Derek Nowrouzezahrai - Academia.edu (original) (raw)
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Papers by Derek Nowrouzezahrai
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07, 2007
: Our system is able to generate PRT coefficients for a dynamically animated character in real-ti... more : Our system is able to generate PRT coefficients for a dynamically animated character in real-time with a low memory footprint (see .) Compared to un-shadowed shading using irradiance environment maps (first column), our results clearly improve the visual quality of an animated object. Low memory requirements, fast model fitting and a simple runtime algorithm make our approach suitable for interactive applications, such as games.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '13, 2013
ABSTRACT Color map textures applied directly to surfaces, to geometric microsurface details, or t... more ABSTRACT Color map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint.
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07, 2007
Figure 1: Shading various scenes using only 48 coefficients at approximately 200 FPS.
15th Pacific Conference on Computer Graphics and Applications (PG'07), 2007
We present a new, general, and real-time technique for soft global illumination in low-frequency ... more We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are computed by accumulating vectors representing the proxy's unshadowed radiance when illuminated by the environment. Both vectors capture low-frequency directional dependence using the spherical harmonic basis. We also present a new proxy accumulation strategy that splats each proxy to receiver pixels in image space to collect its shadowing and indirect lighting contribution. Our soft GI rendering pipeline unifies direct and indirect soft effects with a simple accumulation strategy that maps entirely to the GPU and outperforms previous vertex-based methods.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '12, 2012
Modular Radiance Transfer (MRT) is a recent technique for com- puting approximate direct-to-indir... more Modular Radiance Transfer (MRT) is a recent technique for com- puting approximate direct-to-indirect transport. Scenes are dynam- ically constructed by warping and connecting simple shapes and compact transport operators are only precomputed on these sim- ple shapes. MRT ignores fine-scale transport from "clutter" objects inside the scene, and computes light transport with reduced dimen- sional operators, which allows extremely high
ABSTRACT We present a practical and inexpensive method for creating physical objects that cast di... more ABSTRACT We present a practical and inexpensive method for creating physical objects that cast different color shadow images when illuminated by prescribed lighting configurations. The input to our system is a number of lighting configurations and corresponding desired shadow images. Our approach computes attenuation masks, which are then printed on transparent materials and stacked to form a single multi-layer attenuator. When illuminated with the input lighting configurations, this multi-layer attenuator casts the prescribed color shadow images. Alternatively, our method can compute layers so that their permutations produce different prescribed shadow images under fixed lighting. Each multi-layer attenuator is quick and inexpensive to produce, can generate multiple full-color shadows, and can be designed to respond to different types of natural or synthetic lighting setups. We illustrate the effectiveness of our multi-layer attenuators in simulation and in reality, with the sun as a light source. © 2012 Wiley Periodicals, Inc.
ABSTRACT At each shade point, the spherical visibility function encodes occlusion from surroundin... more ABSTRACT At each shade point, the spherical visibility function encodes occlusion from surrounding geometry, in all directions. Computing this function is difficult and point-sampling approaches, such as ray-tracing or hardware shadow mapping, are traditionally used to efficiently approximate it. We propose a semi-analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi-analytically integrate visibility-masked spherical functions along the visibility silhouette, instead of over the entire hemisphere. In this way, we avoid the artefacts that arise from using point-sampling strategies to integrate visibility, a function with unbounded frequency content. We demonstrate our approach on several applications, including direct illumination from realistic lighting and computation of pre-computed radiance transfer data. Additionally, we present a new frequency-space method for exactly computing all-frequency shadows on diffuse surfaces. Our results match ground truth computed using importance-sampled stratified Monte Carlo ray-tracing, with comparable performance on scenes with low-to-moderate geometric complexity.
ABSTRACT We present a theoretical analysis of error of combinations of Monte Carlo estimators use... more ABSTRACT We present a theoretical analysis of error of combinations of Monte Carlo estimators used in image synthesis. Importance sampling and multiple importance sampling are popular variance-reduction strategies. Unfortunately, neither strategy improves the rate of convergence of Monte Carlo integration. Jittered sampling (a type of stratified sampling), on the other hand is known to improve the convergence rate. Most rendering software optimistically combine importance sampling with jittered sampling, hoping to achieve both. We derive the exact error of the combination of multiple importance sampling with jittered sampling. In addition, we demonstrate a further benefit of introducing negative correlations (antithetic sampling) between estimates to the convergence rate. As with importance sampling, antithetic sampling is known to reduce error for certain classes of integrands without affecting the convergence rate. In this paper, our analysis and experiments reveal that importance and antithetic sampling, if used judiciously and in conjunction with jittered sampling, may improve convergence rates. We show the impact of such combinations of strategies on the convergence rate of estimators for direct illumination.
