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Joel Kronander

dblp:26/8698 · DBLP profile ↗
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12ranked-venue papers
5as 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 · 12 · 5 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
5 papers
Rendering · 84% Computational photography and imaging · 11% Image and video processing · 5%

Topics — the 16 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.932022
Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions · IEEE Trans. Vis. Comput. Graph. 2022
Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2012
Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2012
Rendering › volume rendering
heterogeneous participating media
0.612022
Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
light transport
0.612022
Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
participating media
0.612022
Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions · IEEE Trans. Vis. Comput. Graph. 2022
Rendering › light transport
transmittance estimation
0.612022
Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions · IEEE Trans. Vis. Comput. Graph. 2022
Rendering › volume rendering
direct volume rendering
0.322012
Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2012
Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2012
Computational photography and imaging
high dynamic range imaging
0.312017
HDR image reconstruction from a single exposure using deep CNNs · ACM Trans. Graph. 2017
Image and video processing
image restoration
0.312017
HDR image reconstruction from a single exposure using deep CNNs · ACM Trans. Graph. 2017
Computational photography and imaging › high dynamic range imaging
single-shot HDR
0.312017
HDR image reconstruction from a single exposure using deep CNNs · ACM Trans. Graph. 2017
Rendering
volume rendering
0.322012
Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2012
Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2012
Rendering
bidirectional reflectance distribution function
0.112012
BRDF models for accurate and efficient rendering of glossy surfaces · ACM Trans. Graph. 2012
Rendering › monte carlo rendering
importance sampling
0.112012
BRDF models for accurate and efficient rendering of glossy surfaces · ACM Trans. Graph. 2012
Rendering › global illumination
photon mapping
0.112012
Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2012
Rendering
reflectance modeling
0.112012
BRDF models for accurate and efficient rendering of glossy surfaces · ACM Trans. Graph. 2012
Rendering › volume rendering
transfer function editing
0.112012
Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2012
Rendering
visibility computation
0.012012
Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2012

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

taylor expansion · 0.6russian roulette · 0.6ratio tracking · 0.6importance sampling · 0.6supervised learning · 0.3deep convolutional neural network · 0.3rayleigh-rice theory · 0.1parametric model fitting · 0.1microfacet theory · 0.1historygrams · 0.1
YearPublicationVenuePosition
2022 Direct Transmittance Estimation in Heterogeneous Participating Media Using Approximated Taylor Expansions
abstract
Evaluating the transmittance between two points along a ray is a key component in solving the light transport through heterogeneous participating media and entails computing an intractable exponential of the integrated medium's extinction coefficient. While algorithms for estimating this transmittance exist, there is a lack of theoretical knowledge about their behaviour, which also prevent new theoretically sound algorithms from being developed. For this purpose, we introduce a new class of unbiased transmittance estimators based on random sampling or truncation of a Taylor expansion of the exponential function. In contrast to classical tracking algorithms, these estimators are non-analogous to the physical light transport process and directly sample the underlying extinction function without performing incremental advancement. We present several versions of the new class of estimators, based on either importance sampling or Russian roulette to provide finite unbiased estimators of the infinite Taylor series expansion. We also show that the well known ratio tracking algorithm can be seen as a special case of the new class of estimators. Lastly, we conduct performance evaluations on both the central processing unit (CPU) and the graphics processing unit (GPU), and the results demonstrate that the new algorithms outperform traditional algorithms for heterogeneous mediums.
Daniel Jönsson, Joel Kronander, Jonas Unger, Thomas B. Schön, Magnus Wrenninge
IEEE Trans. Vis. Comput. Graph.2
2020 Compact and intuitive data-driven BRDF models
abstract
Measured materials are rapidly becoming a core component in the photo-realistic image synthesis pipeline. The reason is that data-driven models can easily capture the underlying, fine details that represent the visual appearance of materials, which can be difficult or even impossible to model by hand. There are, however, a number of key challenges that need to be solved in order to enable efficient capture, representation and interaction with real materials. This paper presents two new data-driven BRDF models specifically designed for 1D separability. The proposed 3D and 2D BRDF representations can be factored into three or two 1D factors, respectively, while accurately representing the underlying BRDF data with only small approximation error. We evaluate the models using different parameterizations with different characteristics and show that both the BRDF data itself and the resulting renderings yield more accurate results in terms of both numerical errors and visual results compared to previous approaches. To demonstrate the benefit of the proposed factored models, we present a new Monte Carlo importance sampling scheme and give examples of how they can be used for efficient BRDF capture and intuitive editing of measured materials.
