EDBT 2026 Demo / reviewers in the wild / expert
Derek Nowrouzezahrai
dblp:30/4225
· DBLP profile ↗
90ranked-venue papers
7as first author
21since 2021 · last 2026
0000-0002-4279-1774ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 79 · 7 first-author · 15 since 2021Artificial intelligence and machine learning · 13 · 9 since 2021Human-computer interaction and ubiquitous computing · 11 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Neural Render Proxies for Interactive and Differentiable Lighting
Sergio Sancho, Alexander Rath, Marco Manzi, Pascal Chang, Amit Bermano, Derek Nowrouzezahrai, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 6 |
| 2025 | Spherical Harmonic Exponentials for Efficient Glossy ReflectionsabstractAbstract We propose a high‐performance and compact method for computing glossy specular reflections. Commonly‐used prefiltered environment maps have large storage requirements and high error due to constrained treatment of view‐dependence. We propose a factorized spherical harmonic exponential representation that exploits new observations of the benefits of log‐space reconstruction for reflectance. Our method is compact, properly accounts for view‐dependent reflections, and is more accurate than the state‐of‐the‐industry solutions. We achieve higher quality results with an order of magnitude less memory, all with efficient and alias‐free reconstruction of glossy reflections from environment lights and continuously‐varying material roughness. Ari Silvennoinen, Peter-Pike J. Sloan, Michal Iwanicki, Derek Nowrouzezahrai |
Comput. Graph. Forum | 4 |
| 2024 | Neural Implicit Reduced Fluid Simulation
Yuanyuan Tao, Ivan Puhachov, Derek Nowrouzezahrai, Paul G. Kry |
SIGGRAPH Asia | 3 |
| 2024 | Cone-Traced Supersampling With Subpixel Edge ReconstructionabstractWhile signed distance fields (SDFs) in theory offer infinite level of detail, they are typically rendered using the sphere tracing algorithm at finite resolutions, which causes the common rasterized image synthesis problem of aliasing. Most existing optimized antialiasing solutions rely on polygon mesh representations; SDF-based geometry can only be directly antialiased with the computationally expensive supersampling or with post-processing filters that may produce undesirable blurriness and ghosting. In this work, we present cone-traced supersampling (CTSS), an efficient and robust spatial antialiasing solution that naturally complements the sphere tracing algorithm, does not require casting additional rays per pixel or offline pre-filtering, and can be easily implemented in existing real-time SDF renderers. CTSS performs supersampling along the traced ray near surfaces with partial visibility - object contours - identified by evaluating cone intersections within a pixel's view frustum. We further introduce subpixel edge reconstruction (SER), a technique that extends CTSS to locate and resolve complex pixels with geometric edges in relatively flat regions, which are otherwise undetected by cone intersections. Our combined solution relies on a specialized sampling strategy to minimize the number of shading computations and correlates sample visibility to aggregate the samples. With comparable antialiasing quality at significantly lower computational cost, CTSS is a reliable practical alternative to conventional supersampling. Andrei Chubarau, Ruby Rao, Derek Nowrouzezahrai, Paul G. Kry |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | MeshDiffusion: Score-based Generative 3D Mesh Modeling
Zhen Liu 0019, Yao Feng 0001, Michael J. Black, Derek Nowrouzezahrai, Liam Paull, Weiyang Liu |
ICLR | 4 |
| 2023 | Efficient Graphics Representation with Differentiable IndirectionabstractWe introduce differentiable indirection – a novel learned primitive that employs differentiable multi-scale lookup tables as an effective substitute for traditional compute and data operations across the graphics pipeline. We demonstrate its flexibility on a number of graphics tasks, i.e., geometric and image representation, texture mapping, shading, and radiance field representation. In all cases, differentiable indirection seamlessly integrates into existing architectures, trains rapidly, and yields both versatile and efficient results. Sayantan Datta, Carl S. Marshall, Zhao Dong 0001, Zhengqin Li, Derek Nowrouzezahrai |
