VLDB 2026 Research / reviewers in the wild / expert
Jason Lawrence
dblp:93/5066
· DBLP profile ↗
34ranked-venue papers
7as first author
3since 2021 · last 2021
0009-0006-5422-2655ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 33 · 7 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Human-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
25 papers |
Rendering · 44% Virtual and augmented reality · 15% Image and video processing · 15% | |
| Software engineering, system software, and programming languages
1 paper |
Compilers and program optimization · 100% |
Topics — the 30 heaviest of 52, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
image-based rendering |
0.6 | 2 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011 |
Image and video processing
image restoration |
0.6 | 2 | 2021 | Time-travel rephotography · ACM Trans. Graph. 2021 Antialiasing recovery · ACM Trans. Graph. 2011 |
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display |
0.5 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Visual content generation and editing
image editing |
0.5 | 1 | 2021 | Time-travel rephotography · ACM Trans. Graph. 2021 |
Computational photography and imaging › spectral imaging
near-infrared imaging |
0.5 | 1 | 2021 | A Dark Flash Normal Camera · ICCV 2021 |
Image and video processing › image restoration
old photo restoration |
0.5 | 1 | 2021 | Time-travel rephotography · ACM Trans. Graph. 2021 |
Rendering › inverse rendering
reflectance and normal estimation |
0.5 | 1 | 2021 | A Dark Flash Normal Camera · ICCV 2021 |
Virtual and augmented reality
telepresence |
0.5 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Rendering
reflectance modeling |
0.4 | 3 | 2014 | genBRDF: discovering new analytic BRDFs with genetic programming · ACM Trans. Graph. 2014 A coaxial optical scanner for synchronous acquisition of 3D geometry and surface reflectance · ACM Trans. Graph. 2010 A photometric approach for estimating normals and tangents · ACM Trans. Graph. 2008 |
Rendering
bidirectional reflectance distribution function |
0.3 | 3 | 2014 | genBRDF: discovering new analytic BRDFs with genetic programming · ACM Trans. Graph. 2014 Printing spatially-varying reflectance · ACM Trans. Graph. 2009 Discrete stochastic microfacet models · ACM Trans. Graph. 2014 |
Virtual and augmented reality
3d display |
0.3 | 1 | 2017 | Pepper's Cone: An Inexpensive Do-It-Yourself 3D Display · UIST 2017 |
Virtual and augmented reality › immersive rendering
user-perspective rendering |
0.3 | 1 | 2017 | Pepper's Cone: An Inexpensive Do-It-Yourself 3D Display · UIST 2017 |
Rendering
real-time rendering |
0.2 | 2 | 2011 | Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011 Amortized supersampling · ACM Trans. Graph. 2009 |
Rendering › rendering optimization
shader optimization |
0.2 | 2 | 2011 | Genetic programming for shader simplification · ACM Trans. Graph. 2011 Automated reprojection-based pixel shader optimization · ACM Trans. Graph. 2008 |
Rendering
subsurface scattering |
0.2 | 3 | 2011 | An empirical BSSRDF model · ACM Trans. Graph. 2009 A compact factored representation of heterogeneous subsurface scattering · ACM Trans. Graph. 2006 An analysis of using high-frequency sinusoidal illumination to measure the 3D shape of translucent objects · CVPR 2011 |
Rendering › shading
glint rendering |
0.2 | 1 | 2014 | Rendering glints on high-resolution normal-mapped specular surfaces · ACM Trans. Graph. 2014 |
Rendering › bidirectional reflectance distribution function
microfacet BRDF |
0.2 | 1 | 2014 | Discrete stochastic microfacet models · ACM Trans. Graph. 2014 |
Rendering › reflectance modeling
surface reflectance |
0.2 | 1 | 2014 | Discrete stochastic microfacet models · ACM Trans. Graph. 2014 |
Rendering
temporal reprojection |
0.2 | 2 | 2009 | Amortized supersampling · ACM Trans. Graph. 2009 Automated reprojection-based pixel shader optimization · ACM Trans. Graph. 2008 |
Audio and music processing › speech enhancement
dereverberation |
0.1 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Audio and music processing
spatial audio |
0.1 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Audio and music processing › sound source localization
speaker localization |
0.1 | 1 | 2021 | Project starline: a high-fidelity telepresence system · ACM Trans. Graph. 2021 |
Geometric modeling and processing › mesh processing
3d model processing |
0.1 | 1 | 2011 | Computing and fabricating multilayer models · ACM Trans. Graph. 2011 |
Computational photography and imaging
3d scanning |
0.1 | 1 | 2011 | An analysis of using high-frequency sinusoidal illumination to measure the 3D shape of translucent objects · CVPR 2011 |
Computational fabrication
additive manufacturing |
0.1 | 1 | 2011 | Computing and fabricating multilayer models · ACM Trans. Graph. 2011 |
Image and video processing
image filtering |
0.1 | 1 | 2011 | Antialiasing recovery · ACM Trans. Graph. 2011 |
Image and video processing
image fusion |
