Jiawen Chen 0001

dblp:04/6087-1 · DBLP profile ↗
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29ranked-venue papers
6as first author
10since 2021 · last 2026
0000-0001-5007-134XORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 26 · 5 first-author · 9 since 2021Artificial intelligence and machine learning · 9 · 6 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-author
YearPublicationVenuePosition
2026 Lucky High Dynamic Range Smartphone Imaging
Baiang Li, Ruyu Yan, Ethan Tseng, Zhoutong Zhang, Adam Finkelstein, Jiawen Chen 0001, Felix Heide
ACM Trans. Graph.6
2025 Classic Video Denoising in a Machine Learning World: Robust, Fast, and Controllable
abstract
Denoising is a crucial step in many video processing pipelines such as in interactive editing, where high quality, speed, and user control are essential. While recent approaches achieve significant improvements in denoising quality by leveraging deep learning, they are prone to unexpected failures due to discrepancies between training data distributions and the wide variety of noise patterns found in real-world videos. These methods also tend to be slow and lack user control. In contrast, traditional denoising methods perform reliably on in-the-wild videos and run relatively quickly on modern hardware. However, they require manually tuning parameters for each input video, which is not only tedious but also requires skill. We bridge the gap between these two paradigms by proposing a differentiable denoising pipeline based on traditional methods. A neural network is then trained to predict the optimal denoising parameters for each specific input, resulting in a robust and efficient approach that also supports user control.
Xin Jin 0005, Simon Niklaus, Zhoutong Zhang, Zhihao Xia, Chunle Guo, Jiawen Chen 0001, Chongyi Li
CVPR7
2025 Learning Lens Blur Fields
abstract
Optical blur is an inherent property of any lens system and is challenging to model in modern cameras because of their complex optical elements. To tackle this challenge, we introduce a high-dimensional neural representation of blur-the lens blur field-and a practical method for acquiring it. The lens blur field is a multilayer perceptron (MLP) designed to (1) accurately capture variations of the lens 2D point spread function over image plane location, focus setting and, optionally, depth and (2) represent these variations parametrically as a single, sensor-specific function. The representation models the combined effects of defocus, diffraction, aberration, and accounts for sensor features such as pixel color filters and pixel-specific micro-lenses. To learn the real-world blur field of a given device, we formulate a generalized non-blind deconvolution problem that directly optimizes the MLP weights using a small set of focal stacks as the only input. We also provide a first-of-its-kind dataset of 5D blur fields-for smartphone cameras, camera bodies equipped with a variety of lenses, etc. Lastly, we show that acquired 5D blur fields are expressive and accurate enough to reveal, for the first time, differences in optical behavior of smartphone devices of the same make and model.
Esther Y. H. Lin, Zhecheng Wang 0001, Rebecca Lin, Daniel Miau, Florian Kainz, Jiawen Chen 0001, Xuaner Cecilia Zhang, David B. Lindell, Kiriakos N. Kutulakos
IEEE Trans. Pattern Anal. Mach. Intell.6
2023 Self-Supervised Burst Super-Resolution
abstract
We introduce a self-supervised training strategy for burst super-resolution that only uses noisy low-resolution bursts during training. Our approach eliminates the need to carefully tune synthetic data simulation pipelines, which often do not match real-world image statistics. Compared to weakly-paired training strategies, which require noisy smartphone burst photos of static scenes, paired with a clean reference obtained from a tripod-mounted DSLR camera, our approach is more scalable, and avoids the color mismatch between the smartphone and DSLR. To achieve this, we propose a new self-supervised objective that uses a forward imaging model to recover a high-resolution image from aliased high frequencies in the burst. Our approach does not require any manual tuning of the forward model's parameters; we learn them from data. Furthermore, we show our training strategy is robust to dynamic scene motion in the burst, which enables training burst super-resolution models using in-the-wild data. Extensive experiments on real and synthetic data show that, despite only using noisy bursts during training, models trained with our self-supervised strategy match, and sometimes surpass, the quality of fully-supervised baselines trained with synthetic data or weakly-paired ground-truth. Finally, we show our training strategy is general using four different burst super-resolution architectures.
