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Peter Shirley

dblp:s/PeterShirley · DBLP profile ↗
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51ranked-venue papers
9as first author
1since 2021 · last 2023
0000-0003-2943-6206ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 45 · 9 first-authorHuman-computer interaction and ubiquitous computing · 21 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021

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
24 papers
Rendering · 70% Virtual and augmented reality · 17% Computational photography and imaging · 8%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 30 heaviest of 49, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.692020
Glossy probe reprojection for interactive global illumination · ACM Trans. Graph. 2020
Interactive Display of Isosurfaces with Global Illumination · IEEE Trans. Vis. Comput. Graph. 2006
Global Illumination Using Local Linear Density Estimation · ACM Trans. Graph. 1997
Rendering › light transport
direct lighting
0.522020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting · ACM Trans. Graph. 2020
Monte Carlo Techniques for Direct Lighting Calculations · ACM Trans. Graph. 1996
Rendering › global illumination
interactive global illumination
0.412020
Glossy probe reprojection for interactive global illumination · ACM Trans. Graph. 2020
Rendering
monte carlo integration
0.412020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting · ACM Trans. Graph. 2020
Rendering › ray tracing
real-time ray tracing
0.412020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting · ACM Trans. Graph. 2020
Virtual and augmented reality
augmented reality display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Virtual and augmented reality › near-eye display
foveated display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Computational photography and imaging › image display › computational display
gaze-contingent display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Virtual and augmented reality
near-eye display
0.312017
Near-eye varifocal augmented reality display using see-through screens · ACM Trans. Graph. 2017
Rendering
physically based rendering
0.242012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
A physically-based night sky model · SIGGRAPH 2001
A Practical Analytic Model for Daylight · SIGGRAPH 1999
Rendering
reflectance modeling
0.222012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
The halfway vector disk for BRDF modeling · ACM Trans. Graph. 2006
Rendering › volume rendering
volumetric scattering
0.112012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
Rendering
antialiasing
0.112011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › surface rendering › transparency rendering
order-independent transparency
0.112011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › shadow rendering
shadow mapping
0.112011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
non-photorealistic rendering
0.122009
Artistic rendering of mountainous terrain · ACM Trans. Graph. 2009
A Non-photorealistic Lighting Model for Automatic Technical Illustration · SIGGRAPH 1998
Visualization and visual analytics › geospatial visualization
terrain visualization
0.112009
Artistic rendering of mountainous terrain · ACM Trans. Graph. 2009
Computational photography and imaging › image acquisition › imaging system design
optical design
0.112017
Near-eye varifocal augmented reality display using see-through screens · ACM Trans. Graph. 2017
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.112007
Ray tracing deformable scenes using dynamic bounding volume hierarchies · ACM Trans. Graph. 2007
Rendering
ray tracing
0.112007
Ray tracing deformable scenes using dynamic bounding volume hierarchies · ACM Trans. Graph. 2007
Rendering › reflectance modeling
BRDF modeling
0.112006
The halfway vector disk for BRDF modeling · ACM Trans. Graph. 2006
Computational photography and imaging
image formation
0.012012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
Rendering
volume rendering
0.012003
A Model for Volume Lighting and Modeling · IEEE Trans. Vis. Comput. Graph. 2003
Rendering
perceptual rendering
0.031997
A model of visual masking for computer graphics · SIGGRAPH 1997
A Model of Visual Adaptation for Realistic Image Synthesis · SIGGRAPH 1996
A framework for realistic image synthesis · SIGGRAPH 1997
Rendering
real-time rendering
0.012011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › lighting
illumination and shading
0.012002
Steerable illumination textures · ACM Trans. Graph. 2002
Rendering › global illumination
precomputed radiance transfer
0.012002
Steerable illumination textures · ACM Trans. Graph. 2002
Rendering › perceptual rendering
tone reproduction
0.012002
Photographic tone reproduction for digital images · ACM Trans. Graph. 2002
Rendering › bidirectional reflectance distribution function
microfacet BRDF
0.012000
A microfacet-based BRDF generator · SIGGRAPH 2000
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models
0.012000
A microfacet-based BRDF generator · SIGGRAPH 2000

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

holographic optical element · 0.7spatiotemporal resampling · 0.4resampled importance sampling · 0.4rasterization-based search · 0.4bilateral filter · 0.4adaptive light probe parameterization · 0.4GPU rendering · 0.4maxwellian-view display · 0.4gaze tracking · 0.4polarization-selective diffusers · 0.3volume bricking · 0.0shallow data hierarchy · 0.0
YearPublicationVenuePosition
2023 Efficient Dataflow Modeling of Peripheral Encoding in the Human Visual System
abstract
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer’s visual field, of particular importance with the rise of high-resolution and wide field-of-view display devices. However, while variations in acuity and contrast sensitivity across the field of view have been well-studied and modeled, a more consequential variation concerns peripheral vision’s degradation in the face of clutter, known as crowding. Understanding of peripheral crowding has greatly advanced in recent years, in terms of both phenomenology and modeling. Accurately leveraging this knowledge is critical for many applications, as peripheral vision covers a majority of pixels in the image. We advance computational models for peripheral vision aimed toward their eventual use in computer graphics. In particular, researchers have recently developed high-performing models of peripheral crowding, known as “pooling” models, which predict a wide range of phenomena but are computationally inefficient. We reformulate the problem as a dataflow computation, which enables faster processing and operating on larger images. Further, we account for the explicit encoding of “end stopped” features in the image, which was missing from previous methods. We evaluate our model in the context of perception of textures in the periphery, including a novel texture dataset and updated textural descriptors. Our improved computational framework may simplify development and testing of more sophisticated, complete models in more robust and realistic settings relevant to computer graphics.