Photon-density estimation techniques are a popular choice for simulating light transport in scene... more Photon-density estimation techniques are a popular choice for simulating light transport in scenes with complicated geometry and materials. This class of algorithms can be used to accurately simulate inter-reflections, caustics, color bleeding, scattering in participating media, and subsurface scattering. Since its introduction, photon-density estimation has been significantly extended in computer graphics with the introduction of: specialized techniques that intelligently modify
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07, 2007
: Our system is able to generate PRT coefficients for a dynamically animated character in real-ti... more : Our system is able to generate PRT coefficients for a dynamically animated character in real-time with a low memory footprint (see .) Compared to un-shadowed shading using irradiance environment maps (first column), our results clearly improve the visual quality of an animated object. Low memory requirements, fast model fitting and a simple runtime algorithm make our approach suitable for interactive applications, such as games.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '13, 2013
ABSTRACT Color map textures applied directly to surfaces, to geometric microsurface details, or t... more ABSTRACT Color map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint.
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia - GRAPHITE '07, 2007
Figure 1: Shading various scenes using only 48 coefficients at approximately 200 FPS.
15th Pacific Conference on Computer Graphics and Applications (PG'07), 2007
We present a new, general, and real-time technique for soft global illumination in low-frequency ... more We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are computed by accumulating vectors representing the proxy's unshadowed radiance when illuminated by the environment. Both vectors capture low-frequency directional dependence using the spherical harmonic basis. We also present a new proxy accumulation strategy that splats each proxy to receiver pixels in image space to collect its shadowing and indirect lighting contribution. Our soft GI rendering pipeline unifies direct and indirect soft effects with a simple accumulation strategy that maps entirely to the GPU and outperforms previous vertex-based methods.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '12, 2012
Modular Radiance Transfer (MRT) is a recent technique for com- puting approximate direct-to-indir... more Modular Radiance Transfer (MRT) is a recent technique for com- puting approximate direct-to-indirect transport. Scenes are dynam- ically constructed by warping and connecting simple shapes and compact transport operators are only precomputed on these sim- ple shapes. MRT ignores fine-scale transport from "clutter" objects inside the scene, and computes light transport with reduced dimen- sional operators, which allows extremely high
ABSTRACT We present a practical and inexpensive method for creating physical objects that cast di... more ABSTRACT We present a practical and inexpensive method for creating physical objects that cast different color shadow images when illuminated by prescribed lighting configurations. The input to our system is a number of lighting configurations and corresponding desired shadow images. Our approach computes attenuation masks, which are then printed on transparent materials and stacked to form a single multi-layer attenuator. When illuminated with the input lighting configurations, this multi-layer attenuator casts the prescribed color shadow images. Alternatively, our method can compute layers so that their permutations produce different prescribed shadow images under fixed lighting. Each multi-layer attenuator is quick and inexpensive to produce, can generate multiple full-color shadows, and can be designed to respond to different types of natural or synthetic lighting setups. We illustrate the effectiveness of our multi-layer attenuators in simulation and in reality, with the sun as a light source. © 2012 Wiley Periodicals, Inc.
ABSTRACT At each shade point, the spherical visibility function encodes occlusion from surroundin... more ABSTRACT At each shade point, the spherical visibility function encodes occlusion from surrounding geometry, in all directions. Computing this function is difficult and point-sampling approaches, such as ray-tracing or hardware shadow mapping, are traditionally used to efficiently approximate it. We propose a semi-analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi-analytically integrate visibility-masked spherical functions along the visibility silhouette, instead of over the entire hemisphere. In this way, we avoid the artefacts that arise from using point-sampling strategies to integrate visibility, a function with unbounded frequency content. We demonstrate our approach on several applications, including direct illumination from realistic lighting and computation of pre-computed radiance transfer data. Additionally, we present a new frequency-space method for exactly computing all-frequency shadows on diffuse surfaces. Our results match ground truth computed using importance-sampled stratified Monte Carlo ray-tracing, with comparable performance on scenes with low-to-moderate geometric complexity.
ABSTRACT We present a theoretical analysis of error of combinations of Monte Carlo estimators use... more ABSTRACT We present a theoretical analysis of error of combinations of Monte Carlo estimators used in image synthesis. Importance sampling and multiple importance sampling are popular variance-reduction strategies. Unfortunately, neither strategy improves the rate of convergence of Monte Carlo integration. Jittered sampling (a type of stratified sampling), on the other hand is known to improve the convergence rate. Most rendering software optimistically combine importance sampling with jittered sampling, hoping to achieve both. We derive the exact error of the combination of multiple importance sampling with jittered sampling. In addition, we demonstrate a further benefit of introducing negative correlations (antithetic sampling) between estimates to the convergence rate. As with importance sampling, antithetic sampling is known to reduce error for certain classes of integrands without affecting the convergence rate. In this paper, our analysis and experiments reveal that importance and antithetic sampling, if used judiciously and in conjunction with jittered sampling, may improve convergence rates. We show the impact of such combinations of strategies on the convergence rate of estimators for direct illumination.
Photon-density estimation techniques are a popular choice for simulating light transport in scene... more Photon-density estimation techniques are a popular choice for simulating light transport in scenes with complicated geometry and materials. This class of algorithms can be used to accurately simulate inter-reflections, caustics, color bleeding, scattering in participating media, and subsurface scattering. Since its introduction, photon-density estimation has been significantly extended in computer graphics with the introduction of: specialized techniques that intelligently modify