Results 1 - 10
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43
UYTTENDAELE M.: Joint bilateral upsampling
- ACM Trans. Graph
, 2007
"... Image analysis and enhancement tasks such as tone mapping, colorization, stereo depth, and photomontage, often require computing a solution (e.g., for exposure, chromaticity, disparity, labels) over the pixel grid. Computational and memory costs often require that a smaller solution be run over a do ..."
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Cited by 47 (1 self)
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Image analysis and enhancement tasks such as tone mapping, colorization, stereo depth, and photomontage, often require computing a solution (e.g., for exposure, chromaticity, disparity, labels) over the pixel grid. Computational and memory costs often require that a smaller solution be run over a downsampled image. Although general purpose upsampling methods can be used to interpolate the low resolution solution to the full resolution, these methods generally assume a smoothness prior for the interpolation. We demonstrate that in cases, such as those above, the available high resolution input image may be leveraged as a prior in the context of a joint bilateral upsampling procedure to produce a better high resolution solution. We show results for each of the applications above and compare them to traditional upsampling methods.
Apparent ridges for line drawing
- ACM Transactions on Graphics
, 2007
"... Non-photorealistic line drawing depicts 3D shapes through the rendering of feature lines. A number of characterizations of relevant lines have been proposed but none of these definitions alone seem to capture all visually-relevant lines. We introduce a new definition of feature lines based on two pe ..."
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Cited by 26 (1 self)
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Non-photorealistic line drawing depicts 3D shapes through the rendering of feature lines. A number of characterizations of relevant lines have been proposed but none of these definitions alone seem to capture all visually-relevant lines. We introduce a new definition of feature lines based on two perceptual observations. First, human perception is sensitive to the variation of shading, and since shape perception is little affected by lighting and reflectance modification, we should focus on normal variation. Second, view-dependent lines better convey the shape of smooth surfaces better than view-independent lines. From this we define view-dependent curvature as the variation of the surface normal with respect to a viewing screen plane, and apparent ridges as the locus points of the maximum of the view-dependent curvature. We derive the equation for apparent ridges and present a new algorithm to render line drawings of 3D meshes. We show that our apparent ridges encompass or enhance aspects of several other feature lines.
Image-driven Navigation of Analytical BRDF Models
, 2006
"... Specifying parameters of analytic BRDF models is a difficult task as these parameters are often not intuitive for artists and their effect on appearance can be non-uniform. Ideally, a given step in the parameter space should produce a predictable and perceptually-uniform change in the rendered ima ..."
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Cited by 14 (1 self)
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Specifying parameters of analytic BRDF models is a difficult task as these parameters are often not intuitive for artists and their effect on appearance can be non-uniform. Ideally, a given step in the parameter space should produce a predictable and perceptually-uniform change in the rendered image. Systems that employ psychophysics have produced important advances in this direction; however, the requirement of user studies limits scalability of these approaches. In this work, we propose a new and intuitive method for designing material appearance. First, we define a computational metric between BRDFs that is based on rendered images of a scene under natural illumination.
Reflectance Sharing: Predicting Appearance from a Sparse Set of Images of a Known Shape
- IEEE Transactions on Pattern Analysis and Machine Intelligence
, 2007
"... Abstract—Three-dimensional appearance models consisting of spatially varying reflectance functions defined on a known shape can be used in analysis-by-synthesis approaches to a number of visual tasks. The construction of these models requires the measurement of reflectance, and the problem of recove ..."