Rachel Brown, Vasha DuTell, Bruce Walter, Ruth Rosenholtz, Peter Shirley, Morgan McGuire, David P. Luebke
ACM Trans. Appl. Percept.5
2020 Practical Product Sampling by Fitting and Composing Warps
abstract
Abstract We introduce a Monte Carlo importance sampling method for integrands composed of products and show its application to rendering where direct sampling of the product is often difficult. Our method is based on warp functions that operate on the primary samples in [0,1)n, where each warp approximates sampling a single factor of the product distribution. Our key insight is that individual factors are often well‐behaved and inexpensive to fit and sample in primary sample space, which leads to a practical, efficient sampling algorithm. Our sampling approach is unbiased, easy to implement, and compatible with multiple importance sampling. We show the results of applying our warps to projected solid angle sampling of spherical triangles, to sampling bilinear patch light sources, and to sampling glossy BSDFs and area light sources, with efficiency improvements of over 1.6× on real‐world scenes.
David A. Hart, Matt Pharr, Thomas Müller 0013, Ward Lopes, Morgan McGuire, Peter Shirley
Comput. Graph. Forum6
2020 Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
abstract
Efficiently rendering direct lighting from millions of dynamic light sources using Monte Carlo integration remains a challenging problem, even for off-line rendering systems. We introduce a new algorithm---ReSTIR---that renders such lighting interactively, at high quality, and without needing to maintain complex data structures. We repeatedly resample a set of candidate light samples and apply further spatial and temporal resampling to leverage information from relevant nearby samples. We derive an unbiased Monte Carlo estimator for this approach, and show that it achieves equal-error 6×-60× faster than state-of-the-art methods. A biased estimator reduces noise further and is 35×-65× faster, at the cost of some energy loss. We implemented our approach on the GPU, rendering complex scenes containing up to 3.4 million dynamic, emissive triangles in under 50 ms per frame while tracing at most 8 rays per pixel.
Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron E. Lefohn, Wojciech Jarosz
ACM Trans. Graph.4
2020 Glossy probe reprojection for interactive global illumination
abstract
Recent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps for diffuse lighting our approach interactively renders all light paths in static scenes with opaque objects. Naively reprojecting probes with glossy lighting is memory-intensive, requires efficient access to the correctly reflected radiance, and exhibits problems at occlusion boundaries in glossy reflections. Our solution addresses all these issues. To minimize memory, we introduce an adaptive light probe parameterization that allocates increased resolution for shinier surfaces and regions of higher geometric complexity. To efficiently sample glossy paths, our novel gathering algorithm reprojects probe texels in a view-dependent manner using efficient reflection estimation and a fast rasterization-based search. Naive probe reprojection often sharpens glossy reflections at occlusion boundaries, due to changes in parallax. To avoid this, we split the convolution induced by the BRDF into two steps: we precompute probes using a lower material roughness and apply an adaptive bilateral filter at runtime to reproduce the original surface roughness. Combining these elements, our algorithm interactively renders complex scenes while fitting in the memory, bandwidth, and computation constraints of current hardware.
Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash, Chris Wyman, Peter Shirley, George Drettakis
ACM Trans. Graph.5
2019 Foveated AR: dynamically-foveated augmented reality display
abstract
We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal point is translated to follow the viewer's pupil during eye movements using a traveling holographic optical element. The same optics relay an image of the eye to an infrared camera used for gaze tracking, which in turn drives the foveal display location and peripheral nodal point. Our display supports accommodation cues by varying the focal depth of the microdisplay in the foveal region, and by rendering simulated defocus on the "always in focus" scanning laser projector used for peripheral display. The resulting family of displays significantly improves on the field-of-view, resolution, and form-factor tradeoff present in previous augmented reality designs. We show prototypes supporting 30, 40 and 60 cpd foveal resolution at a net 85° × 78° field of view per eye.
