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favicon.ico: jankautz.com - Jan Kautz.

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Text of the page (random words):
ently addressed by the local laplacian filters which can achieve a broad range of effects using standard laplacian pyramids however these filters are slow to evaluate and their relationship to other approaches is unclear in this paper we show that they are closely related to anisotropic diffusion and to bilateral filtering our study also leads to a variant of the bilateral filter that produces cleaner edges while retaining its speed building upon this result we describe an acceleration scheme for local laplacian filters on gray scale images that yields speed ups on the order of 50x finally we demonstrate how to use local laplacian filters to alter the distribution of gradients in an image we illustrate this property with a robust algorithm for photographic style transfer siggraph learning a manifold of fonts n campbell j kautz acm transactions on graphics proceedings siggraph 2014 33 4 august 2014 pages 91 1 91 11 pdf supplemental www the design and manipulation of typefaces and fonts is an area requiring substantial expertise it can take many years of study to become a proficient typographer at the same time the use of typefaces is ubiquitous there are many users who while not experts would like to be more involved in tweaking or changing existing fonts without suffering the learning curve of professional typography packages given the wealth of fonts that are available today we would like to exploit the expertise used to produce these fonts and to enable everyday users to create explore and edit fonts to this end we build a generative manifold of standard fonts every location on the manifold corresponds to a unique and novel typeface and is obtained by learning a non linear mapping that intelligently interpolates and extrapolates existing fonts using the manifold we can smoothly interpolate and move between existing fonts we can also use the manifold as a constraint that makes a variety of new applications possible for instance when editing a single character we can update all the other glyphs in a font simultaneously to keep them compatible with our changes siggraph cascaded displays spatiotemporal superresolution using offset pixel layers f heide d lanman d reddy j kautz k pulli d luebke acm transactions on graphics proceedings siggraph 2014 33 4 august 2014 pages 60 1 60 11 pdf www we demonstrate that layered spatial light modulators slms subject to fixed lateral displacements and refreshed at staggered intervals can synthesize images with greater spatiotemporal resolution than that afforded by any single slm used in their construction dubbed cascaded displays such architectures enable superresolution flat panel displays e g using thin stacks of liquid crystal displays lcds and digital projectors e g relaying the image of one slm onto another we introduce a comprehensive optimization framework leveraging non negative matrix and tensor factorization that decomposes target images and videos into multi layered time multiplexed attenuation patternsâ offering a flexible trade off between apparent image brightness spatial resolution and refresh rate through this analysis we develop a real time dual layer factorization method that quadruples spatial resolution and doubles refresh rate compared to prior superresolution displays cascaded displays place fewer restrictions on the hardware offering thin designs without moving parts or the necessity of temporal multiplexing furthermore cascaded displays are the first use of multi layer displays to increase apparent temporal resolution we validate these concepts using two custom built prototypes a dual layer lcd and a dual modulation liquid crystal on silicon lcos projector with the former emphasizing head mounted display hmd applications egsr error analysis of estimators that use combinations of stochastic sampling strategies for direct illumination k subr d nowrouzezahrai w jarosz j kautz k mitchell computer graphics forum proceedings egsr 2014 33 4 july 2014 pages 93 102 pdf 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 cvpr hierarchical subquery evaluation for active learning on a graph o mac aodha n campbell j kautz g brostow ieee conference on computer vision and pattern recognition cvpr june 2014 oral pdf webpage to train good supervised and semi supervised object classifiers it is critical that we not waste the time of the human experts who are providing the training labels existing active learning strategies can have uneven performance being efficient on some datasets but wasteful on others or inconsistent just between runs on the same dataset we propose perplexity based graph construction and a new hierarchical subquery evaluation algorithm to combat this variability and to release the potential of expected error reduction under some specific circumstances expected error reduction has been one of the strongest performing informativeness criteria for active learning until now it has also been prohibitively costly to compute for sizeable datasets we demonstrate our highly practical algorithm comparing it to other active learning measures on classification datasets that vary in sparsity dimensionality and size our algorithm is consistent over multiple runs and achieves high accuracy while querying the human expert for labels at a frequency that matches their desired time budget cgf low cost subpixel rendering for diverse displays t engelhardt t w schmidt j kautz c dachsbacher computer graphics forum 33 1 february 2014 pages 199 209 pdf cgf dl subpixel rendering increases the apparent display resolution by taking into account the subpixel structure of a given display in essence each subpixel is addressed individually allowing the underlying signal to be sampled more densely unfortunately naiì ve subpixel sampling introduces color aliasing as each subpixel only displays a specific color usually r g and b subpixels are used as previous work has shown chromatic aliasing can be reduced significantly by taking the sensitivity of the human visual system into account in this work we find optimal filters for subpixel rendering for a diverse set of 1d and 2d subpixel layout patterns we demonstrate that these optimal filters can be approximated well with analytical functions we incorporate our filters into gpu based multisample antialiasing to yield subpixel rendering at a very low cost 1 2ms filtering time at hd resolution we also show that texture filtering can be adapted to perform efficient subpixel rendering finally we analyze the findings of a user study we performed which underpins the increased visual fidelity that can be achieved for diverse display layouts by using our optimal filters 2013 jvrb bitmap movement detection hdr for dynamic scenes f pece j kautz journal of virtual reality and broadcasting 10 2 december 2013 pages 1 13 extended cvmp 2010 paper pdf exposure fusion and