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Petrik Clarberg

dblp:12/6176 · DBLP profile ↗
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16ranked-venue papers
7as first author
1since 2021 · last 2024
0009-0004-9870-6307ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 16 · 7 first-author · 1 since 2021Artificial intelligence and machine learning · 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
9 papers
Rendering · 85% Image and video processing · 7% Computational photography and imaging · 5%

Topics — the 19 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
1.032024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Deep shading buffers on commodity GPUs · ACM Trans. Graph. 2014
High dynamic range texture compression for graphics hardware · ACM Trans. Graph. 2006
Rendering
neural rendering
0.812024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Rendering › sampling
decoupled sampling
0.422014
Deep shading buffers on commodity GPUs · ACM Trans. Graph. 2014
A sort-based deferred shading architecture for decoupled sampling · ACM Trans. Graph. 2013
Rendering › monte carlo rendering
stochastic rendering
0.422014
Deep shading buffers on commodity GPUs · ACM Trans. Graph. 2014
A sort-based deferred shading architecture for decoupled sampling · ACM Trans. Graph. 2013
Rendering › ray tracing
monte carlo ray tracing
0.212016
Texture space caching and reconstruction for ray tracing · ACM Trans. Graph. 2016
Rendering
material appearance
0.212024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Computational photography and imaging › light field imaging
light field reconstruction
0.212015
Layered Light Field Reconstruction for Defocus Blur · ACM Trans. Graph. 2015
Rendering › shading
shading reuse
0.212014
AMFS: adaptive multi-frequency shading for future graphics processors · ACM Trans. Graph. 2014
Rendering › GPU rendering
variable rate shading
0.212014
AMFS: adaptive multi-frequency shading for future graphics processors · ACM Trans. Graph. 2014
Rendering › GPU rendering › shader-based rendering
deferred shading
0.212013
A sort-based deferred shading architecture for decoupled sampling · ACM Trans. Graph. 2013
Image and video processing › image restoration
denoising
0.112016
Texture space caching and reconstruction for ray tracing · ACM Trans. Graph. 2016
Image and video processing › image enhancement
contrast enhancement
0.112007
Adaptive enhancement and noise reduction in very low light-level video · ICCV 2007
Image and video processing › image restoration
image denoising
0.112007
Adaptive enhancement and noise reduction in very low light-level video · ICCV 2007
Image and video processing › video restoration › video denoising
low-light video denoising
0.112007
Adaptive enhancement and noise reduction in very low light-level video · ICCV 2007
Image and video coding › texture compression
high dynamic range texture compression
0.112006
High dynamic range texture compression for graphics hardware · ACM Trans. Graph. 2006
Image and video coding
texture compression
0.112006
High dynamic range texture compression for graphics hardware · ACM Trans. Graph. 2006
Rendering
global illumination
0.112005
Wavelet importance sampling: efficiently evaluating products of complex functions · ACM Trans. Graph. 2005
Rendering › monte carlo rendering
importance sampling
0.112005
Wavelet importance sampling: efficiently evaluating products of complex functions · ACM Trans. Graph. 2005
Image and video processing › image restoration
demosaicing
0.012007
Adaptive enhancement and noise reduction in very low light-level video · ICCV 2007

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

neural decoder · 0.8microfacet sampling · 0.8importance sampling · 0.8texture space filtering · 0.2secondary ray queries · 0.2linear regression · 0.2separable filter formulation · 0.2depth layer partitioning · 0.2per-pixel primitive lists · 0.2conservative rasterization · 0.2
YearPublicationVenuePosition
2024 Real-time Neural Appearance Models
abstract
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior—transformation of directions into learned shading frames—facilitates accurate reconstruction of mesoscale effects. The second prior—a microfacet sampling distribution—allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich, Petrik Clarberg, Jan Novák, Benedikt Bitterli, Alex Evans, Tomás Davidovic, Simon Kallweit, Aaron E. Lefohn
ACM Trans. Graph.4
2016 Texture space caching and reconstruction for ray tracing
abstract
We present a texture space caching and reconstruction system for Monte Carlo ray tracing. Our system gathers and filters shading on-demand, including querying secondary rays, directly within a filter footprint around the current shading point. We shade on local grids in texture space with primary visibility decoupled from shading. Unique filters can be applied per material, where any terms of the shader can be chosen to be included in each kernel. This is a departure from recent screen space image reconstruction techniques, which typically use a single, complex kernel with a set of large auxiliary guide images as input. We show a number of high-performance use cases for our system, including interactive denoising of Monte Carlo ray tracing with motion/defocus blur, spatial and temporal shading reuse, cached product importance sampling, and filters based on linear regression in texture space.
Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Tomas Akenine-Möller
ACM Trans. Graph.3
2015 Layered Light Field Reconstruction for Defocus Blur
abstract
We present a novel algorithm for reconstructing high-quality defocus blur from a sparsely sampled light field. Our algorithm builds upon recent developments in the area of sheared reconstruction filters and significantly improves reconstruction quality and performance. While previous filtering techniques can be ineffective in regions with complex occlusion, our algorithm handles such scenarios well by partitioning the input samples into depth layers. These depth layers are filtered independently and then combined together, taking into account inter-layer visibility. We also introduce a new separable formulation of sheared reconstruction filters that achieves real-time preformance on a modern GPU and is more than two orders of magnitude faster than previously published techniques.
Karthikeyan Vaidyanathan, Jacob Munkberg, Petrik Clarberg, Marco Salvi
ACM Trans. Graph.3
2014 Layered Reconstruction for Defocus and Motion Blur
abstract
Abstract Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more complex type of camera effect, and as a consequence, current algorithms are either slow or too imprecise to use in high quality rendering. We extend previous work on real‐time light field reconstruction for defocus blur to handle the case of simultaneous defocus and motion blur. By carefully introducing a few approximations, we derive a very efficient sheared reconstruction filter, which produces high quality images even for a low number of input samples. Our algorithm is temporally robust, and is about two orders of magnitude faster than previous work, making it suitable for both real‐time rendering and as a post‐processing pass for offline rendering.
Jacob Munkberg, Karthikeyan Vaidyanathan, Jon Hasselgren, Petrik Clarberg, Tomas Akenine-Möller
Comput. Graph. Forum4
2014 Deep shading buffers on commodity GPUs
abstract
Real-time rendering with true motion and defocus blur remains an elusive goal for application developers. In recent years, substantial progress has been made in the areas of rasterization, shading, and reconstruction for stochastic rendering. However, we have yet to see an efficient method for decoupled sampling that can be implemented on current or near-future graphics processors. In this paper, we propose one such algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders. Our algorithm builds per-pixel primitive lists in canonical shading space. All shading then takes place in a single, non-multisampled forward rendering pass using conservative rasterization. This pass exploits the rasterization and shading hardware to perform shading very efficiently, and only samples that are visible in the final image are shaded. Last, the shading samples are gathered and filtered to create the final image. The input to our algorithm can be generated using a variety of methods, of which we show examples of interactive stochastic and interleaved rasterization, as well as ray tracing.
Petrik Clarberg, Jacob Munkberg
ACM Trans. Graph.1
2014 AMFS: adaptive multi-frequency shading for future graphics processors
abstract
We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets. The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.
Petrik Clarberg, Robert Toth, Jon Hasselgren, Jim Nilsson, Tomas Akenine-Möller
ACM Trans. Graph.1
2013 A sort-based deferred shading architecture for decoupled sampling
abstract
Stochastic sampling in time and over the lens is essential to produce photo-realistic images, and it has the potential to revolutionize real-time graphics. In this paper, we take an architectural view of the problem and propose a novel hardware architecture for efficient shading in the context of stochastic rendering. We replace previous caching mechanisms by a sorting step to extract coherence, thereby ensuring that only non-occluded samples are shaded. The memory bandwidth is kept at a minimum by operating on tiles and using new buffer compression methods. Our architecture has several unique benefits not traditionally associated with deferred shading. First, shading is performed in primitive order, which enables late shading of vertex attributes and avoids the need to generate a G-buffer of pre-interpolated vertex attributes. Second, we support state changes, e.g., change of shaders and resources in the deferred shading pass, avoiding the need for a single über-shader. We perform an extensive architectural simulation to quantify the benefits of our algorithm on real workloads.
Petrik Clarberg, Robert Toth, Jacob Munkberg
ACM Trans. Graph.1
2011 Efficient multi-view ray tracing using edge detection and shader reuse
Björn Johnsson, Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller
Vis. Comput.4
2010 An Optimizing Compiler for Automatic Shader Bounding
abstract
Abstract Programmable shading provides artistic control over materials and geometry, but the black box nature of shaders makes some rendering optimizations difficult to apply. In many cases, it is desirable to compute bounds of shaders in order to speed up rendering. A bounding shader can be automatically derived from the original shader by a compiler using interval analysis, but creating optimized interval arithmetic code is non‐trivial. A key insight in this paper is that shaders contain metadata that can be automatically extracted by the compiler using data flow analysis. We present a number of domain‐specific optimizations that make the generated code faster, while computing the same bounds as before. This enables a wider use and opens up possibilities for more efficient rendering. Our results show that on average 42–44% of the shader instructions can be eliminated for a common use case: single‐sided bounding shaders used in lightcuts and importance sampling.
Petrik Clarberg, Robert Toth, Jon Hasselgren, Tomas Akenine-Möller
Comput. Graph. Forum1
2008 Practical Product Importance Sampling for Direct Illumination
abstract
Abstract We present a practical algorithm for sampling the product of environment map lighting and surface reflectance. Our method builds on wavelet‐based importance sampling, but has a number of important advantages over previous methods. Most importantly, we avoid using precomputed reflectance functions by sampling the BRDF on‐the‐fly. Hence, all types of materials can be handled, including anisotropic and spatially varying BRDFs, as well as procedural shaders. This also opens up for using very high resolution, uncompressed, environment maps. Our results show that this gives a significant reduction of variance compared to using lower resolution approximations. In addition, we study the wavelet product, and present a faster algorithm geared for sampling purposes. For our application, the computations are reduced to a simple quadtree‐based multiplication. We build the BRDF approximation and evaluate the product in a single tree traversal, which makes the algorithm both faster and more flexible than previous methods.