Jonghyun Kim 0006, Youngmo Jeong, Michael Stengel, Kaan Aksit, Rachel A. Albert, Ben Boudaoud, Trey Greer, Joohwan Kim, Ward Lopes, Alexander Majercik, Peter Shirley, Josef B. Spjut, Morgan McGuire, David P. Luebke
ACM Trans. Graph.11
2017 Near-eye varifocal augmented reality display using see-through screens
abstract
We present a new optical design for see-through near-eye displays that is simple, compact, varifocal, and provides a wide field of view with clear peripheral vision and large eyebox. Key to this effort is a novel see-through rear-projection screen. We project an image to the see-through screen using an off-axis path, which is then relayed to the user's eyes through an on-axis partially-reflective magnifying surface. Converting the off-axis path to a compact on-axis imaging path simplifies the optical design. We establish fundamental trade-offs between the quantitative parameters of resolution, field of view, and the form-factor of our design. We demonstrate a wearable binocular near-eye display using off-the-shelf projection displays, custom-designed see-through spherical concave mirrors, and see-through screen designs using either custom holographic optical elements or polarization-selective diffusers.
Kaan Aksit, Ward Lopes, Jonghyun Kim 0006, Peter Shirley, David P. Luebke
ACM Trans. Graph.4
2012 Basics of physically-based rendering
abstract
This tutorial will cover the basics of physically-based rendering such as reflection models (BRDF), volume scattering (phase functions), optical phenomena (dispersion and polarization). It will also cover image formation via basic camera models. A brief summary of popular algorithms will be covered including radiosity, path tracing, photon tracing, and Metropolis Light Transport. The course will end with a more detailed description of adjoint photon tracing so that attendees can later implement their own physically-based renderer.
Peter Shirley, R. Keith Morley, Peter-Pike J. Sloan, Chris Wyman
SIGGRAPH Asia Courses1
2011 A local image reconstruction algorithm for stochastic rendering
abstract
Stochastic renderers produce unbiased but noisy images of scenes that include the advanced camera effects of motion and defocus blur and possibly other effects such as transparency. We present a simple algorithm that selectively adds bias in the form of image space blur to pixels that are unlikely to have high frequency content in the final image. For each pixel, we sweep once through a fixed neighborhood of samples in front to back order, using a simple accumulation scheme. We achieve good quality images with only 16 samples per pixel, making the algorithm potentially practical for interactive stochastic rendering in the near future.
Peter Shirley, Timo Aila, Eric Enderton, Samuli Laine, David P. Luebke, Morgan McGuire
SI3D1
2011 Stochastic Transparency
abstract
Stochastic transparency provides a unified approach to order-independent transparency, antialiasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops, other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene.
Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke
IEEE Trans. Vis. Comput. Graph.3
2010 Stochastic transparency
abstract
Stochastic transparency provides a unified approach to order-independent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene.
Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke
SI3D3
2009 Resolution Independent NPR-Style 3D Line Textures
abstract
Abstract This work introduces a technique for interactive walk‐throughs of non‐photorealistically rendered (NPR) scenes using three‐dimensional (3D) line primitives to define architectural features of the model, as well as indicate textural qualities. Line primitives are not typically used in this manner in favour of texture mapping techniques which can encapsulate a great deal of information in a single texture map, and take advantage of GPU optimizations for accelerated rendering. However, texture mapped images may not maintain the visual quality or aesthetic appeal that is possible when using 3D lines to simulate NPR scenes such as hand‐drawn illustrations or architectural renderings. In addition, line textures can be modified interactively, for instance changing the sketchy quality of the lines. The technique introduced here extracts feature edges from a model, and using these edges, generates a reduced set of line textures which indicate material properties while maintaining interactive frame rates. A clipping algorithm is presented to enable 3D lines to reside only in the interior of the 3D model without exposing the underlying triangulated mesh. The resulting system produces interactive illustrations with high visual quality that are free from animation artifacts.
Kristi Potter, Amy Ashurst Gooch, Bruce Gooch, Peter Willemsen 0001, Joe Michael Kniss, Richard F. Riesenfeld, Peter Shirley
Comput. Graph. Forum7
2009 State of the Art in Ray Tracing Animated Scenes
abstract
Abstract Ray tracing has long been a method of choice for off‐line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real‐time ray tracing is finally within reach. However, real‐time capability also opens up new problems that do not exist in an off‐line environment. In particular real‐time ray tracing offers the opportunity to interactively ray trace moving/animated scene content. This presents a challenge to the data structures that have been developed for ray tracing over the past few decades. Spatial data structures crucial for fast ray tracing must be rebuilt or updated as the scene changes, and this can become a bottleneck for the speed of ray tracing. This bottleneck has recently received much attention by researchers and that has resulted in a multitude of different algorithms, data structures and strategies for handling animated scenes. The effectiveness of techniques for ray tracing dynamic scenes vary dramatically depending on details such as scene complexity, model structure, type of motion and the coherency of the rays. Consequently, there is so far no approach that is best in all cases, and determining the best technique for a particular problem can be a challenge. In this State of the Art Report (STAR), we aim to survey the different approaches to ray tracing animated scenes, discussing their strengths and weaknesses, and their relationship to other approaches. The overall goal is to help the reader choose the best approach depending on the situation, and to expose promising areas where there is potential for algorithmic improvements.
