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favicon.ico: jankautz.com - Jan Kautz.

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site title: Jan Kautz

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ley graphics interface 2007 may 2007 pages 177 184 pdf video much progress has been made toward interactive ray tracing but most research has focused specifically on ray casting a common approach is to use packets of rays to amortize cost across sets of rays whether packets can be used to speed up the cost of reflection and refraction rays is unclear the issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays since the primary advantage of ray tracing over rasterization is the computation of global effects such as accurate reflection and refraction this lack of knowledge should be corrected we are also interested in exploring whether distribution ray tracing due to its stochastic properties further erodes the effectiveness of techniques used to accelerate ray casting this paper addresses the question of whether packet based ray algorithms can be effectively used for more than visibility computation we show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of packets from ray casting to whitted style and distribution ray tracing while maintaining efficiency 2006 siggraph physically based reflectance for games n hoffman d baker j kautz acm siggraph 2006 july 2006 courses www this course discusses the practical implementation of physically principled reflectance models in interactive graphics and video games in current practice as well as upcoming technologies the course begins with the visual phenomena important to the perception of reflectance in real world materials which it uses as background for the underlying theory and derivation of common reflectance models after introducing the current game development pipeline from content creation to rendering the course then discusses rendering techniques for implementing reflectance models in games with emphasis on real world trade offs such as shader performance content creation efficiency resource size considerations and overall rendering quality the course will help a researcher understand constraints in the game development pipeline and it will help a game developer understand the physical phenomena underlying reflectance models egsr texture transfer using geometry correlation t mertens j kautz j chen p bekaert f durand eurographics symposium on rendering 2006 june 2006 pages 273 284 pdf supplemental data video texture variation on real world objects often correlates with underlying geometric characteristics and creates a visually rich appearance we present a technique to transfer such geometry dependent texture variation from an example textured model to new geometry in a visually consistent way it captures the correlation between a set of geometric features such as curvature and the observed diffuse texture we perform dimensionality reduction on the overcomplete feature set which yields a compact guidance field that is used to drive a spatially varying texture synthesis model in addition we introduce a method to enrich the guidance field when the target geometry strongly differs from the example our method transfers elaborate texture variation that follows geometric features which gives 3d models a compelling photorealistic appearance i3d view dependent precomputed light transport using nonlinear gaussian function approximations p green j kautz w matusik f durand acm symposium in interactive 3d graphics and games i3d 2006 march 2006 pages 7 14 pdf we propose a real time method for rendering rigid objects with complex view dependent effects under distant all frequency lighting existing precomputed light transport approaches can render rich global illumination effects but high frequency view dependent effects such as sharp highlights remain a challenge we introduce a new representation of the light transport operator based on sums of gaussians the nonlinear parameters of our representation enable 1 arbitrary bandwidth because scale is encoded as a direct parameter and 2 high quality interpolation across view and mesh triangles because we interpolate the mean direction of the gaussians thereby preventing linear cross fading artifacts however fitting the precomputed light transport data to this new representation requires solving a nonlinear regression problem that is more involved than traditional linear and nonlinear truncation approximation techniques we present a new data fitting method based on optimization that includes energy terms aimed at enforcing artifactfree interpolation we demonstrate that our method achieves high visual quality with a small storage cost and an efficient rendering algorithm 2005 siggraph precomputed radiance transfer theory and practice j kautz j lehtinen p p sloan acm siggraph 2005 july 2005 courses www interactive rendering of realistic objects under general lighting models poses three principal challenges handling complex light transport phenomena like shadows inter reflections caustics and sub surface scattering is difficult to do in real time integrating these effects over large area light sources compounds the difficulty and finally real objects have complex spatially varying brdf s precomputed radiance transfer prt encapsulates a family of techniques that partially addresses these challenges prt is an active of area of research that has relevance to both the academic research community and practitioners of interactive computer graphics this technique and its variants are being actively investigated in the game development community and there is quite a lot of interest due to the recent appearance of prt techniques in games such as halo 2 this course covers these techniques compares them and discusses their various strengths and weaknesses cgf efficient rendering of local subsurface scattering tom mertens jan kautz philippe bekaert frank van reeth hans peter seidel computer graphics forum 24 1 march 2005 pages 41 50 pdf a novel approach is presented to efficiently render local subsurface scattering effects we introduce an importance sampling scheme for a practical subsurface scattering model it leads to a simple and efficient rendering algorithm which operates in image or texture space and which is even amenable for implementation on graphics hardware we demonstrate the applicability of our technique to the problem of skin rendering for which the subsurface transport of light typically remains local our implementation shows that plausible images can be rendered interactively using hardware acceleration 2004 siggraph real time shadowing techniques j kautz m stamminger t akenine moeller e chan w heidrich m kilgard acm siggraph 2004 august 2004 courses www shadows heighten realism and provide important visual cues about the spatial relationships between objects but integration of robust shadow shadowing techniques in real time rendering is not an easy task in this course on how shadows are incorporated in real time rendering attendees learn basic shadowing techniques and more advanced techniques that exploit new features of graphics hardware the course begins with shadowing techniques using shadow maps after an introduction to shadow maps and general improvements of this technique filtering depth bias omnidirectional lights etc the first section describes two methods for reducing sampling artifacts perspective shadow maps and silhouette maps both techniques can significantly improve shadow quality but they