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Przemyslaw Rokita

dblp:93/233 · DBLP profile ↗
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17ranked-venue papers
4as first author
3since 2021 · last 2025
0000-0002-4433-2133ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 4 · 2 since 2021Computer networks · 2 · 2 first-authorTheory of computation · 1

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.

Databases, data mining, and information retrieval
1 paper
Web and social media mining · 77% Recommender systems · 23%
Computer graphics and multimedia
1 paper
Rendering · 93% Image and video processing · 7%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Web and social media mining
popularity prediction
0.312017
Predicting Popularity of Online Videos Using Support Vector Regression · IEEE Trans. Multim. 2017
Rendering
antialiasing
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000
Rendering
hybrid rendering
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000
Rendering
image-based rendering
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000
Rendering › antialiasing
temporal antialiasing
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000

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

support vector regression · 0.3social features · 0.3deep neural network features · 0.3ray tracing · 0.0motion-compensated filtering · 0.0animation quality metric · 0.0
YearPublicationVenuePosition
2025 ExpertSim: Fast Particle Detector Simulation Using Mixture-of-Generative-Experts
abstract
Simulating detector responses is a crucial part of understanding the inner workings of particle collisions in the Large Hadron Collider at CERN. Such simulations are currently performed with statistical Monte Carlo methods, which are computationally expensive and put a significant strain on CERN’s computational grid. Therefore, recent proposals advocate for generative machine learning methods to enable more efficient simulations. However, the distribution of the data varies significantly across the simulations, which is hard to capture with out-of-the-box methods. In this study, we present ExpertSim - a deep learning simulation approach tailored for the Zero Degree Calorimeter in the ALICE experiment. Our method utilizes a Mixture-of-Generative-Experts architecture, where each expert specializes in simulating a different subset of the data. This allows for a more precise and efficient generation process, as each expert focuses on a specific aspect of the calorimeter response. ExpertSim not only improves accuracy, but also provides a significant speedup compared to the traditional Monte-Carlo methods, offering a promising solution for high-efficiency detector simulations in particle physics experiments at CERN. We make the code available at https://github.com/patrick-bedkowski/expertsim-mix-of-generative-experts.
Patryk Bedkowski, Jan Dubinski, Filip Szatkowski, Kamil Deja, Przemyslaw Rokita, Tomasz Trzcinski
ECAI5
2024 Towards More Realistic Membership Inference Attacks on Large Diffusion Models
abstract
Generative diffusion models, including Stable Diffusion and Midjourney, can generate visually appealing, diverse, and high-resolution images for various applications. These models are trained on billions of internet-sourced images, raising significant concerns about the potential unauthorized use of copyright-protected images. In this paper, we examine whether it is possible to determine if a specific image was used in the training set, a problem known in the cybersecurity community as a membership inference attack. Our focus is on Stable Diffusion, and we address the challenge of designing a fair evaluation framework to answer this membership question. We propose a new dataset to establish a fair evaluation setup and apply it to Stable Diffusion, also applicable to other generative models. With the proposed dataset, we execute membership attacks (both known and newly introduced). Our research reveals that previously proposed evaluation setups do not provide a full understanding of the effectiveness of membership inference attacks. We conclude that the membership inference attack remains a significant challenge for large diffusion models (often deployed as black-box systems), indicating that related privacy and copyright issues will persist in the foreseeable future.
Jan Dubinski, Antoni Kowalczuk, Stanislaw Pawlak, Przemyslaw Rokita, Tomasz Trzcinski, Pawel Morawiecki
WACV4
2022 Selectively Increasing the Diversity of GAN-Generated Samples
Jan Dubinski, Kamil Deja, Sandro Wenzel, Przemyslaw Rokita, Tomasz Trzcinski
ICONIP (1)4
2019 Comixify: Transform Video Into Comics
abstract
