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Srihari Pratapa

dblp:181/4175 · DBLP profile ↗
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7ranked-venue papers
5as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1

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.

Artificial intelligence
1 paper
Autonomous driving · 61% Video understanding and tracking · 30% Probabilistic and Bayesian machine learning · 9%
Computer graphics and multimedia
1 paper
Rendering · 50% Image and video coding · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Autonomous driving › trajectory prediction
pedestrian trajectory prediction
0.212016
GLMP- realtime pedestrian path prediction using global and local movement patterns · ICRA 2016
Computer vision › Video understanding and tracking › object tracking
person tracking
0.212016
GLMP- realtime pedestrian path prediction using global and local movement patterns · ICRA 2016
Robotics › Autonomous driving
trajectory prediction
0.212016
GLMP- realtime pedestrian path prediction using global and local movement patterns · ICRA 2016
Image and video coding
texture compression
0.212016
GST: GPU-decodable supercompressed textures · ACM Trans. Graph. 2016
Rendering
texture mapping
0.212016
GST: GPU-decodable supercompressed textures · ACM Trans. Graph. 2016
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
bayesian inference
0.112016
GLMP- realtime pedestrian path prediction using global and local movement patterns · ICRA 2016

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

entropy encoding · 0.5endpoint compression · 0.5local movement patterns · 0.2global movement patterns · 0.2bayesian inference · 0.2
YearPublicationVenuePosition
2020 RANDM: Random Access Depth Map Compression Using Range-Partitioning and Global Dictionary
abstract
We present a novel random-access depth map compression algorithm (RANDM) for interactive rendering. Our compressed representation provides random access to the depth values and enables real-time parallel decompression on commodity hardware. Our method partitions the depth range captured in a given scene into equal-sized intervals and uses this partition to generate three separate components that exhibit higher coherence. Each of these components is processed independently to generate the compressed stream. Our decompression algorithm is simple and performs prefix-sum computations while also decoding the entropy compressed blocks. We have evaluated the performance on large databases on depth maps and obtain a compression ratio of 20 − 100 × with a root-means-square (RMS) error of 0.05 − 2 in the disparity values of the depth map. The decompression algorithm is fast and takes about 1 microsecond per block on a single thread on an Intel Xeon CPU. To the best of our knowledge, RANDM is the first depth map compression algorithm that provides random access capability for interactive applications.
Srihari Pratapa, Dinesh Manocha
I3D1
2019 RLFC: random access light field compression using key views and bounded integer sequence encoding
abstract
We present a new hierarchical compression scheme for encoding light field images (LFI) that is suitable for interactive rendering. Our method (RLFC) exploits redundancies in the light field images by constructing a tree structure. The top level (root) of the tree captures the common high-level details across the LFI, and other levels (children) of the tree capture specific low-level details of the LFI. Our decompressing algorithm corresponds to tree traversal operations and gathers the values stored at different levels of the tree. Furthermore, we use bounded integer sequence encoding which provides random access and fast hardware decoding for compressing the blocks of children of the tree. We have evaluated our method for 4D two-plane parameterized light fields. The compression rates vary from 0.08 -- 2.5 bits per pixel (bpp), resulting in compression ratios of around 200:1 to 20:1 for a PSNR quality of 40 to 50 dB. The decompression times for decoding the blocks of LFI are 1 -- 3 microseconds per channel on an NVIDIA GTX-960 and we can render new views with a resolution of 512 X 512 at 200 fps. Our overall scheme is simple to implement and involves only bit manipulations and integer arithmetic operations.1
Srihari Pratapa, Dinesh Manocha
I3D1
2019 HMLFC: Hierarchical Motion-Compensated Light Field Compression for Interactive Rendering
abstract
Abstract We present a new motion‐compensated hierarchical compression scheme (HMLFC) for encoding light field images (LFI) that is suitable for interactive rendering. Our method combines two different approaches, motion compensation schemes and hierarchical compression methods, to exploit redundancies in LFI. The motion compensation schemes capture the redundancies in local regions of the LFI efficiently (local coherence) and the hierarchical schemes capture the redundancies present across the entire LFI (global coherence). Our hybrid approach combines the two schemes effectively capturing both local as well as global coherence to improve the overall compression rate. We compute a tree from LFI using a hierarchical scheme and use phase shifted motion compensation techniques at each level of the hierarchy. Our representation provides random access to the pixel values of the light field, which makes it suitable for interactive rendering applications using a small run‐time memory footprint. Our approach is GPU friendly and allows parallel decoding of LF pixel values. We highlight the performance on the two‐plane parameterized light fields and obtain a compression ratio of 30–800× with a PSNR of 40–45 dB. Overall, we observe a ∼2–5× improvement in compression rates using HMLFC over prior light field compression schemes that provide random access capability. In practice, our algorithm can render new views of resolution 512 × 512 on an NVIDIA GTX‐980 at ∼200 fps.
