VLDB 2026 Research / reviewers in the wild / expert
Jaroslav Krivánek
dblp:k/JaroslavKrivanek
· DBLP profile ↗
47ranked-venue papers
6as first author
7since 2021 · last 2024
0000-0002-8780-1702ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 46 · 6 first-author · 6 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | SkyGAN: Realistic Cloud Imagery for Image-based LightingabstractAbstract Achieving photorealism when rendering virtual scenes in movies or architecture visualizations often depends on providing a realistic illumination and background. Typically, spherical environment maps serve both as a natural light source from the Sun and the sky, and as a background with clouds and a horizon. In practice, the input is either a static high‐resolution HDR photograph manually captured on location in real conditions, or an analytical clear sky model that is dynamic, but cannot model clouds. Our approach bridges these two limited paradigms: a user can control the sun position and cloud coverage ratio, and generate a realistically looking environment map for these conditions. It is a hybrid data‐driven analytical model based on a modified state‐of‐the‐art GAN architecture, which is trained on matching pairs of physically‐accurate clear sky radiance and HDR fisheye photographs of clouds. We demonstrate our results on renders of outdoor scenes under varying time, date and cloud covers. Our source code and a dataset of 39 000 HDR sky images are publicly available at https://github.com/CGGMFF/SkyGAN . Martin Mirbauer, Tobias Rittig, Tomás Iser, Jaroslav Krivánek, Elena Sikudová |
Comput. Graph. Forum | 4 |
| 2022 | SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting
Martin Mirbauer, Tobias Rittig, Tomás Iser, Jaroslav Krivánek, Elena Sikudová |
EGSR (ST) | 4 |
| 2022 | Survey and Evaluation of Neural 3D Shape Classification ApproachesabstractClassification of 3D objects - the selection of a category in which each object belongs - is of great interest in the field of machine learning. Numerous researchers use deep neural networks to address this problem, altering the network architecture and representation of the 3D shape used as an input. To investigate the effectiveness of their approaches, we conduct an extensive survey of existing methods and identify common ideas by which we categorize them into a taxonomy. Second, we evaluate 11 selected classification networks on two 3D object datasets, extending the evaluation to a larger dataset on which most of the selected approaches have not been tested yet. For this, we provide a framework for converting shapes from common 3D mesh formats into formats native to each network, and for training and evaluating different classification approaches on this data. Despite being partially unable to reach the accuracies reported in the original papers, we compare the relative performance of the approaches as well as their performance when changing datasets as the only variable to provide valuable insights into performance on different kinds of data. We make our code available to simplify running training experiments with multiple neural networks with different prerequisites. Martin Mirbauer, Miroslav Krabec, Jaroslav Krivánek, Elena Sikudová |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2021 | A Multiscale Microfacet Model Based on Inverse Bin MappingabstractAbstract Accurately controllable shading detail is a crucial aspect of realistic appearance modelling. Two fundamental building blocks for this are microfacet BRDFs, which describe the statistical behaviour of infinitely small facets, and normal maps, which provide user‐controllable spatio‐directional surface features. We analyse the filtering of the combined effect of a microfacet BRDF and a normal map. By partitioning the half‐vector domain into bins we show that the filtering problem can be reduced to evaluation of an integral histogram (IH), a generalization of a summed‐area table (SAT). Integral histograms are known for their large memory requirements, which are usually proportional to the number of bins. To alleviate this, we introduce Inverse Bin Maps, a specialised form of IH with a memory footprint that is practically independent of the number of bins. Based on these, we present a memory‐efficient, production‐ready approach for filtering of high resolution normal maps with arbitrary Beckmann flake roughness. In the corner case of specular normal maps (zero, or very small roughness values) our method shows similar convergence rates to the current state of the art, and is also more memory efficient. Asen Atanasov, Alexander Wilkie, Vladimir Koylazov, Jaroslav Krivánek |
Comput. Graph. Forum | 4 |
| 2021 | Neural Acceleration of Scattering-Aware Color 3D PrintingabstractAbstract With the wider availability of full‐color 3D printers, color‐accurate 3D‐print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest‐quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data‐driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end‐to‐end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D‐print preparation within time frames in the order of the actual printing time. Tobias Rittig, Denis Sumin, Vahid Babaei, Piotr Didyk, Alexey G. Voloboy, Alexander Wilkie, Bernd Bickel, Karol Myszkowski, Tim Weyrich, Jaroslav Krivánek |
Comput. Graph. Forum | 10 |
| 2021 | A gradient-based framework for 3D print appearance optimizationabstractIn full-color inkjet 3D printing, a key problem is determining the material configuration for the millions of voxels that a printed object is made of. The goal is a configuration that minimises the difference between desired target appearance and the result of the printing process. So far, the techniques used to find such a configuration have relied on domain-specific methods or heuristic optimization, which allowed only a limited level of control over the resulting appearance. We propose to use differentiable volume rendering in a continuous material-mixture space, which leads to a framework that can be used as a general tool for optimising inkjet 3D printouts. We demonstrate the technical feasibility of this approach, and use it to attain fine control over the fabricated appearance, and high levels of faithfulness to the specified target. Thomas Nindel, Tomás Iser, Tobias Rittig, Alexander Wilkie, Jaroslav Krivánek |
ACM Trans. Graph. | 5 |
