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Takehiro Tawara

dblp:12/2066 · DBLP profile ↗
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4ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1

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
2 papers
Rendering · 91% Visualization and visual analytics · 5% Image and video processing · 4%

Topics — the 6 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › temporal rendering
animation rendering
0.012001
Perception-guided global illumination solution for animation rendering · SIGGRAPH 2001
Rendering
global illumination
0.012001
Perception-guided global illumination solution for animation rendering · SIGGRAPH 2001
Rendering
antialiasing
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000
Rendering
hybrid rendering
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000
Rendering
image-based rendering
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000
Rendering › antialiasing
temporal antialiasing
0.012000
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences · IEEE Trans. Vis. Comput. Graph. 2000

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

stochastic photon tracing · 0.0perception-based error metric · 0.0energy-based error metric · 0.0ray tracing · 0.0motion-compensated filtering · 0.0animation quality metric · 0.0
YearPublicationVenuePosition
2022 Dressi: A Hardware-Agnostic Differentiable Renderer with Reactive Shader Packing and Soft Rasterization
abstract
Abstract Differentiable rendering (DR) enables various computer graphics and computer vision applications through gradient‐based optimization with derivatives of the rendering equation. Most rasterization‐based approaches are built on general‐purpose automatic differentiation (AD) libraries and DR‐specific modules handcrafted using CUDA. Such a system design mixes DR algorithm implementation and algorithm building blocks, resulting in hardware dependency and limited performance. In this paper, we present a practical hardware‐agnostic differentiable renderer called Dressi, which is based on a new full AD design. The DR algorithms of Dressi are fully written in our Vulkan‐based AD for DR, Dressi‐AD, which supports all primitive operations for DR. Dressi‐AD and our inverse UV technique inside it bring hardware independence and acceleration by graphics hardware. Stage packing, our runtime optimization technique, can adapt hardware constraints and efficiently execute complex computational graphs of DR with reactive cache considering the render pass hierarchy of Vulkan. HardSoftRas, our novel rendering process, is designed for inverse rendering with a graphics pipeline. Under the limited functionalities of the graphics pipeline, HardSoftRas can propagate the gradients of pixels from the screen space to far‐range triangle attributes. Our experiments and applications demonstrate that Dressi establishes hardware independence, high‐quality and robust optimization with fast speed, and photorealistic rendering.
Yusuke Takimoto, Hikari Takehara, Keishiro Uragaki, Takehiro Tawara, Kentaro Oku, Wataru Kishimoto
Comput. Graph. Forum5
2004 Exploiting Temporal Coherence in Final Gathering for Dynamic Scenes
abstract
Efficient global illumination computation in dynamically changing environments is an important practical problem. In high-quality animation rendering costly "final gathering" technique is commonly used. We extend this technique into temporal domain by exploiting coherence between the subsequent frames. For this purpose we store previously computed incoming radiance samples and refresh them evenly in space and time using some aging criteria. The approach is based upon a two-pass photon mapping algorithm with irradiance cache, but it can be applied also in other gathering methods. The algorithm significantly reduces the cost of expensive indirect lighting computation and suppresses temporal aliasing with respect to the state of the art frame-by-frame rendering techniques
Takehiro Tawara, Karol Myszkowski, Hans-Peter Seidel
Computer Graphics International1
2001 Perception-guided global illumination solution for animation rendering
abstract
We present a method for efficient global illumination computation in dynamic environments by taking advantage of temporal coherence of lighting distribution. The method is embedded in the framework of stochastic photon tracing and density estimation techniques. A locally operating energy-based error metric is used to prevent photon processing in the temporal domain for the scene regions in which lighting distribution changes rapidly. A perception-based error metric suitable for animation is used to keep noise inherent in stochastic methods below the sensitivity level of the human observer. As a result a perceptually-consistent quality across all animation frames is obtained. Furthermore, the computation cost is reduced compared to the traditional approaches operating solely in the spatial domain.
Karol Myszkowski, Takehiro Tawara, Hiroyuki Akamine, Hans-Peter Seidel
SIGGRAPH2
2000 Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences
abstract
We consider accelerated rendering of high quality walkthrough animation sequences along predefined paths. To improve rendering performance, we use a combination of a hybrid ray tracing and image-based rendering (IBR) technique and a novel perception-based antialiasing technique. In our rendering solution, we derive as many pixels as possible using inexpensive IBR techniques without affecting the animation quality. A perception-based spatiotemporal animation quality metric (AQM) is used to automatically guide such a hybrid rendering. The image flow (IF) obtained as a byproduct of the IBR computation is an integral part of the AQM. The final animation quality is enhanced by an efficient spatiotemporal antialiasing which utilizes the IF to perform a motion-compensated filtering. The filter parameters have been tuned using the AQM predictions of animation quality as perceived by the human observer. These parameters adapt locally to the visual pattern velocity.
Karol Myszkowski, Przemyslaw Rokita, Takehiro Tawara
IEEE Trans. Vis. Comput. Graph.3