Janne Kontkanen

dblp:09/3108 · DBLP profile ↗
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15ranked-venue papers
4as first author
7since 2021 · last 2025
—ORCID · none

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Graphics, computer vision, multimedia, augmented reality and games · 15 · 4 first-author · 7 since 2021Artificial intelligence and machine learning · 8 · 7 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
YearPublicationVenuePosition
2025 High-Resolution Frame Interpolation with Patch-based Cascaded Diffusion
abstract
Despite the recent progress, existing frame interpolation methods still struggle with processing extremely high resolution input and handling challenging cases such as repetitive textures, thin objects, and large motion. To address these issues, we introduce a patch-based cascaded pixel diffusion model for high resolution frame interpolation, HiFI, that excels in these scenarios while achieving competitive performance on standard benchmarks. Cascades, which generate a series of images from low to high resolution, can help significantly with large or complex motion that require both global context for a coarse solution and detailed context for high resolution output. However, contrary to prior work on cascaded diffusion models which perform diffusion on increasingly large resolutions, we use a single model that always performs diffusion at the same resolution and upsamples by processing patches of the inputs and the prior solution. At inference time, this drastically reduces memory usage and allows a single model, solving both frame interpolation (base model’s task) and spatial up-sampling, saving training cost as well. HiFI excels at high-resolution images and complex repeated textures that require global context, achieving comparable or state-of-the-art performance on various benchmarks (Vimeo, Xiph, X-Test, and SEPE-8K). We further introduce a new dataset, LaMoR, that focuses on particularly challenging cases, and HiFI significantly outperforms other baselines.
Junhwa Hur, Charles Herrmann, Saurabh Saxena, Janne Kontkanen, Wei-Sheng Lai, Michael Rubinstein, David J. Fleet, Deqing Sun
AAAI4
2024 Video Interpolation with Diffusion Models
abstract
We present VIDIM, a generative model for video inter-polation, which creates short videos given a start and end frame. In order to achieve high fidelity and generate motions unseen in the input data, VIDIM uses cascaded diffusion models to first generate the target video at low resolution, and then generate the high-resolution video conditioned on the low-resolution generated video. We compare VIDIM to previous state-of-the-art methods on video interpolation, and demonstrate how such works fail in most settings where the underlying motion is complex, nonlinear, or ambiguous while VIDIM can easily handle such cases. We additionally demonstrate how classifier-free guidance on the start and end frame and conditioning the super-resolution model on the original high-resolution frames without additional parameters unlocks high-fidelity results. VIDIM is fast to sample from as it jointly denoises all the frames to be generated, requires less than a billion parameters per diffusion model to produce compelling results, and still enjoys scalability and improved quality at larger parameter counts. Please see our project page at vidim-interpolation.github.io.
Siddhant Jain, Daniel Watson, Eric Tabellion, Aleksander Holynski, Ben Poole, Janne Kontkanen
CVPR6
2024 ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models
abstract
We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on re-constructing those regions consistently with diffusion mod-els. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate qual-ity (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.
Meng-Li Shih, Wei-Chiu Ma, Lorenzo Boyice, Aleksander Holynski, Forrester Cole, Brian Curless, Janne Kontkanen
CVPR7
2024 Generative Powers of Ten
abstract
We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g. ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alter-native techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.
Janne Kontkanen, Brian Curless, Steven M. Seitz, Ira Kemelmacher-Shlizerman, Ben Mildenhall, Pratul P. Srinivasan, Dor Verbin, Aleksander Holynski
CVPR2
2022 3D Moments from Near-Duplicate Photos
abstract
We introduce 3D Moments, a new computational photography effect. As input we take a pair of near-duplicate photos, i.e., photos of moving subjects from similar viewpoints, common in people's photo collections. As output, we produce a video that smoothly interpolates the scene motion from the first photo to the second, while also producing camera motion with parallax that gives a heightened sense of 3D. To achieve this effect, we represent the scene as a pair of feature-based layered depth images augmented with scene flow. This representation enables motion interpolation along with independent control of the camera viewpoint. Our system produces photorealistic space-time videos with motion parallax and scene dynamics, while plausibly recovering regions occluded in the original views. We conduct extensive experiments demonstrating superior performance over baselines on public datasets and in-the-wild photos. Project page: https://3d-moments.github.io/.
Qianqian Wang 0002, Zhengqi Li, David Salesin, Noah Snavely, Brian Curless, Janne Kontkanen
CVPR6
2022 FILM: Frame Interpolation for Large Motion
Fitsum A. Reda, Janne Kontkanen, Eric Tabellion, Deqing Sun, Caroline Pantofaru, Brian Curless
ECCV (7)2
2021 No Shadow Left Behind: Removing Objects and Their Shadows Using Approximate Lighting and Geometry
abstract
Removing objects from images is a challenging technical problem that is important for many applications, including mixed reality. For believable results, the shadows that the object casts should also be removed. Current inpainting-based methods only remove the object itself, leaving shadows behind, or at best require specifying shadow regions to inpaint. We introduce a deep learning pipeline for removing a shadow along with its caster. We leverage rough scene models in order to remove a wide variety of shadows (hard or soft, dark or subtle, large or thin) from surfaces with a wide variety of textures. We train our pipeline on synthetically rendered data, and show qualitative and quantitative results on both synthetic and real scenes.