| 2021 | A fitted radiance and attenuation model for realistic atmospheresabstractWe present a fitted model of sky dome radiance and attenuation for realistic terrestrial atmospheres. Using scatterer distribution data from atmospheric measurement data, our model considerably improves on the visual realism of existing analytical clear sky models, as well as of interactive methods that are based on approximating atmospheric light transport. We also provide features not found in fitted models so far: radiance patterns for post-sunset conditions, in-scattered radiance and attenuation values for finite viewing distances, an observer altitude resolved model that includes downward-looking viewing directions, as well as polarisation information. We introduce a fully spherical model for in-scattered radiance that replaces the family of hemispherical functions originally introduced by Perez et al., and which was extended for several subsequent analytical models: our model relies on reference image compression via tensor decomposition instead. Alexander Wilkie, Petr Vévoda, Thomas Bashford-Rogers, Lukas Hosek, Tomás Iser, Monika Kolárová, Tobias Rittig, Jaroslav Krivánek |
ACM Trans. Graph. | 8 |
| 2020 | StyleProp: Real-time Example-based Stylization of 3D ModelsabstractAbstract We present a novel approach to the real‐time non‐photorealistic rendering of 3D models in which a single hand‐drawn exemplar specifies its appearance. We employ guided patch‐based synthesis to achieve high visual quality as well as temporal coherence. However, unlike previous techniques that maintain consistency in one dimension (temporal domain), in our approach, multiple dimensions are taken into account to cover all degrees of freedom given by the available space of interactions (e.g., camera rotations). To enable interactive experience, we precalculate a sparse latent representation of the entire interaction space, which allows rendering of a stylized image in real‐time, even on a mobile device. To the best of our knowledge, the proposed system is the first that enables interactive example‐based stylization of 3D models with full temporal coherence in predefined interaction space. Filip Hauptfleisch, Ondrej Texler, Aneta Texler, Jaroslav Krivánek, Daniel Sýkora |
Comput. Graph. Forum | 4 |
| 2020 | Variance-aware path guidingabstractPath guiding is a promising tool to improve the performance of path tracing algorithms. However, not much research has investigated what target densities a guiding method should strive to learn for optimal performance. Instead, most previous work pursues the zero-variance goal: The local decisions are guided under the assumption that all other decisions along the random walk will be sampled perfectly. In practice, however, many decisions are poorly guided, or not guided at all. Furthermore, learned distributions are often marginalized, e.g., by neglecting the BSDF. We present a generic procedure to derive theoretically optimal target densities for local path guiding. These densities account for variance in nested estimators, and marginalize provably well over, e.g., the BSDF. We apply our theory in two state-of-the-art rendering applications: a path guiding solution for unidirectional path tracing [Müller et al. 2017] and a guiding method for light source selection for the many lights problem [Vévoda et al. 2018]. In both cases, we observe significant improvements, especially on glossy surfaces. The implementations for both applications consist of trivial modifications to the original code base, without introducing any additional overhead. Alexander Rath, Pascal Grittmann, Sebastian Herholz, Petr Vévoda, Philipp Slusallek, Jaroslav Krivánek |
ACM Trans. Graph. | 6 |
| 2020 | Survey of Markov Chain Monte Carlo Methods in Light Transport SimulationabstractTwo decades have passed since the introduction of Markov chain Monte Carlo (MCMC) into light transport simulation by Veach and Guibas, and numerous follow-up works have been published since then. However, up until now no survey has attempted to cover the majority of these methods. The aim of this paper is therefore to offer a first comprehensive survey of MCMC algorithms for light transport simulation. The methods presented in this paper are categorized by their objectives and properties, while we point out their strengths and weaknesses. We discuss how the methods handle the main issues of MCMC and how they could be combined or improved in the near future. To make the paper suitable for readers unacquainted with MCMC methods, we include an introduction to general MCMC and its demonstration on a simple example. Martin Sik, Jaroslav Krivánek |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Integral formulations of volumetric transmittanceabstractComputing the light attenuation between two given points is an essential yet expensive task in volumetric light transport simulation. Existing unbiased transmittance estimators are all based on "null-scattering" random walks enabled by augmenting the media with fictitious matter. This formulation prevents the use of traditional Monte Carlo estimator variance analysis, thus the efficiency of such methods is understood from a mostly empirical perspective. In this paper, we present several novel integral formulations of volumetric transmittance in which existing estimators arise as direct Monte Carlo estimators. Breaking from physical intuition, we show that the null-scattering concept is not strictly required for unbiased transmittance estimation, but is a form of control variates for effectively reducing variance. Our formulations bring new insight into the problem and the efficiency of existing estimators. They also provide a framework for devising new types of transmittance estimators with distinct and complementary performance tradeoffs, as well as a clear recipe for applying sample stratification. Iliyan Georgiev, Zackary Misso, Toshiya Hachisuka, Derek Nowrouzezahrai, Jaroslav Krivánek, Wojciech Jarosz |
ACM Trans. Graph. | 5 |
| 2019 | Variance-aware multiple importance samplingabstractMany existing Monte Carlo methods rely on multiple importance sampling (MIS) to achieve robustness and versatility. Typically, the balance or power heuristics are used, mostly thanks to the seemingly strong guarantees on their variance. We show that these MIS heuristics are oblivious to the effect of certain variance reduction techniques like stratification. This shortcoming is particularly pronounced when unstratified and stratified techniques are combined (e.g., in a bidirectional path tracer). We propose to enhance the balance heuristic by injecting variance estimates of individual techniques, to reduce the variance of the combined estimator in such cases. Our method is simple to implement and introduces little overhead. Pascal Grittmann, Iliyan Georgiev, Philipp Slusallek, Jaroslav Krivánek |
ACM Trans. Graph. | 4 |