SIGGRAPH Asia | 5 |
| 2023 | Learning neural implicit representations with surface signal parameterizations
Yanran Guan, Andrei Chubarau, Ruby Rao, Derek Nowrouzezahrai |
Comput. Graph. | 4 |
| 2023 | Visual question answering from another perspective: CLEVR mental rotation tests
Christopher Beckham, Martin Weiss, Florian Golemo, Sina Honari, Derek Nowrouzezahrai, Christopher Joseph Pal |
Pattern Recognit. | 5 |
| 2022 | OSM: An Open Set Matting Framework with OOD Detection and Few-Shot Learning
Yuhongze Zhou, Issam H. Laradji, Liguang Zhou, Derek Nowrouzezahrai |
BMVC | 4 |
| 2022 | Kubric: A scalable dataset generatorabstractData is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification. Klaus Greff, Francois Belletti, Lucas Beyer, Carl Doersch, Yilun Du, Daniel Duckworth, David J. Fleet, Dan Gnanapragasam, Florian Golemo, Charles Herrmann, Thomas Kipf, Abhijit Kundu, Dmitry Lagun, Issam H. Laradji, Hsueh-Ti Derek Liu, Henning Meyer, Yishu Miao, Derek Nowrouzezahrai, A. Cengiz Öztireli, Etienne Pot, Noha Radwan, Daniel Rebain, Sara Sabour, Mehdi S. M. Sajjadi, Matan Sela, Vincent Sitzmann, Austin Stone, Deqing Sun, Suhani Vora, Tianhao Wu 0003, Kwang Moo Yi, Fangcheng Zhong, Andrea Tagliasacchi |
CVPR | 18 |
| 2022 | Learning to Guide and to be Guided in the Architect-Builder Problem
Paul Barde, Tristan Karch, Derek Nowrouzezahrai, Clément Moulin-Frier, Christopher Joseph Pal, Pierre-Yves Oudeyer |
ICLR | 3 |
| 2022 | Attention-based Neural Cellular AutomataabstractRecent extensions of Cellular Automata (CA) have incorporated key ideas from modern deep learning, dramatically extending their capabilities and catalyzing a new family of Neural Cellular Automata (NCA) techniques. Inspired by Transformer-based architectures, our work presents a new class of attention-based NCAs formed using a spatially localized—yet globally organized—self-attention scheme. We introduce an instance of this class named Vision Transformer Cellular Automata (ViTCA). We present quantitative and qualitative results on denoising autoencoding across six benchmark datasets, comparing ViTCA to a U-Net, a U-Net-based CA baseline (UNetCA), and a Vision Transformer (ViT). When comparing across architectures configured to similar parameter complexity, ViTCA architectures yield superior performance across all benchmarks and for nearly every evaluation metric. We present an ablation study on various architectural configurations of ViTCA, an analysis of its effect on cell states, and an investigation on its inductive biases. Finally, we examine its learned representations via linear probes on its converged cell state hidden representations, yielding, on average, superior results when compared to our U-Net, ViT, and UNetCA baselines. Mattie Tesfaldet, Derek Nowrouzezahrai, Christopher Joseph Pal |
NeurIPS | 2 |
| 2022 | Single-pass stratified importance resamplingabstractAbstract Resampling is the process of selecting from a set of candidate samples to achieve a distribution (approximately) proportional to a desired target. Recent work has revisited its application to Monte Carlo integration, yielding powerful and practical importance sampling methods. One drawback of existing resampling methods is that they cannot generate stratified samples. We propose two complementary techniques to achieve efficient stratified resampling. We first introduce bidirectional CDF sampling which yields the same result as conventional inverse CDF sampling but in a single pass over the candidates, without needing to store them, similarly to reservoir sampling. We then order the candidates along a space‐filling curve to ensure that stratified CDF sampling of candidate indices yields stratified samples in the integration domain. We showcase our method on various resampling‐based rendering problems. Ege Ciklabakkal, Adrien Gruson, Iliyan Georgiev, Derek Nowrouzezahrai, Toshiya Hachisuka |
Comput. Graph. Forum | 4 |