Goutam Bhat, Michaël Gharbi, Jiawen Chen 0001, Luc Van Gool, Zhihao Xia
ICCV3
2023 Splatting-based Synthesis for Video Frame Interpolation
abstract
Frame interpolation is an essential video processing technique that adjusts the temporal resolution of an image sequence. While deep learning has brought great improvements to the area of video frame interpolation, techniques that make use of neural networks can typically not easily be deployed in practical applications like a video editor since they are either computationally too demanding or fail at high resolutions. In contrast, we propose a deep learning approach that solely relies on splatting to synthesize interpolated frames. This splatting-based synthesis for video frame interpolation is not only much faster than similar approaches, especially for multi-frame interpolation, but can also yield new state-of-the-art results at high resolutions.
Simon Niklaus, Jiawen Chen 0001
WACV3
2022 The Implicit Values of A Good Hand Shake: Handheld Multi-Frame Neural Depth Refinement
abstract
Modern smartphones can continuously stream multi-megapixel RGB images at 60 Hz, synchronized with high-quality 3D pose information and low-resolution LiDAR-driven depth estimates. During a snapshot photograph, the natural unsteadiness of the photographer's hands offers millimeter-scale variation in camera pose, which we can capture along with RGB and depth in a circular buffer. In this work we explore how, from a bundle of these measurements acquired during viewfinding, we can combine dense micro-baseline parallax cues with kilopixel LiDAR depth to distill a high-fidelity depth map. We take a test-time optimization approach and train a coordinate MLP to output photometrically and geometrically consistent depth estimates at the continuous coordinates along the path traced by the photographer's natural hand shake. With no additional hardware, artificial hand motion, or user interaction beyond the press of a button, our proposed method brings high-resolution depth estimates to point-and-shoot “table-top” photography – textured objects at close range.
Ilya Chugunov, Yuxuan Zhang 0001, Zhihao Xia, Xuaner Cecilia Zhang, Jiawen Chen 0001, Felix Heide
CVPR5
2022 Neural Photo-Finishing
abstract
Image processing pipelines are ubiquitous and we rely on them either directly, by filtering or adjusting an image post-capture, or indirectly, as image signal processing (ISP) pipelines on broadly deployed camera systems. Used by artists, photographers, system engineers, and for downstream vision tasks, traditional image processing pipelines feature complex algorithmic branches developed over decades. Recently, image-to-image networks have made great strides in image processing, style transfer, and semantic understanding. The differentiable nature of these networks allows them to fit a large corpus of data; however, they do not allow for intuitive, fine-grained controls that photographers find in modern photo-finishing tools. This work closes that gap and presents an approach to making complex photo-finishing pipelines differentiable, allowing legacy algorithms to be trained akin to neural networks using first-order optimization methods. By concatenating tailored network proxy models of individual processing steps (e.g. white-balance, tone-mapping, color tuning), we can model a non-differentiable reference image finishing pipeline more faithfully than existing proxy image-to-image network models. We validate the method for several diverse applications, including photo and video style transfer, slider regression for commercial camera ISPs, photography-driven neural demosaicking, and adversarial photo-editing.
Ethan Tseng, Yuxuan Zhang 0001, Lars Jebe, Xuaner Cecilia Zhang, Zhihao Xia, Felix Heide, Jiawen Chen 0001
ACM Trans. Graph.8
2021 How to Train Neural Networks for Flare Removal
abstract
When a camera is pointed at a strong light source, the resulting photograph may contain lens flare artifacts. Flares appear in a wide variety of patterns (halos, streaks, color bleeding, haze, etc.) and this diversity in appearance makes flare removal challenging. Existing analytical solutions make strong assumptions about the artifact’s geometry or brightness, and therefore only work well on a small subset of flares. Machine learning techniques have shown success in removing other types of artifacts, like reflections, but have not been widely applied to flare removal due to the lack of training data. To solve this problem, we explicitly model the optical causes of flare either empirically or using wave optics, and generate semi-synthetic pairs of flare-corrupted and clean images. This enables us to train neural networks to remove lens flare for the first time. Experiments show our data synthesis approach is critical for accurate flare removal, and that models trained with our technique generalize well to real lens flares across different scenes, lighting conditions, and cameras.