Edward Zhang 0002, Ricardo Martin-Brualla, Janne Kontkanen, Brian Curless
CVPR3
2019 Multi-View Image Fusion
abstract
We present an end-to-end learned system for fusing multiple misaligned photographs of the same scene into a chosen target view. We demonstrate three use cases: 1) color transfer for inferring color for a monochrome view, 2) HDR fusion for merging misaligned bracketed exposures, and 3) detail transfer for reprojecting a high definition image to the point of view of an affordable VR180-camera. While the system can be trained end-to-end, it consists of three distinct steps: feature extraction, image warping and fusion. We present a novel cascaded feature extraction method that enables us to synergetically learn optical flow at different resolution levels. We show that this significantly improves the network's ability to learn large disparities. Finally, we demonstrate that our alignment architecture outperforms a state-of-the art optical flow network on the image warping task when both systems are trained in an identical manner.
Marc Comino, Ricardo Martin-Brualla, Florian Kainz, Janne Kontkanen
ICCV4
2016 Jump: virtual reality video
abstract
We present Jump, a practical system for capturing high resolution, omnidirectional stereo (ODS) video suitable for wide scale consumption in currently available virtual reality (VR) headsets. Our system consists of a video camera built using off-the-shelf components and a fully automatic stitching pipeline capable of capturing video content in the ODS format. We have discovered and analyzed the distortions inherent to ODS when used for VR display as well as those introduced by our capture method and show that they are small enough to make this approach suitable for capturing a wide variety of scenes. Our stitching algorithm produces robust results by reducing the problem to one of pairwise image interpolation followed by compositing. We introduce novel optical flow and compositing methods designed specifically for this task. Our algorithm is temporally coherent and efficient, is currently running at scale on a distributed computing platform, and is capable of processing hours of footage each day.
David Gallup, Jonathan T. Barron, Janne Kontkanen, Noah Snavely, Sameer Agarwal 0001, Steven M. Seitz
ACM Trans. Graph.4
2011 Coherent Out-of-Core Point-Based Global Illumination
abstract
Abstract We describe a new technique for coherent out‐of‐core point‐based global illumination and ambient occlusion. Point‐based global illumination (PBGI) is used in production to render tremendously complex scenes, so in‐core storage of point and octree data structures quickly becomes a problem. However, a simple out‐of‐core extension of a classical top‐down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out‐of‐core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space‐filling Z‐curve, we are able to preprocess the data in two passes: an external ID‐sort and an octree construction pass.
Janne Kontkanen, Eric Tabellion, Ryan S. Overbeck
Comput. Graph. Forum1
2008 A meshless hierarchical representation for light transport
abstract
We introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Non-hierarchical approaches such as per-vertex values are simple to implement, but lead to long precomputation. Hierarchical bases like wavelets lead to dramatic acceleration, but in their basic form they work well only on flat or smooth surfaces. We introduce a hierarchical function basis induced by scattered data approximation. It is decoupled from the geometric representation, allowing the hierarchical representation of illumination on complex objects. We present simple data structures and algorithms for constructing and evaluating the basis functions. Due to its hierarchical nature, our representation adapts to the complexity of the illumination, and can be queried at different scales. We demonstrate the power of the new basis in a novel precomputed direct-to-indirect light transport algorithm that greatly increases the complexity of scenes that can be handled by PRT approaches.
Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, Timo Aila
ACM Trans. Graph.4
2007 Incremental Instant Radiosity for Real-Time Indirect Illumination
Samuli Laine, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen, Timo Aila
Rendering Techniques3
2006 Ambient Occlusion for Animated Characters
Janne Kontkanen, Timo Aila
Rendering Techniques1
2006 Wavelet Radiance Transport for Interactive Indirect Lighting
Janne Kontkanen, Emmanuel Turquin, Nicolas Holzschuch, François X. Sillion
Rendering Techniques1
2005 Ambient occlusion fields
abstract
We present a novel real-time technique for computing inter-object ambient occlusion. For each occluding object, we precompute a field in the surrounding space that encodes an approximation of the occlusion caused by the object. This volumetric information is then used at run-time in a fragment program for quickly determining the shadow cast on the receiving objects. According to our results, both the computational and storage requirements are low enough for the technique to be directly applicable to computer games running on the current graphics hardware.
Janne Kontkanen, Samuli Laine
SI3D1