| 2022 | Dynamic Diffuse Global Illumination ResamplingabstractAbstract Interactive global illumination remains a challenge in radiometrically and geometrically complex scenes. Specialized sampling strategies are effective for specular and near‐specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events remains notoriously difficult to resolve with a small number of samples. We extend unidirectional path tracing to address this by combining screen‐space reservoir resampling and sparse world‐space probes, significantly improving sample efficiency for transport contributions that terminate on diffuse scattering events. Our experiments demonstrate a clear improvement—at equal time and equal quality—over purely path traced and purely probe‐based baselines. Moreover, when combined with commodity denoisers, we are able to interactively render global illumination in complex scenes. Alexander Majercik, Thomas Müller 0013, Alexander Keller 0001, Derek Nowrouzezahrai, Morgan McGuire |
Comput. Graph. Forum | 4 |
| 2022 | A Monte Carlo Method for Fluid SimulationabstractWe present a novel Monte Carlo-based fluid simulation approach capable of pointwise and stochastic estimation of fluid motion. Drawing on the Feynman-Kac representation of the vorticity transport equation, we propose a recursive Monte Carlo estimator of the Biot-Savart law and extend it with a stream function formulation that allows us to treat free-slip boundary conditions using a Walk-on-Spheres algorithm. Inspired by the Monte Carlo literature in rendering, we design and compare variance reduction schemes suited to a fluid simulation context for the first time, show its applicability to complex boundary settings, and detail a simple and practical implementation with temporal grid caching. We validate the correctness of our approach via quantitative and qualitative evaluations - across a range of settings and domain geometries - and thoroughly explore its parameters' design space. Finally, we provide an in-depth discussion of several axes of future work building on this new numerical simulation modality. Damien Rioux-Lavoie, Ryusuke Sugimoto, Tümay Özdemir, Naoharu H. Shimada, Christopher Batty, Derek Nowrouzezahrai, Toshiya Hachisuka |
ACM Trans. Graph. | 6 |
| 2022 | Efficient Differentiation of Pixel Reconstruction Filters for Path-Space Differentiable RenderingabstractPixel reconstruction filters play an important role in physics-based rendering and have been thoroughly studied. In physics-based differentiable rendering, however, the proper treatment of pixel filters remains largely under-explored. We present a new technique to efficiently differentiate pixel reconstruction filters based on the path-space formulation. Specifically, we formulate the pixel boundary integral that models discontinuities in pixel filters and introduce new antithetic sampling methods that support differentiable path sampling methods, such as adjoint particle tracing and bidirectional path tracing. We demonstrate both the need and efficacy of antithetic sampling when estimating this integral, and we evaluate its effectiveness across several differentiable- and inverse-rendering settings. Derek Nowrouzezahrai, Zhao Dong 0001 |
ACM Trans. Graph. | 3 |
| 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D ShapesabstractNeural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2–3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics. Towaki Takikawa, Joey Litalien, Kangxue Yin, Karsten Kreis, Charles T. Loop, Derek Nowrouzezahrai, Alec Jacobson, Morgan McGuire, Sanja Fidler |
CVPR | 6 |
| 2021 | Regularized Inverse Reinforcement Learning
Wonseok Jeon, Chen-Yang Su, Paul Barde, Thang Doan, Derek Nowrouzezahrai, Joelle Pineau |
ICLR | 5 |
| 2021 | gradSim: Differentiable simulation for system identification and visuomotor control
Krishna Murthy Jatavallabhula, Miles Macklin, Florian Golemo, Vikram Voleti, Linda Petrini, Martin Weiss, Breandan Considine, Jérôme Parent-Lévesque, Kevin Xie, Kenny Erleben, Liam Paull, Florian Shkurti, Derek Nowrouzezahrai, Sanja Fidler |
ICLR | 13 |
