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Kenneth E. Torrance

dblp:36/2362 · DBLP profile ↗
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15ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 15Human-computer interaction and ubiquitous computing · 9

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
12 papers
Rendering · 90% Computational photography and imaging · 10%

Topics — the 16 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.061997
A framework for realistic image synthesis · SIGGRAPH 1997
A framework for the analysis of error in global illumination algorithms · SIGGRAPH 1994
Extending the radiosity method to include specularly reflecting and translucent materials · ACM Trans. Graph. 1990
Rendering
bidirectional reflectance distribution function
0.021997
Non-linear approximation of reflectance functions · SIGGRAPH 1997
Predicting reflectance functions from complex surfaces · SIGGRAPH 1992
Rendering
reflectance modeling
0.041992
Predicting reflectance functions from complex surfaces · SIGGRAPH 1992
A fast and accurate light reflection model · SIGGRAPH 1992
A Reflectance Model for Computer Graphics · ACM Trans. Graph. 1982
Rendering
physically based rendering
0.021997
A framework for realistic image synthesis · SIGGRAPH 1997
An Experimental Evaluation of Computer Graphics Imagery · ACM Trans. Graph. 1986
Computational photography and imaging › intrinsic image decomposition
reflectance and shading
0.011997
Non-linear approximation of reflectance functions · SIGGRAPH 1997
Rendering › appearance modeling
reflectance representation
0.011997
Non-linear approximation of reflectance functions · SIGGRAPH 1997
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models
0.021992
A fast and accurate light reflection model · SIGGRAPH 1992
A comprehensive physical model for light reflection · SIGGRAPH 1991
Rendering › global illumination
radiosity
0.031990
Extending the radiosity method to include specularly reflecting and translucent materials · ACM Trans. Graph. 1990
An Experimental Evaluation of Computer Graphics Imagery · ACM Trans. Graph. 1986
Modeling the interaction of light between diffuse surfaces · SIGGRAPH 1984
Rendering › reflectance modeling
specular reflection
0.011990
Extending the radiosity method to include specularly reflecting and translucent materials · ACM Trans. Graph. 1990
Rendering
perceptual rendering
0.011997
A framework for realistic image synthesis · SIGGRAPH 1997
Rendering
participating media rendering
0.011987
The zonal method for calculating light intensities in the presence of a participating medium · SIGGRAPH 1987
Computational photography and imaging › color imaging
color reproduction
0.011981
A reflectance model for computer graphics · SIGGRAPH 1981
Rendering
radiative transfer
0.011990
Extending the radiosity method to include specularly reflecting and translucent materials · ACM Trans. Graph. 1990
Rendering
ray tracing
0.011990
Extending the radiosity method to include specularly reflecting and translucent materials · ACM Trans. Graph. 1990
Computational photography and imaging
color imaging
0.011986
An Experimental Evaluation of Computer Graphics Imagery · ACM Trans. Graph. 1986
Rendering › material appearance
surface appearance
0.011982
A Reflectance Model for Computer Graphics · ACM Trans. Graph. 1982

