Oscar Anson

dblp:29/3855 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
path tracing
0.312018
Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018
Rendering
production rendering
0.312018
Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018

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

unidirectional path tracer · 0.3ray-tracing engine · 0.3
YearPublicationVenuePosition
2018 Arnold: A Brute-Force Production Path Tracer
abstract
Arnold is a physically based renderer for feature-length animation and visual effects. Conceived in an era of complex multi-pass rasterization-based workflows struggling to keep up with growing demands for complexity and realism, Arnold was created to take on the challenge of making the simple and elegant approach of brute-force Monte Carlo path tracing practical for production rendering. Achieving this required building a robust piece of ray-tracing software that can ingest large amounts of geometry with detailed shading and lighting and produce images with high fidelity, while scaling well with the available memory and processing power. Arnold’s guiding principles are to expose as few controls as possible, provide rapid feedback to artists, and adapt to various production workflows. In this article, we describe its architecture with a focus on the design and implementation choices made during its evolutionary development to meet the aforementioned requirements and goals. Arnold’s workhorse is a unidirectional path tracer that avoids the use of hard-to-manage and artifact-prone caching and sits on top of a ray-tracing engine optimized to shoot and shade billions of spatially incoherent rays throughout a scene. A comprehensive API provides the means to configure and extend the system’s functionality, to describe a scene, render it, and save the results.
Iliyan Georgiev, Thiago Ize, Mike Farnsworth, Ramón Montoya-Vozmediano, Alan King, Brecht Van Lommel, Angel Jimenez, Oscar Anson, Shinji Ogaki, Eric Johnston, Adrien Herubel, Declan Russell, Frédéric Servant, Marcos Fajardo
ACM Trans. Graph.8
2008 Visualizing Underwater Ocean Optics
abstract
Abstract Simulating the in‐water ocean light field is a daunting task. Ocean waters are one of the richest participating media, where light interacts not only with water molecules, but with suspended particles and organic matter as well. The concentration of each constituent greatly affects these interactions, resulting in very different hues. Inelastic scattering events such as fluorescence or Raman scattering imply energy transfers that are usually neglected in the simulations. Our contributions in this paper are a bio‐optical model of ocean waters suitable for computer graphics simulations, along with an improved method to obtain an accurate solution of the in‐water light field based on radiative transfer theory. The method provides a link between the inherent optical properties that define the medium and its apparent optical properties, which describe how it looks. The bio‐optical model of the ocean uses published data from oceanography studies. For inelastic scattering we compute all frequency changes at higher and lower energy values, based on the spectral quantum efficiency function of the medium. The results shown prove the usability of the system as a predictive rendering algorithm. Areas of application for this research span from underwater imagery to remote sensing; the resolution method is general enough to be usable in any type of participating medium simulation.
Diego Gutierrez, Francisco J. Serón, Adolfo Muñoz 0001, Oscar Anson
Comput. Graph. Forum4
2007 Perceptual rendering of participating media
abstract
High-fidelity image synthesis is the process of computing images that are perceptually indistinguishable from the real world they are attempting to portray. Such a level of fidelity requires that the physical processes of materials and the behavior of light are accurately simulated. Most computer graphics algorithms assume that light passes freely between surfaces within an environment. However, in many applications, we also need to take into account how the light interacts with media, such as dust, smoke, fog, etc., between the surfaces. The computational requirements for calculating the interaction of light with such participating media are substantial. This process can take many hours and rendering effort is often spent on computing parts of the scene that may not be perceived by the viewer. In this paper, we present a novel perceptual strategy for physically based rendering of participating media. By using a combination of a saliency map with our new extinction map (X map), we can significantly reduce rendering times for inhomogeneous media. The visual quality of the resulting images is validated using two objective difference metrics and a subjective psychophysical experiment. Although the average pixel errors of these metric are all less than 1%, the subjective validation indicates that the degradation in quality still is noticeable for certain scenes. We thus introduce and validate a novel light map (L map) that accounts for salient features caused by multiple light scattering around light sources.
Veronica Sundstedt, Diego Gutierrez, Oscar Anson, Francesco Banterle, Alan Chalmers
ACM Trans. Appl. Percept.3
2006 Simulation of atmospheric phenomena
Diego Gutierrez, Francisco J. Serón, Adolfo Muñoz 0001, Oscar Anson
Comput. Graph.4
2005 Non-linear Volume Photon Mapping
Diego Gutierrez, Adolfo Muñoz 0001, Oscar Anson, Francisco J. Serón
Rendering Techniques3