Srihari Pratapa, Dinesh Manocha
Comput. Graph. Forum1
2019 TexNN: Fast Texture Encoding Using Neural Networks
abstract
Abstract We present a novel deep learning‐based method for fast encoding of textures into current texture compression formats. Our approach uses state‐of‐the‐art neural network methods to compute the appropriate encoding configurations for fast compression. A key bottleneck in the current encoding algorithms is the search step, and we reduce that computation to a classification problem. We use a trained neural network approximation to quickly compute the encoding configuration for a given texture. We have evaluated our approach for compressing the textures for the widely used adaptive scalable texture compression format and evaluate the performance for different block sizes corresponding to 4 × 4, 6 × 6 and 8 × 8. Overall, our method (TexNN) speeds up the encoding computation up to an order of magnitude compared to prior compression algorithms with very little or no loss in the visual quality.
Srihari Pratapa, T. Olson, A. Chalfin, Dinesh Manocha
Comput. Graph. Forum1
2017 MPTC: video rendering for virtual screens using compressed textures
abstract
We present a new method, Motion Picture Texture Compression (MPTC), to compress a series of video frames into a compressed video-texture format, such that the decoded output can be rendered using commodity texture mapping hardware. Our approach reduces the file size of compressed textures by exploiting redundancies in both the temporal and spatial domains. Furthermore, we ensure that the overall rendering quality of the compressed video-textures is comparable to that of compressed image-textures. At runtime, we render each frame of the video decoded from the MPTC format using texture mapping hardware on GPUs. Overall, MPTC improves the bandwidth from CPU to GPU memory up to 4−6× ona desktop and enables rendering of high-resolution videos (2K or higher) on current Head Mounted Displays (HMDs). We observe 3 − 4× improvement in rendering speeds for rendering high-resolution videos on desktop. Furthermore, we observe 9 − 10× improvement in frame rate on mobile platforms using a series of compressed-image textures for rendering high-resolution videos.
Srihari Pratapa, Pavel Krajcevski, Dinesh Manocha
I3D1
2016 GLMP- realtime pedestrian path prediction using global and local movement patterns
abstract
We present a novel real-time algorithm to predict the path of pedestrians in cluttered environments. Our approach makes no assumption about pedestrian motion or crowd density, and is useful for short-term as well as long-term prediction. We interactively learn the characteristics of pedestrian motion and movement patterns from 2D trajectories using Bayesian inference. These include local movement patterns corresponding to the current and preferred velocities and global characteristics such as entry points and movement features. Our approach involves no precomputation and we demonstrate the real-time performance of our prediction algorithm on sparse and noisy trajectory data extracted from dense indoor and outdoor crowd videos. The combination of local and global movement patterns can improve the accuracy of long-term prediction by 12-18% over prior methods in high-density videos.
Aniket Bera, Sujeong Kim, Tanmay Randhavane, Srihari Pratapa, Dinesh Manocha
ICRA4
2016 GST: GPU-decodable supercompressed textures
abstract
Modern GPUs supporting compressed textures allow interactive application developers to save scarce GPU resources such as VRAM and bandwidth. Compressed textures use fixed compression ratios whose lossy representations are significantly poorer quality than traditional image compression formats such as JPEG. We present a new method in the class of supercompressed textures that provides an additional layer of compression to already compressed textures. Our texture representation is designed for endpoint compressed formats such as DXT and PVRTC and decoding on commodity GPUs. We apply our algorithm to commonly used formats by separating their representation into two parts that are processed independently and then entropy encoded. Our method preserves the CPU-GPU bandwidth during the decoding phase and exploits the parallelism of GPUs to provide up to 3X faster decode compared to prior texture supercompression algorithms. Along with the gains in decoding speed, our method maintains both the compression size and quality of current state of the art texture representations.
Pavel Krajcevski, Srihari Pratapa, Dinesh Manocha
ACM Trans. Graph.2