VLDB 2026 Research / reviewers in the wild / expert
Krzysztof Wolski
dblp:202/4413
· DBLP profile ↗
10ranked-venue papers
5as first author
7since 2021 · last 2024
0000-0003-2290-0299ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 6 since 2021Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Who did it? How User Agency is influenced by Visual Properties of Generated ImagesabstractThe increasing proliferation of AI and GenAI requires new interfaces tailored to how their specific affordances and human requirements meet. As GenAI is capable of taking over tasks from users on an unprecedented scale, designing the experience of agency – if and how users experience control over the process and attribution of the outcome – is crucial. As an initial step towards design guidelines for shaping agency, we present a study that explores how properties of AI-generated images influence users’ experience of agency. We use two measures; temporal binding to implicitly estimate pre-reflective agency and magnitude estimation to assess user judgments of agency. We observe that abstract images lead to more temporal binding than images with semantic meaning. In contrast, the closer an image aligns with what a user might expect, the higher the agency judgment. When comparing the experiment results with objective metrics of image differences, we find that temporal binding results correlate with semantic differences, while agency judgments are better explained by local differences between images. This work contributes towards a future where agency is considered an important design dimension for GenAI interfaces. Johanna K. Didion, Krzysztof Wolski, Dennis Wittchen, David Coyle, Thomas Leimkühler, Paul Strohmeier |
UIST | 2 |
| 2024 | Cinematic Gaussians: Real-Time HDR Radiance Fields with Depth of FieldabstractAbstract Radiance field methods represent the state of the art in reconstructing complex scenes from multi‐view photos. However, these reconstructions often suffer from one or both of the following limitations: First, they typically represent scenes in low dynamic range (LDR), which restricts their use to evenly lit environments and hinders immersive viewing experiences. Secondly, their reliance on a pinhole camera model, assuming all scene elements are in focus in the input images, presents practical challenges and complicates refocusing during novel‐view synthesis. Addressing these limitations, we present a lightweight method based on 3D Gaussian Splatting that utilizes multi‐view LDR images of a scene with varying exposure times, apertures, and focus distances as input to reconstruct a high‐dynamic‐range (HDR) radiance field. By incorporating analytical convolutions of Gaussians based on a thin‐lens camera model as well as a tonemapping module, our reconstructions enable the rendering of HDR content with flexible refocusing capabilities. We demonstrate that our combined treatment of HDR and depth of field facilitates real‐time cinematic rendering, outperforming the state of the art. Chao Wang 0037, Krzysztof Wolski, Bernhard Kerbl, Ana Serrano, Mojtaba Bemana, Hans-Peter Seidel, Karol Myszkowski, Thomas Leimkühler |
Comput. Graph. Forum | 2 |
| 2024 | Learning Images Across Scales Using Adversarial TrainingabstractThe real world exhibits rich structure and detail across many scales of observation. It is difficult, however, to capture and represent a broad spectrum of scales using ordinary images. We devise a novel paradigm for learning a representation that captures an orders-of-magnitude variety of scales from an unstructured collection of ordinary images. We treat this collection as a distribution of scale-space slices to be learned using adversarial training, and additionally enforce coherency across slices. Our approach relies on a multiscale generator with carefully injected procedural frequency content, which allows to interactively explore the emerging continuous scale space. Training across vastly different scales poses challenges regarding stability, which we tackle using a supervision scheme that involves careful sampling of scales. We show that our generator can be used as a multiscale generative model, and for reconstructions of scale spaces from unstructured patches. Significantly outperforming the state of the art, we demonstrate zoom-in factors of up to 256x at high quality and scale consistency. Krzysztof Wolski, Adarsh Djeacoumar, Alireza Javanmardi, Hans-Peter Seidel, Christian Theobalt, Guillaume Cordonnier, Karol Myszkowski, George Drettakis, Xingang Pan, Thomas Leimkühler |
ACM Trans. Graph. | 1 |