Ingo Wald, William R. Mark, Johannes Günther 0001, Solomon Boulos, Thiago Ize, Warren A. Hunt, Steven G. Parker, Peter Shirley
Comput. Graph. Forum8
2009 Artistic rendering of mountainous terrain
abstract
Panorama maps are aerial view paintings that depict complex, three-dimensional landscapes in a pleasing and understandable way. Painters and cartographers have developed techniques to create such artistic landscapes for centuries, but the process remains difficult and time-consuming. In this work, we derive principles and heuristics for panorama map creation of mountainous terrain from a perceptual and artistic analysis of two panorama maps of Yellowstone National Park. We then present methods to automatically produce landscape renderings in the visual style of the panorama map. Our algorithms rely on United States Geological Survey (USGS) terrain and classification data. Our surface textures are generated using perceptual metrics and artistic considerations, and use the structural information present in the terrain to guide the automatic placement of image space strokes for natural surfaces such as forests, cliffs, snow, and water.
Margarita Bratkova, Peter Shirley, William B. Thompson
ACM Trans. Graph.2
2008 Fast ray tracing and the potential effects on graphics and gaming courses
Peter Shirley, Kelvin Sung, Erik Brunvand, Al Davis, Steven G. Parker, Solomon Boulos
Comput. Graph.1
2007 Packet-based whitted and distribution ray tracing
abstract
Much progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of reflection and refraction rays is unclear. The issue is complicated since such rays do not share common origins and often have less directional coherence than viewing and shadow rays. Since the primary advantage of ray tracing over rasterization is the computation of global effects, such as accurate reflection and refraction, this lack of knowledge should be corrected. We are also interested in exploring whether distribution ray tracing, due to its stochastic properties, further erodes the effectiveness of techniques used to accelerate ray casting. This paper addresses the question of whether packet-based ray tracing algorithms can be effectively used for more than visibility computation. We show that by choosing an appropriate data structure and a suitable packet assembly algorithm we can extend the idea of "packets" from ray casting to Whitted-style and distribution ray tracing, while maintaining efficiency.
Solomon Boulos, David Edwards, J. Dylan Lacewell, Joe Michael Kniss, Jan Kautz, Peter Shirley, Ingo Wald
Graphics Interface6
2007 Experiencing aspects of games programming in an introductory computer graphics class
abstract
Our computer graphics (CG) programming class uses games development as a means to help students understand CG concepts. Many students mistakenly thought this CG class was a games programming class. We present a simple frame-work for discussing games programming classes. Based on the framework, the paper describes our efforts in integrating competencies associated with games programming into our CG programming class. Our results show that the resulting class maintains the integrity of the original CG class while allowing students to develop projects with more interesting games features.
Kelvin Sung, Peter Shirley, Becky Reed Rosenberg
SIGCSE2
2007 Ray tracing deformable scenes using dynamic bounding volume hierarchies
Ingo Wald, Solomon Boulos, Peter Shirley
ACM Trans. Graph.3
2006 Image synthesis using adjoint photons
R. Keith Morley, Solomon Boulos, Jared M. Johnson, David Edwards, Peter Shirley, Michael Ashikhmin, Simon Premoze
Graphics Interface5
2006 Teaching computer graphics without raster-level algorithms
abstract
Classical computer graphics textbooks (e.g. [1-4]) introduce the field by covering the details of raster-level algorithms. Many computer graphics educators have long recognized that depending on students’ backgrounds and needs (e.g. major vs non-major) [5,6] alternate approaches may be more appropriate [7-8]. With the recent advances in the field, advent of powerful hardware, and sophisticated APIs, the field of computer graphics has become much larger and richer. As educators, we must make tough decisions about what to include in a one semester/quarter class. This panel presents three distinct approaches to teaching introductory Computer Graphics without covering raster-level algorithms. These approaches are suitable for a wide-range of students with different backgrounds and needs. To ensure neutrality and balanced of viewpoints, the panel also discusses the merits of teaching raster-level algorithms and situations where the classical approach better aligns with and serves students’ needs.
Edward Angel, Steve Cunningham, Peter Shirley, Kelvin Sung
SIGCSE3
2006 The halfway vector disk for BRDF modeling
abstract
We present a mathematical framework for enforcing energy conservation in a bidirectional reflectance distribution function (BRDF) by specifying halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can produce plausible rendered images with accurate reflectance behavior, especially near grazing angles. Using our framework, we create an empirical BRDF that allows easy specification of diffuse, specular, and retroreflective materials. We also present a second BRDF model that is useful for data fitting; although it does not preserve energy, it uses the same halfway vector domain as the first model. We show that this data-fitting BRDF can be used to match measured data extremely well using only a small set of parameters. We believe that this is an improvement over table-based lookups and factored versions of BRDF data.
David Edwards, Solomon Boulos, Jared M. Johnson, Peter Shirley, Michael Ashikhmin, Michael M. Stark, Chris Wyman
ACM Trans. Graph.4
2006 Interactive Display of Isosurfaces with Global Illumination
abstract
In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive isosurface renderings. The precomputed illumination resides in a separate volume and includes direct light, shadows, and interreflections. Using this volume, interactive globally illuminated renderings of isosurfaces become feasible while still allowing dynamic manipulation of lighting, viewpoint and isovalue.