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

nonlinear approximation · 0.0monte carlo computation · 0.0radiative transfer equation · 0.0error bounds derivation · 0.0spherical harmonic representation · 0.0monte carlo simulation · 0.0geometric optics · 0.0physical optics · 0.0superposition · 0.0form-factor computation · 0.0
YearPublicationVenuePosition
2007 Microfacet Models for Refraction through Rough Surfaces
Bruce Walter, Steve Marschner, Hongsong Li, Kenneth E. Torrance
Rendering Techniques4
2005 A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering
Hongsong Li, Fabio Pellacini, Kenneth E. Torrance
Rendering Techniques3
1997 A framework for realistic image synthesis
abstract
Our goal is to develop physically based lighting models and perceptually based rendering procedures for computer graphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images. Fidelity of the physical simulation is of primary concern. Our research framework is subdivided into three sub-sections: the local light reflection model, the energy transport simulation, and the visual display algorithms. The first two subsections are physically based, and the last is perceptually based. We emphasize the comparisons between simulations and actual measurements, the difficulties encountered, and the need to utilize the vast amount of psychophysical research already conducted. Future research directions are enumerated. We hope that results of this research will help establish a more fundamental, scientific approach for future rendering algorithms. This presentation describes a chronology of past research in global illumination and how parts of our new system are currently being developed.
Donald P. Greenberg, Kenneth E. Torrance, Peter Shirley, James Arvo, Eric P. Lafortune, James A. Ferwerda, Bruce Walter, Ben Trumbore, Sumanta N. Pattanaik, Sing-Choong Foo
SIGGRAPH2
1997 Non-linear approximation of reflectance functions
abstract
We introduce a new class of primitive functions with non-linear parameters for representing light reflectance functions.The functions are reciprocal, energy-conserving and expressive.They can capture important phenomena such as off-specular reflection, increasing reflectance and retro-reflection.We demonstrate this by fitting sums of primitive functions to a physically-based model and to actual measurements.The resulting representation is simple, compact and uniform.It can be applied efficiently in analytical and Monte Carlo computations.
Eric P. Lafortune, Sing-Choong Foo, Kenneth E. Torrance, Donald P. Greenberg
SIGGRAPH3
1994 A framework for the analysis of error in global illumination algorithms
abstract
In this paper we identify sources of error in global illumination algorithms and derive bounds for each distinct category. Errors arise from three sources: inaccuracies in the boundary data, discretization, and computation. Boundary data consists of surface geometry, reflectance functions, and emission functions, all of which may be perturbed by errors in measurement or simulation, or by simplifications made for computational efficiency. Discretization error is introduced by replacing the continuous radiative transfer equation with a finite-dimensional linear system, usually by means of boundary elements and a corresponding projection method. Finally, computational errors perturb the finite-dimensional linear system through imprecise form factors, inner products, visibility, etc., as well as by halting iterative solvers after a finite number of steps. Using the error taxonomy introduced in the paper we examine existing global illumination algorithms and suggest new avenues of research.
James Arvo, Kenneth E. Torrance, Brian E. Smits
SIGGRAPH2
1992 A fast and accurate light reflection model
abstract
No abstract available.
Xiao D. He, Patrick O. Heynen, Richard L. Phillips, Kenneth E. Torrance, David Salesin, Donald P. Greenberg
SIGGRAPH4
1992 Predicting reflectance functions from complex surfaces
abstract
We describe a physically-based Monte Carlo technique for approximating bidirectional reflectance distribution functions (BRDFs) for a large class of geometries by directly simulating optical scattering.The technique is more general than previous analytical models: it removes most restrictions on surface microgeometry.Three main points are described: a new representation of the BRDF, a Monte Carlo technique to estimate the coefficients of the representation, and the means of creating a milliscale BRDF from microscale scattering events.These allow the prediction of scattering from essentially arbitrary roughness geometries.The BRDF is concisely represented by a matrix of spherical harmonic coefficients; the matrix is directly estimated from a geometric optics simulation, enforcing exact reciprocity.The method applies to roughness scales that are large with respect to the wavelength of light and small with respect to the spatial density at which the BRDF is sampled across the surface; examples include brushed metal and textiles.The method is validated by comparing with an existing scattering model and sample images are generated with a physically-based global illumination algorithm.
Stephen H. Westin, James Arvo, Kenneth E. Torrance
SIGGRAPH3
1991 A comprehensive physical model for light reflection
abstract
