded on U; (3) f is holomorphic of bounded type on U and f cannot be continuously extended to U¯. The technique we develop is powerful enough to provide, in the cases (2) and (3) above, large algebraic structures formed by such functions (up to the zero function, of course).
- Conference Article
- 10.2312/eged.20151023
- Jan 1, 2015
Undergraduate students with a negative attitude towards Math present a unique challenge when teaching computer graphics. Most meaningful concepts in computer graphics involve directly working with Math in the classroom, and implementing tasks in programs requires a reasonable grounding in Math concepts and how to apply them. This paper presents a semester-long experience in using three strategies to address difficulties faced by computer science students who are interested in learning computer graphics, but feel less confident or uninterested in Math. Similar to how Math is taught in schools, we focus on giving students more and more practice in implementing progressively complex visual tasks. Students accomplish some tasks individually to develop a basic understanding before completing other tasks in groups. Students achieve more in a semester than before, and our preliminary observations show a higher rate of completion by students, moderate gains in performance in individual assignments and significant gains in overall class performance.
- Conference Article
- 10.1145/1900520.1900530
- Dec 15, 2010
An Intro to RenderMan and Procedural Shading in Pixar's RenderMan Studio (for geeks and artists)Proceduralism is a powerful concept in computer graphics. It facilitates scenes of enormous scale, exquisite varieties of detail, and impressive efficiency. However, artists who are fluent in procedural techniques are still rare, and many studios miss out on the possibilities that this exciting field offers. This course explores how to create procedural shaders without programming, using Pixar's industry standard renderer, RenderMan, and its Autodesk Maya-based front-end, RenderMan Studio.The first section of the course is an overview of RenderMan, its history, use in the industry, important features, and how it works. Topics include the Reyes pipeline and how it has helped to create some of the most impressive visuals in computer graphics, and proceduralism: its pros and cons, both in general and as it applies to shading.The second section is a live demonstration of how to create a procedural animated shader for an orange that ages over time, from unripe to fresh to old and dusty. The demo begins with a sphere in Maya, then shows how to create all the detail using a shading network in RenderMan Studio. No textures are used. The look is created entirely with noise, splines, displacement, and more! Finally, the course presents examples of how the techniques used in shading the orange apply in industry and beyond.
- Book Chapter
- 10.1007/978-3-642-96707-8_2
- Jan 1, 1984
Part I of this book gives an overview of principles and concepts of computer graphics on the basis of the Graphical Kernel System. Although the concepts described are closely related to GKS, most of them are general to a wide spectrum of computer graphics systems. This is true for the description of interfaces, including the interface to computer graphics users, and for the principles and goals of computer graphics standards as well as for the basic concepts of GKS. The dealing with concepts and methods has to be based on a common understanding. This requires a suitable terminology. The terminology used in this book is taken from the ISO Data Processing Vocabulary [ISO82a]. The set of terms defined in the GKS standard document [GKS82] is overlapping the ISO definitions for computer graphics to a great extent. Terms from both documents that are most important in our context are defined and explained in the following chapters. Most definitions are taken literally from the GKS document.
- Conference Article
- 10.24867/meta.2024.26
- Jun 1, 2024
This paper explores fundamental applications of computational geometry in computer graphics. It demonstrates the implementation and visualization of examples including the art gallery problem, utilizing Catalan numbers, as well as applications of 2D and 3D convex hulls. The demonstrations are carried out using the Python programming language in conjunction with Blender 3D modeling software. The paper illustrates the broad utility of computational geometry concepts in computer graphics, such as automatically extracting parts of 2D images or calculating convex hulls for various types of 3D objects.
- Book Chapter
- 10.1007/978-3-642-71079-7_2
- Jan 1, 1987
Part I of this book gives an overview of principles and concepts of computer graphics on the basis of the Graphical Kernel System. Although the concepts described are closely related to GKS, most of them are in fact common to a wide spectrum of computer graphics systems. This is true of interfaces, including the computer graphics user interface, and of the principles and goals of computer graphics standards as well as of the basic concepts of GKS. A discussion of concepts and methods has to be based on a common understanding, which in turn requires a suitable terminology. The terminology used in this book is taken from the ISO Data Processing Vocabulary [ISO 84]. The set of terms defined in the GKS standard document [GKS 85] overlaps with the ISO definitions for computer graphics to a great extent. The terms from both documents that are most important in our context are defined and explained in the following chapters. Most of the definitions are taken literally from the GKS document.
- Research Article
- 10.2307/1350493
- Jun 1, 1970
Pertinent Concepts in Computer Graphics: Proceedings of the Second University of Illinois Conference on Computer Graphics
- Conference Article
- 10.18260/1-2--11407
- Sep 3, 2020
This paper presents live and interactive webware for online learning of computer graphics concepts. A list of demos is provided. Each demo presents a concept in computer graphics by showing a 3D real world scene beside a 2D rendering scene with a list of graphics functions. Each demo allows users to interactively change the parameters and the order of execution of these graphics functions. Changing the parameters of the functions will produce the 2D rendering result from the 3D real world scene. The visual effects of user interaction will be reflected immediately in the 3D real world scene and the 2D rendering result. The webware was written by using the GL4Java library that provides native OpenGL binding for Java. Nate Robin’s well-known demos were implemented. These include translation, projection, light effect, texture mapping, and so on. New demos were also developed with pedagogical considerations in mind to emphasize the differences between model transformation and view transformation. Although the webware is designed for computer graphics learning the methodology is generic and can easily be applied to other disciplines or courses that require heavy visual presentation. This webware reflects our long-term efforts to develop web-based course material to show principles and techniques in computer science in an interactive way. We did this by having the related algorithms run live in the background and allowing students to interact with them in a web browser.
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