Qiurui He 0001, Tianfan Xue, Rahul Garg 0002, Jiawen Chen 0001, Ashok Veeraraghavan, Jonathan T. Barron
ICCV5
2021 Defocus Map Estimation and Deblurring from a Single Dual-Pixel Image
abstract
We present a method that takes as input a single dual-pixel image, and simultaneously estimates the image’s defocus map—the amount of defocus blur at each pixel—and recovers an all-in-focus image. Our method is inspired from recent works that leverage the dual-pixel sensors available in many consumer cameras to assist with autofocus, and use them for recovery of defocus maps or all-in-focus images. These prior works have solved the two recovery problems independently of each other, and often require large labeled datasets for supervised training. By contrast, we show that it is beneficial to treat these two closely-connected problems simultaneously. To this end, we set up an optimization problem that, by carefully modeling the optics of dual-pixel images, jointly solves both problems. We use data captured with a consumer smartphone camera to demonstrate that, after a one-time calibration step, our approach improves upon prior works for both defocus map estimation and blur removal, despite being entirely unsupervised.
Shumian Xin, Neal Wadhwa, Tianfan Xue, Jonathan T. Barron, Pratul P. Srinivasan, Jiawen Chen 0001, Ioannis Gkioulekas, Rahul Garg 0002
ICCV6
2021 Real-time Localized Photorealistic Video Style Transfer
abstract
We present a novel algorithm for transferring artistic styles of semantically meaningful local regions of an image onto local regions of a target video while preserving its photorealism. Local regions may be selected either fully automatically from an image, through using video segmentation algorithms, or from casual user guidance such as scribbles. Our method, based on a deep neural network architecture inspired by recent work in photorealistic style transfer, is real-time and works on arbitrary inputs without runtime optimization once trained on a diverse dataset of artistic styles. By augmenting our video dataset with noisy semantic labels and jointly optimizing over style, content, mask, and temporal losses, our method can cope with a variety of imperfections in the input and produce temporally coherent videos without visual artifacts. We demonstrate our method on a variety of style images and target videos, including the ability to transfer different styles onto multiple objects simultaneously, and smoothly transition between styles in time.
Xide Xia, Tianfan Xue, Wei-Sheng Lai, Abby Chang, Brian Kulis, Jiawen Chen 0001
WACV7
2020 Joint Bilateral Learning for Real-Time Universal Photorealistic Style Transfer
Xide Xia, Tianfan Xue, Brian Kulis, Jiawen Chen 0001
ECCV (8)7
2019 Unprocessing Images for Learned Raw Denoising
abstract
Machine learning techniques work best when the data used for training resembles the data used for evaluation. This holds true for learned single-image denoising algorithms, which are applied to real raw camera sensor readings but, due to practical constraints, are often trained on synthetic image data. Though it is understood that generalizing from synthetic to real images requires careful consideration of the noise properties of camera sensors, the other aspects of an image processing pipeline (such as gain, color correction, and tone mapping) are often overlooked, despite their significant effect on how raw measurements are transformed into finished images. To address this, we present a technique to “unprocess” images by inverting each step of an image processing pipeline, thereby allowing us to synthesize realistic raw sensor measurements from commonly available Internet photos. We additionally model the relevant components of an image processing pipeline when evaluating our loss function, which allows training to be aware of all relevant photometric processing that will occur after denoising. By unprocessing and processing training data and model outputs in this way, we are able to train a simple convolutional neural network that has 14%-38% lower error rates and is 9×-18× faster than the previous state of the art on the Darmstadt Noise Dataset, and generalizes to sensors outside of that dataset as well.