Tanaboon Tongbuasirilai, Jonas Unger, Joel Kronander, Murat Kurt 0001
Vis. Comput.3
2017 HDR image reconstruction from a single exposure using deep CNNs
abstract
Camera sensors can only capture a limited range of luminance simultaneously, and in order to create high dynamic range (HDR) images a set of different exposures are typically combined. In this paper we address the problem of predicting information that have been lost in saturated image areas, in order to enable HDR reconstruction from a single exposure. We show that this problem is well-suited for deep learning algorithms, and propose a deep convolutional neural network (CNN) that is specifically designed taking into account the challenges in predicting HDR values. To train the CNN we gather a large dataset of HDR images, which we augment by simulating sensor saturation for a range of cameras. To further boost robustness, we pre-train the CNN on a simulated HDR dataset created from a subset of the MIT Places database. We demonstrate that our approach can reconstruct high-resolution visually convincing HDR results in a wide range of situations, and that it generalizes well to reconstruction of images captured with arbitrary and low-end cameras that use unknown camera response functions and post-processing. Furthermore, we compare to existing methods for HDR expansion, and show high quality results also for image based lighting. Finally, we evaluate the results in a subjective experiment performed on an HDR display. This shows that the reconstructed HDR images are visually convincing, with large improvements as compared to existing methods.
Gabriel Eilertsen, Joel Kronander, Gyorgy Denes, Rafal Mantiuk, Jonas Unger
ACM Trans. Graph.2
2015 Photorealistic rendering of mixed reality scenes
abstract
Abstract Photo‐realistic rendering of virtual objects into real scenes is one of the most important research problems in computer graphics. Methods for capture and rendering of mixed reality scenes are driven by a large number of applications, ranging from augmented reality to visual effects and product visualization. Recent developments in computer graphics, computer vision, and imaging technology have enabled a wide range of new mixed reality techniques including methods for advanced image based lighting, capturing spatially varying lighting conditions, and algorithms for seamlessly rendering virtual objects directly into photographs without explicit measurements of the scene lighting. This report gives an overview of the state‐of‐the‐art in this field, and presents a categorization and comparison of current methods. Our in‐depth survey provides a tool for understanding the advantages and disadvantages of each method, and gives an overview of which technique is best suited to a specific problem.
Joel Kronander, Francesco Banterle, Andrew Gardner 0002, Ehsan Miandji, Jonas Unger
Comput. Graph. Forum1
2015 Compressive Image Reconstruction in Reduced Union of Subspaces
abstract
Abstract We present a new compressed sensing framework for reconstruction of incomplete and possibly noisy images and their higher dimensional variants, e.g. animations and light‐fields. The algorithm relies on a learning‐based basis representation. We train an ensemble of intrinsically two‐dimensional (2D) dictionaries that operate locally on a set of 2D patches extracted from the input data. We show that one can convert the problem of 2D sparse signal recovery to an equivalent 1D form, enabling us to utilize a large family of sparse solvers. The proposed framework represents the input signals in a reduced union of subspaces model, while allowing sparsity in each subspace. Such a model leads to a much more sparse representation than widely used methods such as K‐SVD. To evaluate our method, we apply it to three different scenarios where the signal dimensionality varies from 2D (images) to 3D (animations) and 4D (light‐fields). We show that our method outperforms state‐of‐the‐art algorithms in computer graphics and image processing literature.
Ehsan Miandji, Joel Kronander, Jonas Unger
Comput. Graph. Forum2
2014 A unified framework for multi-sensor HDR video reconstruction
Joel Kronander, Stefan Gustavson, Gerhard Bonnet, Anders Ynnerman, Jonas Unger
Signal Process. Image Commun.1
2013 Unified HDR reconstruction from raw CFA data
abstract
HDR reconstruction from multiple exposures poses several challenges. Previous HDR reconstruction techniques have considered debayering, denoising, resampling (alignment) and exposure fusion in several steps. We instead present a unifying approach, performing HDR assembly directly from raw sensor data in a single processing operation. Our algorithm includes a spatially adaptive HDR reconstruction based on fitting local polynomial approximations to observed sensor data, using a localized likelihood approach incorporating spatially varying sensor noise. We also present a realistic camera noise model adapted to HDR video. The method allows reconstruction to an arbitrary resolution and output mapping. We present an implementation in CUDA and show real-time performance for an experimental 4 Mpixel multi-sensor HDR video system. We further show that our algorithm has clear advantages over state-of-the-art methods, both in terms of flexibility and reconstruction quality.
Joel Kronander, Stefan Gustavson, Gerhard Bonnet, Jonas Unger
ICCP1
2013 Spatially varying image based lighting using HDR-video
abstract
Illumination is one of the key components in the creation of realistic renderings of scenes containing virtual objects. In this paper, we present a set of novel algorithms and data structures for visualization, processing and rendering with real world lighting conditions captured using High Dynamic Range (HDR) video. The presented algorithms enable rapid construction of general and editable representations of the lighting environment, as well as extraction and fitting of sampled reflectance to parametric BRDF models. For efficient representation and rendering of the sampled lighting environment function, we consider an adaptive (2D/4D) data structure for storage of light field data on proxy geometry describing the scene. To demonstrate the usefulness of the algorithms, they are presented in the context of a fully integrated framework for spatially varying image based lighting. We show reconstructions of example scenes and resulting production quality renderings of virtual furniture with spatially varying real world illumination including occlusions.