0.1 | 1 | 2011 | A User-Assisted Approach to Visualizing Multidimensional Images · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
material appearance |
0.1 | 1 | 2011 | Material matting · ACM Trans. Graph. 2011 |
Rendering › sampling and reconstruction
temporal upsampling |
0.1 | 1 | 2011 | Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011 |
Rendering › appearance modeling
appearance representation |
0.1 | 2 | 2006 | Inverse shade trees for non-parametric material representation and editing · ACM Trans. Graph. 2006 Efficient BRDF importance sampling using a factored representation · ACM Trans. Graph. 2004 |
Methods — techniques the papers use, named apart from their topics
gyroscope-based view adjustment · 0.6stereo depth · 0.5photometric shading · 0.5multi-view capture · 0.5generative diffusion model · 0.5depth video compression · 0.5StyleGAN2 · 0.5CNN · 0.5optimization · 0.4genetic programming · 0.3optical performance analysis · 0.3interpolation · 0.2genetic algorithm · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | A Dark Flash Normal CameraabstractCasual photography is often performed in uncontrolled lighting that can result in low quality images and degrade the performance of downstream processing. We consider the problem of estimating surface normal and reflectance maps of scenes depicting people despite these conditions by supplementing the available visible illumination with a single near infrared (NIR) light source and camera, a socalled "dark flash image". Our method takes as input a single color image captured under arbitrary visible lighting and a single dark flash image captured under controlled front-lit NIR lighting at the same viewpoint, and computes a normal map, a diffuse albedo map, and a specular intensity map of the scene. Since ground truth normal and reflectance maps of faces are difficult to capture, we propose a novel training technique that combines information from two readily available and complementary sources: a stereo depth signal and photometric shading cues. We evaluate our method over a range of subjects and lighting conditions and describe two applications: optimizing stereo geometry and filling the shadows in an image. Zhihao Xia, Jason Lawrence, Supreeth Achar |
ICCV | 2 |
| 2021 | Project starline: a high-fidelity telepresence systemabstractWe present a real-time bidirectional communication system that lets two people, separated by distance, experience a face-to-face conversation as if they were copresent. It is the first telepresence system that is demonstrably better than 2D videoconferencing, as measured using participant ratings (e.g., presence, attentiveness, reaction-gauging, engagement), meeting recall, and observed nonverbal behaviors (e.g., head nods, eyebrow movements). This milestone is reached by maximizing audiovisual fidelity and the sense of copresence in all design elements, including physical layout, lighting, face tracking, multi-view capture, microphone array, multi-stream compression, loudspeaker output, and lenticular display. Our system achieves key 3D audiovisual cues (stereopsis, motion parallax, and spatialized audio) and enables the full range of communication cues (eye contact, hand gestures, and body language), yet does not require special glasses or body-worn microphones/headphones. The system consists of a head-tracked autostereoscopic display, high-resolution 3D capture and rendering subsystems, and network transmission using compressed color and depth video streams. Other contributions include a novel image-based geometry fusion algorithm, free-space dereverberation, and talker localization. Jason Lawrence, Dan B. Goldman, Supreeth Achar, Gregory Major Blascovich, Joseph G. Desloge, Tommy Fortes, Eric M. Gomez, Sascha Häberling, Hugues Hoppe, Andy Huibers, Claude Knaus, Brian Kuschak, Ricardo Martin-Brualla, Harris Nover, Andrew Ian Russell, Steven M. Seitz, Kevin Tong |
ACM Trans. Graph. | 1 |
| 2021 | Time-travel rephotographyabstractMany historical people were only ever captured by old, faded, black and white photos, that are distorted due to the limitations of early cameras and the passage of time. This paper simulates traveling back in time with a modern camera to rephotograph famous subjects. Unlike conventional image restoration filters which apply independent operations like denoising, colorization, and superresolution, we leverage the StyleGAN2 framework to project old photos into the space of modern high-resolution photos, achieving all of these effects in a unified framework. A unique challenge with this approach is retaining the identity and pose of the subject in the original photo, while discarding the many artifacts frequently seen in low-quality antique photos. Our comparisons to current state-of-the-art restoration filters show significant improvements and compelling results for a variety of important historical people. Please go to time-travell-rephotography.github.io for many more results. Xuaner Cecilia Zhang, Paul Yoo, Ricardo Martin-Brualla, Jason Lawrence, Steven M. Seitz |
ACM Trans. Graph. | 5 |
