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Attila Neumann

dblp:77/4896 · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 1999
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6

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
global illumination
0.011995
Radiosity and Hybrid Methods · ACM Trans. Graph. 1995
Rendering › global illumination
radiosity
0.011995
Radiosity and Hybrid Methods · ACM Trans. Graph. 1995
Rendering › light transport
rendering equation
0.011995
Radiosity and Hybrid Methods · ACM Trans. Graph. 1995
Rendering
view-dependent rendering
0.011995
Radiosity and Hybrid Methods · ACM Trans. Graph. 1995

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

mathematical analysis of rendering equation · 0.0hybrid method combination · 0.0
YearPublicationVenuePosition
1999 Compact Metallic Reflectance Models
abstract
The paper presents simple, physically plausible, but not physically based reflectance models for metals and other specular materials. So far there has been no metallic BRDF model that is easy to compute, suitable for fast importance sampling and is physically plausible. This gap is filled by appropriate modifications of the Phong, Blinn and the Ward models. The Phong and the Blinn models are known not to have metallic characteristics. On the other hand, this paper also shows that the Cook‐Torrance and the Ward models are not physically plausible, because of their behavior at grazing angles. We also compare the previous and the newly proposed models. Finally, the generated images demonstrate how the metallic impression can be provided by the new models.
László Neumann, Attila Neumann, László Szirmay-Kalos
Comput. Graph. Forum2
1999 Reflectance Models with Fast Importance Sampling
abstract
We introduce a physically plausible mathematical model for a large class of BRDFs. The new model is as simple as the well‐known Phong model, but eliminates its disadvantages. It gives a good visual approximation for many practical materials: coated metals, plastics, ceramics, retro‐reflective paints, anisotropic and retro‐reflective materials, etc. Because of its illustrative properties it can be used easily in most commercial software and because of its low computational cost it is practical for virtual reality. The model is based on a special basic BRDF definition, which meets the requirements of reciprocity and of energy conservation. Then a class of BRDFs is constructed from this basic BRDF with different weight functions. The definition of such weight functions requires the user to specify the profile of the highlights, from which the weight function is obtained by derivation. It is also demonstrated how importance sampling can be used with the new BRDFs.
László Neumann, Attila Neumann, László Szirmay-Kalos
Comput. Graph. Forum2
1998 Incident Light Metering in Computer Graphics
abstract
Every rendering process consists of two steps. The first is the computing of luminance values by methods like ray tracing or radiosity, and the second step is the mapping of the computed values to values appropriate for displaying. In the last years, as alternative to simple linear scaling which maps the average value to the medium luminance, some new ways of mapping were introduced. These new methods are based on photography analogies and on human vision models. All existing methods follow, implicitly or explicitly, the reflected light metering principle. The method introduced in this paper is the first that follows the incident light metering used in professional photography and in the movie industry. Actually the irradiances are measured using a set of diffusors, which are placed automatically in the scene, and a linear scale factor based on these measurements is used to map the computed radiances to the display device. The diffusors act as half space integrators, they collect the light energy from all half space directions. The light comes from the primary light sources, or it is the result of various interreflections. The newly introduced method reproduces original colors faithfully even for scenes with very low or very high average reflectivity.
László Neumann, Kresimir Matkovic, Attila Neumann, Werner Purgathofer
Comput. Graph. Forum3
1997 Radiosity with Well Distributed Ray Sets
abstract
In this paper we present a new radiosity algorithm, based on the notion of a well distributed ray set (WDRS). A WDRS is a set of rays, connecting mutually visible points and patches, that forms an approximate representation of the radiosity operator and the radiosity distribution. We propose an algorithm that constructs an optimal WDRS for a given accuracy and mesh. The construction is based on discrete importance sampling as in previously proposed stochastic radiosity algorithms, and on quasi Monte Carlo sampling. Quasi Monte Carlo sampling leads to faster convergence rates and the fact that the sampling is deterministic makes it possible to represent the well distributed ray set very efficiently in computer memory. Like previously proposed stochastic radiosity algorithms, the new algorithm is well suited for computing the radiance distribution in very complex diffuse scenes, when it is not feasible to explicitly compute and store form factors as in classical radiosity algorithms. Experiments show that the new algorithm is often more efficient than previously proposed Monte Carlo radiosity algorithms by half an order of magnitude and more.
László Neumann, Attila Neumann, Philippe Bekaert
Comput. Graph. Forum2
1995 Radiosity and Hybrid Methods
abstract
We examine various solutions to the global illumination problem, based on an exact mathematical analysis of the rendering equation. In addition to introducing efficient radiosity algorithms, we present a uniform approach to reformulate all of the basic radiosity equations used so far. Using hybrid methods we are able to analyze possible combinations of the view-dependent ray-tracing method and of the low-resolution radiosity-based method, and to offer new algorithms.
László Neumann, Attila Neumann
ACM Trans. Graph.2
1989 Photosimulation: Interreflection with Arbitrary Reflectance Models and Illuminations
abstract
Abstract Methods for realistic image synthesis are described. Exact mathematical establishment of reflectance models is presented, together with the development of feasible reflectance models meeting the energy balance. A new bidirectional reflectance type, separable reflectance, is introduced. Necessary and sufficient conditions for the iterative solution of the linear equation system of interreflection are presented. Lastly, a new method of inserting numerically defined objects into real optical surroundings is described.
László Neumann, Attila Neumann
Comput. Graph. Forum2