| 2019 | Volume Path Guiding Based on Zero-Variance Random Walk TheoryabstractThe efficiency of Monte Carlo methods, commonly used to render participating media, is directly linked to the manner in which random sampling decisions are made during path construction. Notably, path construction is influenced by scattering direction and distance sampling, Russian roulette, and splitting strategies. We present a consistent suite of volumetric path construction techniques where all these sampling decisions are guided by a cached estimate of the adjoint transport solution . The proposed strategy is based on the theory of zero-variance path sampling schemes, accounting for the spatial and directional variation in volumetric transport. Our key technical contribution, enabling the use of this approach in the context of volume light transport, is a novel guiding strategy for sampling the particle collision distance proportionally to the product of transmittance and the adjoint transport solution (e.g., in-scattered radiance). Furthermore, scattering directions are likewise sampled according to the product of the phase function and the incident radiance estimate. Combined with guided Russian roulette and splitting strategies tailored to volumes, we demonstrate about an order-of-magnitude error reduction compared to standard unidirectional methods. Consequently, our approach can render scenes otherwise intractable for such methods, while still retaining their simplicity (compared to, e.g., bidirectional methods). Sebastian Herholz, Oskar Elek, Derek Nowrouzezahrai, Hendrik P. A. Lensch, Jaroslav Krivánek |
ACM Trans. Graph. | 6 |
| 2019 | MIS compensation: optimizing sampling techniques in multiple importance samplingabstractMultiple importance sampling (MIS) has become an indispensable tool in Monte Carlo rendering, widely accepted as a near-optimal solution for combining different sampling techniques. But an MIS combination, using the common balance or power heuristics, often results in an overly defensive estimator, leading to high variance. We show that by generalizing the MIS framework, variance can be substantially reduced. Specifically, we optimize one of the combined sampling techniques so as to decrease the overall variance of the resulting MIS estimator. We apply the approach to the computation of direct illumination due to an HDR environment map and to the computation of global illumination using a path guiding algorithm. The implementation can be as simple as subtracting a constant value from the tabulated sampling density done entirely in a preprocessing step. This produces a consistent noise reduction in all our tests with no negative influence on run time, no artifacts or bias, and no failure cases. Ondrej Karlik, Martin Sik, Petr Vévoda, Tomás Skrivan, Jaroslav Krivánek |
ACM Trans. Graph. | 5 |
| 2019 | Optimal multiple importance samplingabstractMultiple Importance Sampling (MIS) is a key technique for achieving robustness of Monte Carlo estimators in computer graphics and other fields. We derive optimal weighting functions for MIS that provably minimize the variance of an MIS estimator, given a set of sampling techniques. We show that the resulting variance reduction over the balance heuristic can be higher than predicted by the variance bounds derived by Veach and Guibas, who assumed only non-negative weights in their proof. We theoretically analyze the variance of the optimal MIS weights and show the relation to the variance of the balance heuristic. Furthermore, we establish a connection between the new weighting functions and control variates as previously applied to mixture sampling. We apply the new optimal weights to integration problems in light transport and show that they allow for new design considerations when choosing the appropriate sampling techniques for a given integration problem. Ivo Kondapaneni, Petr Vévoda, Pascal Grittmann, Tomás Skrivan, Philipp Slusallek, Jaroslav Krivánek |
ACM Trans. Graph. | 6 |
| 2019 | Geometry-aware scattering compensation for 3D printingabstractCommercially available full-color 3D printing allows for detailed control of material deposition in a volume, but an exact reproduction of a target surface appearance is hampered by the strong subsurface scattering that causes nontrivial volumetric cross-talk at the print surface. Previous work showed how an iterative optimization scheme based on accumulating absorptive materials at the surface can be used to find a volumetric distribution of print materials that closely approximates a given target appearance. In this work, we first revisit the assumption that pushing the absorptive materials to the surface results in minimal volumetric cross-talk. We design a full-fledged optimization on a small domain for this task and confirm this previously reported heuristic. Then, we extend the above approach that is critically limited to color reproduction on planar surfaces, to arbitrary 3D shapes. Our method enables high-fidelity color texture reproduction on 3D prints by effectively compensating for internal light scattering within arbitrarily shaped objects. In addition, we propose a content-aware gamut mapping that significantly improves color reproduction for the pathological case of thin geometric features. Using a wide range of sample objects with complex textures and geometries, we demonstrate color reproduction whose fidelity is superior to state-of-the-art drivers for color 3D printers. Denis Sumin, Tobias Rittig, Vahid Babaei, Thomas Nindel, Alexander Wilkie, Piotr Didyk, Bernd Bickel, Jaroslav Krivánek, Karol Myszkowski, Tim Weyrich |
ACM Trans. Graph. | 8 |
| 2018 | Efficient Caustic Rendering with Lightweight Photon MappingabstractAbstract Robust and efficient rendering of complex lighting effects, such as caustics, remains a challenging task. While algorithms like vertex connection and merging can render such effects robustly, their significant overhead over a simple path tracer is not always justified and – as we show in this paper ‐ also not necessary. In current rendering solutions, caustics often require the user to enable a specialized algorithm, usually a photon mapper, and hand‐tune its parameters. But even with carefully chosen parameters, photon mapping may still trace many photons that the path tracer could sample well enough, or, even worse, that are not visible at all. Our goal is robust, yet lightweight, caustics rendering. To that end, we propose a technique to identify and focus computation on the photon paths that offer significant variance reduction over samples from a path tracer. We apply this technique in a rendering solution combining path tracing and photon mapping. The photon emission is automatically guided towards regions where the photons are useful, i.e., provide substantial variance reduction for the currently rendered image. Our method achieves better photon densities with fewer light paths (and thus photons) than emission guiding approaches based on visual importance. In addition, we automatically determine an appropriate number of photons for a given scene, and the algorithm gracefully degenerates to pure path tracing for scenes that do not benefit from photon mapping. Pascal Grittmann, Arsène Pérard-Gayot, Philipp Slusallek, Jaroslav Krivánek |
Comput. Graph. Forum | 4 |