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Cited by 13 (1 self)
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Abstract—Three-dimensional appearance models consisting of spatially varying reflectance functions defined on a known shape can be used in analysis-by-synthesis approaches to a number of visual tasks. The construction of these models requires the measurement of reflectance, and the problem of recovering spatially varying reflectance from images of known shape has drawn considerable interest. To date, existing methods rely on either: 1) low-dimensional (e.g., parametric) reflectance models, or 2) large data sets involving thousands of images (or more) per object. Appearance models based on the former have limited accuracy and generality since they require the selection of a specific reflectance model a priori, and while approaches based on the latter may be suitable for certain applications, they are generally too costly and cumbersome to be used for image analysis. We present an alternative approach that seeks to combine the benefits of existing methods by enabling the estimation of a nonparametric spatially varying reflectance function from a small number of images. We frame the problem as scattered-data interpolation in a mixed spatial and angular domain, and we present a theory demonstrating that the angular accuracy of a recovered reflectance function can be increased in exchange for a decrease in its spatial resolution. We also present a practical solution to this interpolation problem using a new representation of reflectance based on radial basis functions. This representation is evaluated experimentally by testing its ability to predict appearance under novel view and lighting conditions. Our results suggest that since reflectance typically varies slowly from point to point over much of an object’s surface, we can often obtain a nonparametric reflectance function from a sparse set of images. In fact, in some cases, we can obtain reasonable results in the limiting case of only a single input image. Index Terms—Reflectance, BRDF, image synthesis, image-based rendering, radial basis functions. 1
The influence of shape on the perception of material reflectance
- ACM Transactions on Graphics
, 2007
"... Figure 1: The tesselated spheres in the left image are rendered with two different types of a blue plastic BRDF, yet they are perceived as made from the same material. The objects in the right image are rendered with an identical blue plastic BRDF, yet their appearance is very different. Visual obse ..."
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Cited by 12 (1 self)
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Figure 1: The tesselated spheres in the left image are rendered with two different types of a blue plastic BRDF, yet they are perceived as made from the same material. The objects in the right image are rendered with an identical blue plastic BRDF, yet their appearance is very different. Visual observation is our principal source of information in determining the nature of objects, including shape, material or roughness. The physiological and cognitive processes that resolve visual input into an estimate of the material of an object are influenced by the illumination and the shape of the object. This affects our ability to select materials by observing them on a point-lit sphere, as is common in current 3D modeling applications. In this paper we present an exploratory psychophysical experiment to study various influences on material discrimination in a realistic setting. The resulting data set is analyzed using a wide range of statistical techniques. Analysis of variance is used to estimate the magnitude of the influence of geometry, and fitted psychometric functions produce significantly diverse material discrimination thresholds across different shapes and materials. Suggested improvements to traditional material pickers include direct visualization on the target object, environment illumination, and the use of discrimination thresholds as a step size for parameter adjustments.
Wavelet radiance transport for interactive indirect lighting
- In Rendering Techniques 2006 (Eurographics Symposium on Rendering
, 2006
"... viewpoint can be modified interactively. The precomputation time was 23 minutes. Global illumination is a complex all-frequency phenomenon including subtle effects caused by indirect lighting. Computing global illumination interactively for dynamic lighting conditions has many potential applications ..."
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Cited by 11 (1 self)
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viewpoint can be modified interactively. The precomputation time was 23 minutes. Global illumination is a complex all-frequency phenomenon including subtle effects caused by indirect lighting. Computing global illumination interactively for dynamic lighting conditions has many potential applications, notably in architecture, motion pictures and computer games. It remains a challenging issue, despite the considerable amount of research work devoted to finding efficient methods. This paper presents a novel method for fast computation of indirect lighting; combined with a separate calculation of direct lighting, we provide interactive global illumination for scenes with diffuse and glossy materials, and arbitrarily distributed point light sources. To achieve this goal, we introduce three new tools: a 4D wavelet basis for concise radiance expression, an efficient hierarchical pre-computation of the Global Transport Operator representing the entire propagation of radiance in the scene in a single operation, and a run-time projection of direct lighting on to our wavelet basis. The resulting technique allows unprecedented freedom in the interactive manipulation of lighting for static scenes. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism
Shield fields: modeling and capturing 3D occluders
- ACM TRANS. GRAPH
"... We describe a unified representation of occluders in light transport and photography using shield fields: the 4D attenuation function which acts on any light field incident on an occluder. Our key theoretical result is that shield fields can be used to decouple the effects of occluders and incident ..."