Chris Wyman, Steven G. Parker, Peter Shirley, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.3
2005 Ray tracing on the desktop: when and how?
abstract
Summary form only given. Presents an address on ray tracing via the desktop.
Peter Shirley
Computer Graphics International1
2005 Interactive Rendering of Large Unstructured Grids Using Dynamic Level-of-Detail
abstract
We describe a new dynamic level-of-detail (LOD) technique that allows real-time rendering of large tetrahedral meshes. Unlike approaches that require hierarchies of tetrahedra, our approach uses a subset of the faces that compose the mesh. No connectivity is used for these faces so our technique eliminates the need for topological information and hierarchical data structures. By operating on a simple set of triangular faces, our algorithm allows a robust and straightforward graphics hardware (GPU) implementation. Because the subset of faces processed can be constrained to arbitrary size, interactive rendering is possible for a wide range of data sets and hardware configurations.
Steven P. Callahan, João Luiz Dihl Comba, Peter Shirley, Cláudio T. Silva
IEEE Visualization3
2004 Interactive Caustics Using Local Precomputed Irradiance
abstract
Bright patterns of light focused via reflective or refractive objects onto matte surfaces are called "caustics". We present a method for rendering dynamic scenes with moving caustics at interactive rates. This technique requires some simplifying assumptions about caustic behavior allowing us to consider it a local spatial property which we sample in a preprocessing stage. Storing the caustic locally limits caustic rendering to a simple lookup. We examine a number of ways to represent this data, allowing us to trade between accuracy, storage, run time, and precomputation time.
Chris Wyman, Charles D. Hansen, Peter Shirley
PG3
2004 A top-down approach to teaching introductory computer graphics
Kelvin Sung, Peter Shirley
Comput. Graph.2
2003 Simulating the aurora
abstract
Abstract We present the first computer graphics algorithm designed to simulate the aurora, a natural phenomenon of great visual beauty and considerable scientific interest. The algorithm is based on the current understanding of the physical origin of this natural display. The aurorae are mainly caused by high‐energy electrons originating in the sun and entering the earth's atmosphere in narrow regions centered on the magnetic poles. These electrons collide with atmospheric atoms, which are excited to higher energy levels. The excited atoms emit rapidly varying visible light in a curtain‐like volume as they return to lower energy levels, thereby creating the aurora. By simulating these light emissions along with the spatial and temporal distribution of the entering electrons, we are able to render the major visual aspects of auroral displays. The applicability of this auroral model for rendering and scientific purposes is illustrated through comparisons of synthetic images with photographs of real auroral displays. Copyright © 2003 John Wiley & Sons, Ltd.
Gladimir V. G. Baranoski, Jon G. Rokne, Peter Shirley, Trond Trondsen, Rui Bastos
Comput. Animat. Virtual Worlds3
2003 A Model for Volume Lighting and Modeling
abstract
Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data.
Joe Michael Kniss, Simon Premoze, Charles D. Hansen, Peter Shirley, Allen McPherson
IEEE Trans. Vis. Comput. Graph.4
2002 Steerable illumination textures
abstract
We introduce a new set of illumination basis functions designed for lighting bumpy surfaces. This lighting includes shadowing and interreflection. To create an image with a new light direction, only a linear combination of precomputed textures is required. This is possible by using a carefully selected set of steerable basis functions. Steerable basis lights have the property that they allow lights to move continuously without jarring visual artifacts. The new basis lights are shown to produce images of high visual quality with as few as 49 basis textures.
Michael Ashikhmin, Peter Shirley
ACM Trans. Graph.2
2002 Photographic tone reproduction for digital images
abstract
A classic photographic task is the mapping of the potentially high dynamic range of real world luminances to the low dynamic range of the photographic print. This tone reproduction problem is also faced by computer graphics practitioners who map digital images to a low dynamic range print or screen. The work presented in this paper leverages the time-tested techniques of photographic practice to develop a new tone reproduction operator. In particular, we use and extend the techniques developed by Ansel Adams to deal with digital images. The resulting algorithm is simple and produces good results for a wide variety of images.
Erik Reinhard, Michael M. Stark, Peter Shirley, James A. Ferwerda
ACM Trans. Graph.3
2001 A physically-based night sky model
abstract
This paper presents a physically-based model of the night sky for realistic image synthesis. We model both the direct appearance of the night sky and the illumination coming from the Moon, the stars, the zodiacal light, and the atmosphere. To accurately predict the appearance of night scenes we use physically-based astronomical data, both for position and radiometry. The Moon is simulated as a geometric model illuminated by the Sun, using recently measured elevation and albedo maps, as well as a specialized BRDF. For visible stars, we include the position, magnitude, and temperature of the star, while for the Milky Way and other nebulae we use a processed photograph. Zodiacal light due to scattering in the dust covering the solar system, galactic light, and airglow due to light emission of the atmosphere are simulated from measured data. We couple these components with an accurate simulation of the atmosphere. To demonstrate our model, we show a variety of night scenes rendered with a Monte Carlo ray tracer.