| 2018 | Bayesian online regression for adaptive direct illumination samplingabstractDirect illumination calculation is an important component of any physically-based Tenderer with a substantial impact on the overall performance. We present a novel adaptive solution for unbiased Monte Carlo direct illumination sampling, based on online learning of the light selection probability distributions. Our main contribution is a formulation of the learning process as Bayesian regression, based on a new, specifically designed statistical model of direct illumination. The net result is a set of regularization strategies to prevent over-fitting and ensure robustness even in early stages of calculation, when the observed information is sparse. The regression model captures spatial variation of illumination, which enables aggregating statistics over relatively large scene regions and, in turn, ensures a fast learning rate. We make the method scalable by adopting a light clustering strategy from the Lightcuts method, and further reduce variance through the use of control variates. As a main design feature, the resulting algorithm is virtually free of any preprocessing, which enables its use for interactive progressive rendering, while the online learning still enables super-linear convergence. Petr Vévoda, Ivo Kondapaneni, Jaroslav Krivánek |
ACM Trans. Graph. | 3 |
| 2017 | On Realism of Architectural Procedural ModelsabstractThe goal of procedural modeling is to generate realistic content. The realism of this content is typically assessed by qualitatively evaluating a small number of results, or, less frequently, by conducting a user study. However, there is a lack of systematic treatment and understanding of what is considered realistic, both in procedural modeling and for images in general. We conduct a user study that primarily investigates the realism of procedurally generated buildings. Specifically, we investigate the role of fine and coarse details, and investigate which other factors contribute to the perception of realism. We find that realism is carried on different scales, and identify other factors that contribute to the realism of procedural and non-procedural buildings. Jan Benes, Filip Dechterenko, Jaroslav Krivánek, Pascal Müller |
Comput. Graph. Forum | 4 |
| 2017 | Scattering-aware texture reproduction for 3D printingabstractColor texture reproduction in 3D printing commonly ignores volumetric light transport (cross-talk) between surface points on a 3D print. Such light diffusion leads to significant blur of details and color bleeding, and is particularly severe for highly translucent resin-based print materials. Given their widely varying scattering properties, this cross-talk between surface points strongly depends on the internal structure of the volume surrounding each surface point. Existing scattering-aware methods use simplified models for light difusion, and often accept the visual blur as an immutable property of the print medium. In contrast, our work counteracts heterogeneous scattering to obtain the impression of a crisp albedo texture on top of the 3D print, by optimizing for a fully volumetric material distribution that preserves the target appearance. Our method employs an efficient numerical optimizer on top of a general Monte-Carlo simulation of heterogeneous scattering, supported by a practical calibration procedure to obtain scattering parameters from a given set of printer materials. Despite the inherent translucency of the medium, we reproduce detailed surface textures on 3D prints. We evaluate our system using a commercial, five-tone 3D print process and compare against the printer's native color texturing mode, demonstrating that our method preserves high-frequency features well without having to compromise on color gamut. Oskar Elek, Denis Sumin, Ran Zhang 0007, Tim Weyrich, Karol Myszkowski, Bernd Bickel, Alexander Wilkie, Jaroslav Krivánek |
ACM Trans. Graph. | 8 |
| 2017 | A Spatial Target Function for Metropolis Photon TracingabstractThe human visual system is sensitive to relative differences in luminance, but light transport simulation algorithms based on Metropolis sampling often result in a highly nonuniform relative error distribution over the rendered image. Although this issue has previously been addressed in the context of the Metropolis light transport algorithm, our work focuses on Metropolis photon tracing. We present a new target function (TF) for Metropolis photon tracing that ensures good stratification of photons leading to pixel estimates with equalized relative error. We develop a hierarchical scheme for progressive construction of the TF from paths sampled during rendering. In addition to the approach taken in previous work, where the TF is defined in the image plane, ours can be associated with compact spatial regions. This allows us to take advantage of illumination coherence to more robustly estimate the TF while adapting to geometry discontinuities. To sample from this TF, we design a new replica exchange Metropolis scheme. We apply our algorithm in progressive photon mapping and show that it often outperforms alternative approaches in terms of image quality by a large margin. Adrien Gruson, Mickaël Ribardière, Martin Sik, Jirí Vorba, Rémi Cozot, Kadi Bouatouch, Jaroslav Krivánek |
ACM Trans. Graph. | 7 |
| 2016 | Product Importance Sampling for Light Transport Path GuidingabstractThe efficiency of Monte Carlo algorithms for light transport simulation is directly related to their ability to importance-sample the product of the illumination and reflectance in the rendering equation. Since the optimal sampling strategy would require knowledge about the transport solution itself, importance sampling most often follows only one of the known factors – BRDF or an approximation of the incident illumination. To address this issue, we propose to represent the illumination and the reflectance factors by the Gaussian mixture model (GMM), which we fit by using a combination of weighted expectation maximization and non-linear optimization methods. The GMM representation then allows us to obtain the resulting product distribution for importance sampling on-the-fly at each scene point. For its efficient evaluation and sampling we preform an up-front adaptive decimation of both factor mixtures. In comparison to state-of-the-art sampling methods, we show that our product importance sampling can lead to significantly better convergence in scenes with complex illumination and reflectance. Sebastian Herholz, Oskar Elek, Jirí Vorba, Hendrik P. A. Lensch, Jaroslav Krivánek |
Comput. Graph. Forum | 5 |