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Cited by 11 (3 self)
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We describe a unified representation of occluders in light transport and photography using shield fields: the 4D attenuation function which acts on any light field incident on an occluder. Our key theoretical result is that shield fields can be used to decouple the effects of occluders and incident illumination. We first describe the properties of shield fields in the frequency-domain and briefly analyze the “forward ” problem of efficiently computing cast shadows. Afterwards, we apply the shield field signal-processing framework to make several new observations regarding the “inverse” problem of reconstructing 3D occluders from cast shadows – extending previous work on shape-from-silhouette and visual hull methods. From this analysis we develop the first single-camera, single-shot approach to capture visual hulls without requiring moving or programmable illumination. We analyze several competing camera designs, ultimately leading to the development of a new large-format, mask-based light field camera that exploits optimal tiled-broadband codes for light-efficient shield field capture. We conclude by presenting a detailed experimental analysis of shield field capture and 3D occluder reconstruction.
Plausible image based soft shadows using occlusion textures
- IN PROCEEDINGS OF SIBGRAPI (2006), IEEE COMPUTER SOCIETY
, 2006
"... This paper presents a novel image-based approach to render plausible soft shadows for complex dynamic scenes with rectangular light sources. The algorithm's performance is mostly independent of the scene complexity and the source's size. Occluders and receivers do not need to be separated and no kno ..."
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Cited by 9 (3 self)
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This paper presents a novel image-based approach to render plausible soft shadows for complex dynamic scenes with rectangular light sources. The algorithm's performance is mostly independent of the scene complexity and the source's size. Occluders and receivers do not need to be separated and no knowledge about the scene representation is required, making the method easy to use. The main idea is to approximate the occlusion in the scene with preltered occlusion textures. The visibility of the light source at a point in space is estimated by accumulating the occlusion caused by each texture, using a novel formula based on probabilities.
Fourier Depth of Field
"... Optical systems used in photography and cinema produce depth of field effects, that is, variations of focus with depth. These effects are simulated in image synthesis by integrating incoming radiance at each pixel over the lense aperture. Unfortunately, aperture integration is extremely costly for d ..."
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Cited by 9 (4 self)
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Optical systems used in photography and cinema produce depth of field effects, that is, variations of focus with depth. These effects are simulated in image synthesis by integrating incoming radiance at each pixel over the lense aperture. Unfortunately, aperture integration is extremely costly for defocused areas where the incoming radiance has high variance, since many samples are then required for a noise-free Monte Carlo integration. On the other hand, using many aperture samples is wasteful in focused areas where the integrand varies little. Similarly, image sampling in defocused areas should be adapted to the very smooth appearance variations due to blurring. This paper introduces an analysis of focusing and depth of field in the frequency domain, allowing a practical characterization of a light field’s frequency content both for image and aperture sampling. Based on this analysis we propose an adaptive depth of field rendering algorithm which optimizes sampling in two important ways. First, image sampling is based on conservative bandwidth prediction and a splatting reconstruction technique ensures correct image reconstruction. Second, at each pixel the variance in the radiance over the aperture is estimated, and used to govern sampling. This technique is easily integrated in any sampling-based renderer, and vastly improves performance.
A Precomputed Polynomial Representation for Interactive BRDF Editing with Global Illumination
- CONDITIONALLY ACCEPTED TO ACM TRANSACTIONS ON GRAPHICS (2007-2008)
"... The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view), by developing a precomputed polynomia ..."
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Cited by 6 (0 self)
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The ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view), by developing a precomputed polynomial representation that enables interactive BRDF editing with global illumination. Unlike previous precomputationbased rendering techniques, the image is not linear in the BRDF when considering interreflections. We introduce a framework for precomputing a multi-bounce tensor of polynomial coefficients, that encapsulates the nonlinear nature of the task. Significant reductions in complexity are achieved by leveraging the low-frequency nature of indirect light. We use a high-quality representation for the BRDFs at the first bounce from the eye, and lower-frequency (often diffuse) versions for further bounces. This approximation correctly captures the general global illumination in a scene, including color-bleeding, near-field object reflections, and even caustics. We adapt Monte Carlo path tracing for precomputing the tensor of coefficients for BRDF basis functions. At runtime, the high-dimensional tensors can be reduced to a simple dot product at each pixel for rendering. We present a number of examples of editing BRDFs in complex scenes, with interactive feedback rendered with global illumination.

