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Matias Koskela

dblp:174/7379 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2019
0000-0002-5839-7640ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 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
2 papers
Rendering · 60% Image and video processing · 40%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Memory systems · 50%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing › image restoration
denoising
0.412019
Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction · ACM Trans. Graph. 2019
Rendering › ray tracing
path tracing
0.412019
Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction · ACM Trans. Graph. 2019
GPUs and heterogeneous computing › graphics accelerator
ray tracing hardware
0.312017
MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing · ACM Trans. Graph. 2017
Rendering
global illumination
0.112019
Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction · ACM Trans. Graph. 2019

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

surface area heuristic · 0.6hierarchical linear bounding volume hierarchy · 0.6stochastic regularization · 0.4feature buffers · 0.4augmented QR factorization · 0.4
YearPublicationVenuePosition
2019 Blockwise Multi-Order Feature Regression for Real-Time Path-Tracing Reconstruction
abstract
Path tracing produces realistic results including global illumination using a unified simple rendering pipeline. Reducing the amount of noise to imperceptible levels without post-processing requires thousands of samples per pixel (spp), while currently it is only possible to render extremely noisy 1 spp frames in real time with desktop GPUs. However, post-processing can utilize feature buffers, which contain noise-free auxiliary data available in the rendering pipeline. Previously, regression-based noise filtering methods have only been used in offline rendering due to their high computational cost. In this article we propose a novel regression-based reconstruction pipeline, called Blockwise Multi-Order Feature Regression (BMFR), tailored for path-traced 1 spp inputs that runs in real time. The high speed is achieved with a fast implementation of augmented QR factorization and by using stochastic regularization to address rank-deficient feature data. The proposed algorithm is 1.8× faster than the previous state-of-the-art real-time path-tracing reconstruction method while producing better quality frame sequences.
Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala
ACM Trans. Graph.1
2018 Instantaneous foveated preview for progressive Monte Carlo rendering
abstract
Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas.
Matias Koskela, Kalle Immonen, Timo Viitanen, Pekka Jääskeläinen, Joonas Multanen, Jarmo Takala
Comput. Vis. Media1
2017 Fast Hardware Construction and Refitting of Quantized Bounding Volume Hierarchies
abstract
Abstract There is recent interest in GPU architectures designed to accelerate ray tracing, especially on mobile systems with limited memory bandwidth. A promising recent approach is to store and traverse Bounding Volume Hierarchies (BVHs), used to accelerate ray tracing, in low arithmetic precision. However, so far there is no research on refitting or construction of such compressed BVHs, which is necessary for any scenes with dynamic content. We find that in a hardware‐accelerated tree update, significant memory traffic and runtime savings are available from streaming, bottom‐up compression. Novel algorithmic techniques of modulo encoding and treelet‐based compression are proposed to reduce backtracking inherent in bottom‐up compression. Together, these techniques reduce backtracking to a small fraction. Compared to a separate top‐down compression pass, streaming bottom‐up compression with the proposed optimizations saves on average 42% of memory accesses for LBVH construction and 56% for refitting of compressed BVHs, over 16 test scenes. In architectural simulation, the proposed streaming compression reduces LBVH runtime by 20% compared to a single‐precision build, and 41% compared to a single‐precision build followed by top‐down compression. Since memory traffic dominates the energy cost of refitting and LBVH construction, energy consumption is expected to fall by a similar fraction.
Timo Viitanen, Matias Koskela, Pekka Jääskeläinen, Kalle Immonen, Jarmo Takala
Comput. Graph. Forum2
2017 MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing
abstract
Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. However, rendering animated scenes remains difficult, as updating the acceleration trees for each frame is a memory-intensive process. This article proposes MergeTree, the first hardware architecture for Hierarchical Linear Bounding Volume Hierarchy (HLBVH) construction, designed to minimize memory traffic. For evaluation, the hardware constructor is synthesized on a 28nm process technology. Compared to a state-of-the-art binned surface area heuristic sweep (SAH) builder, the present work speeds up construction by a factor of 5, reduces build energy by a factor of 3.2, and memory traffic by a factor of 3. A software HLBVH builder on a graphics processing unit (GPU) requires 3.3 times more memory traffic. To take tree quality into account, a rendering accelerator is modeled alongside the builder. Given the use of a toplevel build to improve tree quality, the proposed builder reduces system energy per frame by an average 41% with primary rays and 13% with diffuse rays. In large ( > 500K triangles) scenes, the difference is more pronounced, 62% and 35%, respectively.
Timo Viitanen, Matias Koskela, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala
ACM Trans. Graph.2