| 2020 | KeystoneDepth: History in 3DabstractThis paper introduces KeystoneDepth, the largest and most diverse collection of rectified historical stereo image pairs to date, consisting of tens of thousands of stereographs of people, events, objects, and scenes recorded between 1864 and 1966. Leveraging the Keystone-Mast Collection of stereographs from the California Museum of Photography, we apply multiple processing steps to produce clean stereo image pairs, complete with calibration data, rectification transforms, and disparity maps. We introduce a novel stereo rectification technique based on the unique properties of antique stereo cameras. To better visualize the results on 2D displays, we also introduce a self-supervised deep view synthesis technique trained on historical imagery. Our dataset is available at http://keystonedepth.cs.washington.edu/. Yanmeng Kong, Jason Lawrence, Ricardo Martin-Brualla, Steven M. Seitz |
3DV | 3 |
| 2017 | Pepper's Cone: An Inexpensive Do-It-Yourself 3D DisplayabstractThis paper describes a simple 3D display that can be built from a tablet computer and a plastic sheet folded into a cone. This display allows naturally viewing a three-dimensional object from any direction over a 360-degree path of travel without the use of a head mount or special glasses. Inspired by the classic Pepper's Ghost illusion, our approach uses a curved transparent surface to reflect the image displayed on a 2D display. By properly pre-distorting the displayed image our system can produce a perspective-correct image to the viewer that appears to be suspended inside the reflector. We use the gyroscope integrated into modern tablet computers to adjust the rendered image based on the relative orientation of the viewer. The end result is a natural and intuitive interface for inspecting a 3D object. Our choice of a cone reflector is obtained by analyzing optical performance and stereo-compatibility over rotationally-symmetric conic reflector shapes. We also present the prototypes we built and measure the performance of our display through side-by-side comparisons with reference images. Jason Lawrence, Steven M. Seitz |
UIST | 2 |
| 2016 | Image Perforation: Automatically Accelerating Image Pipelines by Intelligently Skipping SamplesabstractImage pipelines arise frequently in modern computational photography systems and consist of multiple processing stages where each stage produces an intermediate image that serves as input to a future stage. Inspired by recent work on loop perforation [Sidiroglou-Douskos et al. 2011], this article introduces image perforation , a new optimization technique that allows us to automatically explore the space of performance-accuracy tradeoffs within an image pipeline. Image perforation works by transforming loops over the image at each pipeline stage into coarser loops that effectively “skip” certain samples. These missing samples are reconstructed for later stages using a number of different interpolation strategies that are relatively inexpensive to perform compared to the original cost of computing the sample. We describe a genetic algorithm for automatically exploring the resulting combinatoric search space of which loops to perforate, in what manner, by how much, and using which reconstruction method. We also present a prototype language that implements image perforation along with several other domain-specific optimizations and show results for a number of different image pipelines and inputs. For these cases, image perforation achieves speedups of 2 × --10 × with acceptable loss in visual quality and significantly outperforms loop perforation. Li-ming Lou, Paul Nguyen, Jason Lawrence, Connelly Barnes |
ACM Trans. Graph. | 3 |
| 2015 | Towards Automatic Band-Limited Procedural ShadersabstractProcedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing is typically achieved through numerical techniques like supersampling or precomputing integrals stored in mipmaps. This paper explores the problem of analytically computing a band-limited version of a procedural shader as a continuous function of the sampling rate. There is currently no known way of analytically computing these integrals in general. We explore the conditions under which exact solutions are possible and develop several approximation strategies for when they are not. Compared to supersampling methods, our approach produces shaders that are less expensive to evaluate and closer to ground truth in many cases. Compared to mipmapping or precomputation, our approach produces shaders that support an arbitrary bandwidth parameter and require less storage. We evaluate our method on a range of spatially-varying shader functions, automatically producing antialiased versions that have comparable error to 4×4 multisampling but can be over an order of magnitude faster. While not complete, our approach is a promising first step toward this challenging goal and indicates a number of interesting directions for future work. Jonathan Dorn, Connelly Barnes, Jason Lawrence, Westley Weimer |