| 2016 | Reconstructing personalized anatomical models for physics-based body animationabstractWe present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1) subject-specific variations: shapes and sizes of bones, muscles, and adipose tissues and 2) skeletal poses. Next, we capture a set of 3D scans of an actor in various poses. Our key contribution is formulating and solving a large-scale optimization problem where we compute both subject-specific and pose-dependent parameters such that our resulting anatomical model explains the captured 3D scans as closely as possible. Compared to data-driven body modeling techniques that focus only on the surface, our approach has the advantage of creating physics-based models, which provide realistic 3D geometry of the bones and muscles, and naturally supports effects such as inertia, gravity, and collisions according to Newtonian dynamics. Petr Kadlecek, Alexandru Eugen Ichim, Tiantian Liu 0002, Jaroslav Krivánek, Ladislav Kavan |
ACM Trans. Graph. | 4 |
| 2016 | Robust light transport simulation via metropolised bidirectional estimatorsabstractEfficiently simulating light transport in various scenes with a single algorithm is a difficult and important problem in computer graphics. Two major issues have been shown to hinder the efficiency of the existing solutions: light transport due to multiple highly glossy or specular interactions, and scenes with complex visibility between the camera and light sources. While recent bidirectional path sampling methods such as vertex connection and merging/unified path sampling (VCM/UPS) efficiently deal with highly glossy or specular transport, they tend to perform poorly in scenes with complex visibility. On the other hand, Markov chain Monte Carlo (MCMC) methods have been able to show some excellent results in scenes with complex visibility, but they behave unpredictably in scenes with glossy or specular surfaces due to their fundamental issue of sample correlation. In this paper, we show how to fuse the underlying key ideas behind VCM/UPS and MCMC into a single, efficient light transport solution. Our algorithm is specifically designed to retain the advantages of both approaches, while alleviating their limitations. Our experiments show that the algorithm can efficiently render scenes with both highly glossy or specular materials and complex visibility, without compromising the performance in simpler cases. Martin Sik, Hisanari Otsu, Toshiya Hachisuka, Jaroslav Krivánek |
ACM Trans. Graph. | 4 |
| 2016 | Adjoint-driven Russian roulette and splitting in light transport simulationabstractWhile Russian roulette (RR) and splitting are considered fundamental importance sampling techniques in neutron transport simulations, they have so far received relatively little attention in light transport. In computer graphics, RR and splitting are most often based solely on local reflectance properties. However, this strategy can be far from optimal in common scenes with non-uniform light distribution as it does not accurately predict the actual path contribution. In our approach, like in neutron transport, we estimate the expected contribution of a path as the product of the path weight and a pre-computed estimate of the adjoint transport solution. We use this estimate to generate so-called weight window which keeps the path contribution roughly constant through RR and splitting. As a result, paths in unimportant regions tend to be terminated early while in the more important regions they are spawned by splitting. This results in substantial variance reduction in both path tracing and photon tracing-based simulations. Furthermore, unlike the standard computer graphics RR, our approach does not interfere with importance-driven sampling of scattering directions, which results in superior convergence when such a technique is combined with our approach. We provide a justification of this behavior by relating our approach to the zero-variance random walk theory. Jirí Vorba, Jaroslav Krivánek |
ACM Trans. Graph. | 2 |
| 2014 | Procedural Modelling of Urban Road NetworksabstractAbstract We present a model for growing procedural road networks in and close to cities. The main idea of our paper is that a city cannot be meaningfully simulated without taking its neighbourhood into account. A simple traffic simulation that considers this neighbourhood is then used to grow new major roads and to influence the locations of minor road growth. Waterways are introduced and used to help position the city nuclei on the map. The resulting cities are formed by allowing several smaller settlements to grow together and to form a rich road structure, much like in real world, and require only minimal per‐city input, allowing for batch generation. Jan Benes, Alexander Wilkie, Jaroslav Krivánek |
Comput. Graph. Forum | 3 |
| 2014 | Scalable Realistic Rendering with Many-Light MethodsabstractAbstract Recent years have seen increasing attention and significant progress in many‐light rendering, a class of methods for efficient computation of global illumination. The many‐light formulation offers a unified mathematical framework for the problem reducing the full lighting transport simulation to the calculation of the direct illumination from many virtual light sources. These methods are unrivaled in their scalability: they are able to produce plausible images in a fraction of a second but also converge to the full solution over time. In this state‐of‐the‐art report, we give an easy‐to‐follow, introductory tutorial of the many‐light theory; provide a comprehensive, unified survey of the topic with a comparison of the main algorithms; discuss limitations regarding materials and light transport phenomena and present a vision to motivate and guide future research. We will cover both the fundamental concepts as well as improvements, extensions and applications of many‐light rendering. Carsten Dachsbacher, Jaroslav Krivánek, Milos Hasan, Adam Arbree, Bruce Walter, Jan Novák |
Comput. Graph. Forum | 2 |
| 2014 | Progressive Light Transport Simulation on the GPU: Survey and ImprovementsabstractGraphics Processing Units (GPUs) recently became general enough to enable implementation of a variety of light transport algorithms. However, the efficiency of these GPU implementations has received relatively little attention in the research literature and no systematic study on the topic exists to date. The goal of our work is to fill this gap. Our main contribution is a comprehensive and in-depth investigation of the efficiency of the GPU implementation of a number of classic as well as more recent progressive light transport simulation algorithms. We present several improvements over the state-of-the-art. In particular, our light vertex cache, a new approach to mapping connections of subpath vertices in bidirectional path tracing on the GPU, outperforms the existing implementations by 30--60%. We also describe a first GPU implementation of the recently introduced vertex connection and merging algorithm [Georgiev et al. 2012], showing that even relatively complex light transport algorithms can be efficiently mapped on the GPU. With the implementation of many of the state-of-the-art algorithms within a single system at our disposal, we present a unique direct comparison and analysis of their relative performance. Tomás Davidovic, Jaroslav Krivánek, Milos Hasan, Philipp Slusallek |
