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Johannes Jendersie

dblp:175/6109 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0003-0703-4433ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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
1 paper
Virtual and augmented reality · 50% Rendering · 50%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.312017
Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › global illumination
environment lighting
0.312017
Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
illumination
0.312017
Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017
Virtual and augmented reality › augmented reality › augmented reality rendering
photorealistic augmentation
0.312017
Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices · IEEE Trans. Vis. Comput. Graph. 2017

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

differential light simulation · 0.3depth sensing · 0.3color compensation · 0.3
YearPublicationVenuePosition
2020 Preserving Shadow Silhouettes in Illumination-Driven Mesh Reduction
abstract
Abstract A main challenge for today's renderers is the ever‐growing size of 3D scenes, exceeding the capacity of typically available main memory. This especially holds true for graphics processing units (GPUs) which could otherwise be used to greatly reduce rendering time. A lot of the memory is spent on detailed geometry with mostly imperceptible influence on the final image, even in a global illumination context. Illumination‐driven mesh reduction, a Monte Carlo–based global illumination simulation, steers its mesh reduction towards areas with low visible contribution. While this works well for preserving high‐energy light paths such as caustics, it does have problems: First, objects casting shadows while not being visible themselves are not preserved, resulting in highly inaccurate shadows. Secondly, non‐transparent objects lack proper reduction guidance since there is no importance gradient on their backside, resulting in visible over‐simplification. We present a solution to these problems by extending illumination‐driven mesh reduction with occluder information, focusing on their silhouettes as well as combining it with commonly used error quadrics to preserve geometric features. Additionally, we demonstrate that the combined algorithm still supports iterative refinement of initially reduced geometry, resulting in an image visually similar to an unreduced rendering and enabling out‐of‐core operation.
Florian Bethe, Johannes Jendersie, Thorsten Grosch
Comput. Graph. Forum2
2019 Microfacet Model Regularization for Robust Light Transport
abstract
Abstract Today, Monte Carlo light transport algorithms are used in many applications to render realistic images. Depending on the complexity of the used methods, several light effects can or cannot be found by the sampling process. Especially, specular and smooth glossy surfaces often lead to high noise and missing light effects. Path space regularization provides a solution, improving any sampling algorithm, by modifying the material evaluation code. Previously, Kaplanyan and Dachsbacher [KD13] introduced the concept for pure specular interactions. We extend this idea to the commonly used microfacet models by manipulating the roughness parameter prior to the evaluation. We also show that this kind of regularization requires a change in the MIS weight computation and provide the solution. Finally, we propose two heuristics to adaptively reduce the introduced bias. Using our method, many complex light effects are reproduced and the fidelity of smooth objects is increased. Additionally, if a path was sampleable before, the variance is partially reduced.
Johannes Jendersie, Thorsten Grosch
Comput. Graph. Forum1
2017 Natural Environment Illumination: Coherent Interactive Augmented Reality for Mobile and Non-Mobile Devices
abstract
Augmented Reality offers many applications today, especially on mobile devices. Due to the lack of mobile hardware for illumination measurements, photorealistic rendering with consistent appearance of virtual objects is still an area of active research. In this paper, we present a full two-stage pipeline for environment acquisition and augmentation of live camera images using a mobile device with a depth sensor. We show how to directly work on a recorded 3D point cloud of the real environment containing high dynamic range color values. For unknown and automatically changing camera settings, a color compensation method is introduced. Based on this, we show photorealistic augmentations using variants of differential light simulation techniques. The presented methods are tailored for mobile devices and run at interactive frame rates. However, our methods are scalable to trade performance for quality and can produce quality renderings on desktop hardware.
Kai Rohmer, Johannes Jendersie, Thorsten Grosch
IEEE Trans. Vis. Comput. Graph.2
2016 Precomputed illuminance composition for real-time global illumination
abstract
In this paper we present a new real-time approach for indirect global illumination under dynamic lighting conditions. We use surfels to gather a sampling of the local illumination and propagate the light through the scene using a hierarchy and a set of precomputed light transport paths. The light is then aggregated into caches for lighting of static and dynamic geometry. By using a spherical harmonics representation, caches preserve incident light directions to allow both diffuse and slightly glossy BRDFs for indirect lighting.
Johannes Jendersie, David Kuri, Thorsten Grosch
I3D1