Comput. Graph. Forum | 3 |
| 2014 | Discrete stochastic microfacet modelsabstractThis paper investigates rendering glittery surfaces, ones which exhibit shifting random patterns of glints as the surface or viewer moves. It applies both to dramatically glittery surfaces that contain mirror-like flakes and also to rough surfaces that exhibit more subtle small scale glitter, without which most glossy surfaces appear too smooth in close-up. These phenomena can in principle be simulated by high-resolution normal maps, but maps with tiny features create severe aliasing problems under narrow-angle illumination. In this paper we present a stochastic model for the effects of random subpixel structures that generates glitter and spatial noise that behave correctly under different illumination conditions and viewing distances, while also being temporally coherent so that they look right in motion. The model is based on microfacet theory, but it replaces the usual continuous microfacet distribution with a discrete distribution of scattering particles on the surface. A novel stochastic hierarchy allows efficient evaluation in the presence of large numbers of random particles, without ever having to consider the particles individually. This leads to a multiscale procedural BRDF that is readily implemented in standard rendering systems, and which converges back to the smooth case in the limit. Wenzel Jakob, Milos Hasan, Lingqi Yan 0001, Jason Lawrence, Ravi Ramamoorthi, Steve Marschner |
ACM Trans. Graph. | 4 |
| 2014 | genBRDF: discovering new analytic BRDFs with genetic programmingabstractWe present a framework for learning new analytic BRDF models through Genetic Programming that we call genBRDF. This approach to reflectance modeling can be seen as an extension of traditional methods that rely either on a phenomenological or empirical process. Our technique augments the human effort involved in deriving mathematical expressions that accurately characterize complex high-dimensional reflectance functions through a large-scale optimization. We present a number of analysis tools and data visualization techniques that are crucial to sifting through the large result sets produced by genBRDF in order to identify fruitful expressions. Additionally, we highlight several new models found by genBRDF that have not previously appeared in the BRDF literature. These new BRDF models are compact and more accurate than current state-of-the-art alternatives. Adam Brady, Jason Lawrence, Pieter Peers, Westley Weimer |
ACM Trans. Graph. | 2 |
| 2014 | Rendering glints on high-resolution normal-mapped specular surfacesabstractComplex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find texels that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves. Lingqi Yan 0001, Milos Hasan, Wenzel Jakob, Jason Lawrence, Steve Marschner, Ravi Ramamoorthi |
ACM Trans. Graph. | 4 |
| 2011 | An analysis of using high-frequency sinusoidal illumination to measure the 3D shape of translucent objectsabstractUsing optical triangulation methods to measure the shape of translucent objects is difficult because subsurface scattering contaminates measurements of the “direct” reflection at the surface. A number of recent papers have shown that high-frequency sinusoidal illumination patterns allow isolating this direct component, which in turn enables accurate estimation of the shape of translucent objects. Despite these encouraging results, there is currently no rigorous mathematical analysis of the expected error in the measured surface as it relates to the parameters of these systems: the frequency of the projected sinusoid, the geometric configuration of the source and camera, and the optical properties of the target object. We present such an analysis, which confirms earlier empirical results and provides a much needed tool for designing 3D scanners for translucent objects. Michael Holroyd, Jason Lawrence |
CVPR | 2 |
| 2011 | Computing and fabricating multilayer modelsabstractWe present a method for automatically converting a digital 3D model into a multilayer model : a parallel stack of high-resolution 2D images embedded within a semi-transparent medium. Multilayer models can be produced quickly and cheaply and provide a strong sense of an object's 3D shape and texture over a wide range of viewing directions. Our method is designed to minimize visible cracks and other artifacts that can arise when projecting an input model onto a small number of parallel planes, and avoid layer transitions that cut the model along important surface features. We demonstrate multilayer models fabricated with glass and acrylic tiles using commercially available printers. Michael Holroyd, Ilya Baran, Jason Lawrence, Wojciech Matusik |
ACM Trans. Graph. | 3 |
