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Niels Jørgen Christensen

dblp:75/1896 · DBLP profile ↗
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10ranked-venue papers
0as first author
0since 2021 · last 2016
0000-0001-8258-0579ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9Human-computer interaction and ubiquitous computing · 2

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 · 100%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.112007
Computing the scattering properties of participating media using Lorenz-Mie theory · ACM Trans. Graph. 2007
Rendering
participating media rendering
0.112007
Computing the scattering properties of participating media using Lorenz-Mie theory · ACM Trans. Graph. 2007
Rendering
level of detail
0.012003
From layered depth images to continuous LOD impostors · SIGGRAPH 2003
Rendering
image-based rendering
0.012003
From layered depth images to continuous LOD impostors · SIGGRAPH 2003
Rendering › image-based rendering
layered depth image
0.012003
From layered depth images to continuous LOD impostors · SIGGRAPH 2003
User interface design and tools
user interface frameworks
0.011989
An event language for building user interface frameworks · UIST 1989
Programming languages and type systems
domain-specific languages
0.011989
An event language for building user interface frameworks · UIST 1989

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

monte carlo simulation · 0.1lorenz-mie theory · 0.1continuous level of detail · 0.0event models · 0.0event model · 0.0
YearPublicationVenuePosition
2016 Hybrid fur rendering: combining volumetric fur with explicit hair strands
Tobias Grønbeck Andersen, Viggo Falster, Jeppe Revall Frisvad, Niels Jørgen Christensen
Vis. Comput.4
2007 Computing the scattering properties of participating media using Lorenz-Mie theory
abstract
This paper introduces a theoretical model for computing the scattering properties of participating media and translucent materials. The model takes as input a description of the components of a medium and computes all the parameters necessary to render it. These parameters are the extinction and scattering coefficients, the phase function, and the index of refraction, Our theory is based on a robust generalization of the Lorenz-Mie theory. Previous models using Lorenz-Mie theory have been limited to non-absorbing media with spherical particles such as paints and clouds. Our generalized theory is capable of handling both absorbing host media and non-spherical particles, which significantly extends the classes of media and materials that can be modeled. We use the theory to computer optical properties for different types of ice and ocean water, and we derive a novel appearance model for milk parameterized by the fat and protein contents. Our results show that we are able to match measured scattering properties in cases where the classical Lorez-Mie theory breaks down, and we can compute properties for media that cannot be measured using existing techniques in computer graphics.
Jeppe Revall Frisvad, Niels Jørgen Christensen, Henrik Wann Jensen
ACM Trans. Graph.2
2005 Scene independent real-time indirect illumination
abstract
A novel method for real-time simulation of indirect illumination is presented in this paper. The method, which we call direct radiance mapping (DRM), is based on basal radiance calculations and does not impose any restrictions on scene geometry or dynamics. This makes the method tractable for real-time rendering of arbitrary dynamic environments and for interactive preview of feature animations. Through DRM we simulate two diffuse reflections of light, but can also, in combination with traditional real-time methods for specular reflections, simulate more complex light paths. DRM is a GPU-based method, which can draw further advantages from upcoming GPU functionalities. The method has been tested for moderately sized scenes with close to real-time frame rates and it scales with interactive frame rates for more complex scenes.
Jeppe Revall Frisvad, Rasmus Revall Frisvad, Niels Jørgen Christensen, Peter Falster
Computer Graphics International3
2004 Boundary Correct Real-Time Soft Shadows
abstract
This paper describes a method to determine correct shadow boundaries from an area light source using umbra and penumbra volumes. The light source is approximated by a circular disk as this gives a fast way to extrude the volumes. The method also gives a crude estimate of the visibility of the area light source as seen from a point in the shadow region. Instead of rendering the volumes to the stencil buffer, we use an extended shadow map - a so-called D-buffer, which among other things stores distances from the center of the light source to the umbra and penumbra volumes. The method is suited for implementation on most programmable hardware. Though some crude approximations are used in the visibility function, the method can be used to produce soft shadows with correct boundaries in real time.
Bjarke Jakobsen, Niels Jørgen Christensen, Bent Dalgaard Larsen, Kim S. Petersen
Computer Graphics International2
2003 From layered depth images to continuous LOD impostors
abstract
No abstract available.
Jakob Andreas Bærentzen, Niels Jørgen Christensen
SIGGRAPH2
2002 Volume Sculpting Using the Level-Set Method
abstract
In this paper, we propose the use of the level-set method as the underlying technology of a volume sculpting system. The main motivation is that this leads to a very generic technique for deformation of volumetric solids. In addition, our method preserves a distance field volume representation. A scaling window is used to adapt the level-set method to local deformations and to allow the user to control the intensity of the tool. Level-set based tools have been implemented in an interactive sculpting system, and we show sculptures created using the system.
Jakob Andreas Bærentzen, Niels Jørgen Christensen
Shape Modeling International2
2002 Volume Sculpting Using the Level-Set Method (figure 5)
Jakob Andreas Bærentzen, Niels Jørgen Christensen
Shape Modeling International2
1995 Photon maps in bidirectional Monte Carlo ray tracing of complex objects
Henrik Wann Jensen, Niels Jørgen Christensen
Comput. Graph.2
1991 A Symmetrical Input/Output Model
abstract
When choosing a graphics system for the run-time support component of a User Interface Management System (UIMS) several problems arise. Existing inputloutput models employed by graphics systems lack support for fine grain design control and for defining links between input and output. Furthermore, hardware maintainability is a problem. We have introduced a new inputloutput model, the symmetrical translation model (STM), which solves these problems through extensibility and symmetry. All input and output techniques are implemented by active objects which are specified using a high level notation. This notation allows the temporal and spatial composition of objects. A UIMS is being constructed at our department based upon this model.
Niels Vejrup Carlsen, Niels Jørgen Christensen
Eurographics2
1989 An event language for building user interface frameworks
abstract
Languages based on the event model are widely regarded as expressive and flexible notations for the specification of interactive graphical user interfaces. However, until now, they have only been used to specify and implement the dialogue control component of user interfaces.
Niels Vejrup Carlsen, Niels Jørgen Christensen, Hugh A. Tucker
UIST2