Kosuke Nabata

dblp:134/6810 · DBLP profile ↗
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5ranked-venue papers
4as 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 · 5 · 4 first-author · 1 since 2021

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 · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › sampling
adaptive sampling
0.612022
Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering · IEEE Trans. Vis. Comput. Graph. 2022
Rendering › global illumination
many-light rendering
0.612022
Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
monte carlo rendering
0.612022
Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
subsurface scattering
0.612022
Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering · IEEE Trans. Vis. Comput. Graph. 2022
Rendering › ray tracing › path tracing
bidirectional path tracing
0.412020
Resampling-aware Weighting Functions for Bidirectional Path Tracing Using Multiple Light Sub-Paths · ACM Trans. Graph. 2020
Rendering › sampling
multiple importance sampling
0.412020
Resampling-aware Weighting Functions for Bidirectional Path Tracing Using Multiple Light Sub-Paths · ACM Trans. Graph. 2020

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

error estimation · 0.6BSSRDF importance sampling · 0.6variance formulation · 0.4resampling · 0.4balance heuristic · 0.4
YearPublicationVenuePosition
2022 Adaptive Irradiance Sampling for Many-Light Rendering of Subsurface Scattering
abstract
Rendering a translucent material involves integrating the product of the transmittance-weighted irradiance and the BSSRDF over the surface of it. In previous methods, this spatial integral was computed by creating a dense distribution of discrete points over the surface or by importance-sampling based on the BSSRDF. Both of these approaches necessitate specifying the number of samples, which affects both the quality and the computation time for rendering. An insufficient number of samples leads to noise and artifacts in the rendered image and an excessive number results in a prohibitively long rendering time. In this article, we propose an error estimation method for translucent materials in a many-light rendering framework. Our adaptive sampling can automatically determine the number of samples so that the estimated relative error of each pixel intensity is less than a user-specified threshold. We also propose an efficient method to generate the sampling points that make large contributions to the pixel intensity taking into account the BSSRDF. This enables us to use a simple uniform sampling, instead of costly importance sampling based on the BSSRDF. The experimental results show that our method can accurately estimate the error. In addition, in comparison with the previous methods, our sampling method achieves better estimation accuracy in equal-time.
Kosuke Nabata, Kei Iwasaki
IEEE Trans. Vis. Comput. Graph.1
2020 Two-stage Resampling for Bidirectional Path Tracing with Multiple Light Sub-paths
abstract
Abstract Recent advances in bidirectional path tracing (BPT) reveal that the use of multiple light sub‐paths and the resampling of a small number of these can improve the efficiency of BPT. By increasing the number of pre‐sampled light sub‐paths, the possibility of generating light paths that provide large contributions can be better explored and this can alleviate the correlation of light paths due to the reuse of pre‐sampled light sub‐paths by all eye sub‐paths. The increased number of pre‐sampled light subpaths, however, also incurs a high computational cost. In this paper, we propose a two‐stage resampling method for BPT to efficiently handle a large number of pre‐sampled light sub‐paths. We also derive a weighting function that can treat the changes in path probability due to the two‐stage resampling. Our method can handle a two orders of magnitude larger number of presampled light sub‐paths than previous methods in equal‐time rendering, resulting in stable and better noise reduction than state‐of‐the‐art methods.
Kosuke Nabata, Kei Iwasaki, Yoshinori Dobashi
Comput. Graph. Forum1
2020 Resampling-aware Weighting Functions for Bidirectional Path Tracing Using Multiple Light Sub-Paths
abstract
Bidirectional path tracing (BPT) with multiple importance sampling (MIS) is a popular technique for rendering realistic images. Recently, it has been shown that BPT can be improved by preparing multiple light sub-paths and by resampling a small number of light sub-paths from them to generate full paths with large contribution. Traditionally, for MIS weights, the balance heuristic has widely been used to minimize the upper bound of variance, where each full path is weighted in proportion to the probability of the path. Although the probability of the path can change due to the resampling process, the weighting functions used in the previous methods remain unaffected by the change in probability, resulting in less efficiency. To address this problem, we propose new weighting functions for BPT with multiple light sub-paths. Our main contribution is a precise formulation of the variance and the derivation of the weighting functions that can appropriately treat the change in probability. We demonstrate that our weighting functions significantly improve the image quality. We will release a simple version of our implementation as open source to ensure reproducibility.
Kosuke Nabata, Kei Iwasaki, Yoshinori Dobashi
ACM Trans. Graph.1
2019 A method for estimating the errors in many-light rendering with supersampling
abstract
In many-light rendering, a variety of visual and illumination effects, including anti-aliasing, depth of field, volumetric scattering, and subsurface scattering, are combined to create a number of virtual point lights (VPLs). This is done in order to simplify computation of the resulting illumination. Naive approaches that sum the direct illumination from many VPLs are computationally expensive; scalable methods can be computed more efficiently by clustering VPLs, and then estimating their sum by sampling a small number of VPLs. Although significant speed-up has been achieved using scalable methods, clustering leads to uncontrollable errors, resulting in noise in the rendered images. In this paper, we propose a method to improve the estimation accuracy of many-light rendering involving such visual and illumination effects. We demonstrate that our method can improve the estimation accuracy by a factor of 2.3 over the previous method.
Hirokazu Sakai, Kosuke Nabata, Shinya Yasuaki, Kei Iwasaki
Comput. Vis. Media2
2016 An Error Estimation Framework for Many-Light Rendering
abstract
Abstract The popularity of many‐light rendering, which converts complex global illumination computations into a simple sum of the illumination from virtual point lights (VPLs), for predictive rendering has increased in recent years. A huge number of VPLs are usually required for predictive rendering at the cost of extensive computational time. While previous methods can achieve significant speedup by clustering VPLs, none of these previous methods can estimate the total errors due to clustering. This drawback imposes on users tedious trial and error processes to obtain rendered images with reliable accuracy. In this paper, we propose an error estimation framework for many‐light rendering. Our method transforms VPL clustering into stratified sampling combined with confidence intervals, which enables the user to estimate the error due to clustering without the costly computing required to sum the illumination from all the VPLs. Our estimation framework is capable of handling arbitrary BRDFs and is accelerated by using visibility caching, both of which make our method more practical. The experimental results demonstrate that our method can estimate the error much more accurately than the previous clustering method.
Kosuke Nabata, Kei Iwasaki, Yoshinori Dobashi, Tomoyuki Nishita
Comput. Graph. Forum1