| 2011 | Material mattingabstractDespite the widespread use of measured real-world materials, intuitive tools for editing measured reflectance datasets are still lacking. We present a solution inspired by natural image matting and texture synthesis to thematerial mattingproblem, which allows separating a measured spatially-varying material into simpler foreground and background component materials and a corresponding opacity map. We approach this problem in the context of Bayesian statistics and introduce a new prior on materials that favors those with highly self-similar stochastic structure. We describe a prototype system that iteratively performs these separations based on small sets of user scribbles and demonstrate multiple separations and edits. Daniel Lepage, Jason Lawrence |
ACM Trans. Graph. | 2 |
| 2011 | Genetic programming for shader simplificationabstractWe present a framework based on Genetic Programming (GP) for automatically simplifying procedural shaders. Our approach computes a series of increasingly simplified shaders that expose the inherent trade-off between speed and accuracy. Compared to existing automatic methods for pixel shader simplification [Olano et al. 2003; Pellacini 2005], our approach considers a wider space of code transformations and produces faster and more faithful results. We further demonstrate how our cost function can be rapidly evaluated using graphics hardware, which allows tens of thousands of shader variants to be considered during the optimization process. Our approach is also applicable to multi-pass shaders and perceptual-based error metrics. Pitchaya Sitthi-amorn, Nicholas Modly, Westley Weimer, Jason Lawrence |
ACM Trans. Graph. | 4 |
| 2011 | Antialiasing recoveryabstractWe present a method for restoring antialiased edges that are damaged by certain types of nonlinear image filters. This problem arises with many common operations such as intensity thresholding, tone mapping, gamma correction, histogram equalization, bilateral filters, unsharp masking, and certain nonphotorealistic filters. We present a simple algorithm that selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image. Our algorithm is highly parallel and is therefore easily implemented on a GPU. Our prototype system can process up to 500 megapixels per second and we present results for a number of different image filters. Lei Yang 0006, Pedro V. Sander, Jason Lawrence, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2011 | Image-based bidirectional scene reprojectionabstractWe introduce a method for increasing the framerate of real-time rendering applications. Whereas many existing temporal upsampling strategies only reuse information from previous frames, our bidirectional technique reconstructs intermediate frames from a pair of consecutive rendered frames. This significantly improves the accuracy and efficiency of data reuse since very few pixels are simultaneously occluded in both frames. We present two versions of this basic algorithm. The first is appropriate for fill-bound scenes as it limits the number of expensive shading calculations, but involves rasterization of scene geometry at each intermediate frame. The second version, our more significant contribution, reduces both shading and geometry computations by performing reprojection using only image-based buffers. It warps and combines the adjacent rendered frames using an efficient iterative search on their stored scene depth and flow. Bidirectional reprojection introduces a small amount of lag. We perform a user study to investigate this lag, and find that its effect is minor. We demonstrate substantial performance improvements (3--4x) for a variety of applications, including vertex-bound and fill-bound scenes, multi-pass effects, and motion blur. Lei Yang 0006, Yu-Chiu Tse, Pedro V. Sander, Jason Lawrence, Diego F. Nehab, Hugues Hoppe, Clara L. Wilkins |
ACM Trans. Graph. | 4 |
| 2011 | A User-Assisted Approach to Visualizing Multidimensional ImagesabstractWe present a new technique for fusing together an arbitrary number of aligned images into a single color or intensity image. We approach this fusion problem from the context of Multidimensional Scaling (MDS) and describe an algorithm that preserves the relative distances between pairs of pixel values in the input (vectors of measurements) as perceived differences in a color image. The two main advantages of our approach over existing techniques are that it can incorporate user constraints into the mapping process and allows adaptively compressing or exaggerating features in the input in order to make better use of the output's limited dynamic range. We demonstrate these benefits by showing applications in various scientific domains and comparing our algorithm to previously proposed techniques. Jason Lawrence, Sean Arietta, Michael M. Kazhdan, Daniel Lepage, Colleen O'Hagan |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | Interactive Editing of Lighting and Materials using a Bivariate BRDF RepresentationabstractAbstract We present a new Precomputed Radiance Transfer (PRT) algorithm based on a two dimensional representation of isotropic BRDFs. Our approach involves precomputing matrices that allow quickly