In this paper, we propose a solution to transform a video into a comics. We approach this task using a neural style algorithm based on Generative Adversarial Networks (GANs). Several recent works in the field of Neural Style Transfer showed that producing an image in the style of another image is f easible. In this paper, we build up on these works and extend the existing set of style transfer use cases with a working application of video comixification. To that end, we train an end-to-end solution that transforms input video into a comics in two stages. In the first stage, we propose a state-of-the-art keyframes extraction algorithm that selects a subset of frames from the video to provide the most comprehensive video context and we filter those frames using image aesthetic estimation engine. In the second stage, the style of selected keyframes is transferred into a comics. To provide the most aesthetically compelling results, we selected the most state-of-the art style transfer solution and based on that implement our own ComixGAN framework. The final contribution of our work is a Web-based working application of video comixification available at http://comixify.ii.pw.edu.pl.
Maciej Pesko, Adam Svystun, Pawel Andruszkiewicz, Przemyslaw Rokita, Tomasz Trzcinski
Fundam. Informaticae4
2017 Shallow Reading with Deep Learning: Predicting Popularity of Online Content Using only Its Title
Wojciech Stokowiec, Tomasz Trzcinski, Krzysztof Wolk, Krzysztof Marasek, Przemyslaw Rokita
ISMIS5
2017 Recurrent Neural Networks for Online Video Popularity Prediction
Tomasz Trzcinski, Pawel Andruszkiewicz, Tomasz Bochenski, Przemyslaw Rokita
ISMIS4
2017 Predicting Popularity of Online Videos Using Support Vector Regression
abstract
In this work, we propose a regression method to predict the popularity of an online video measured by its number of views. Our method uses Support Vector Regression with Gaussian radial basis functions. We show that predicting popularity patterns with this approach provides more precise and more stable prediction results, mainly thanks to the nonlinear character of the proposed method as well as its robustness. We prove the superiority of our method against the state of the art using datasets containing almost 24 000 videos from YouTube and Facebook. We also show that using visual features, such as the outputs of deep neural networks or scene dynamics' metrics, can be useful for popularity prediction before content publication. Furthermore, we show that popularity prediction accuracy can be improved by combining early distribution patterns with social and visual features and that social features represent a much stronger signal in terms of video popularity prediction than the visual ones.
Tomasz Trzcinski, Przemyslaw Rokita
IEEE Trans. Multim.2
2016 Efficient Multi-image Correspondences for On-line Light Field Video Processing
abstract
Abstract Light field videos express the entire visual information of an animated scene, but their shear size typically makes capture, processing and display anoff‐lineprocess, i. e., time between initial capture and final display is far from real‐time. In this paper we propose a solution for one of the key bottlenecks in such a processing pipeline, which is a reliable depth reconstruction possibly for many views. This is enabled by a novel correspondence algorithm converting the video streams from a sparse array of off‐the‐shelf cameras into an array of animated depth maps. The algorithm is based on a generalization of the classic multi‐resolution Lucas‐Kanade correspondence algorithm from a pair of images to an entire array. Special inter‐image confidence consolidation allows recovery from unreliable matching in some locations and some views. It can be implemented efficiently in massively parallel hardware, allowing for interactive computations. The resulting depth quality as well as the computation performance compares favorably to other state‐of‐the art light field‐to‐depth approaches, as well as stereo matching techniques. Another outcome of this work is a data set of light field videos that are captured with multiple variants of sparse camera arrays.
Lukasz Dabala, Matthias Ziegler 0001, Piotr Didyk, Frederik Zilly, Joachim Keinert, Karol Myszkowski, Hans-Peter Seidel, Przemyslaw Rokita, Tobias Ritschel 0001
Comput. Graph. Forum8
2014 Manipulating refractive and reflective binocular disparity
abstract
Abstract Presenting stereoscopic content on 3D displays is a challenging task, usually requiring manual adjustments. A number of techniques have been developed to aid this process, but they account for binocular disparity of surfaces that are diffuse and opaque only. However, combinations of transparent as well as specular materials are common in the real and virtual worlds, and pose a significant problem. For example, excessive disparities can be created which cannot be fused by the observer. Also, multiple stereo interpretations become possible, e. g., for glass, that both reflects and refracts, which may confuse the observer and result in poor 3D experience. In this work, we propose an efficient method for analyzing and controlling disparities in computer‐generated images of such scenes where surface positions and a layer decomposition are available. Instead of assuming a single per‐pixel disparity value, we estimate all possibly perceived disparities at each image location. Based on this representation, we define an optimization to find the best per‐pixel camera parameters, assuring that all disparities can be easily fused by a human. A preliminary perceptual study indicates, that our approach combines comfortable viewing with realistic depiction of typical specular scenes.
