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Tejas Madan Tanksale

dblp:207/8062 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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
Computational fabrication · 47% Rendering · 32% Computational photography and imaging · 22%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.412019
Redefining A in RGBA: Towards a Standard for Graphical 3D Printing · ACM Trans. Graph. 2019
Computational photography and imaging › color science
color management
0.312018
3D printing spatially varying color and translucency · ACM Trans. Graph. 2018
Computational fabrication › additive manufacturing
multi-material 3d printing
0.312018
3D printing spatially varying color and translucency · ACM Trans. Graph. 2018
Rendering
subsurface scattering
0.112018
3D printing spatially varying color and translucency · ACM Trans. Graph. 2018

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

psychophysical experiment · 0.4light transport simulation · 0.4voxel-level material arrangement · 0.3streaming computation · 0.3gamut correspondence · 0.3
YearPublicationVenuePosition
2019 Redefining A in RGBA: Towards a Standard for Graphical 3D Printing
abstract
Advances in multimaterial 3D printing have the potential to reproduce various visual appearance attributes of an object in addition to its shape. Since many existing 3D file formats encode color and translucency by RGBA textures mapped to 3D shapes, RGBA information is particularly important for practical applications. In contrast to color (encoded by RGB), which is specified by the object’s reflectance, selected viewing conditions, and a standard observer, translucency (encoded by A ) is neither linked to any measurable physical nor perceptual quantity. Thus, reproducing translucency encoded by A is open for interpretation. In this article, we propose a rigorous definition for A suitable for use in graphical 3D printing, which is independent of the 3D printing hardware and software, and which links both optical material properties and perceptual uniformity for human observers. By deriving our definition from the absorption and scattering coefficients of virtual homogenous reference materials with an isotropic phase function, we achieve two important properties. First, a simple adjustment of A is possible, which preserves the translucency appearance if an object is rescaled for printing. Second, determining the value of A for a real (potentially non-homogenous) material, can be achieved by minimizing a distance function between light transport measurements of this material and simulated measurements of the reference materials. Such measurements can be conducted by commercial spectrophotometers used in graphic arts. Finally, we conduct visual experiments employing the method of constant stimuli, and we derive from them an embedding of A into a nearly perceptually uniform scale of translucency for the reference materials.
Philipp Urban, Tejas Madan Tanksale, Alan Brunton, Bui Minh Vu, Shigeki Nakauchi
ACM Trans. Graph.2
2018 3D printing spatially varying color and translucency
abstract
We present an efficient and scalable pipeline for fabricating full-colored objects with spatially-varying translucency from practical and accessible input data via multi-material 3D printing. Observing that the costs associated with BSSRDF measurement and processing are high, the range of 3D printable BSSRDFs are severely limited, and that the human visual system relies only on simple high-level cues to perceive translucency, we propose a method based on reproducing perceptual translucency cues. The input to our pipeline is an RGBA signal defined on the surface of an object, making our approach accessible and practical for designers. We propose a framework for extending standard color management and profiling to combined color and translucency management using a gamut correspondence strategy we callopaque relative processing.We present an efficient streaming method to compute voxel-level material arrangements, achieving both realistic reproduction of measured translucent materials and artistic effects involving multiple fully or partially transparent geometries.
Alan Brunton, Can Ates Arikan, Tejas Madan Tanksale, Philipp Urban
ACM Trans. Graph.3