ACM Trans. Graph. | 2 |
| 2014 | Unifying points, beams, and paths in volumetric light transport simulationabstractEfficiently computing light transport in participating media in a manner that is robust to variations in media density, scattering albedo, and anisotropy is a difficult and important problem in realistic image synthesis. While many specialized rendering techniques can efficiently resolve subsets of transport in specific media, no single approach can robustly handle all types of effects. To address this problem we unify volumetric density estimation, using point and beam estimators, and Monte Carlo solutions to the path integral formulation of the rendering and radiative transport equations. We extend multiple importance sampling to correctly handle combinations of these fundamentally different classes of estimators. This, in turn, allows us to develop a single rendering algorithm that correctly combines the benefits and mediates the limitations of these powerful volume rendering techniques. Jaroslav Krivánek, Iliyan Georgiev, Toshiya Hachisuka, Petr Vévoda, Martin Sik, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2014 | On-line learning of parametric mixture models for light transport simulationabstractMonte Carlo techniques for light transport simulation rely on importance sampling when constructing light transport paths. Previous work has shown that suitable sampling distributions can be recovered from particles distributed in the scene prior to rendering. We propose to represent the distributions by a parametric mixture model trained in an on-line (i.e. progressive) manner from a potentially infinite stream of particles. This enables recovering good sampling distributions in scenes with complex lighting, where the necessary number of particles may exceed available memory. Using these distributions for sampling scattering directions and light emission significantly improves the performance of state-of-the-art light transport simulation algorithms when dealing with complex lighting. Jirí Vorba, Ondrej Karlik, Martin Sik, Tobias Ritschel 0001, Jaroslav Krivánek |
ACM Trans. Graph. | 5 |
| 2014 | Toward Evaluating the Usefulness of GlobalIllumination for Novices in Lighting Design TasksabstractThanks to its ability to improve the realism of computer-generated imagery, the use of global illumination has recently become widespread among digital lighting artists. It remains unclear, though, what impact it has on the lighting design workflows, especially for novice users. In this paper we present a user study which investigates the use of global illumination, large area lights, and non-physical fill lights in lighting design tasks, where 26 novice subjects design lighting with these tools. The collected data suggest that global illumination is not significantly harder to control for novice users that direct illumination, and when given the possibility, most users opt to use it in their designs. The use of global illumination together with large area lights leads to simpler lighting setups with fewer non-physical fill lights. Interestingly, global illumination does not supersede fill lights: users still include them into their globally illuminated lighting setups. We believe that our results will find use in the development of lighting design tools for non-expert users. Ondrej Karlik, Martin Ruzicka, Václav Gassenbauer, Fabio Pellacini, Jaroslav Krivánek |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2013 | Joint importance sampling of low-order volumetric scatteringabstractCentral to all Monte Carlo-based rendering algorithms is the construction of light transport paths from the light sources to the eye. Existing rendering approaches sample path vertices incrementally when constructing these light transport paths. The resulting probability density is thus a product of the conditional densities of each local sampling step, constructed without explicit control over the form of the final joint distribution of the complete path. We analyze why current incremental construction schemes often lead to high variance in the presence of participating media, and reveal that such approaches are an unnecessary legacy inherited from traditional surface-based rendering algorithms. We devise joint importance sampling of path vertices in participating media to construct paths that explicitly account for the product of all scattering and geometry terms along a sequence of vertices instead of just locally at a single vertex. This leads to a number of practical importance sampling routines to explicitly construct single-and double-scattering subpaths in anisotropically-scattering media. We demonstrate the benefit of our new sampling techniques, integrating them into several path-based rendering algorithms such as path tracing, bidirectional path tracing, and many-light methods. We also use our sampling routines to generalize deterministic shadow connections to connection subpaths consisting of two or three random decisions, to efficiently simulate higher-order multiple scattering. Our algorithms significantly reduce noise and increase performance in renderings with both isotropic and highly anisotropic, low-order scattering. Iliyan Georgiev, Jaroslav Krivánek, Toshiya Hachisuka, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2012 | Importance Caching for Complex IlluminationabstractAbstract Realistic rendering requires computing the global illumination in the scene, and Monte Carlo integration is the best‐known method for doing that. The key to good performance is to carefully select the costly integration samples, which is usually achieved via importance sampling. Unfortunately, visibility is difficult to factor into the importance distribution, which can greatly increase variance in highly occluded scenes with complex illumination. In this paper, we present importance caching – a novel approach that selects those samples with a distribution that includes visibility, while maintaining efficiency by exploiting illumination smoothness. At a sparse set of locations in the scene, we construct and cache several types of probability distributions with respect to a set of virtual point lights (VPLs), which notably include visibility. Each distribution type is optimized for a specific lighting condition. For every shading point, we then borrow the distributions from nearby cached locations and use them for VPL sampling, avoiding additional bias. A novel multiple importance sampling framework finally combines the many estimators. In highly occluded scenes, where visibility is a major source of variance in the incident radiance, our approach can reduce variance by more than an order of magnitude. Even in such complex scenes we can obtain accurate and low noise previews with full global illumination in a couple of seconds on a single mid‐range CPU. Iliyan Georgiev, Jaroslav Krivánek, Stefan Popov, Philipp Slusallek |
