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Melissa L. Koudelka

dblp:01/6555 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Rendering · 66% Computational photography and imaging · 34%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
photometric analysis
0.112005
A Fourier Theory for Cast Shadows · IEEE Trans. Pattern Anal. Mach. Intell. 2005
Rendering › shadow rendering
cast shadows
0.012004
A Fourier Theory for Cast Shadows · ECCV (1) 2004
Rendering
shadow rendering
0.012004
A Fourier Theory for Cast Shadows · ECCV (1) 2004
Computational photography and imaging
image-based modeling
0.012001
Image-based Modeling and Rendering of Surfaces with Arbitrary BRDFs · CVPR (1) 2001
Rendering
image-based rendering
0.012001
Image-based Modeling and Rendering of Surfaces with Arbitrary BRDFs · CVPR (1) 2001
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and illumination modeling
0.012005
A Fourier Theory for Cast Shadows · IEEE Trans. Pattern Anal. Mach. Intell. 2005
Rendering
global illumination
0.012001
Image-based Modeling and Rendering of Surfaces with Arbitrary BRDFs · CVPR (1) 2001

Methods — techniques the papers use, named apart from their topics

fourier basis · 0.1convolution · 0.1fourier analysis · 0.0incident light field reconstruction · 0.0BRDF sampling · 0.0
YearPublicationVenuePosition
2005 A Fourier Theory for Cast Shadows
abstract
Cast shadows can be significant in many computer vision applications, such as lighting-insensitive recognition and surface reconstruction. Nevertheless, most algorithms neglect them, primarily because they involve nonlocal interactions in nonconvex regions, making formal analysis difficult. However, many real instances map closely to canonical configurations like a wall, a V-groove type structure, or a pitted surface. In particular, we experiment with 3D textures like moss, gravel, and a kitchen sponge, whose surfaces include canonical configurations like V-grooves. This paper takes a first step toward a formal analysis of cast shadows, showing theoretically that many configurations can be mathematically analyzed using convolutions and Fourier basis functions. Our analysis exposes the mathematical convolution structure of cast shadows and shows strong connections to recent signal-processing frameworks for reflection and illumination.
Ravi Ramamoorthi, Melissa L. Koudelka, Peter N. Belhumeur
IEEE Trans. Pattern Anal. Mach. Intell.2
2004 A Fourier Theory for Cast Shadows
Ravi Ramamoorthi, Melissa L. Koudelka, Peter N. Belhumeur
ECCV (1)2
2001 Image-based Modeling and Rendering of Surfaces with Arbitrary BRDFs
abstract
A goal of image-based rendering is to synthesize as realistically as possible man made and natural objects. The paper presents a method for image-based modeling and rendering of objects with arbitrary (possibly anisotropic and spatially varying) BRDFs. An object is modeled by sampling the surface's incident light field to reconstruct a non-parametric apparent BRDF at each visible point on the surface, This can be used to render the object from the same viewpoint but under arbitrarily specified illumination. We demonstrate how these object models can be embedded in synthetic scenes and rendered under global illumination which captures the interreflections between real and synthetic objects. We also show how these image-based models can be automatically composited onto video footage with dynamic illumination so that the effects (shadows and shading) of the lighting on the composited object match those of the scene.
Melissa L. Koudelka, Peter N. Belhumeur, Sebastian Magda, David J. Kriegman
CVPR (1)1