Team, Visitors, External Collaborators
Overall Objectives
Research Program
Application Domains
Highlights of the Year
New Software and Platforms
New Results
Bilateral Contracts and Grants with Industry
Partnerships and Cooperations
Dissemination
Bibliography
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Section: Overall Objectives

Methodology

Figure 2. Interactions/Transfers between real and virtual worlds. One of our goal is to combine optical instruments with processes from computer science in order to blend the two worlds.
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Using a global approach

The main goal of the MANAO project is to study phenomena resulting from the interactions between the three components that describe light propagation and scattering in a 3D environment: light, shape, and matter. Improving knowledge about these phenomena facilitates the adaption of the developed digital, numerical, and analytic models to specific contexts. This leads to the development of new analysis tools, new representations, and new instruments for acquisition, visualization, and display.

To reach this goal, we have to first increase our understanding of the different phenomena resulting from the interactions between light, shape, and matter. For this purpose, we consider how they are captured or perceived by the final observer, taking into account the relative influence of each of the three components. Examples include but are not limited to:

Based on the acquired knowledge of the influence of each of the components, we aim at developing new models that combine two or three of these components. Examples include the modeling of Bidirectional Texture Functions (BTFs)  [38] that encode in a unique representation effects of parallax, multiple light reflections, and also shadows without requiring to store separately the reflective properties and the meso-scale geometric details, or Light-Fields that are used to render 3D scenes by storing only the result of the interactions between light, shape, and matter both in complex real environments and in simulated ones.

One of the strengths of MANAO is that we are inter-connecting computer graphics and optics. On one side, the laws of physics are required to create images but may be bent to either increase performance or user's control: this is one of the key advantage of computer graphics approach. It is worth noticing that what is not possible in the real world may be possible in a digital world. However, on the other side, the introduced approximations may help to better comprehend the physical interactions of light, shape, and matter.

Taking observers into account

The MANAO project specifically aims at considering information transfer, first from the real world to the virtual world (acquisition and creation), then from computers to observers (visualization and display). For this purpose, we use a larger definition of what an observer is: it may be a human user or a physical sensor equipped with processing capabilities. Sensors and their characteristics must be taken into account in the same way as we take into account the human visual system in computer graphics. Similarly, computational capabilities may be compared to cognitive capabilities of human users. Some characteristics are common to all observers, such as the scale of observed phenomena. Some others are more specifics to a set of observers. For this purpose, we have identified two classes of applications.