Tim Brooks, Ben Mildenhall, Tianfan Xue, Jiawen Chen 0001, Dillon Sharlet, Jonathan T. Barron
CVPR4
2019 Wireless Software Synchronization of Multiple Distributed Cameras
abstract
We present a method for precisely time-synchronizing the capture of image sequences from a collection of smartphone cameras connected over WiFi. Our method is entirely software-based, has only modest hardware requirements, and achieves an accuracy of less than 250 µs on unmodified commodity hardware. It does not use image content and synchronizes cameras prior to capture. The algorithm operates in two stages. In the first stage, we designate one device as the leader and synchronize each client device’s clock to it by estimating network delay. Once clocks are synchronized, the second stage initiates continuous image streaming, estimates the relative phase of image timestamps between each client and the leader, and shifts the streams into alignment. We quantitatively validate our results on a multi-camera rig imaging a high-precision LED array and qualitatively demonstrate significant improvements to multi-view stereo depth estimation and stitching of dynamic scenes. We release as open source libsoftwaresync, an Android implementation of our system, to inspire new types of collective capture applications.
Sameer Ansari, Neal Wadhwa, Rahul Garg 0002, Jiawen Chen 0001
ICCP4
2019 Stereoscopic Dark Flash for Low-light Photography
abstract
In this work, we present a camera configuration for acquiring "stereoscopic dark flash" images: a simultaneous stereo pair in which one camera is a conventional RGB sensor, but the other camera is sensitive to near-infrared and near-ultraviolet wavelengths instead of red and blue. When paired with a "dark" flash (i.e., one emitting near-infrared and near-ultraviolet light, but no visible light) this camera allows us to capture a flash/no-flash image pair at the same time, all without disturbing any human subjects or onlookers with a dazzling visible flash. We present a hardware prototype of this camera that approximates an idealized camera, and an imaging procedure that let us acquire dark flash stereo pairs that closely resemble those we would get from that idealized camera. We then present a technique for fusing these stereo pairs, first by performing registration and warping, and then by using recent advances in hyperspectral image fusion and deep learning to produce a final image. Because our camera configuration and our data acquisition process allow us to capture true low-noise long exposure RGB images alongside our dark flash stereo pairs, our learned model can be trained end-to-end to produce a fused image that retains the color and tone of a real RGB image while having the low-noise properties of a flash image.
Tianfan Xue, Jonathan T. Barron, Jiawen Chen 0001
ICCP4
2018 Burst Denoising With Kernel Prediction Networks
abstract
We present a technique for jointly denoising bursts of images taken from a handheld camera. In particular, we propose a convolutional neural network architecture for predicting spatially varying kernels that can both align and denoise frames, a synthetic data generation approach based on a realistic noise formation model, and an optimization guided by an annealed loss function to avoid undesirable local minima. Our model matches or outperforms the state-of-the-art across a wide range of noise levels on both real and synthetic data.
Ben Mildenhall, Jonathan T. Barron, Jiawen Chen 0001, Dillon Sharlet, Ren Ng, Robert Carroll
CVPR3
2017 Deep bilateral learning for real-time image enhancement
abstract
Performance is a critical challenge in mobile image processing. Given a reference imaging pipeline, or even human-adjusted pairs of images, we seek to reproduce the enhancements and enable real-time evaluation. For this, we introduce a new neural network architecture inspired by bilateral grid processing and local affine color transforms. Using pairs of input/output images, we train a convolutional neural network to predict the coefficients of a locally-affine model in bilateral space. Our architecture learns to make local, global, and content-dependent decisions to approximate the desired image transformation. At runtime, the neural network consumes a low-resolution version of the input image, produces a set of affine transformations in bilateral space, upsamples those transformations in an edge-preserving fashion using a new slicing node, and then applies those upsampled transformations to the full-resolution image. Our algorithm processes high-resolution images on a smartphone in milliseconds, provides a real-time viewfinder at 1080p resolution, and matches the quality of state-of-the-art approximation techniques on a large class of image operators. Unlike previous work, our model is trained off-line from data and therefore does not require access to the original operator at runtime. This allows our model to learn complex, scene-dependent transformations for which no reference implementation is available, such as the photographic edits of a human retoucher.