Comput. Graph. Forum | 2 |
| 2012 | Light transport simulation with vertex connection and mergingabstractDeveloping robust light transport simulation algorithms that are capable of dealing with arbitrary input scenes remains an elusive challenge. Although efficient global illumination algorithms exist, an acceptable approximation error in a reasonable amount of time is usually only achieved for specific types of input scenes. To address this problem, we present a reformulation of photon mapping as a bidirectional path sampling technique for Monte Carlo light transport simulation. The benefit of our new formulation is twofold. First, it makes it possible, for the first time, to explain in a formal manner the relative efficiency of photon mapping and bidirectional path tracing, which have so far been considered conceptually incompatible solutions to the light transport problem. Second, it allows for a seamless integration of the two methods into a more robust combined rendering algorithm via multiple importance sampling. A progressive version of this algorithm is consistent and efficiently handles a wide variety of lighting conditions, ranging from direct illumination, diffuse and glossy inter-reflections, to specular-diffuse-specular light transport. Our analysis shows that this algorithm inherits the high asymptotic performance from bidirectional path tracing for most light path types, while benefiting from the efficiency of photon mapping for specular-diffuse-specular lighting effects. Iliyan Georgiev, Jaroslav Krivánek, Tomás Davidovic, Philipp Slusallek |
ACM Trans. Graph. | 2 |
| 2011 | Bidirectional light transport with vertex mergingabstractWe present vertex merging -- a bidirectional path sampling technique for Monte Carlo light transport integration. Vertex merging is simple and more computationally efficient for specular-diffuse-specular effects than the currently available techniques in bidirectional path tracing. It brings the advantages of photon mapping to the path integral framework, while avoiding the concept of density estimation altogether. This makes it possible for the first time to quantitatively reason about the efficiency of two rendering approaches that have been historically considered conceptually different. The practical result is a combined bidirectional rendering algorithm that efficiently handles a wide variety of lighting conditions, ranging from direct illumination and diffuse inter-reflections to the notoriously problematic reflected caustics. This algorithm also has a higher order of convergence than progressive photon mapping. Iliyan Georgiev, Jaroslav Krivánek, Philipp Slusallek |
SIGGRAPH Asia Sketches | 2 |
| 2011 | Improving Performance and Accuracy of Local PCAabstractAbstract Local Principal Component Analysis (LPCA) is one of the popular techniques for dimensionality reduction and data compression of large data sets encountered in computer graphics. The LPCA algorithm is a variant of k‐means clustering where the repetitive classification of high dimensional data points to their nearest cluster leads to long execution times. The focus of this paper is on improving the efficiency and accuracy of LPCA. We propose a novel SortCluster LPCA algorithm that significantly reduces the cost of the point‐cluster classification stage, achieving a speed‐up of up to 20. To improve the approximation accuracy, we investigate different initialization schemes for LPCA and find that the k‐means++ algorithm [ AV07 ] yields best results, however at a high computation cost. We show that similar ideas that lead to the efficiency of our SortCluster LPCA algorithm can be used to accelerate k‐means++. The resulting initialization algorithm is faster than purely random seeding while producing substantially more accurate data approximation. Václav Gassenbauer, Jaroslav Krivánek, Kadi Bouatouch, Christian Bouville, Mickaël Ribardière |
Comput. Graph. Forum | 2 |
| 2010 | Combining global and local virtual lights for detailed glossy illuminationabstractAccurately rendering glossy materials in design applications, where previewing and interactivity are important, remains a major challenge. While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the materials and lighting in the scene. In the presence of many glossy (directionally scattering) materials, fast solutions either fail or degenerate to inefficient, brute-force simulations of the underlying light transport. In particular, many-light algorithms are able to provide fast approximations by clamping elements of the light transport matrix, but they eliminate the part of the transport that contributes to accurate glossy appearance. In this paper we introduce a solution that separately solves for the global (low-rank, dense) and local (highrank, sparse) illumination components. For the low-rank component we introduce visibility clustering and approximation, while for the high-rank component we introduce a local light technique to correct for the missing illumination. Compared to competing techniques we achieve superior gloss rendering in minutes, making our technique suitable for applications such as industrial design and architecture, where material appearance is critical. Tomás Davidovic, Jaroslav Krivánek, Milos Hasan, Philipp Slusallek, Kavita Bala |
ACM Trans. Graph. | 2 |
| 2010 | Effects of global illumination approximations on material appearanceabstractRendering applications in design, manufacturing, ecommerce and other fields are used to simulate the appearance of objects and scenes. Fidelity with respect to appearance is often critical, and calculating global illumination (GI) is an important contributor to image fidelity; but it is expensive to compute. GI approximation methods, such as virtual point light (VPL) algorithms, are efficient, but they can induce image artifacts and distortions of object appearance. In this paper we systematically study the perceptual effects on image quality and material appearance of global illumination approximations made by VPL algorithms. In a series of psychophysical experiments we investigate the relationships between rendering parameters, object properties and image fidelity in a VPL renderer. Using the results of these experiments we analyze how VPL counts and energy clamping levels affect the visibility of image artifacts and distortions of material appearance, and show how object geometry and material properties modulate these effects. We find the ranges of these parameters that produce VPL renderings that are visually equivalent to reference renderings. Further we identify classes of shapes and materials that cannot be accurately rendered using VPL methods with limited resources. Using these findings we propose simple heuristics to guide visually equivalent and efficient rendering, and present a method for correcting energy losses in VPL renderings. This work provides a strong perceptual foundation for a popular and efficient class of GI algorithms. Jaroslav Krivánek, James A. Ferwerda, Kavita Bala |