| 2021 | A Weakly Supervised Consistency-based Learning Method for COVID-19 Segmentation in CT ImagesabstractCoronavirus Disease 2019 (COVID-19) has spread aggressively across the world causing an existential health crisis. Thus, having a system that automatically detects COVID-19 in tomography (CT) images can assist in quantifying the severity of the illness. Unfortunately, labelling chest CT scans requires significant domain expertise, time, and effort. We address these labelling challenges by only requiring point annotations, a single pixel for each infected region on a CT image. This labeling scheme allows annotators to label a pixel in a likely infected region, only taking 1-3 seconds, as opposed to 10-15 seconds to segment a region. Conventionally, segmentation models train on point-level annotations using the cross-entropy loss function on these labels. However, these models often suffer from low precision. Thus, we propose a consistency-based (CB) loss function that encourages the output predictions to be consistent with spatial transformations of the input images. The experiments on 3 open-source COVID-19 datasets show that this loss function yields significant improvement over conventional point-level loss functions and almost matches the performance of models trained with full supervision with much less human effort. Code is available at: https://github.com/IssamLaradji/covid19_weak_supervision. Issam H. Laradji, Pau Rodríguez, Oscar Mañas, Keegan Lensink, Marco Law, Lironne Kurzman, William Parker, David Vázquez 0001, Derek Nowrouzezahrai |
WACV | 9 |
| 2021 | Differentiable Compound Optics and Processing Pipeline Optimization for End-to-end Camera DesignabstractMost modern commodity imaging systems we use directly for photography—or indirectly rely on for downstream applications—employ optical systems of multiple lenses that must balance deviations from perfect optics, manufacturing constraints, tolerances, cost, and footprint. Although optical designs often have complex interactions with downstream image processing or analysis tasks, today’s compound optics are designed in isolation from these interactions. Existing optical design tools aim to minimize optical aberrations, such as deviations from Gauss’ linear model of optics, instead of application-specific losses, precluding joint optimization with hardware image signal processing (ISP) and highly parameterized neural network processing. In this article, we propose an optimization method for compound optics that lifts these limitations. We optimize entire lens systems jointly with hardware and software image processing pipelines, downstream neural network processing, and application-specific end-to-end losses. To this end, we propose a learned, differentiable forward model for compound optics and an alternating proximal optimization method that handles function compositions with highly varying parameter dimensions for optics, hardware ISP, and neural nets. Our method integrates seamlessly atop existing optical design tools, such as Zemax . We can thus assess our method across many camera system designs and end-to-end applications. We validate our approach in an automotive camera optics setting—together with hardware ISP post processing and detection—outperforming classical optics designs for automotive object detection and traffic light state detection. For human viewing tasks, we optimize optics and processing pipelines for dynamic outdoor scenarios and dynamic low-light imaging. We outperform existing compartmentalized design or fine-tuning methods qualitatively and quantitatively, across all domain-specific applications tested. Ethan Tseng, Ali Mosleh 0002, Fahim Mannan, Karl St. Arnaud, Yifan Peng 0001, Alexander Braun 0001, Derek Nowrouzezahrai, Jean-François Lalonde, Felix Heide |
ACM Trans. Graph. | 8 |
| 2020 | Using Speech Synthesis to Train End-To-End Spoken Language Understanding ModelsabstractEnd-to-end models are an attractive new approach to spoken language understanding (SLU) in which the meaning of an utterance is inferred directly from the raw audio, without employing the standard pipeline composed of a separately trained speech recognizer and natural language understanding module. The downside of end-to-end SLU is that in-domain speech data must be recorded to train the model. We propose a strategy to overcome this requirement in which speech synthesis is used to generate a large synthetic training dataset from several artificial speakers. We confirm the effectiveness of our approach with experiments on two open-source SLU datasets, where synthesized speech is used both as a sole source of training data and as a form of data augmentation. Loren Lugosch, Brett H. Meyer, Derek Nowrouzezahrai, Mirco Ravanelli |
ICASSP | 3 |
