34-Issue 4
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Item Smooth Loops from Unconstrained Video(The Eurographics Association and John Wiley & Sons Ltd., 2015) Sevilla-Lara, Laura; Wulff, Jonas; Sunkavalli, Kalyan; Shechtman, Eli; Jaakko Lehtinen and Derek NowrouzezahraiConverting unconstrained video sequences into videos that loop seamlessly is an extremely challenging problem. In this work, we take the first steps towards automating this process by focusing on an important subclass of videos containing a single dominant foreground object. Our technique makes two novel contributions over previous work: first, we propose a correspondence-based similarity metric to automatically identify a good transition point in the video where the appearance and dynamics of the foreground are most consistent. Second, we develop a technique that aligns both the foreground and background about this transition point using a combination of global camera path planning and patch-based video morphing. We demonstrate that this allows us to create natural, compelling, loopy videos from a wide range of videos collected from the internet.Item Motion Aware Exposure Bracketing for HDR Video(The Eurographics Association and John Wiley & Sons Ltd., 2015) Gryaditskaya, Yulia; Pouli, Tania; Reinhard, Erik; Myszkowski, Karol; Seidel, Hans-Peter; Jaakko Lehtinen and Derek NowrouzezahraiMobile phones and tablets are rapidly gaining significance as omnipresent image and video capture devices. In this context we present an algorithm that allows such devices to capture high dynamic range (HDR) video. The design of the algorithm was informed by a perceptual study that assesses the relative importance of motion and dynamic range. We found that ghosting artefacts are more visually disturbing than a reduction in dynamic range, even if a comparable number of pixels is affected by each. We incorporated these findings into a real-time, adaptive metering algorithm that seamlessly adjusts its settings to take exposures that will lead to minimal visual artefacts after recombination into an HDR sequence. It is uniquely suitable for real-time selection of exposure settings. Finally, we present an off-line HDR reconstruction algorithm that is matched to the adaptive nature of our real-time metering approach.Item Radiometric Transfer: Example-based Radiometric Linearization of Photographs(The Eurographics Association and John Wiley & Sons Ltd., 2015) Li, Han; Peers, Pieter; Jaakko Lehtinen and Derek NowrouzezahraiWe present an example-based approach for radiometrically linearizing photographs that takes as input a radiometrically linear exemplar image and a target regular uncalibrated image of the same scene, possibly from a different viewpoint and/or under different lighting. The output of our method is a radiometrically linearized version of the target image. Modeling the change in appearance of a small image patch seen from a different viewpoint and/or under different lighting as a linear 1D subspace, allows us to recast radiometric transfer in a form similar to classic radiometric calibration from exposure stacks. The resulting radiometric transfer method is lightweight and easy to implement. We demonstrate the accuracy and validity of our method on a variety of scenes.Item Physically Meaningful Rendering using Tristimulus Colours(The Eurographics Association and John Wiley & Sons Ltd., 2015) Meng, Johannes; Simon, Florian; Hanika, Johannes; Dachsbacher, Carsten; Jaakko Lehtinen and Derek NowrouzezahraiIn photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus-based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances.Item Consistent Scene Editing by Progressive Difference Images(The Eurographics Association and John Wiley & Sons Ltd., 2015) Günther, Tobias; Grosch, Thorsten; Jaakko Lehtinen and Derek NowrouzezahraiEven though much research was dedicated to the acceleration of consistent, progressive light transport simulations, the computation of fully converged images is still very time-consuming. This is problematic, as for the practical use in production pipelines, the rapid editing of lighting effects is important. While previous approaches restart the simulation with every scene manipulation, we make use of the coherence between frames before and after a modification in order to accelerate convergence of the context that remained similar. This is especially beneficial if a scene is edited that has already been converging for a long time, because much of the previous result can be reused, e.g., sharp caustics cast or received by the unedited scene parts. In its essence, our method performs the scene modification stochastically by predicting and accounting for the difference image. In