other hdr techniques generate well exposed images from a bracketed image sequence while reproducing a large dynamic range that far exceeds the dynamic range of a single exposure common to all these techniques is the problem that the smallest movements in the captured images generate artefacts ghosting that dramatically affect the quality of the final images this limits the use of hdr and exposure fusion techniques because common scenes of interest are usually dynamic we present a method that adapts exposure fusion as well as standard hdr techniques to allow for dynamic scene without introducing artefacts our method detects clusters of moving pixels within a bracketed exposure sequence with simple binary operations we show that the proposed technique is able to deal with a large amount of movement in the scene and different movement configurations the result is a ghost free and highly detailed exposure fused image at a low computational cost cg a 3d printing spatially varying brdfs o roullier b bickel j kautz w matusik m alexa ieee computer graphics and applications 33 6 november december 2013 pages 48 57 doi a new method fabricates custom surface reflectance and spatially varying bidirectional reflectance distribution functions svbrdfs researchers optimize a microgeometry for a range of normal distribution functions and simulate the resulting surface s effective reflectance using the simulation s results they reproduce an input svbrdf s appearance by distributing the microgeometry on the printed material s surface this method lets people print svbrdfs on planar samples with current 3d printing technology even with a limited set of printing materials it extends naturally to printing svbrdfs on arbitrary shapes siggraph asia the shading probe fast appearance acquisition for mobile ar d a calian k mitchell d nowrouzezahrai j kautz acm siggraph asia 2013 technical briefs november 2013 pages 20 1 20 4 pdf the ubiquity of mobile devices with powerful processors and integrated video cameras is re opening the discussion on practical augmented reality ar despite this technological convergence several issues prevent reliable and immersive ar on these platforms we address one such problem the shading of virtual objects and determination of lighting that remains consistent with the surrounding environment we design a novel light probe and exploit its structure to permit an efficient reformulation of the rendering equation that is suitable for fast shading on mobile devices unlike prior approaches our shading probe directly captures the shading and not the incident light in a scene as such we avoid costly and unreliable radiometric calibration as well as side stepping the need for complex shading algorithms moreover we can tailor the shading probeâ s structure to better handle common lighting scenarios such as outdoor settings we achieve high performance shading of virtual objects in an ar context incorporating plausible local globalillumination effects on mobile platforms uist video collections in panoramic contexts j tompkin f pece r shah s izadi j kautz c theobalt acm symposium on user interface software and technology uist 2013 september 2013 pages 131 140 pdf supplemental webpage video collections of places show contrasts and changes in our world but current interfaces to video collections make it hard for users to explore these changes recent state of the art interfaces attempt to solve this problem for outside in collections but cannot connect inside out collections of the same place which do not visually overlap we extend the focus context paradigm to create a video collections context interface by embedding videos into a panorama we build a spatio temporal index and tools for fast exploration of the space and time of the video collection we demonstrate the flexibility of our representation with interfaces for desktop and mobile flat displays and for a spherical display with joypad and tablet controllers we study with users the effect of our video collection context system to spatio temporal localization tasks and find significant improvements to accuracy and completion time in visual search tasks compared to existing systems we measure the usability of our interface with system usability scale sus and task specific questionnaires and find our system scores higher ieee on visual realism of synthesized imagery e reinhard a efros j kautz h p seidel proceedings of the ieee 101 9 september 2013 pages 1998 2007 doi traditionally computer graphics has been concerned with producing imagery that is as physically accurate as possible but accurate physical simulation of geometry lighting and material properties of a visual scene can be cumbersome and time consuming at the same time human vision is far from accurate which offers an enormous opportunity to create imagery at a reduced computational cost as well as with less reliance on human modelers as a result a recent trend is toward accepting perceptual plausibility instead of physical accuracy as a guiding principle in the design of modeling and rendering systems this requires us to understand visual realism which involves both learning statistical regularities of the world for instance by employing huge amounts of data as well as human s visual perception of it this paper addresses issues related to understanding realism presents several applications and discusses what this interesting approach may lead to in the future acm tap preference and artifact analysis for video collections of places j tompkin m h kim k i kim j kautz c theobalt acm transactions on applied perception presented at acm sap 10 3 august 2013 13 1 13 19 pdf supplemental video webpage emerging interfaces for video collections of places attempt to link similar content with seamless transitions however the automatic computer vision techniques that enable these transitions have many failure cases which lead to artifacts in the final rendered transition under these conditions which transitions are preferred by participants and which artifacts are most objectionable we perform an experiment with participants comparing seven transition types from movie cuts and dissolves to image based warps and virtual camera transitions across five scenes in a city this document describes how we condition this experiment on slight and considerable view change cases and how we analyze the feedback from participants to find their preference for transition types and artifacts we discover that transition preference varies with view change that automatic rendered transitions are significantly preferred even with some artifacts and that dissolve transitions are comparable to less sophisticated rendered transitions this leads to insights into what visual features are important to maintain in a rendered transition and to an artifact ordering within our transitions siggraph fourier analysis of stochastic sampling strategies for assessing bias and variance in integration k subr j k...
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