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description= Personal webpage of Jan Kautz.;
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simple and practical alternative to high dynamic range photography t mertens j kautz f van reeth computer graphics forum 28 1 march 2009 pages 161 171 extended version of pg 07 doi code we propose a technique for fusing a bracketed exposure sequence into a high quality image without converting to hdr first skipping the physically based hdr assembly step simplifies the acquisition pipeline this avoids camera response curve calibration and is computationally efficient it also allows for including flash images in the sequence our technique blends multiple exposures guided by simple quality measures like saturation and contrast this is done in a multi resolution fashion to account for the brightness variation in the sequence the resulting image quality is comparable to existing tone mapping operators 2008 siggraph asia imperfect shadow maps for efficient computation of indirect illumination t ritschel t grosch m kim h p seidel c dachsbacher j kautz acm transactions on graphics proceedings siggraph asia 2008 27 5 december 2008 pages 128 1 128 8 pdf video we present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries while the high frequency nature of direct lighting requires accurate visibility indirect illumination mostly consists of smooth gradations which tend to mask errors due to incorrect visibility we exploit this by approximating visibility for indirect illumination with imperfect shadow maps low resolution shadow maps rendered from a crude point based representation of the scene these are used in conjunction with a global illumination algorithm based on virtual point lights enabling indirect illumination of dynamic scenes at real time frame rates we demonstrate that imperfect shadow maps are a valid approximation to visibility which makes the simulation of global illumination an order of magnitude faster than using accurate visibility siggraph real time all frequency shadows in dynamic scenes t annen z dong t mertens p bekaert h p seidel j kautz acm transactions on graphics proceedings siggraph 2008 27 3 august 2008 pages 34 1 34 8 pdf video talk shadow computation in dynamic scenes under complex illumination is a challenging problem methods based on precomputation provide accurate real time solutions but are hard to extend to dynamic scenes specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source in this paper we present a technique for rendering dynamic objects under arbitrary environment illumination which does not require any precomputation the key ingredient is a fast approximate technique for computing soft shadows which achieves several hundred frames per second for a single light source this allows for approximating environment illumination with a sparse collection of area light sources and yields real time frame rates graphics interface exponential shadow maps t annen t mertens h p seidel e flerackers j kautz graphics interface 2008 may 2008 pages 155 161 pdf rendering high quality shadows in real time is a challenging problem shadow mapping has proved to be an efficient solution as it scales well for complex scenes however it suffers from aliasing problems filtering the shadow map alleviates aliasing but unfortunately native hardware accelerated filtering cannot be applied as the shadow test has to take place beforehand we introduce a simple approach to shadow map filtering by approximating the shadow test using an exponential function this enables us to pre filter the shadow map which in turn allows for high quality hardware accelerated filtering compared to previous filtering techniques our technique is faster consumes less memory and produces less artifacts graphics interface interactive global illumination based on coherent surface shadow maps t ritschel t grosch j kautz h p seidel graphics interface 2008 may 2008 pages 185 192 pdf video interactive rendering of global illumination effects is a challenging problem while precomputed radiance transfer prt is able to render such effects in real time the geometry is generally assumed static this work proposes to replace the precomputed lighting response used in prt by precomputed depth precomputing depth has the same cost as precomputing visibility but allows visibility tests for moving objects at runtime using simple shadow mapping for this purpose a compression scheme for a high number of coherent surface shadow maps cssms covering the entire scene surface is developed cssms allow visibility tests between all surface points against all points in the scene we demonstrate the effectiveness of cssm based visibility using a novel combination of the lightcuts algorithm and hierarchical radiosity which can be efficiently implemented on the gpu we demonstrate interactive n bounce diffuse global illumination with a final glossy bounce and many high frequency effects general brdfs texture and normal maps and local or distant lighting of arbitrary shape and distribution all evaluated per pixel furthermore all parameters can vary freely over time the only requirement is rigid geometry eurographics characterization for high dynamic range imaging m kim j kautz eurographics 2008 april 2008 pages 691 698 pdf in this paper we present a new practical camera characterization technique to improve color accuracy in high dynamic range hdr imaging camera characterization refers to the process of mapping device dependent signals such as digital camera raw images into a well defined color space this is a well understood process for low dynamic range ldr imaging and is part of most digital cameras usually mapping from the raw camera signal to the srgb or adobe rgb color space this paper presents an efficient and accurate characterization method for high dynamic range imaging that extends previous methods originally designed for ldr imaging we demonstrate that our characterization method is very accurate even in unknown illumination conditions effectively turning a digital camera into a measurement device that measures physically accurate radiance values both in terms of luminance and color rivaling more expensive measurement instruments 2007 pacific graphics exposure fusion t mertens j kautz f van reeth pacific graphics 2007 october 2007 pages 382 390 pdf code we propose a technique for fusing a bracketed exposure sequence into a high quality image without converting to hdr first skipping the physically based hdr assembly step simplifies the acquisition pipeline this avoids camera response curve calibration and