Charlie Kilpatrick

dblp:65/945 · DBLP profile ↗
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5ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0002-1913-7926ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 since 2021

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
2 papers
Rendering · 89% Image and video processing · 11%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.312018
RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018
Rendering › ray tracing
path tracing
0.312018
RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018
Image and video processing › image restoration
denoising
0.112018
RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018
Rendering
interactive rendering
0.112007
The lightspeed automatic interactive lighting preview system · ACM Trans. Graph. 2007

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

bidirectional path tracing · 0.3VCM · 0.3UPBP · 0.3SIMD execution · 0.3progressive refinement · 0.1data-flow analysis · 0.1cache compression · 0.1GPU shading · 0.1
YearPublicationVenuePosition
2025 RenderMan XPU: A Hybrid CPU+GPU Renderer for Interactive and Final-frame Rendering
Per H. Christensen, Julian Fong, Charlie Kilpatrick, Francisco Gonzalez, Srinath Ravichandran, Akshay Shah, Ethan Jaszewski, Stephen Friedman, James Burgess, Trina M. Roy, Tom Nettleship, Meghana Seshadri, Susan Salituro
Comput. Graph. Forum3
2019 Orthogonal Array Sampling for Monte Carlo Rendering
abstract
Abstract We generalize N‐rooks, jittered, and (correlated) multi‐jittered sampling to higher dimensions by importing and improving upon a class of techniques called orthogonal arrays from the statistics literature. Renderers typically combine or “pad” a collection of lower‐dimensional (e.g. 2D and 1D) stratified patterns to form higher‐dimensional samples for integration. This maintains stratification in the original dimension pairs, but looses it for all other dimension pairs. For truly multi‐dimensional integrands like those in rendering, this increases variance and deteriorates its rate of convergence to that of pure random sampling. Care must therefore be taken to assign the primary dimension pairs to the dimensions with most integrand variation, but this complicates implementations. We tackle this problem by developing a collection of practical, in‐place multi‐dimensional sample generation routines that stratify points on all t‐dimensional and 1‐dimensional projections simultaneously . For instance, when t=2, any 2D projection of our samples is a (correlated) multi‐jittered point set. This property not only reduces variance, but also simplifies implementations since sample dimensions can now be assigned to integrand dimensions arbitrarily while maintaining the same level of stratification. Our techniques reduce variance compared to traditional 2D padding approaches like PBRT's (0,2) and Stratified samplers, and provide quality nearly equal to state‐of‐the‐art QMC samplers like Sobol and Halton while avoiding their structured artifacts as commonly seen when using a single sample set to cover an entire image. While in this work we focus on constructing finite sampling point sets, we also discuss potential avenues for extending our work to progressive sequences (more suitable for incremental rendering) in the future.
Wojciech Jarosz, Afnan Enayet, Andrew Kensler, Charlie Kilpatrick, Per H. Christensen
Comput. Graph. Forum4
2018 Progressive Multi-Jittered Sample Sequences
abstract
Abstract We introduce three new families of stochastic algorithms to generate progressive 2D sample point sequences. This opens a general framework that researchers and practitioners may find useful when developing future sample sequences. Our best sequences have the same low sampling error as the best known sequence (a particular randomization of the Sobol’ (0,2) sequence). The sample points are generated using a simple, diagonally alternating strategy that progressively fills in holes in increasingly fine stratifications. The sequences are progressive (hierarchical): any prefix is well distributed, making them suitable for incremental rendering and adaptive sampling. The first sample family is only jittered in 2D; we call it progressive jittered . It is nearly identical to existing sample sequences. The second family is multi‐jittered: the samples are stratified in both 1D and 2D; we call it progressive multi‐jittered . The third family is stratified in all elementary intervals in base 2, hence we call it progressive multi‐jittered (0,2) . We compare sampling error and convergence of our sequences with uniform random, best candidates, randomized quasi‐random sequences (Halton and Sobol'), Ahmed's ART sequences, and Perrier's LDBN sequences. We test the sequences on function integration and in two settings that are typical for computer graphics: pixel sampling and area light sampling. Within this new framework we present variations that generate visually pleasing samples with blue noise spectra, and well‐stratified interleaved multi‐class samples; we also suggest possible future variations.
Per H. Christensen, Andrew Kensler, Charlie Kilpatrick
Comput. Graph. Forum3
2018 RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering
abstract
Pixar’s RenderMan renderer is used to render all of Pixar’s films and by many film studios to render visual effects for live-action movies. RenderMan started as a scanline renderer based on the Reyes algorithm, and it was extended over the years with ray tracing and several global illumination algorithms. This article describes the modern version of RenderMan, a new architecture for an extensible and programmable path tracer with many features that are essential to handle the fiercely complex scenes in movie production. Users can write their own materials using a bxdf interface and their own light transport algorithms using an integrator interface—or they can use the materials and light transport algorithms provided with RenderMan. Complex geometry and textures are handled with efficient multi-resolution representations, with resolution chosen using path differentials. We trace rays and shade ray hit points in medium-sized groups, which provides the benefits of SIMD execution without excessive memory overhead or data streaming. The path-tracing architecture handles surface, subsurface, and volume scattering. We show examples of the use of path tracing, bidirectional path tracing, VCM, and UPBP light transport algorithms. We also describe our progressive rendering for interactive use and our adaptation of denoising techniques.
Per H. Christensen, Julian Fong, Jonathan Shade, Wayne L. Wooten, Brenden Schubert, Andrew Kensler, Stephen Friedman, Charlie Kilpatrick, Cliff Ramshaw, Marc Bannister, Brenton Rayner, Jonathan Brouillat, Max Liani
ACM Trans. Graph.8
2007 The lightspeed automatic interactive lighting preview system
abstract
We present an automated approach for high-quality preview of feature-film rendering during lighting design. Similar to previous work, we use a deep-framebuffer shaded on the GPU to achieve interactive performance. Our first contribution is to generate the deep-framebuffer and corresponding shaders automatically through data-flow analysis and compilation of the original scene. Cache compression reduces automatically-generated deep-framebuffers to reasonable size for complex production scenes and shaders. We also propose a new structure, the indirect framebuffer , that decouples shading samples from final pixels and allows a deep-framebuffer to handle antialiasing, motion blur and transparency efficiently. Progressive refinement enables fast feedback at coarser resolution. We demonstrate our approach in real-world production.
Jonathan Ragan-Kelley, Charlie Kilpatrick, Brian W. Smith, Doug Epps, Paul Green 0001, Christophe Hery, Frédo Durand
ACM Trans. Graph.2