mapping environment lighting, which is represented in the global coordinate system, and the surface BRDFs, which are represented in a bivariate domain, to the local hemisphere at a surface location where the reflection integral is evaluated. When the lighting and BRDFs are represented in a wavelet basis, these rotation matrices are sparse and can be efficiently stored and combined with pre‐computed visibility at run‐time. Compared to prior techniques that also precompute wavelet rotation matrices, our method allows full control over the lighting and materials due to the way the BRDF is represented. Furthermore, this bivariate parameterization preserves sharp specular peaks and grazing effects that are attenuated in conventional parameterizations. We demonstrate a prototype rendering system that achieves real‐time framerates while lighting and materials are edited. Pitchaya Sitthi-amorn, Fabiano Romeiro, Todd E. Zickler, Jason Lawrence |
Comput. Graph. Forum | 4 |
| 2010 | A coaxial optical scanner for synchronous acquisition of 3D geometry and surface reflectanceabstractWe present a novel optical setup and processing pipeline for measuring the 3D geometry and spatially-varying surface reflectance of physical objects. Central to our design is a digital camera and a high frequency spatially-modulated light source aligned to share a common focal point and optical axis. Pairs of such devices allow capturing a sequence of images from which precise measurements of geometry and reflectance can be recovered. Our approach is enabled by two technical contributions: a new active multiview stereo algorithm and an analysis of light descattering that has important implications for image-based reflectometry. We show that the geometry measured by our scanner is accurate to within 50 microns at a resolution of roughly 200 microns and that the reflectance agrees with reference data to within 5.5%. Additionally, we present an image relighting application and show renderings that agree very well with reference images at light and view positions far from those that were initially measured. Michael Holroyd, Jason Lawrence, Todd E. Zickler |
ACM Trans. Graph. | 2 |
| 2009 | An empirical BSSRDF modelabstractWe present a new model of the homogeneous BSSRDF based on large-scale simulations. Our model captures the appearance of materials that are not accurately represented using existing single scattering models or multiple isotropic scattering models (e.g. the diffusion approximation). We use an analytic function to model the 2D hemispherical distribution of exitant light at a point on the surface, and a table of parameter values of this function computed at uniformly sampled locations over the remaining dimensions of the BSSRDF domain. This analytic function is expressed in elliptic coordinates and has six parameters which vary smoothly with surface position, incident angle, and the underlying optical properties of the material (albedo, mean free path length, phase function and the relative index of refraction). Our model agrees well with measured data, and is compact, requiring only 250MB to represent the full spatial- and angular-distribution of light across a wide spectrum of materials. In practice, rendering a single material requires only about 100KB to represent the BSSRDF. Craig Donner, Jason Lawrence, Ravi Ramamoorthi, Toshiya Hachisuka, Henrik Wann Jensen, Shree K. Nayar |
ACM Trans. Graph. | 2 |
| 2009 | Printing spatially-varying reflectanceabstractAlthough real-world surfaces can exhibit significant variation in materials --- glossy, diffuse, metallic, etc. --- printers are usually used to reproduce color or gray-scale images. We propose a complete system that uses appropriate inks and foils to print documents with a variety of material properties. Given a set of inks with known Bidirectional Reflectance Distribution Functions (BRDFs), our system automatically finds the optimal linear combinations to approximate the BRDFs of the target documents. Novel gamut-mapping algorithms preserve the relative glossiness between different BRDFs, and halftoning is used to produce patterns to be sent to the printer. We demonstrate the effectiveness of this approach with printed samples of a number of measured spatially-varying BRDFs. Wojciech Matusik, Boris Ajdin, Jinwei Gu, Jason Lawrence, Hendrik P. A. Lensch, Fabio Pellacini, Szymon Rusinkiewicz |
ACM Trans. Graph. | 4 |
| 2009 | Amortized supersamplingabstractWe present a real-time rendering scheme that reuses shading samples from earlier time frames to achieve practical antialiasing of procedural shaders. Using a reprojection strategy, we maintain several sets of shading estimates at subpixel precision, and incrementally update these such that for most pixels only one new shaded sample is evaluated per frame. The key difficulty is to prevent accumulated blurring during successive reprojections. We present a theoretical analysis of the blur introduced by reprojection methods. Based on this analysis, we introduce a nonuniform spatial filter, an adaptive recursive temporal filter, and a principled scheme for locally estimating the spatial blur. Our scheme is appropriate for antialiasing shading attributes that vary slowly over time. It works in a single rendering pass on commodity graphics hardware, and offers results that surpass 4x4 stratified supersampling in quality, at a fraction of the cost. Lei Yang 0006, Diego F. Nehab, Pedro V. Sander, Pitchaya Sitthi-amorn, Jason Lawrence, Hugues Hoppe |