addition, we employ two heuristics to handle cases in which stochastic removal is likely to lead to strong noise. Typical scene interactions can be broken down into object adding and removal, material substitution, camera movement and light editing, which we all examine in a number of test scenes both qualitatively and quantitatively. As we focus on caustics, we chose stochastic progressive photon mapping as the underlying light transport algorithm. Further, we show preliminary results of bidirectional path tracing and vertex connection and merging.Item Unifying Color and Texture Transfer for Predictive Appearance Manipulation(The Eurographics Association and John Wiley & Sons Ltd., 2015) Okura, Fumio; Vanhoey, Kenneth; Bousseau, Adrien; Efros, Alexei A.; Drettakis, George; Jaakko Lehtinen and Derek NowrouzezahraiRecent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very successful results for general mood changes, e.g., changing the appearance of an image from ''sunny'' to ''overcast''. However, such methods have a hard time creating new image content, such as leaves on a bare tree. Texture transfer, on the other hand, can synthesize such content but tends to destroy image structure. We propose the first algorithm that unifies color and texture transfer, outperforming both by leveraging their respective strengths. A key novelty in our approach resides in teasing apart appearance changes that can be modeled simply as changes in color versus those that require new image content to be generated. Our method starts with an analysis phase which evaluates the success of color transfer by comparing the exemplar with the source. This analysis then drives a selective, iterative texture transfer algorithm that simultaneously predicts the success of color transfer on the target and synthesizes new content where needed. We demonstrate our unified algorithm by transferring large temporal changes between photographs, such as change of season - e.g., leaves on bare trees or piles of snow on a street - and flooding.Item Wavelet Point-Based Global Illumination(The Eurographics Association and John Wiley & Sons Ltd., 2015) Wang, Beibei; Meng, Xiangxu; Boubekeur, Tamy; Jaakko Lehtinen and Derek NowrouzezahraiPoint-Based Global Illumination (PBGI) is a popular rendering method in special effects and motion picture productions. This algorithm provides a diffuse global illumination solution by caching radiance in a mesh-less hierarchical data structure during a pre-process, while solving for visibility over this cache, at rendering time and for each receiver, using microbuffers, which are localized depth and color buffers inspired from real time rendering environments. As a result, noise free ambient occlusion, indirect soft shadows and color bleeding effects are computed efficiently for high resolution image output and in a temporally coherent fashion. We propose an evolution of this method to address the case of non-diffuse inter-reflections and refractions. While the original PBGI algorithm models radiance using spherical harmonics, we propose to use wavelets parameterized on the direction space to better localize the radiance representation in the presence of highly directional reflectance. We also propose a new importance-driven adaptive microbuffer model to capture accurately incoming radiance at a point. Furthermore, we evaluate outgoing radiance using a fast wavelet radiance product and contain the induced larger memory footprint by encoding hierarchically the wavelets in the PBGI tree. As a result, our algorithm can handle non-lambertian BSDF in the light transport simulation, reproducing caustics and multiple reflections/refractions bounces with a similar quality to bidirectional path tracing in a large number of cases and for only a fraction of its computation time. Our approach is simple to implement and easy to integrate into any existing PBGI framework, with an intuitive control on the approximation error. We evaluate it on a collection of example scenes.Item Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations(The Eurographics Association and John Wiley & Sons Ltd., 2015) Dupuy, Jonathan; Heitz, Eric; Iehl, Jean-Claude; Poulin, Pierre; Ostromoukhov, Victor; Jaakko Lehtinen and Derek NowrouzezahraiWe introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models.Item Portal-Masked Environment Map Sampling(The Eurographics Association and John Wiley & Sons Ltd., 2015) Bitterli, Benedikt; Novák, Jan; Jarosz, Wojciech; Jaakko Lehtinen and Derek NowrouzezahraiWe present a technique to e ciently importance sample distant, all-frequency illumination in indoor scenes. Standard environment sampling is ine cient in such cases since the distant lighting is