Jonas Unger, Joel Kronander, Per Larsson, Stefan Gustavson, Joakim Löw, Anders Ynnerman
Comput. Graph.2
2012 BRDF models for accurate and efficient rendering of glossy surfaces
abstract
This article presents two new parametric models of the Bidirectional Reflectance Distribution Function (BRDF), one inspired by the Rayleigh-Rice theory for light scattering from optically smooth surfaces, and one inspired by micro-facet theory. The models represent scattering from a wide range of glossy surface types with high accuracy. In particular, they enable representation of types of surface scattering which previous parametric models have had trouble modeling accurately. In a study of the scattering behavior of measured reflectance data, we investigate what key properties are needed for a model to accurately represent scattering from glossy surfaces. We investigate different parametrizations and how well they match the behavior of measured BRDFs. We also examine the scattering curves which are represented in parametric models by different distribution functions. Based on the insights gained from the study, the new models are designed to provide accurate fittings to the measured data. Importance sampling schemes are developed for the new models, enabling direct use in existing production pipelines. In the resulting renderings we show that the visual quality achieved by the models matches that of the measured data.
Joakim Löw, Joel Kronander, Anders Ynnerman, Jonas Unger
ACM Trans. Graph.2
2012 Historygrams: Enabling Interactive Global Illumination in Direct Volume Rendering using Photon Mapping
abstract
In this paper, we enable interactive volumetric global illumination by extending photon mapping techniques to handle interactive transfer function (TF) and material editing in the context of volume rendering. We propose novel algorithms and data structures for finding and evaluating parts of a scene affected by these parameter changes, and thus support efficient updates of the photon map. In direct volume rendering (DVR) the ability to explore volume data using parameter changes, such as editable TFs, is of key importance. Advanced global illumination techniques are in most cases computationally too expensive, as they prevent the desired interactivity. Our technique decreases the amount of computation caused by parameter changes, by introducing Historygrams which allow us to efficiently reuse previously computed photon media interactions. Along the viewing rays, we utilize properties of the light transport equations to subdivide a view-ray into segments and independently update them when invalid. Unlike segments of a view-ray, photon scattering events within the volumetric medium needs to be sequentially updated. Using our Historygram approach, we can identify the first invalid photon interaction caused by a property change, and thus reuse all valid photon interactions. Combining these two novel concepts, supports interactive editing of parameters when using volumetric photon mapping in the context of DVR. As a consequence, we can handle arbitrarily shaped and positioned light sources, arbitrary phase functions, bidirectional reflectance distribution functions and multiple scattering which has previously not been possible in interactive DVR.
Daniel Jönsson, Joel Kronander, Timo Ropinski, Anders Ynnerman
IEEE Trans. Vis. Comput. Graph.2
2012 Efficient Visibility Encoding for Dynamic Illumination in Direct Volume Rendering
abstract
We present an algorithm that enables real-time dynamic shading in direct volume rendering using general lighting, including directional lights, point lights, and environment maps. Real-time performance is achieved by encoding local and global volumetric visibility using spherical harmonic (SH) basis functions stored in an efficient multiresolution grid over the extent of the volume. Our method enables high-frequency shadows in the spatial domain, but is limited to a low-frequency approximation of visibility and illumination in the angular domain. In a first pass, level of detail (LOD) selection in the grid is based on the current transfer function setting. This enables rapid online computation and SH projection of the local spherical distribution of visibility information. Using a piecewise integration of the SH coefficients over the local regions, the global visibility within the volume is then computed. By representing the light sources using their SH projections, the integral over lighting, visibility, and isotropic phase functions can be efficiently computed during rendering. The utility of our method is demonstrated in several examples showing the generality and interactive performance of the approach.
Joel Kronander, Daniel Jönsson, Joakim Löw, Patric Ljung, Anders Ynnerman, Jonas Unger
IEEE Trans. Vis. Comput. Graph.1
2010 Estimation and Modeling of Actual Numerical Errors in Volume Rendering
abstract
Abstract In this paper we study the comprehensive effects on volume rendered images due to numerical errors caused by the use of finite precision for data representation and processing. To estimateactualerror behavior we conduct a thorough study using a volume renderer implemented with arbitrary floating‐point precision. Based on the experimental data we then model the impact of floating‐point pipeline precision, sampling frequency and fixed‐point input data quantization on the fidelity of rendered images. We introduce three models, an average model, which does not adapt to different data nor varying transfer functions, as well as two adaptive models that take the intricacies of a new data set and transfer function into account by adapting themselves given a few different images rendered. We also test and validate our models based on new data that was not used during our model building.
Joel Kronander, Jonas Unger, Torsten Möller, Anders Ynnerman
Comput. Graph. Forum1