Henrik Wann Jensen, Frédo Durand, Julie Dorsey, Michael M. Stark, Peter Shirley, Simon Premoze
SIGGRAPH5
2001 A variance analysis of the Metropolis Light Transport algorithm
Michael Ashikhmin, Simon Premoze, Peter Shirley, Brian E. Smits
Comput. Graph.3
2000 Simulating the Aurora Borealis
abstract
We present an algorithm to simulate the aurora borealis, commonly known as the "northern lights", a natural phenomenon of great visual beauty and considerable scientific interest. The algorithm is based on the current understanding of the physical origin of the aurora. This natural display is mainly caused by high-energy electrons originating in the Sun and entering the Earth's atmosphere in narrow regions centered on the magnetic poles. These electrons collide with atmospheric atoms which are excited to higher energy levels. The excited atoms emit rapidly varying visible light in a curtain-like volume as they return to lower energy levels thereby creating the aurora. By simulating these light emissions along with the spatial and temporal distribution of the entering electrons, we are able to render the major visual aspects of auroral displays. This approach also allows the representation of time-dependent features that characterize the dynamic nature of the aurorae. The applicability of this auroral model for artistic and research purposes is illustrated through comparisons of synthetic images with photographs of real auroral displays.
Gladimir V. G. Baranoski, Peter Shirley, Jon G. Rokne, Trond Trondsen, Rui Bastos
PG2
2000 A microfacet-based BRDF generator
abstract
A method is presented that takes as an input a 2D microfacet orientation distribution and produces a 4D bidirectional reflectance distribution function (BRDF). This method differs from previous microfacet-based BRDF models in that it uses a simple shadowing term which allows it to handle very general microfacet distributions while maintaining reciprocity and energy conservation. The generator is shown on a variety of material types.
Michael Ashikhmin, Simon Premoze, Peter Shirley
SIGGRAPH3
2000 Visual cues for imminent object contact in realistic virtual environment
abstract
Distance judgments are difficult in current virtual environments, limiting their effectiveness in conveying spatial information. This problem is apparent when contact occurs while a user is manipulating objects. In particular, the computer graphics used to support current-generation immersive interfaces does a poor job of providing the visual cues necessary to perceive when contact between objects is about to occur. This perception of imminent contact is important in human motor control. Its absence prevents a sense of naturalness in interactive displays which allow for object manipulation. This paper reports results from an experiment evaluating the effectiveness of binocular disparity, cast shadows and diffuse inter-reflections in signaling imminent contact in a manipulation task.
Helen H. Hu, Amy Ashurst Gooch, William B. Thompson, Brian E. Smits, John J. Rieser, Peter Shirley
IEEE Visualization6
1999 Interactive technical illustration
abstract
A rendering is an abstraction that favors, preserves, or even emphasizes some qualities while sacrificing, suppressing, or omitting other characteristics that are not the focus of attention.Most computer graphics rendering activities have been concerned with photorealism, i.e., trying to emulate an image that looks like a highquality photograph.This laudable goal is useful and appropriate in many applications, but not in technical illustration where elucidation of structure and technical information is the preeminent motivation.This calls for a different kind of abstraction in which technical communication is central, but art and appearance are still essential instruments toward this end.Work that has been done on computer generated technical illustrations has focused on static images, and has not included all of the techniques used to hand draw technical illustrations.A paradigm for the display of technical illustrations in a dynamic environment is presented.This display environment includes all of the benefits of computer generated technical illustrations, such as a clearer picture of shape, structure, and material composition than traditional computer graphics methods.It also includes the three-dimensional interactive strength of modem display systems.This is accomplished by using new algorithms for real time drawing of silhouette curves, algorithms which solve a number of the problems inherent in previous methods.We incorporate current non-photorealistic lighting methods, and augment them with new shadowing algorithms based on accepted techniques used by artists and studies carried out in human perception.This paper, all of the images, and a mpeg video clip are available at http
Bruce Gooch, Peter-Pike J. Sloan, Amy Ashurst Gooch, Peter Shirley, Richard F. Riesenfeld
SI3D4
1999 Interactive ray tracing
abstract
this paper, we present interactive volume visualization schemes that use ray tracing as their basic computation method
Steven G. Parker, William Martin 0002, Peter-Pike J. Sloan, Peter Shirley, Brian E. Smits, Charles D. Hansen
SI3D4
1999 A Practical Analytic Model for Daylight
abstract
Sunlight and skylight are rarely rendered correctly in computer graphics. A major reason for this is high computational expense. Another is that precise atmospheric data is rarely available. We present an inexpensive analytic model that approximates full spectrum daylight for various atmospheric conditions. These conditions are parameterized using terms that users can either measure or estimate. We also present an inexpensive analytic model that approximates the effects of atmosphere (aerial perspective). These models are fielded in a number of conditions and intermediate results verified against standard literature from atmospheric science. Our goal is to achieve as much accuracy as possible without sacrificing usability.
