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Hisanari Otsu

dblp:132/4558 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author

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
3 papers
Rendering · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › light transport › monte carlo light transport
metropolis light transport
0.622018
Geometry-aware metropolis light transport · ACM Trans. Graph. 2018
Fusing state spaces for markov chain Monte Carlo rendering · ACM Trans. Graph. 2017
Rendering
monte carlo rendering
0.622018
Geometry-aware metropolis light transport · ACM Trans. Graph. 2018
Fusing state spaces for markov chain Monte Carlo rendering · ACM Trans. Graph. 2017
Rendering
light transport
0.212016
Robust light transport simulation via metropolised bidirectional estimators · ACM Trans. Graph. 2016
Rendering › monte carlo rendering
markov chain monte carlo rendering
0.212016
Robust light transport simulation via metropolised bidirectional estimators · ACM Trans. Graph. 2016
Rendering › global illumination
path sampling
0.112017
Fusing state spaces for markov chain Monte Carlo rendering · ACM Trans. Graph. 2017

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

markov chain monte carlo · 0.6cone angle estimation · 0.3manifold exploration · 0.3vertex connection and merging · 0.2unified path sampling · 0.2metropolis sampling · 0.2
YearPublicationVenuePosition
2018 Reproducing Spectral Reflectances From Tristimulus Colours
abstract
Abstract Physically based rendering systems often support spectral rendering to simulate light transport in the real world. Material representations in such simulations need to be defined as spectral distributions. Since commonly available material data are in tristimulus colours, we ideally would like to obtain spectral distributions from tristimulus colours as an input to spectral rendering systems. Reproduction of spectral distributions given tristimulus colours, however, has been considered an ill‐posed problem since single tristimulus colour corresponds to a set of different spectra due to metamerism. We show how to resolve this problem using a data‐driven approach based on measured spectra and propose a practical algorithm that can faithfully reproduce a corresponding spectrum only from the given tristimulus colour. The key observation in colour science is that a natural measured spectrum is usually well approximated by a weighted sum of a few basis functions. We show how to reformulate conversion of tristimulus colours to spectra via principal component analysis. To improve accuracy of conversion, we propose a greedy clustering algorithm which minimizes reconstruction error. Using pre‐computation, the runtime computation is just a single matrix multiplication with an input tristimulus colour. Numerical experiments show that our method well reproduces the reference measured spectra using only the tristimulus colours as input.
Hisanari Otsu, Masafumi Yamamoto, Toshiya Hachisuka
Comput. Graph. Forum1
2018 Geometry-aware metropolis light transport
abstract
Markov chain Monte Carlo (MCMC) rendering utilizes a sequence of correlated path samples which is obtained by iteratively mutating the current state to the next. The efficiency of MCMC rendering depends on how well the mutation strategy is designed to adapt to the local structure of the state space. We present a novel MCMC rendering method that automatically adapts the step sizes of the mutations to the geometry of the rendered scene. Our geometry-aware path space perturbation largely avoids tentative samples with zero contribution due to occlusion. Our method limits the mutation step size by estimating the maximum opening angle of a cone, centered around a segment of a light transport path, where no geometry obstructs visibility. This geometry-aware mutation increases the acceptance rates, while not degrading the sampling quality. As this cone estimation introduces a considerable overhead if done naively, to make our approach efficient, we discuss and analyze fast approximate methods for cone angle estimation which utilize the acceleration structure already present for the ray-geometry intersection. Our new approach, integrated into the framework of Metropolis light transport, can achieve results with lower error and less artifact in equal time compared to current path space mutation techniques.
Hisanari Otsu, Johannes Hanika, Toshiya Hachisuka, Carsten Dachsbacher
ACM Trans. Graph.1
2017 Fusing state spaces for markov chain Monte Carlo rendering
abstract
Rendering algorithms using Markov chain Monte Carlo (MCMC) currently build upon two different state spaces. One of them is the path space, where the algorithms operate on the vertices of actual transport paths. The other state space is the primary sample space, where the algorithms operate on sequences of numbers used for generating transport paths. While the two state spaces are related by the sampling procedure of transport paths, all existing MCMC rendering algorithms are designed to work within only one of the state spaces. We propose a first framework which provides a comprehensive connection between the path space and the primary sample space. Using this framework, we can use mutation strategies designed for one space with mutation strategies in the respective other space. As a practical example, we take a combination of manifold exploration and multiplexed Metropolis light transport using our framework. Our results show that the simultaneous use of the two state spaces improves the robustness of MCMC rendering. By combining efficient local exploration in the path space with global jumps in primary sample space, our method achieves more uniform convergence as compared to using only one space.
Hisanari Otsu, Anton Kaplanyan, Johannes Hanika, Carsten Dachsbacher, Toshiya Hachisuka
ACM Trans. Graph.1
2016 Robust light transport simulation via metropolised bidirectional estimators
abstract
Efficiently simulating light transport in various scenes with a single algorithm is a difficult and important problem in computer graphics. Two major issues have been shown to hinder the efficiency of the existing solutions: light transport due to multiple highly glossy or specular interactions, and scenes with complex visibility between the camera and light sources. While recent bidirectional path sampling methods such as vertex connection and merging/unified path sampling (VCM/UPS) efficiently deal with highly glossy or specular transport, they tend to perform poorly in scenes with complex visibility. On the other hand, Markov chain Monte Carlo (MCMC) methods have been able to show some excellent results in scenes with complex visibility, but they behave unpredictably in scenes with glossy or specular surfaces due to their fundamental issue of sample correlation. In this paper, we show how to fuse the underlying key ideas behind VCM/UPS and MCMC into a single, efficient light transport solution. Our algorithm is specifically designed to retain the advantages of both approaches, while alleviating their limitations. Our experiments show that the algorithm can efficiently render scenes with both highly glossy or specular materials and complex visibility, without compromising the performance in simpler cases.
Martin Sik, Hisanari Otsu, Toshiya Hachisuka, Jaroslav Krivánek
ACM Trans. Graph.2