typically only visible through small openings (e.g. windows). This visibility is often addressed by manually placing a portal around each window to direct samples towards the openings; however, uniformly sampling the portal (its area or solid angle) disregards the possibly high frequency environment map. We propose a new portal importance sampling technique which takes into account both the environment map and its visibility through the portal, drawing samples proportional to the product of the two. To make this practical, we propose a novel, portal-rectified reparametrization of the environment map with the key property that the visible region induced by a rectangular portal projects to an axis-aligned rectangle. This allows us to sample according to the desired product distribution at an arbitrary shading location using a single (precomputed) summed-area table per portal. Our technique is unbiased, relevant to many renderers, and can also be applied to rectangular light sources with directional emission profiles, enabling e cient rendering of non-di use light sources with soft shadows.Item Stochastic Soft Shadow Mapping(The Eurographics Association and John Wiley & Sons Ltd., 2015) Liktor, Gabor; Spassov, Stanislav; Mückl, Gregor; Dachsbacher, Carsten; Jaakko Lehtinen and Derek NowrouzezahraiIn this paper, we extend the concept of pre-filtered shadow mapping to stochastic rasterization, enabling real-time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important visibility information by relying on pinhole renderings from an area light source, providing plausible results only for small light sources. Since we sample the entire 4D shadow light field stochastically, we are able to closely approximate shadows of large area lights as well. In order to efficiently reconstruct smooth shadows from this sparse data, we exploit the analogy of soft shadow computation to rendering defocus blur, and introduce a multiplane pre-filtering algorithm. We demonstrate how existing pre-filterable approximations of the visibility function, such as variance shadow mapping, can be extended to four dimensions within our framework.Item Manifold Next Event Estimation(The Eurographics Association and John Wiley & Sons Ltd., 2015) Hanika, Johannes; Droske, Marc; Fascione, Luca; Jaakko Lehtinen and Derek NowrouzezahraiWe present manifold next event estimation (MNEE), a specialised technique for Monte Carlo light transport simulation to render refractive caustics by connecting surfaces to light sources (next event estimation) across transmissive interfaces. We employ correlated sampling by means of a perturbation strategy to explore all half vectors in the case of rough transmission while remaining outside of the context of Markov chain Monte Carlo, improving temporal stability. MNEE builds on differential geometry and manifold walks. It is very lightweight in its memory requirements, as it does not use light caching methods such as photon maps or importance sampling records. The method integrates seamlessly with existing Monte Carlo estimators via multiple importance sampling.Item Path-space Motion Estimation and Decomposition for Robust Animation Filtering(The Eurographics Association and John Wiley & Sons Ltd., 2015) Zimmer, Henning; Rousselle, Fabrice; Jakob, Wenzel; Wang, Oliver; Adler, David; Jarosz, Wojciech; Sorkine-Hornung, Olga; Sorkine-Hornung, Alexander; Jaakko Lehtinen and Derek NowrouzezahraiRenderings of animation sequences with physics-based Monte Carlo light transport simulations are exceedingly costly to generate frame-by-frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image-based spatio-temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image-based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image-based applications: denoising, spatial upsampling, and temporal interpolation.Item Improved Half Vector Space Light Transport(The Eurographics Association and John Wiley & Sons Ltd., 2015) Hanika, Johannes; Kaplanyan, Anton; Dachsbacher, Carsten; Jaakko Lehtinen and Derek NowrouzezahraiIn this paper, we present improvements to half vector space light transport (HSLT) [KHD14], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation of half vector space ray differentials in a different domain than the original work. This enables a more uniform stratification over the image plane during Markov chain exploration. Furthermore, we introduce a new multi chain perturbation in half vector space, which, if combined appropriately with half vector perturbation, makes the mutation strategy both more robust to geometric configurations with fine displacements and faster due to reduced number of ray casts. We provide and analyze the results of improved HSLT and discuss