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Se Baek Oh

dblp:56/7218 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 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
1 paper
Rendering · 100%

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

TopicWeightPapersLastEvidence papers
Rendering › appearance modeling › reflectance and appearance modeling
BSDF model
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Rendering › physically based rendering › wave optics
diffraction
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Rendering
physically based rendering
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Rendering
reflectance modeling
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012

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

wigner distribution function · 0.1ray-based rendering · 0.1
YearPublicationVenuePosition
2012 Reflectance model for diffraction
abstract
We present a novel method of simulating wave effects in graphics using ray-based renderers with a new function: the Wave BSDF (Bidirectional Scattering Distribution Function). Reflections from neighboring surface patches represented by local BSDFs are mutually independent. However, in many surfaces with wavelength-scale microstructures, interference and diffraction requires a joint analysis of reflected wavefronts from neighboring patches. We demonstrate a simple method to compute the BSDF for the entire microstructure, which can be used independently for each patch. This allows us to use traditional ray-based rendering pipelines to synthesize wave effects. We exploit the Wigner Distribution Function (WDF) to create transmissive, reflective, and emissive BSDFs for various diffraction phenomena in a physically accurate way. In contrast to previous methods for computing interference, we circumvent the need to explicitly keep track of the phase of the wave by using BSDFs that include positive as well as negative coefficients. We describe and compare the theory in relation to well-understood concepts in rendering and demonstrate a straightforward implementation. In conjunction with standard raytracers, such as PBRT, we demonstrate wave effects for a range of scenarios such as multibounce diffraction materials, holograms, and reflection of high-frequency surfaces.
Tom Cuypers, Tom Haber, Philippe Bekaert, Se Baek Oh, Ramesh Raskar
ACM Trans. Graph.4
2011 Validity of Wigner Distribution Function for ray-based imaging
abstract
In this work we provide an introduction to the Wigner Distribution Function (WDF) using geometric optics principles. The WDF provides a useful model of wave-fields, allowing simulation of diffraction and interference effects. We attempt to explain these Fourier optics concepts to computational photography researchers by clarifying the relationship between the WDF and position-angle representations. We demonstrate how the WDF can be used to simulate diffraction effects using a light field representation and discuss its validity in the near-field, far-field, and under the paraxial approximation. Finally, we demonstrate that although the WDF representation contains negative values, any projection always yields a non-negative intensity value.
Tom Cuypers, Roarke Horstmeyer, Se Baek Oh, Philippe Bekaert, Ramesh Raskar
ICCP3
2010 Rendering Wave Effects with Augmented Light Field
abstract
Abstract Ray–based representations can model complex light transport but are limited in modeling diffraction effects that require the simulation of wavefront propagation. This paper provides a new paradigm that has the simplicity of light path tracing and yet provides an accurate characterization of both Fresnel and Fraunhofer diffraction. We introduce the concept of a light field transformer at the interface of transmissive occluders. This generates mathematically sound, virtual, and possibly negative‐valued light sources after the occluder. From a rendering perspective the only simple change is that radiance can be temporarily negative. We demonstrate the correctness of our approach both analytically, as well by comparing values with standard experiments in physics such as the Young's double slit. Our implementation is a shader program in OpenGL that can generate wave effects on arbitrary surfaces.
Se Baek Oh, Sriram Kashyap, Rohit Garg, Sharat Chandran, Ramesh Raskar
Comput. Graph. Forum1