| 2023 | An Implicit Neural Representation for the Image Stack: Depth, All in Focus, and High Dynamic RangeabstractIn everyday photography, physical limitations of camera sensors and lenses frequently lead to a variety of degradations in captured images such as saturation or defocus blur. A common approach to overcome these limitations is to resort to image stack fusion, which involves capturing multiple images with different focal distances or exposures. For instance, to obtain an all-in-focus image, a set of multi-focus images is captured. Similarly, capturing multiple exposures allows for the reconstruction of high dynamic range. In this paper, we present a novel approach that combines neural fields with an expressive camera model to achieve a unified reconstruction of an all-in-focus high-dynamic-range image from an image stack. Our approach is composed of a set of specialized implicit neural representations tailored to address specific sub-problems along our pipeline: We use neural implicits to predict flow to overcome misalignments arising from lens breathing, depth, and all-in-focus images to account for depth of field, as well as tonemapping to deal with sensor responses and saturation - all trained using a physically inspired supervision structure with a differentiable thin lens model at its core. An important benefit of our approach is its ability to handle these tasks simultaneously or independently, providing flexible post-editing capabilities such as refocusing and exposure adjustment. By sampling the three primary factors in photography within our framework (focal distance, aperture, and exposure time), we conduct a thorough exploration to gain valuable insights into their significance and impact on overall reconstruction quality. Through extensive validation, we demonstrate that our method outperforms existing approaches in both depth-from-defocus and all-in-focus image reconstruction tasks. Moreover, our approach exhibits promising results in each of these three dimensions, showcasing its potential to enhance captured image quality and provide greater control in post-processing. Chao Wang 0037, Ana Serrano, Xingang Pan, Krzysztof Wolski, Bin Chen 0019, Karol Myszkowski, Hans-Peter Seidel, Christian Theobalt, Thomas Leimkühler |
ACM Trans. Graph. | 4 |
| 2022 | Geo-Metric: A Perceptual Dataset of Distortions on FacesabstractIn this work we take a novel perception-centered approach to quantify distortions on 3D geometry of faces, to which humans are particularly sensitive. We generated a dataset, composed of 100 high-quality and demographically-balanced face scans. We then subjected these meshes to distortions that cover relevant use cases in computer graphics, and conducted a large-scale perceptual study to subjectively evaluate them. Our dataset consists of over 84,000 quality comparisons, making it the largest ever psychophysical dataset for geometric distortions. Finally, we demonstrated how our data can be used for applications like metrics, compression, and level-of-detail rendering. Krzysztof Wolski, Laura C. Trutoiu, Zhao Dong 0001, Zhengyang Shen, Kevin Mackenzie, Alexandre Chapiro |
ACM Trans. Graph. | 1 |
| 2022 | Dark stereo: improving depth perception under low luminanceabstractIt is often desirable or unavoidable to display Virtual Reality (VR) or stereoscopic content at low brightness. For example, a dimmer display reduces the flicker artefacts that are introduced by low-persistence VR headsets. It also saves power, prolongs battery life, and reduces the cost of a display or projection system. Additionally, stereo movies are usually displayed at relatively low luminance due to polarization filters or other optical elements necessary to separate two views. However, the binocular depth cues become less reliable at low luminance. In this paper, we propose a model of stereo constancy that predicts the precision of binocular depth cues for a given contrast and luminance. We use the model to design a novel contrast enhancement algorithm that compensates for the deteriorated depth perception to deliver good-quality stereoscopic images even for displays of very low brightness. Krzysztof Wolski, Fangcheng Zhong, Karol Myszkowski, Rafal Mantiuk |
ACM Trans. Graph. | 1 |
| 2021 | Perceptual model for adaptive local shading and refresh rateabstractWhen the rendering budget is limited by power or time, it is necessary to find the combination of rendering parameters, such as resolution and refresh rate, that could deliver the best quality. Variable-rate shading (VRS), introduced in the last generations of GPUs, enables fine control of the rendering quality, in which each 16×16 image tile can be rendered with a different ratio of shader executions. We take advantage of this capability and propose a new method for adaptive control of local shading and refresh rate. The method analyzes texture content, on-screen velocities, luminance, and effective resolution and suggests the refresh rate and a VRS state map that maximizes the quality of animated content under a limited budget. The method is based on the new content-adaptive metric of judder, aliasing, and blur, which is derived from the psychophysical models of contrast sensitivity. To calibrate and validate the metric, we gather data from literature and also collect new measurements of motion quality under variable shading rates, different velocities of motion, texture content, and display capabilities, such as refresh rate, persistence, and angular resolution. The proposed metric and adaptive shading method is implemented as a game engine plugin. Our experimental validation shows a substantial increase in preference of our method over rendering with a fixed resolution and refresh rate, and an existing motion-adaptive technique. Akshay Jindal, Krzysztof Wolski, Karol Myszkowski, Rafal Mantiuk |