A. J. Preetham, Peter Shirley, Brian E. Smits
SIGGRAPH2
1999 Interactive Ray Tracing for Volume Visualization
abstract
Presents a brute-force ray-tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel, we trace a ray through a volume to compute the color for that pixel. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large data sets on current high-end parallel systems. To gain efficiency, several optimizations are used, including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e. at several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
Steven G. Parker, Michael A. Parker, Yarden Livnat, Peter-Pike J. Sloan, Charles D. Hansen, Peter Shirley
IEEE Trans. Vis. Comput. Graph.6
1998 A Non-photorealistic Lighting Model for Automatic Technical Illustration
abstract
Phong-shaded 3D imagery does not provide geometric information of the same richness as human-drawn technical illustrations.A non-photorealistic lighting model is presented that attempts to narrow this gap.The model is based on practice in traditional technical illustration, where the lighting model uses both luminance and changes in hue to indicate surface orientation, reserving extreme lights and darks for edge lines and highlights.The lighting model allows shading to occur only in mid-tones so that edge lines and highlights remain visually prominent.In addition, we show how this lighting model is modified when portraying models of metal objects.These illustration methods give a clearer picture of shape, structure, and material composition than traditional computer graphics methods.
Amy Ashurst Gooch, Bruce Gooch, Peter Shirley, Elaine Cohen
SIGGRAPH3
1998 Interactive ray tracing for isosurface rendering
abstract
We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multiprocessor machine. Rather than generate geometry representing the isosurface and render with a z-buffer, for each pixel we trace a ray through a volume and do an analytic isosurface intersection computation. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end systems. Incorporating simple optimizations, such as volume bricking and a shallow hierarchy, enables interactive rendering (i.e. 10 frames per second) of the 1 GByte full resolution Visible Woman dataset on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
Steven G. Parker, Peter Shirley, Yarden Livnat, Charles D. Hansen, Peter-Pike J. Sloan
IEEE Visualization2
1997 A practitioners' assessment of light reflection models
abstract
We discuss the theory and practical issues behind creating reflection models to show the difficulty of the problem. We survey the current approaches towards reflection models for computer graphics to show that even for simple surfaces, the important issues are far from settled. We briefly discuss future directions for research. Finally, we present a case study of a particular type of light reflection that captures some important aspects of appearance for a limited class of materials with subsurface reflection.
Peter Shirley, Brian E. Smits, Helen H. Hu, Eric P. Lafortune
PG1
1997 A model of visual masking for computer graphics
abstract
In this paper we develop a computational model of visual masking based on psychophysical data.The model predicts how the presence of one visual pattern affects the detectability of another.The model allows us to choose texture patterns for computer graphics images that hide the effects of faceting, banding, aliasing, noise and other visual artifacts produced by sources of error in graphics algorithms.We demonstrate the utility of the model by choosing a texture pattern to mask faceting artifacts caused by polygonal tesselation of a flat-shaded curved surface.The model predicts how changes in the contrast, spatial frequency, and orientation of the texture pattern, or changes in the tesselation of the surface will alter the masking effect.The model is general and has uses in geometric modeling, realistic image synthesis, scientific visualization, image compression, and image-based rendering.
James A. Ferwerda, Peter Shirley, Sumanta N. Pattanaik, Donald P. Greenberg
SIGGRAPH2
1997 A framework for realistic image synthesis
abstract
Our goal is to develop physically based lighting models and perceptually based rendering procedures for computer graphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images. Fidelity of the physical simulation is of primary concern. Our research framework is subdivided into three sub-sections: the local light reflection model, the energy transport simulation, and the visual display algorithms. The first two subsections are physically based, and the last is perceptually based. We emphasize the comparisons between simulations and actual measurements, the difficulties encountered, and the need to utilize the vast amount of psychophysical research already conducted. Future research directions are enumerated. We hope that results of this research will help establish a more fundamental, scientific approach for future rendering algorithms. This presentation describes a chronology of past research in global illumination and how parts of our new system are currently being developed.
Donald P. Greenberg, Kenneth E. Torrance, Peter Shirley, James Arvo, Eric P. Lafortune, James A. Ferwerda, Bruce Walter, Ben Trumbore, Sumanta N. Pattanaik, Sing-Choong Foo
SIGGRAPH3
1997 Global Illumination Using Local Linear Density Estimation
abstract
This article presents the density estimation framework for generating view-independent global illumination solutions. It works by probabilistically simulating the light flow in an environment with light particles that trace random walks origination at luminaires and then using statistical density estimation techniques to reconstruct the lighting on each surface. By splitting the computation into separate transport and reconstruction stages, we gain many advantages including reduced memory usage, the ability to simulate nondiffuse transport, and natural parallelism. Solutions to several theoretical and practical difficulties in implementing this framework are also described. Light sources that vary spectrally and directionally are integrated into a spectral particle tracer using nonuniform rejection. A new local linear density estimation technique eliminates boundary bias and extends to arbitrary polygons. A mesh decimation algorithm with perceptual calibration is introduced to simplify the Gouraud-shaded representation of the solution for interactive display.