ACM Trans. Graph. | 5 |
| 2008 | Geometry-Aware Framebuffer Level of DetailabstractAbstract This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade‐off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature‐preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer‐grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel‐bound scenes. Lei Yang 0006, Pedro V. Sander, Jason Lawrence |
Comput. Graph. Forum | 3 |
| 2008 | A photometric approach for estimating normals and tangentsabstractThis paper presents a technique for acquiring the shape of real-world objects with complex isotropic and anisotropic reflectance. Our method estimates the local normal and tangent vectors at each pixel in a reference view from a sequence of images taken under varying point lighting. We show that for many real-world materials and a restricted set of light positions, the 2D slice of the BRDF obtained by fixing the local view direction is symmetric under reflections of the halfway vector across the normal-tangent and normal-binormal planes. Based on this analysis, we develop an optimization that estimates the local surface frame by identifying these planes of symmetry in the measured BRDF. As with other photometric methods, a key benefit of our approach is that the input is easy to acquire and is less sensitive to calibration errors than stereo or multi-view techniques. Unlike prior work, our approach allows estimating the surface tangent in the case of anisotropic reflectance. We confirm the accuracy and reliability of our approach with analytic and measured data, present several normal and tangent fields acquired with our technique, and demonstrate applications to appearance editing. Michael Holroyd, Jason Lawrence, Greg Humphreys, Todd E. Zickler |
ACM Trans. Graph. | 2 |
| 2008 | Automated reprojection-based pixel shader optimizationabstractWe present a framework and supporting algorithms to automate the use of temporal data reprojection as a general tool for optimizing procedural shaders. Although the general strategy of caching and reusing expensive intermediate shading calculations across consecutive frames has previously been shown to provide an effective trade-off between speed and accuracy, the critical choices of what to reuse and at what rate to refresh cached entries have been left to a designer. The fact that these decisions require a deep understanding of a procedure's semantic structure makes it challenging to select optimal candidates among possibly hundreds of alternatives. Our automated approach relies on parametric models of the way possible caching decisions affect the shader's performance and visual fidelity. These models are trained using a sample rendering session and drive an interactive profiler in which the user can explore the error/performance trade-offs associated with incorporating temporal reprojection. We evaluate the proposed models and selection algorithm with a prototype system used to optimize several complex shaders and compare our approach to current alternatives. Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang 0006, Pedro V. Sander, Diego F. Nehab, Jiahe Xi |
ACM Trans. Graph. | 2 |
| 2007 | Efficient Basis Decomposition for Scattered Reflectance Data
Richard Peter Weistroffer, Kristen R. Walcott, Greg Humphreys, Jason Lawrence |
Rendering Techniques | 4 |
| 2007 | AppWand: editing measured materials using appearance-driven optimizationabstractWe investigate a new approach to editing spatially- and temporally-varying measured materials that adopts a stroke-based workflow. In our system, a user specifies a small number of editing constraints with a 3-D painting interface which are smoothly propagated to the entire dataset through an optimization that enforces similar edits are applied to areas with similar appearance. The sparse nature of this appearance-driven optimization permits the use of efficient solvers, allowing the designer to interactively refine the constraints. We have found this approach supports specifying a wide range of complex edits that would not be easy with existing techniques which present the user with a fixed segmentation of the data. Furthermore, it is independent of the underlying reflectance model and we show edits to both analytic and non-parametric representations in examples from several material databases. Fabio Pellacini, Jason Lawrence |
ACM Trans. Graph. | 2 |