Petrik Clarberg, Tomas Akenine-Möller
Comput. Graph. Forum1
2008 Exploiting Visibility Correlation in Direct Illumination
abstract
Abstract The visibility function in direct illumination describes the binary visibility over a light source, e.g., an environment map. Intuitively, the visibility is often strongly correlated between nearby locations in time and space, but exploiting this correlation without introducing noticeable errors is a hard problem. In this paper, we first study the statistical characteristics of the visibility function. Then, we propose a robust and unbiased method for using estimated visibility information to improve the quality of Monte Carlo evaluation of direct illumination. Our method is based on the theory of control variates, and it can be used on top of existing state‐of‐the‐art schemes for importance sampling. The visibility estimation is obtained by sparsely sampling and caching the 4D visibility field in a compact bitwise representation. In addition to Monte Carlo rendering, the stored visibility information can be used in a number of other applications, for example, ambient occlusion and lighting design.
Petrik Clarberg, Tomas Akenine-Möller
Comput. Graph. Forum1
2008 Practical HDR Texture Compression
abstract
Abstract The use of high dynamic range (HDR) textures in real‐time graphics applications can increase realism and provide a more vivid experience. However, the increased bandwidth and storage requirements for uncompressed HDR data can become a major bottleneck. Hence, several recent algorithms for HDR texture compression have been proposed. In this paper, we discuss several practical issues one has to confront in order to develop and implement HDR texture compression schemes. These include improved texture filtering and efficient offline compression. For compression, we describe how Procrustes analysis can be used to quickly match a predefined template shape against chrominance data. To reduce the cost of HDR texture filtering, we perform filtering prior to the colour transformation, and use a simple trick to reduce the incurred errors. We also introduce a number of novel compression modes, which can be combined with existing compression schemes, or used on their own.
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller
Comput. Graph. Forum2
2008 Efficient product sampling using hierarchical thresholding
Fabrice Rousselle, Petrik Clarberg, Luc Leblanc, Victor Ostromoukhov, Pierre Poulin
Vis. Comput.2
2007 Adaptive enhancement and noise reduction in very low light-level video
abstract
A general methodology for noise reduction and contrast enhancement in very noisy image data with low dynamic range is presented. Video footage recorded in very dim light is especially targeted. Smoothing kernels that automatically adapt to the local spatio-temporal intensity structure in the image sequences are constructed in order to preserve and enhance fine spatial detail and prevent motion blur. In color image data, the chromaticity is restored and demosaicing of raw RGB input data is performed simultaneously with the noise reduction. The method is very general, contains few user-defined parameters and has been developed for efficient parallel computation using a GPU. The technique has been applied to image sequences with various degrees of darkness and noise levels, and results from some of these tests, and comparisons to other methods, are presented. The present work has been inspired by research on vision in nocturnal animals, particularly the spatial and temporal visual summation that allows these animals to see in dim light.
Henrik Malm, Magnus Oskarsson, Eric Warrant, Petrik Clarberg, Jon Hasselgren, Calle Lejdfors
ICCV4
2006 High dynamic range texture compression for graphics hardware
abstract
In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynamic range textures at low bit rates. First, the S3TC low dynamic range texture compression scheme is extended in order to enable compression of HDR data. Second, we introduce a novel robust algorithm that offers superior image quality. Our algorithm can be efficiently implemented in hardware, and supports textures with a dynamic range of over 10 9 :1. At a fixed rate of 8 bits per pixel, we obtain results virtually indistinguishable from uncompressed HDR textures at 48 bits per pixel. Our research can have a big impact on graphics hardware and real-time rendering, since HDR texturing suddenly becomes affordable.
Jacob Munkberg, Petrik Clarberg, Jon Hasselgren, Tomas Akenine-Möller
ACM Trans. Graph.2
2005 Wavelet importance sampling: efficiently evaluating products of complex functions
abstract
We present a new technique for importance sampling products of complex functions using wavelets. First, we generalize previous work on wavelet products to higher dimensional spaces and show how this product can be sampled on-the-fly without the need of evaluating the full product. This makes it possible to sample products of high-dimensional functions even if the product of the two functions in itself is too memory consuming. Then, we present a novel hierarchical sample warping algorithm that generates high-quality point distributions, which match the wavelet representation exactly. One application of the new sampling technique is rendering of objects with measured BRDFs illuminated by complex distant lighting --- our results demonstrate how the new sampling technique is more than an order of magnitude more efficient than the best previous techniques.
Petrik Clarberg, Wojciech Jarosz, Tomas Akenine-Möller, Henrik Wann Jensen
ACM Trans. Graph.1