Bruce Walter, Philip M. Hubbard, Peter Shirley, Donald P. Greenberg
ACM Trans. Graph.3
1996 A Model of Visual Adaptation for Realistic Image Synthesis
abstract
In this paper we develop a computational model of visual adaptation for realistic image synthesis based on psychophysical experiments. The model captures the changes in threshold visibility, color appearance, visual acuity, and sensitivity over time that are caused by the visual system's adaptation mechanisms. We use the model to display the results of global illumination simulations illuminated at intensities ranging from daylight down to starlight. The resulting images better capture the visual characteristics of scenes viewed over a wide range of illumination levels. Because the model is based on psychophysical data it can be used to predict the visibility and appearance of scene features. This allows the model to be used as the basis of perceptually-based error metrics for limiting the precision of global illumination computations. CR Categories and Subject Descriptors: I.3.0 [Computer Graphics]: General; I.3.6 [Computer Graphics]: Methodology and Techniques. Additional Key Words...
James A. Ferwerda, Sumanta N. Pattanaik, Peter Shirley, Donald P. Greenberg
SIGGRAPH3
1996 Monte Carlo Techniques for Direct Lighting Calculations
abstract
In a distributed ray tracer, the sampling strategy is the crucial part of the direct lighting calculation. Monte Carlo integration with importance sampling is used to carry out this calculation. Importance sampling involves the design of integrand-specific probability density functions that are used to generate sample points for the numerical quadrature. Probability density functions are presented that aid in the direct lighting calculation from luminaires of various simple shapes. A method for defining a probability density function over a set of luminaires is presented that allows the direct lighting calculation to be carried out with a number of sample points that is independent of the number of luminaires.
Peter Shirley, Changyaw Wang, Kurt Zimmerman
ACM Trans. Graph.1
1995 Visual Navigation of Large Environments Using Textured Clusters
abstract
A visual navigation system is described which uses texture mapped primitives to represent clusters of objects to maintain high and approximately constant frame rates. In cases where there are more unoccluded primitives inside the viewing frustum than can be drawn in real-time on the workstation, this system ensures that each visible object, or a cluster that includes it, is drawn in each frame. The system supports the use of traditional “level-of-detail” representations for individual objects, and supports the automatic generation of a certain type of level-of-detail for objects and clusters of objects. The concept of choosing a representation from among those associated with an object that accounts for the direction from which the object is viewed is also supported. The level-of-detail concept is extended to the whole model and the entire scene is stored as a hierarchy of levels-of-detail that is traversed top-down to find a good representation for a given viewpoint. This system does not assume that visibility information can be extracted from the model and is thus especially suited for outdoor environments.
Paulo W. C. Maciel, Peter Shirley
SI3D2
1995 Physically-based glare effects for digital images
abstract
The physical mechanisms and physiological causes of glare in human vision are reviewed. These mechanisms are scattering in the cornea, lens, and retina, and di#raction in the coherent cell structures on the outer radial areas of the lens. This scattering and di#raction are responsible for the "bloom" and "flare lines" seen around very bright objects. The di#raction e#ects cause the "lenticular halo". The quantitative models of these glare e#ects are reviewed, and an algorithm for using these models to add glare e#ects to digital images is presented. The resulting digital point-spread function is thus psychophysically based and can substantially increase the "perceived" dynamic range of computer simulations containing light sources. Finally, a perceptual test is presented that indicates these added glare e#ects increase the apparent brightness of light sources in digital images. CR Categories and Subject Descriptors: I.3.0 [Computer Graphics]: General; I.3.6 [Computer Graphics]: Method...
Greg Spencer, Peter Shirley, Kurt Zimmerman, Donald P. Greenberg
SIGGRAPH2
1992 Time complexity of Monte Carlo radiosity
Peter Shirley
Comput. Graph.1
1991 Discrepancy as a Quality Measure for Sample Distributions
abstract
Discrepancy, a scalar measure of sample point equidistribution, is discussed in the context of Computer Graphics sampling problems. Several sampling strategies and their discrepancy characteristics are examined. The relationship between image error and the discrepancy of the sampling patterns used to generate the image is established. The definition of discrepancy is extended to non-uniform sampling patterns.
Peter Shirley
Eurographics1
1991 Time Complexity of Monte Carlo Radiosity
abstract
The time complexity of Monte Carlo radiosity is discussed, and a proof is given that the expected number of rays required to produce a satisfactory radiosity solution for N zones is O(N). A satisfactory solution is defined to be one in which the variance of radiance estimates for each zone is below a predefined threshold. The proof assumes that the radiance is bounded, and the area ratio of the largest to smallest zone is bounded.
Peter Shirley
Eurographics1