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Christopher D. Kulla

dblp:89/6645 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
production rendering
0.312018
Sony Pictures Imageworks Arnold · ACM Trans. Graph. 2018
Rendering
shading
0.312018
Sony Pictures Imageworks Arnold · ACM Trans. Graph. 2018
Rendering › appearance modeling
hair rendering
0.112018
Sony Pictures Imageworks Arnold · ACM Trans. Graph. 2018

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

shading language · 0.3monte carlo sampling · 0.3
YearPublicationVenuePosition
2018 Sony Pictures Imageworks Arnold
abstract
Sony Imageworks’ implementation of the Arnold renderer is a fork of the commercial product of the same name, which has evolved independently since around 2009. This article focuses on the design choices that are unique to this version and have tailored the renderer to the specific requirements of film rendering at our studio. We detail our approach to subdivision surface tessellation, hair rendering, sampling, and variance reduction techniques, as well as a description of our open source texturing and shading language components. We also discuss some ideas we once implemented but have since discarded to highlight the evolution of the software over the years.
Christopher D. Kulla, Alejandro Conty, Clifford Stein 0002, Larry Gritz
ACM Trans. Graph.1
2012 Importance Sampling Techniques for Path Tracing in Participating Media
abstract
Abstract We introduce a set of robust importance sampling techniques which allow efficient calculation of direct and indirect lighting from arbitrary light sources in both homogeneous and heterogeneous media. We show how to distribute samples along a ray proportionally to the incoming radiance for point and area lights. In heterogeneous media, we decouple ray marching from light calculations by computing a representation of the transmittance function that can be quickly evaluated during sampling, at the cost of a small amount of bias. This representation also allows the calculation of another probability density function which can direct samples to regions most likely to scatter light. These techniques are orthogonal and can be combined via multiple importance sampling to further reduce variance. Our method has very modest per‐ray memory requirements and does not require any preprocessing, making it simple to integrate into production ray tracing based renderers.
Christopher D. Kulla, Marcos Fajardo
Comput. Graph. Forum1
2003 Using Texture Synthesis for Non-Photorealistic Shading from Paint Samples
abstract
This paper presents several methods for shading meshes from scanned paint samples that represent dark to light transitions. Our techniques emphasize artistic control of brush stroke texture and color. We first demonstrate how the texture of the paint sample can be separated from its color gradient. We demonstrate three methods, two real-time and one off-line, for producing rendered, shaded images from the texture samples. All three techniques use texture synthesis to generate additional paint samples. Finally, we develop metrics for evaluating how well each method achieves our goal in terms of texture similarity, shading correctness and temporal coherence.
Christopher D. Kulla, James D. Tucek, Reynold J. Bailey, Cindy Grimm
PG1