| 2020 | Adversarial Soft Advantage Fitting: Imitation Learning without Policy OptimizationabstractAdversarial Imitation Learning alternates between learning a discriminator -- which tells apart expert's demonstrations from generated ones -- and a generator's policy to produce trajectories that can fool this discriminator. This alternated optimization is known to be delicate in practice since it compounds unstable adversarial training with brittle and sample-inefficient reinforcement learning. We propose to remove the burden of the policy optimization steps by leveraging a novel discriminator formulation. Specifically, our discriminator is explicitly conditioned on two policies: the one from the previous generator's iteration and a learnable policy. When optimized, this discriminator directly learns the optimal generator's policy. Consequently, our discriminator's update solves the generator's optimization problem for free: learning a policy that imitates the expert does not require an additional optimization loop. This formulation effectively cuts by half the implementation and computational burden of Adversarial Imitation Learning algorithms by removing the Reinforcement Learning phase altogether. We show on a variety of tasks that our simpler approach is competitive to prevalent Imitation Learning methods. Paul Barde, Julien Roy, Wonseok Jeon, Joelle Pineau, Christopher Joseph Pal, Derek Nowrouzezahrai |
NeurIPS | 6 |
| 2020 | Promoting Coordination through Policy Regularization in Multi-Agent Deep Reinforcement LearningabstractIn multi-agent reinforcement learning, discovering successful collective behaviors is challenging as it requires exploring a joint action space that grows exponentially with the number of agents. While the tractability of independent agent-wise exploration is appealing, this approach fails on tasks that require elaborate group strategies. We argue that coordinating the agents' policies can guide their exploration and we investigate techniques to promote such an inductive bias. We propose two policy regularization methods: TeamReg, which is based on inter-agent action predictability and CoachReg that relies on synchronized behavior selection. We evaluate each approach on four challenging continuous control tasks with sparse rewards that require varying levels of coordination as well as on the discrete action Google Research Football environment. Our experiments show improved performance across many cooperative multi-agent problems. Finally, we analyze the effects of our proposed methods on the policies that our agents learn and show that our methods successfully enforce the qualities that we propose as proxies for coordinated behaviors. Julien Roy, Paul Barde, Félix G. Harvey, Derek Nowrouzezahrai, Christopher Joseph Pal |
NeurIPS | 4 |
| 2020 | Practical Product Path Guiding Using Linearly Transformed CosinesabstractAbstract Path tracing is now the standard method used to generate realistic imagery in many domains, e.g., film, special effects, architecture etc. Path guiding has recently emerged as a powerful strategy to counter the notoriously long computation times required to render such images. We present a practical path guiding algorithm that performs product sampling, i.e., samples proportional to the product of the bidirectional scattering distribution function (BSDF) and incoming radiance. We use a spatial‐directional subdivision to represent incoming radiance, and introduce the use of Linearly Transformed Cosines (LTCs) to represent the BSDF during path guiding, thus enabling efficient product sampling. Despite the computational efficiency of LTCs, several optimizations are needed to make our method cost effective. In particular, we show how we can use vectorization, precomputation, as well as strategies to optimize multiple importance sampling and Russian roulette to improve performance. We evaluate our method on several scenes, demonstrating consistent improvement in efficiency compared to previous work, especially in scenes with significant glossy inter‐reflection. Stavros Diolatzis, Adrien Gruson, Wenzel Jakob, Derek Nowrouzezahrai, George Drettakis |
Comput. Graph. Forum | 4 |