ACM Trans. Graph. | 2 |
| 2019 | Predicting Visible Image Differences Under Varying Display Brightness and Viewing DistanceabstractNumerous applications require a robust metric that can predict whether image differences are visible or not. However, the accuracy of existing white-box visibility metrics, such as HDR-VDP, is often not good enough. CNN-based black-box visibility metrics have proven to be more accurate, but they cannot account for differences in viewing conditions, such as display brightness and viewing distance. In this paper, we propose a CNN-based visibility metric, which maintains the accuracy of deep network solutions and accounts for viewing conditions. To achieve this, we extend the existing dataset of locally visible differences (LocVis) with a new set of measurements, collected considering aforementioned viewing conditions. Then, we develop a hybrid model that combines white-box processing stages for modeling the effects of luminance masking and contrast sensitivity, with a black-box deep neural network. We demonstrate that the novel hybrid model can handle the change of viewing conditions correctly and outperforms state-of-the-art metrics. Nanyang Ye 0001, Krzysztof Wolski, Rafal Mantiuk |
CVPR | 2 |
| 2019 | Selecting texture resolution using a task-specific visibility metricabstractAbstract In real‐time rendering, the appearance of scenes is greatly affected by the quality and resolution of the textures used for image synthesis. At the same time, the size of textures determines the performance and the memory requirements of rendering. As a result, finding the optimal texture resolution is critical, but also a non‐trivial task since the visibility of texture imperfections depends on underlying geometry, illumination, interactions between several texture maps, and viewing positions. Ideally, we would like to automate the task with a visibility metric, which could predict the optimal texture resolution. To maximize the performance of such a metric, it should be trained on a given task. This, however, requires sufficient user data which is often difficult to obtain. To address this problem, we develop a procedure for training an image visibility metric for a specific task while reducing the effort required to collect new data. The procedure involves generating a large dataset using an existing visibility metric followed by refining that dataset with the help of an efficient perceptual experiment. Then, such a refined dataset is used to retune the metric. This way, we augment sparse perceptual data to a large number of per‐pixel annotated visibility maps which serve as the training data for application‐specific visibility metrics. While our approach is general and can be potentially applied for different image distortions, we demonstrate an application in a game‐engine where we optimize the resolution of various textures, such as albedo and normal maps. Krzysztof Wolski, Daniele Giunchi, Shinichi Kinuwaki, Piotr Didyk, Karol Myszkowski, Anthony Steed, Rafal Mantiuk |
Comput. Graph. Forum | 1 |
| 2018 | Dataset and Metrics for Predicting Local Visible DifferencesabstractA large number of imaging and computer graphics applications require localized information on the visibility of image distortions. Existing image quality metrics are not suitable for this task as they provide a single quality value per image. Existing visibility metrics produce visual difference maps, and are specifically designed for detecting just noticeable distortions but their predictions are often inaccurate. In this work, we argue that the key reason for this problem is the lack of large image collections with a good coverage of possible distortions that occur in different applications. To address the problem, we collect an extensive dataset of reference and distorted image pairs together with user markings indicating whether distortions are visible or not. We propose a statistical model that is designed for the meaningful interpretation of such data, which is affected by visual search and imprecision of manual marking. We use our dataset for training existing metrics and we demonstrate that their performance significantly improves. We show that our dataset with the proposed statistical model can be used to train a new CNN-based metric, which outperforms the existing solutions. We demonstrate the utility of such a metric in visually lossless JPEG compression, super-resolution and watermarking. Krzysztof Wolski, Daniele Giunchi, Nanyang Ye 0001, Piotr Didyk, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Anthony Steed, Rafal Mantiuk |
ACM Trans. Graph. | 1 |