Lukasz Dabala, Petr Kellnhofer, Tobias Ritschel 0001, Piotr Didyk, Krzysztof Templin, Karol Myszkowski, Przemyslaw Rokita, Hans-Peter Seidel
Comput. Graph. Forum7
2004 Spatio-Temporal Photon Density Estimation Using Bilateral Filtering
abstract
Photon tracing and density estimation are well established techniques in global illumination computation and rendering of high-quality animation sequences. Using traditional density estimation techniques it is difficult to remove stochastic noise inherent for photon-based methods while avoiding overblurring lighting details. In this paper we investigate the use of bilateral filtering for lighting reconstruction based on the local density of photon hit points. Bilateral filtering is applied in spatio-temporal domain and provides control over the level-of-details in reconstructed lighting. All changes of lighting below this level are treated as stochastic noise and are suppressed. Bilateral filtering proves to be efficient in preserving sharp features in lighting which is in particular important for high-quality caustic reconstruction. Also, flickering between subsequent animation frames is substantially reduced due to extending bilateral filtering into temporal domain.
Marco Milch, Karol Myszkowski, Kirill Dmitriev, Przemyslaw Rokita, Hans-Peter Seidel
Computer Graphics International5
2000 Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences
abstract
We consider accelerated rendering of high quality walkthrough animation sequences along predefined paths. To improve rendering performance, we use a combination of a hybrid ray tracing and image-based rendering (IBR) technique and a novel perception-based antialiasing technique. In our rendering solution, we derive as many pixels as possible using inexpensive IBR techniques without affecting the animation quality. A perception-based spatiotemporal animation quality metric (AQM) is used to automatically guide such a hybrid rendering. The image flow (IF) obtained as a byproduct of the IBR computation is an integral part of the AQM. The final animation quality is enhanced by an efficient spatiotemporal antialiasing which utilizes the IF to perform a motion-compensated filtering. The filter parameters have been tuned using the AQM predictions of animation quality as perceived by the human observer. These parameters adapt locally to the visual pattern velocity.
Karol Myszkowski, Przemyslaw Rokita, Takehiro Tawara
IEEE Trans. Vis. Comput. Graph.2
1999 Computer-generated still images composited with panned/zoomed landscape video sequences
Eihachiro Nakamae, Xueying Qin, Guofang Jiao, Przemyslaw Rokita, Katsumi Tadamura
Vis. Comput.4
1998 Computer Generated Still Images Composited with Panned Landscape Video Sequences
abstract
We present a novel approach to offer at a reasonable cost, panned landscape video sequence images well matched with photorealistic computer generated still images of large scale construction projects, such as bridges and electric power transmission towers. Our newly developed compositing algorithms can be used with the equipment which consists of a regular camcorder sold on the market, a video editing system, and our own software for rendering day-time scenes under various weather conditions. Other types of equipment such as an elaborate camera controller or special reference points in the landscapes, are unnecessary. The proposed algorithms provide the following features: (1) the computer generated still images are well harmonized with panned video sequence images at any time of day under various weather conditions, in terms of both optical and geometrical accuracy; (2) a precise panorama composited from video sequence images is created, in which varying exposure levels due to changing camera view fields can be coped with and any geometrical distortion is eliminated.
Eihachiro Nakamae, Xueying Qin, Guofang Jiao, Przemyslaw Rokita, Katsumi Tadamura, Yuji Usagawa
MMM4
1998 Compositing computer graphics and real world video sequences
Przemyslaw Rokita
Comput. Networks1
1997 Application of image processing techniques in computer graphics algorithms
Przemyslaw Rokita
Comput. Networks ISDN Syst.1
1993 A model for rendering high intensity lights
Przemyslaw Rokita
Comput. Graph.1
1993 Fast generation of depth of field effects in computer graphics
Przemyslaw Rokita
Comput. Graph.1