A new general reflectance model for computer graphics is presented. The model is based on physical optics and describes specular, directional diffuse, and uniform diffuse reflection by a surface. The reflected light pattern depends on wavelength, incidence angle, two surface roughness parameters, and surface refractive index. The formulation is self consistent in terms of polarization, surface roughness, masking/shadowing, and energy. The model applies to a wide range of materials and surface finishes and provides a smooth transition from diffuse-like to specular reflection as the wavelength and incidence angle are increased or the surface roughness is decreased. The model is analytic and suitable for Computer Graphics applications. Predicted reflectance distributions compare favorably with experiment. The model is applied to metallic, nonmetallic, and plastic materials, with smooth and rough surfaces.
Xiao D. He, Kenneth E. Torrance, François X. Sillion, Donald P. Greenberg
SIGGRAPH2
1990 Extending the radiosity method to include specularly reflecting and translucent materials
abstract
An extension of the radiosity method is presented that rigorously accounts for the presence of a small number of specularly reflecting surfaces in an otherwise diffuse scene, and for the presence of a small number of specular or ideal diffuse transmitters. The relationship between the extended method and earlier radiosity and ray-tracing methods is outlined. It is shown that all three methods are based on the same general equation of radiative transfer. A simple superposition of the earlier radiosity and ray-tracing methods in order to account for specular behavior is shown to be physically inconsistent, as the methods are based on different assumptions. Specular behavior is correctly included in the present method. The extended radiosity method and example images are presented.
Holly E. Rushmeier, Kenneth E. Torrance
ACM Trans. Graph.2
1987 The zonal method for calculating light intensities in the presence of a participating medium
abstract
The zonal method for calculating radiative transfer in the presence of a participating medium is applied to the generation of realistic synthetic images. The method generalizes the radiosity method and allows for emission, scattering, and absorption by a participating medium. The zonal method accounts for volume/surface interactions which have not been previously included, as well as volume/volume and surface/surface interactions. In addition, new algorithms, based on the hemi-cube formulation, are introduced for calculating the geometric factors required by the zonal method.
Holly E. Rushmeier, Kenneth E. Torrance
SIGGRAPH2
1986 An Experimental Evaluation of Computer Graphics Imagery
abstract
Accurate simulation of light propagation within an environment and perceptually based imaging techniques are necessary for the creation of realistic images. A physical experiment that verifies the simulation of reflected light intensities for diffuse environments was conducted. Measurements of radiant energy flux densities are compared with predictions using the radiosity method for those physical environments. By using color science procedures the results of the light model simulation are then transformed to produce a color television image. The final image compares favorably with the original physical model. The experiment indicates that, when the physical model and the simulation were viewed through a view camera, subjects could not distinguish between them. The results and comparison of both test procedures are presented within this paper.
Gary W. Meyer, Holly E. Rushmeier, Michael F. Cohen, Donald P. Greenberg, Kenneth E. Torrance
ACM Trans. Graph.5
1986 Radiosity: A method for computing global illumination
Donald P. Greenberg, Michael F. Cohen, Kenneth E. Torrance
Vis. Comput.3
1984 Modeling the interaction of light between diffuse surfaces
abstract
A method is described which models the interaction of light between diffusely reflecting surfaces. Current light reflection models used in computer graphics do not account for the object-to-object reflection between diffuse surfaces, and thus incorrectly compute the global illumination effects. The new procedure, based on methods used in thermal engineering, includes the effects of diffuse light sources of finite area, as well as the “color-bleeding” effects which are caused by the diffuse reflections. A simple environment is used to illustrate these simulated effects and is presented with photographs of a physical model. The procedure is applicable to environments composed of ideal diffuse reflectors and can account for direct illumination from a variety of light sources. The resultant surface intensities are independent of observer position, and thus environments can be preprocessed for dynamic sequences.
Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, Bennett Battaile
SIGGRAPH2
1982 A Reflectance Model for Computer Graphics
abstract
Model for
Robert L. Cook 0001, Kenneth E. Torrance
ACM Trans. Graph.2
1981 A reflectance model for computer graphics
abstract
This paper presents a new reflectance model for rendering computer synthesized images. The model accounts for the relative brightness of different materials and light sources in the same scene. It describes the directional distribution of the reflected light and a color shift that occurs as the reflectance changes with incidence angle. The paper presents a method for obtaining the spectral energy distribution of the light reflected from an object made of a specific real material and discusses a procedure for accurately reproducing the color associated with the spectral energy distribution. The model is applied to the simulation of a metal and a plastic.
Robert L. Cook 0001, Kenneth E. Torrance
SIGGRAPH2