Michaël Gharbi, Jiawen Chen 0001, Jonathan T. Barron, Samuel W. Hasinoff, Frédo Durand
ACM Trans. Graph.2
2016 Do-it-yourself lighting design for product videography
abstract
The growth of online marketplaces for selling goods has increased the need for product photography by novice users and consumers. Additionally, the increased use of online media and large-screen billboards promotes the adoption of videos for advertising, going beyond just using still imagery. Lighting is a key distinction between professional and casual product videography. Professionals use specialized hardware setups, and bring expert skills to create good lighting that shows off the product's shape and material, while also producing aesthetically pleasing results. In this paper, we introduce a new do-it-yourself (DIY) approach to lighting design that lets novice users create studio quality product videography. We identify design principles to light products through emphasizing highlights, rim lighting, and contours. We devise a set of computational metrics to achieve these design goals. Our workflow is: the user acquires a video of the product by mounting a video camera on a tripod and using a tablet to light objects by waving the tablet around the object. We automatically analyze and split this acquired video into snippets that match our design principles. Finally, we present an interface that lets users easily select snippets with specific characteristics and then assembles them to produce a final pleasing video of the product. Alternatively, they can rely on our template mechanism to automatically assemble a video.
Ivaylo Boyadzhiev, Jiawen Chen 0001, Sylvain Paris, Kavita Bala
ICCP2
2016 Bilateral guided upsampling
abstract
We present an algorithm to accelerate a large class of image processing operators. Given a low-resolution reference input and output pair, we model the operator by fitting local curves that map the input to the output. We can then produce a full-resolution output by evaluating these low-resolution curves on the full-resolution input. We demonstrate that this faithfully models state-of-the-art operators for tone mapping, style transfer, and recoloring. The curves are computed by lifting the input into a bilateral grid and then solving for the 3D array of affine matrices that best maps input color to output color per x, y , intensity bin. We enforce a smoothness term on the matrices which prevents false edges and noise amplification. We can either globally optimize this energy, or quickly approximate a solution by locally fitting matrices and then enforcing smoothness by blurring in grid space. This latter option reduces to joint bilateral upsampling [Kopf et al. 2007] or the guided filter [He et al. 2013], depending on the choice of parameters. The cost of running the algorithm is reduced to the cost of running the original algorithm at greatly reduced resolution, as fitting the curves takes about 10 ms on mobile devices, and 1--2 ms on desktop CPUs, and evaluating the curves can be done with a simple GPU shader.
Jiawen Chen 0001, Andrew Adams, Neal Wadhwa, Samuel W. Hasinoff
ACM Trans. Graph.1
2016 Burst photography for high dynamic range and low-light imaging on mobile cameras
abstract
Cell phone cameras have small apertures, which limits the number of photons they can gather, leading to noisy images in low light. They also have small sensor pixels, which limits the number of electrons each pixel can store, leading to limited dynamic range. We describe a computational photography pipeline that captures, aligns, and merges a burst of frames to reduce noise and increase dynamic range. Our system has several key features that help make it robust and efficient. First, we do not use bracketed exposures. Instead, we capture frames of constant exposure, which makes alignment more robust, and we set this exposure low enough to avoid blowing out highlights. The resulting merged image has clean shadows and high bit depth, allowing us to apply standard HDR tone mapping methods. Second, we begin from Bayer raw frames rather than the demosaicked RGB (or YUV) frames produced by hardware Image Signal Processors (ISPs) common on mobile platforms. This gives us more bits per pixel and allows us to circumvent the ISP's unwanted tone mapping and spatial denoising. Third, we use a novel FFT-based alignment algorithm and a hybrid 2D/3D Wiener filter to denoise and merge the frames in a burst. Our implementation is built atop Android's Camera2 API, which provides per-frame camera control and access to raw imagery, and is written in the Halide domain-specific language (DSL). It runs in 4 seconds on device (for a 12 Mpix image), requires no user intervention, and ships on several mass-produced cell phones.