possible applications of our new half vector ray differentials.Item Eurographics Symposium on Rendering(Eurographics Association, 2015) Lehtinen, Jaakko; Nowrouzezahrai, Derek; -Item Modeling Luminance Perception at Absolute Threshold(The Eurographics Association and John Wiley & Sons Ltd., 2015) Kellnhofer, Petr; Ritschel, Tobias; Myszkowski, Karol; Eisemann, Elmar; Seidel, Hans-Peter; Jaakko Lehtinen and Derek NowrouzezahraiWhen human luminance perception operates close to its absolute threshold, i. e., the lowest perceivable absolute values, appearance changes substantially compared to common photopic or scotopic vision. In particular, most observers report perceiving temporally-varying noise. Two reasons are physiologically plausible; quantum noise (due to the low absolute number of photons) and spontaneous photochemical reactions. Previously, static noise with a normal distribution and no account for absolute values was combined with blue hue shift and blur to simulate scotopic appearance on a photopic display for movies and interactive applications (e.g., games). We present a computational model to reproduce the specific distribution and dynamics of ''scotopic noise'' for specific absolute values. It automatically introduces a perceptually-calibrated amount of noise for a specific luminance level and supports animated imagery. Our simulation runs in milliseconds at HD resolution using graphics hardware and favorably compares to simpler alternatives in a perceptual experiment.Item Probabilistic Connections for Bidirectional Path Tracing(The Eurographics Association and John Wiley & Sons Ltd., 2015) Popov, Stefan; Ramamoorthi, Ravi; Durand, Fredo; Drettakis, George; Jaakko Lehtinen and Derek NowrouzezahraiBidirectional path tracing (BDPT) with Multiple Importance Sampling is one of the most versatile unbiased rendering algorithms today. BDPT repeatedly generates sub-paths from the eye and the lights, which are connected for each pixel and then discarded. Unfortunately, many such bidirectional connections turn out to have low contribution to the solution. Our key observation is that we can importance sample connections to an eye sub-path by considering multiple light sub-paths at once and creating connections probabilistically. We do this by storing light paths, and estimating probability mass functions of the discrete set of possible connections to all light paths. This has two key advantages: we efficiently create connections with low variance by Monte Carlo sampling, and we reuse light paths across different eye paths. We also introduce a caching scheme by deriving an approximation to sub-path contribution which avoids high-dimensional path distance computations. Our approach builds on caching methods developed in the different context of VPLs. Our Probabilistic Connections for Bidirectional Path Tracing approach raises a major challenge, since reuse results in high variance due to correlation between paths. We analyze the problem of path correlation and derive a conservative upper bound of the variance, with computationally tractable sample weights. We present results of our method which shows significant improvement over previous unbiased global illumination methods, and evaluate our algorithmic choices.Item Illumination-driven Mesh Reduction for Accelerating Light Transport Simulations(The Eurographics Association and John Wiley & Sons Ltd., 2015) Reich, Andreas; Günther, Tobias; Grosch, Thorsten; Jaakko Lehtinen and Derek NowrouzezahraiProgressive light transport simulations aspire a physically-based, consistent rendering to obtain visually appealing illumination effects, depth and realism. Thereby, the handling of large scenes is a difficult problem, as in typical scene subdivision approaches the parallel processing requires frequent synchronization due to the bouncing of light throughout the scene. In practice, however, only few object parts noticeably contribute to the radiance observable in the image, whereas large areas play only a minor role. In fact, a mesh simplification of the latter can go unnoticed by the human eye. This particular importance to the visible radiance in the image calls for an output-sensitive mesh reduction that allows to render originally out-of-core scenes on a single machine without swapping of memory. Thus, in this paper, we present a preprocessing step that reduces the scene size under the constraint of radiance preservation with focus on high-frequency effects such as caustics. For this, we perform a small number of preliminary light transport simulation iterations. Thereby, we identify mesh parts that contribute significantly to the visible radiance in the scene, and which we thus preserve during mesh reduction.