is computationally efficient it also allows for including flash images in the sequence our technique blends multiple exposures guided by simple quality measures like saturation and contrast this is done in a multi resolution fashion to account for the brightness variation in the sequence the resulting image quality is comparable to existing tone mapping operators pacific graphics interactive global illumination using implicit visibility z dong j kautz c theobalt h p seidel pacific graphics 2007 october 2007 pages 77 86 pdf rendering global illumination effects for dynamic scenes at interactive frame rates is a computationally challenging task much of the computation time needed is spent during visibility queries between individual scene elements and it is almost illusive to update this information at real time even for moderately complex scenes in this paper we propose a global illumination approach for dynamic scenes that runs at near real time frame rates on a single pc our method is inspired by the principles of hierarchical radiosity and tackles the visibility problem by implicitly evaluating mutual visibility while constructing a hierarchical link structure between scene elements by means of the same efficient and easy to implement framework we are able to reproduce a large variety of complex lighting effects for moderately sized scenes such as interreflections environment map lighting as well as area light sources eurographics efficient reflectance and visibility approximations for environment map rendering p green j kautz f durand eurographics 2007 september 2007 pages 495 502 pdf we present a technique for approximating isotropic brdfs and precomputed self occlusion that enables accurate and efficient prefiltered environment map rendering our approach uses a nonlinear approximation of the brdf as a weighted sum of isotropic gaussian functions our representation requires a minimal amount of storage can accurately represent brdfs of arbitrary sharpness and is above all efficient to render we precompute visibility due to self occlusion and store a low frequency approximation suitable for glossy reflections we demonstrate our method by fitting our representation to measured brdf data yielding high visual quality at real time frame rates siggraph interactive editing and modeling of bidirectional texture functions j kautz s boulos f durand acm transactions on graphics proceedings siggraph 2007 26 3 august 2007 pages 53 1 53 10 pdf video talk while measured bidirectional texture functions btf enable impressive realism in material appearance they offer little control which limits their use for content creation in this work we interactively manipulate btfs and create new btfs from flat textures we present an out of core approach to manage the size of btfs and introduce new editing operations that modify the appearance of a material these tools achieve their full potential when selectively applied to subsets of the btf through the use of new selection operators we further analyze the use of our editing operators for the modification of important visual characteristics such as highlights roughness and fuzziness results compare favorably to the direct alteration of micro geometry and reflectances of ground truth synthetic data apgv is accurate occlusion of glossy reflections necessary o kozlowski j kautz symposium on applied perception in graphics and visualization 2007 july 2007 pages 91 98 pdf much research in recent times has been conducted towards realtime rendering of accurate glossy reflections under direct natural illumination including correct occlusions the view dependent nature of these reflections will always cause this computation to be expensive unless heavily approximated there also remains a question as to whether humans are even capable of noticing the difference in accuracy or whether our perception of the realism of the scene remains unchanged and thus the extra effort expended in rendering accurate reflections is effectively wasted we conduct a user study to analyse any decline in perceived realism of glossy scenes rendered with a variety of specular occlusion approximations under a multitude of brdfs lighting environments and camera orientations we demonstrate that although no one approximation is always suitable it is rare to have a scene whose computational complexity cannot be decreased to some degree egsr convolution shadow maps t annen t mertens p bekaert h p seidel j kautz eurographics symposium on rendering 2007 june 2007 pages 51 60 pdf video demo we present convolution shadow maps a novel shadow representation that affords efficient arbitrary linear filtering of shadows traditional shadow mapping is inherently non linear w r t the stored depth values due to the binary shadow test we linearize the problem by approximating shadow test as a weighted summation of basis terms we demonstrate the usefulness of this representation and show that hardware accelerated anti aliasing techniques such as tri linear filtering can be applied naturally to convolution shadow maps our approach can be implemented very efficiently in current generation graphics hardware and offers real time frame rates egsr interactive illumination with coherent shadow maps t ritschel t grosch j kautz s müller eurographics symposium on rendering 2007 june 2007 pages 61 72 pdf video we present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps csms it is well known that visibility queries dominate the cost of physically based rendering precomputing all visibility events for instance in the form of many shadow maps enables fast queries and allows for real time computation of illumination but requires prohibitive amounts of storage we propose a lossless compression scheme for visibility information based on shadow maps that efficiently exploits coherence we demonstrate a monte carlo renderer for direct lighting using csms that runs entirely on graphics hardware we support spatially varying brdfs normal maps and environment maps all with high frequencies spatial as well as angular multiple dynamic rigid objects can be combined in a scene as opposed to precomputed radiance transfer techniques that assume distant lighting our method includes distant lighting as well as local area lights of arbitrary shape varying intensity or anisotropic light distribution that can freely vary over time graphics interface packet based whitted and distribution ray tracing s boulos d edwards j lacewell j kniss j kautz i wald p shirley 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 fr...
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