Samuel W. Hasinoff, Dillon Sharlet, Ryan Geiss, Andrew Adams, Jonathan T. Barron, Florian Kainz, Jiawen Chen 0001, Marc Levoy
ACM Trans. Graph.7
2013 Scalable real-time volumetric surface reconstruction
abstract
We address the fundamental challenge of scalability for real-time volumetric surface reconstruction methods. We design a memory efficient, hierarchical data structure for commodity graphics hardware, which supports live reconstruction of large-scale scenes with fine geometric details. Our sparse data structure fuses overlapping depth maps from a moving depth camera into a single volumetric representation, from which detailed surface models are extracted. Our hierarchy losslessly streams data bidirectionally between GPU and host, allowing for unbounded reconstructions. Our pipeline, comprised of depth map post-processing, camera pose estimation, volumetric fusion, surface extraction, and streaming, runs entirely in real-time. We experimentally demonstrate that a shallow hierarchy with relatively large branching factors yields the best memory/speed tradeoff, consuming an order of magnitude less memory than a regular grid. We compare an implementation of our data structure to existing methods and demonstrate higher-quality reconstructions on a variety of large-scale scenes, all captured in real-time.
Jiawen Chen 0001, Dennis Bautembach, Shahram Izadi
ACM Trans. Graph.1
2012 KinÊtre: animating the world with the human body
abstract
KinÊtre allows novice users to scan arbitrary physical objects and bring them to life in seconds. The fully interactive system allows diverse static meshes to be animated using the entire human body. Traditionally, the process of mesh animation is laborious and requires domain expertise, with rigging specified manually by an artist when designing the character. KinÊtre makes creating animations a more playful activity, conducted by novice users interactively "at runtime". This paper describes the KinÊtre system in full, highlighting key technical contributions and demonstrating many examples of users animating meshes of varying shapes and sizes. These include non-humanoid meshes and incomplete surfaces produced by 3D scanning - two challenging scenarios for existing mesh animation systems. Rather than targeting professional CG animators, KinÊtre is intended to bring mesh animation to a new audience of novice users. We demonstrate potential uses of our system for interactive storytelling and new forms of physical gaming.
Jiawen Chen 0001, Shahram Izadi, Andrew W. Fitzgibbon
UIST1
2012 Digits: freehand 3D interactions anywhere using a wrist-worn gloveless sensor
abstract
Digits is a wrist-worn sensor that recovers the full 3D pose of the user's hand. This enables a variety of freehand interactions on the move. The system targets mobile settings, and is specifically designed to be low-power and easily reproducible using only off-the-shelf hardware. The electronics are self-contained on the user's wrist, but optically image the entirety of the user's hand. This data is processed using a new pipeline that robustly samples key parts of the hand, such as the tips and lower regions of each finger. These sparse samples are fed into new kinematic models that leverage the biomechanical constraints of the hand to recover the 3D pose of the user's hand. The proposed system works without the need for full instrumentation of the hand (for example using data gloves), additional sensors in the environment, or depth cameras which are currently prohibitive for mobile scenarios due to power and form-factor considerations. We demonstrate the utility of Digits for a variety of application scenarios, including 3D spatial interaction with mobile devices, eyes-free interaction on-the-move, and gaming. We conclude with a quantitative and qualitative evaluation of our system, and discussion of strengths, limitations and future work.
David Kim 0002, Otmar Hilliges, Shahram Izadi, Alex Butler, Jiawen Chen 0001, Iasonas Oikonomidis, Patrick Olivier
UIST5
2011 The video mesh: A data structure for image-based three-dimensional video editing
abstract
This paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a triangulation over this point set and per-pixel information is obtained by interpolation. The user rotoscopes occluding contours and we introduce an algorithm to cut the video mesh along them. Object boundaries are refined with per-pixel alpha values. The video mesh is at its core a set of texture mapped triangles, we leverage graphics hardware to enable interactive editing and rendering of a variety of effects. We demonstrate the effectiveness of our representation with special effects such as 3D viewpoint changes, object insertion, depth-of-field manipulation, and 2D to 3D video conversion.