require careful implementation the course continues with extensions of the shadow mapping method that allow soft shadows from linear and area light sources the second part of the course discusses recent advances in efficient and robust implementation of shadow volumes on graphics hardware and then shows how shadow volumes can be extended to generate accurate soft shadows from area lights finally the course summarizes real time shadowing from full lighting environments using the technique of precomputed radiance transfer the course explains the differences among these algorithms and their strengths and weaknesses implementation details often omitted in technical papers are provided and throughout the course the tradeoffs between quality and performance are illustrated for the different techniques egsr hemispherical rasterization for self shadowing of dynamic objects j kautz j lehtinen t aila eurographics symposium on rendering 2004 june 2004 pages 179 184 pdf video 15mb video 28mb we present a method for interactive rendering of dynamic models with self shadows due to time varying low frequency lighting environments in contrast to previous techniques the method is not limited to static or pre animated models our main contribution is a hemispherical rasterizer which rapidly computes visibility by rendering blocker geometry into a 2d occlusion mask with correct occluder fusion the response of an object to the lighting is found by integrating the visibility function at each of the vertices against the spherical harmonic functions and the brdf this yields transfer coefficients that are then multiplied by the lighting coefficients to obtain the final shadowed exitant radiance no precomputation is necessary and memory requirements are modest the method supports both diffuse and glossy brdfs egsr a self shadow algorithm for dynamic hair using clustered densities t mertens j kautz p bekaert f van reeth eurographics symposium on rendering 2004 june 2004 pages 173 178 pdf video 1 video 2 self shadowing is an important factor in the appearance of hair and fur in this paper we present a new rendering algorithm to accurately compute shadowed hair at interactive rates using graphics hardware no constraint is imposed on the hair style and its geometry can be dynamic similar to previously presented methods a 1d visibility function is constructed for each line of sight of the light source view our approach differs from other work by treating the hair geometry as a 3d density field which is sampled on the fly using simple rasterization the rasterized fragments are clustered effectively estimating the density of hair along a ray based hereon the visibility function is constructed we show that realistic self shadowing of thousands of individual dynamic hair strands can be rendered at interactive rates using consumer graphics hardware egsr spherical harmonic gradients for mid range illumination t annen j kautz f durand h p seidel eurographics symposium on rendering 2004 june 2004 pages 331 336 pdf code spherical harmonics are often used for compact description of incident radiance in low frequency but distant lighting environments for interaction with nearby emitters computing the incident radiance at the center of an object only is not sufficient previous techniques then require expensive sampling of the incident radiance field at many points distributed over the object our technique alleviates this costly requirement using a first order taylor expansion of the spherical harmonic lighting coefficients around a point we propose an interpolation scheme based on these gradients requiring far fewer samples one is often sufficient we show that the gradient of the incident radiance spherical harmonics can be computed for little additional cost compared to the coefficients alone we introduce a semi analytical formula to calculate this gradient at run time and describe how a simple vertex shader can interpolate the shading the interpolated representation of the incident radiance can be used with any low frequency light transfer technique graphics interface decoupling brdfs from surface mesostructures j kautz m sattler r sarlette r klein h p seidel graphics interface 2004 may 2004 pages 177 184 pdf video 1 video 2 video 3 we present a technique for the easy acquisition of realistic materials and mesostructures without acquiring the actual brdf the method uses the observation that under certain circumstances the mesostructure of a surface can be acquired independently of the underlying brdf the acquired data can be used directly for rendering with little preprocessing rendering is possible using an offline renderer but also using graphics hardware where it achieves real time frame rates compelling results are achieved for a wide variety of materials cgf hardware lighting and shading a survey j kautz computers graphics forum 23 1 march 2004 pages 85 112 pdf traditionally hardware rasterizers only support the phong lighting model in combination with gouraud shading using point light sources however the phong lighting model is strictly empirical and physically implausible gouraud shading also tends to undersample the highlight unless a highly tesselated surface is used hence higherquality hardware accelerated lighting and shading has gained much interest in the recent five years the research on hardware lighting and shading is two fold on the one hand better lighting models for local illumination assuming point light sources but evaluated per pixel were demonstrated to be amenable to hardware implementation on the other hand recent research has demonstrated that even area lights represented as environment maps can be combined with complex lighting models in both areas many articles have been published making it hard to decide which algorithm is well suited for which application this state of the art report will review all relevent articles in both areas and list advantages and disadvantages of each algorithm c g advanced environment mapping in vr applications j kautz k daubert h p seidel computers graphics 28 1 february 2004 pages 99 104 pdf in this paper we propose a simple approach for rendering diffuse and glossy reflections using environment maps this approach is geared towards vr applications where realism and fast rendering is important we exploit certain properties of diffuse reflections and certain features of graphics hardware for glossy reflections this results in a very fast single pass rendering algorithm which even allows to dynamically vary the incident lighting 2003 pacific graphics efficient rendering of local subsurface scattering t mertens j kautz p bekaert h p seidel f van reeth pacific graphics 2003 october 2003 pages 51 58 pdf video a novel approach is presented to efficiently render local subsurface scattering effects we introduce an importance sampling scheme for a practical subsurface scattering model it leads to a simple and efficient rendering algorithm which operates in image space and which is even amenable for implementation on graphics hardware we demonstrate the applicability of our technique to the problem of skin rendering for which the subsurface transport of light typically remains local our implementation shows that plausible images can be rendered interactively using hardware acceleration cgf interactive rendering of translucent objects h lensch m goesele p bekaert j kautz m magnor j lang h p seidel computer graphics forum 22 2 2003 pages 195 205 pdf 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