ACM Trans. Graph. | 1 |
| 2009 | Spatial Directional Radiance CachingabstractAbstract We present a new approach for accelerated global illumination computation in scenes with glossy surfaces. Our algorithm combines sparse illumination computation used in the radiance caching algorithm with BRDF importance sampling. To make this approach feasible, we extend the idea of lazy illumination evaluation, used in the caching approaches, from the spatial to the directional domain. Using importance sampling allows us to apply caching not only on low‐gloss but also on shiny materials with high‐frequency BRDFs, for which the radiance caching algorithm breaks down. Václav Gassenbauer, Jaroslav Krivánek, Kadi Bouatouch |
Comput. Graph. Forum | 2 |
| 2009 | Hydraulic Erosion Using Smoothed Particle HydrodynamicsabstractAbstract This paper presents a new technique for modification of 3D terrains by hydraulic erosion. It efficiently couples fluid simulation using a Lagrangian approach, namely the Smoothed Particle Hydrodynamics (SPH) method, and a physically‐based erosion model adopted from an Eulerian approach. The eroded sediment is associated with the SPH particles and is advected both implicitly, due to the particle motion, and explicitly, through an additional velocity field, which accounts for the sediment transfer between the particles. We propose a new donor‐acceptor scheme for the explicit advection in SPH. Boundary particles associated to the terrain are used to mediate sediment exchange between the SPH particles and the terrain itself. Our results show that this particle‐based method is efficient for the erosion of dense, large, and sparse fluid. Our implementation provides interactive results for scenes with up to 25,000 particles. Peter Kristof, Bedrich Benes, Jaroslav Krivánek, Ondrej Stava |
Comput. Graph. Forum | 3 |
| 2009 | Virtual spherical lights for many-light rendering of glossy scenesabstractIn this paper, we aim to lift the accuracy limitations of many-light algorithms by introducing a new light type, the virtual spherical light (VSL). The illumination contribution of a VSL is computed over a non-zero solid angle, thus eliminating the illumination spikes that virtual point lights used in traditional many-light methods are notorious for. The VSL enables application of many-light approaches in scenes with glossy materials and complex illumination that could previously be rendered only by much slower algorithms. By combining VSLs with the matrix row-column sampling algorithm, we achieve high-quality images in one to four minutes, even in scenes where path tracing or photon mapping take hours to converge. Milos Hasan, Jaroslav Krivánek, Bruce Walter, Kavita Bala |
ACM Trans. Graph. | 2 |
| 2008 | Real-time Shading with Filtered Importance SamplingabstractAbstract We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre‐filtering. We derive a pre‐filter for evaluating the illumination integral yielding filtered importance sampling, a simple GPU‐based rendering algorithm for image‐based lighting. Furthermore, we extend the algorithm with real‐time visibility computation. Free from any pre‐computation, the algorithm supports fully dynamic scenes and, above all, is simple to implement. Jaroslav Krivánek, Mark Colbert |
Comput. Graph. Forum | 1 |
| 2008 | iCheat: A Representation for Artistic Control of Indirect Cinematic LightingabstractAbstract Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is less important than careful control of scene appearance. This paper presents a comprehensive, efficient, and intuitive representation for artistic control of indirect illumination. We encode user's adjustments to indirect lighting as scale and offset coefficients of the transfer operator. We take advantage of the nature of indirect illumination and of the edits themselves to efficiently sample and compress them. A major benefit of this sampled representation, compared to encoding adjustments as procedural shaders, is the renderer‐independence. This allowed us to easily implement several tools to produce our final images: an interactive relighting engine to view adjustments, a painting interface to define them, and a final renderer to render high quality results. We demonstrate edits to scenes with diffuse and glossy surfaces and animation. Juraj Obert, Jaroslav Krivánek, Fabio Pellacini, Daniel Sýkora, Sumanta N. Pattanaik |
Comput. Graph. Forum | 2 |
| 2006 | Making Radiance and Irradiance Caching Practical: Adaptive Caching and Neighbor Clamping
Jaroslav Krivánek, Kadi Bouatouch, Sumanta N. Pattanaik, Jirí Zára |
Rendering Techniques | 1 |
| 2005 | Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm
Pascal Gautron, Jaroslav Krivánek, Kadi Bouatouch, Sumanta N. Pattanaik |
Rendering Techniques | 2 |
| 2005 | Radiance Caching for Efficient Global Illumination ComputationabstractIn this paper, we present a ray tracing-based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular, we extend the irradiance caching scheme proposed by Ward et al. to cache and interpolate directional incoming radiance instead of irradiance. The incoming radiance at a point is represented by a vector of coefficients with respect to a hemispherical or spherical basis. The surfaces suitable for interpolation are selected automatically according to the roughness of their BRDF. We also propose a novel method for computing translational radiance gradient at a point. Jaroslav Krivánek, Pascal Gautron, Sumanta N. Pattanaik, Kadi Bouatouch |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2003 | Fast Depth of Field Rendering with Surface SplattingabstractWe present a new fast algorithm for rendering the depth-of-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits the level-of-detail to select the surface detail according to the amount of depth-blur applied. This makes the speed of the algorithm practically independent of the amount of depth-blur. The proposed algorithm is an extension of the elliptical weighted average (EWA) surface splatting. We present a mathematical analysis that extends the screen space EWA surface splatting to handle depth-of-field rendering with level-of-detail, and we demonstrate the algorithm on example renderings. Jaroslav Krivánek, Jirí Zára, Kadi Bouatouch |
Computer Graphics International | 1 |