Jiawen Chen 0001, Sylvain Paris, Jue Wang 0001, Wojciech Matusik, Michael F. Cohen, Frédo Durand
ICCP1
2011 Real-time volumetric shadows using 1D min-max mipmaps
abstract
Light scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, while maintaining real-time performance, remains challenging.
Jiawen Chen 0001, Ilya Baran, Frédo Durand, Wojciech Jarosz
SI3D1
2011 Temporal light field reconstruction for rendering distribution effects
abstract
Traditionally, effects that require evaluating multidimensional integrals for each pixel, such as motion blur, depth of field, and soft shadows, suffer from noise due to the variance of the high-dimensional integrand. In this paper, we describe a general reconstruction technique that exploits the anisotropy in the temporal light field and permits efficient reuse of samples between pixels, multiplying the effective sampling rate by a large factor. We show that our technique can be applied in situations that are challenging or impossible for previous anisotropic reconstruction methods, and that it can yield good results with very sparse inputs. We demonstrate our method for simultaneous motion blur, depth of field, and soft shadows.
Jaakko Lehtinen, Timo Aila, Jiawen Chen 0001, Samuli Laine, Frédo Durand
ACM Trans. Graph.3
2011 Decoupled sampling for graphics pipelines
abstract
We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelines, which we call decoupled sampling . Decoupled sampling enables stochastic supersampling of motion and defocus blur at reduced shading cost, as well as controllable or adaptive shading rates which trade off shading quality for performance. It can be thought of as a generalization of multisample antialiasing (MSAA) to support complex and dynamic mappings from visibility to shading samples, as introduced by motion and defocus blur and adaptive shading. It works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. Decoupled sampling is inspired by the Reyes rendering architecture, but like traditional graphics pipelines, it shades fragments rather than micropolygon vertices, decoupling shading from the geometry sampling rate. Also unlike Reyes, decoupled sampling only shades fragments after precise computation of visibility, reducing overshading. We present extensions of two modern graphics pipelines to support decoupled sampling: a GPU-style sort-last fragment architecture, and a Larrabee-style sort-middle pipeline. We study the architectural implications of decoupled sampling and blur, and derive end-to-end performance estimates on real applications through an instrumented functional simulator. We demonstrate high-quality motion and defocus blur, as well as variable and adaptive shading rates.
Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen 0001, Michael C. Doggett, Frédo Durand
ACM Trans. Graph.3
2010 A hierarchical volumetric shadow algorithm for single scattering
abstract
Volumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modeled by a single scattering medium. In the presence of shadows, rendering these effects can be prohibitively expensive: current algorithms are based on ray marching, i.e., integrating the illumination scattered towards the camera along each view ray, modulated by visibility to the light source at each sample. Visibility must be determined for each sample using shadow rays or shadow-map lookups. We observe that in a suitably chosen coordinate system, the visibility function has a regular structure that we can exploit for significant acceleration compared to brute force sampling. We propose an efficient algorithm based on partial sum trees for computing the scattering integrals in a single-scattering homogeneous medium. On a CPU, we achieve speedups of 17--120x over ray marching.
Ilya Baran, Jiawen Chen 0001, Jonathan Ragan-Kelley, Frédo Durand, Jaakko Lehtinen
ACM Trans. Graph.2
2007 Real-time edge-aware image processing with the bilateral grid
abstract
We present a new data structure---the bilateral grid , that enables fast edge-aware image processing. By working in the bilateral grid, algorithms such as bilateral filtering, edge-aware painting, and local histogram equalization become simple manipulations that are both local and independent. We parallelize our algorithms on modern GPUs to achieve real-time frame rates on high-definition video. We demonstrate our method on a variety of applications such as image editing, transfer of photographic look, and contrast enhancement of medical images.
Jiawen Chen 0001, Sylvain Paris, Frédo Durand
ACM Trans. Graph.1
2006 Texture Transfer Using Geometry Correlation
Tom Mertens, Jan Kautz, Jiawen Chen 0001, Philippe Bekaert, Frédo Durand
Rendering Techniques3