| 2006 | Inverse shade trees for non-parametric material representation and editingabstractRecent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use for rendering. Another crucial goal, which has so far received little attention, is editability: for practical use, we must be able to change both the directional and spatial behavior of surface reflectance (e.g., making one material shinier, another more anisotropic, and changing the spatial "texture maps" indicating where each material appears). We introduce an Inverse Shade Tree framework that provides a general approach to estimating the "leaves" of a user-specified shade tree from high-dimensional measured datasets of appearance. These leaves are sampled 1- and 2-dimensional functions that capture both the directional behavior of individual materials and their spatial mixing patterns. In order to compute these shade trees automatically, we map the problem to matrix factorization and introduce a flexible new algorithm that allows for constraints such as non-negativity, sparsity, and energy conservation. Although we cannot infer every type of shade tree, we demonstrate the ability to reduce multi-gigabyte measured datasets of the Spatially-Varying Bidirectional Reflectance Distribution Function (SVBRDF) into a compact representation that may be edited in real time. Jason Lawrence, Aner Ben-Artzi, Christopher DeCoro, Wojciech Matusik, Hanspeter Pfister, Ravi Ramamoorthi, Szymon Rusinkiewicz |
ACM Trans. Graph. | 1 |
| 2006 | A compact factored representation of heterogeneous subsurface scatteringabstractMany translucent materials exhibit heterogeneous subsurface scattering, which arises from complex internal structures. The acquisition and representation of these scattering functions is a complex problem that has been only partially addressed in previous techniques. Unlike homogeneous materials, the spatial component of heterogeneous subsurface scattering can vary arbitrarily over surface locations. Storing the spatial component without compression leads to impractically large datasets. In this paper, we address the problem of acquiring and compactly representing the spatial component of heterogeneous subsurface scattering functions. We propose a material model based on matrix factorization that can be mapped onto arbitrary geometry, and, due to its compact form, can be incorporated into most visualization systems with little overhead. We present results of several real-world datasets that are acquired using a projector and a digital camera. Pieter Peers, Karl vom Berge, Wojciech Matusik, Ravi Ramamoorthi, Jason Lawrence, Szymon Rusinkiewicz, Philip Dutré |
ACM Trans. Graph. | 5 |
| 2005 | Isoluminant color picking for non-photorealistic rendering
Trân-Quân Luong, Ankush Seth, Allison W. Klein, Jason Lawrence |
Graphics Interface | 4 |
| 2005 | Adaptive Numerical Cumulative Distribution Functions for Efficient Importance Sampling
Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi |
Rendering Techniques | 1 |
| 2004 | A painting interface for interactive surface deformations
Jason Lawrence, Thomas A. Funkhouser |
Graph. Model. | 1 |
| 2004 | Efficient BRDF importance sampling using a factored representationabstractHigh-quality Monte Carlo image synthesis requires the ability to importance sample realistic BRDF models. However, analytic sampling algorithms exist only for the Phong model and its derivatives such as Lafortune and Blinn-Phong. This paper demonstrates an importance sampling technique for a wide range of BRDFs, including complex analytic models such as Cook-Torrance and measured materials, which are being increasingly used for realistic image synthesis. Our approach is based on a compact factored representation of the BRDF that is optimized for sampling. We show that our algorithm consistently offers better efficiency than alternatives that involve fitting and sampling a Lafortune or Blinn-Phong lobe, and is more compact than sampling strategies based on tabulating the full BRDF. We are able to efficiently create images involving multiple measured and analytic BRDFs, under both complex direct lighting and global illumination. Jason Lawrence, Szymon Rusinkiewicz, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 2003 | A Painting Interface for Interactive Surface DeformationsabstractA long-standing challenge in geometric modeling is providing a natural, intuitive interface for making local deformations to 3D surfaces. Previous approaches have provided either interactive manipulation or physical simulation to control surface deformations. In this paper, we investigate combining these two approaches with a painting interface that gives the user direct, local control over a physical simulation. The paint a user applies to the model defines its instantaneous surface velocity, the user can effect surface deformations. We have found that this painting metaphor gives the user direct, local control over surface deformations for several applications: creating new models, removing noise from existing models, and adding geometric texture to an existing surface at multiple scales. Jason Lawrence, Thomas A. Funkhouser |
PG | 1 |