| 2020 | An Efficient Transport Estimator for Complex Layered MaterialsabstractAbstract Layered materials capture subtle, realistic reflection behaviors that traditional single‐layer models lack. Much of this is due to the complex subsurface light transport at the interfaces of – and in the media between – layers. Rendering with these materials can be costly, since we must simulate these transport effects at every evaluation of the underlying reflectance model. Rendering an image requires thousands of such evaluations, per pixel. Recent work treats this complexity by introducing significant approximations, requiring large precomputed datasetsper material, or simplifying the light transport simulations within the materials. Even the most effective of these methods struggle with the complexity induced by high‐frequency variation in reflectance parameters and micro‐surface normal variation, as well as anisotropic volumetric scattering between the layer interfaces. We present a more efficient, unbiased estimator for light transport in such general, complex layered appearance models. By conducting an analysis of the types of transport paths that contribute most to the aggregate reflectance dynamics, we propose an effective and unbiased path sampling method that reduces variance in the reflectance evaluations. Our method additionally supports reflectance importance sampling, does not rely on any precomputation, and so integrates readily into existing renderers. We consistently outperform the state‐of‐the‐art by ~2 – 6 × in equal‐quality (i.e., equal error) comparisons. Luis E. Gamboa, Adrien Gruson, Derek Nowrouzezahrai |
Comput. Graph. Forum | 3 |
| 2020 | Local Bases for Model-reduced Smoke SimulationsabstractAbstract We present a flexible model reduction method for simulating incompressible fluids. We derive a novel vector field basis composed of localized basis flows which have simple analytic forms and can be tiled on regular lattices, avoiding the use of complicated data structures or neighborhood queries. Local basis flow interactions can be precomputed and reused to simulate fluid dynamics on any simulation domain without additional overhead. We introduce heuristic simulation dynamics tailored to our basis and derived from a projection of the Navier‐Stokes equations to produce physically plausible motion, exposing intuitive parameters to control energy distribution across scales. Our basis can adapt to curved simulation boundaries, can be coupled with dynamic obstacles, and offers simple adjustable trade‐offs between speed and visual resolution. Olivier Mercier, Derek Nowrouzezahrai |
Comput. Graph. Forum | 2 |
| 2020 | Pix2Shape: Towards Unsupervised Learning of 3D Scenes from Images Using a View-Based Representation
Sai Rajeswar, Fahim Mannan, Florian Golemo, Jérôme Parent-Lévesque, David Vázquez 0001, Derek Nowrouzezahrai, Aaron C. Courville |
Int. J. Comput. Vis. | 6 |
| 2020 | Directional sources and listeners in interactive sound propagation using reciprocal wave field codingabstractCommon acoustic sources, like voices or musical instruments, exhibit strong frequency and directional dependence. When transported through complex environments, their anisotropic radiated field undergoes scattering, diffraction, and occlusion before reaching a directionally-sensitive listener. We present the first wave-based interactive auralization system that encodes and renders a complete reciprocal description of acoustic wave fields in general scenes. Our method renders directional effects at freely moving and rotating sources and listeners and supports any tabulated source directivity function and head-related transfer function. We represent a static scene's global acoustic transfer as an 11-dimensional bidirectional impulse response (BIR) field, which we extract from a set of wave simulations. We parametrically encode the BIR as a pair of radiating and arriving directions for the perceptually-salient initial ( direct ) response, and a compact 6 × 6 reflections transfer matrix capturing indirect energy transfer with scene-dependent anisotropy. We render our encoded data with an efficient and scalable algorithm - integrated in the Unreal Engine ™ - whose CPU performance is agnostic to scene complexity and angular source/listener resolutions. We demonstrate convincing effects that depend on detailed scene geometry, for a variety of environments and source types. Chakravarty R. Alla Chaitanya, Nikunj Raghuvanshi, Keith W. Godin, Zechen Zhang 0001, Derek Nowrouzezahrai, John M. Snyder |
ACM Trans. Graph. | 5 |
| 2020 | Robust motion in-betweeningabstractIn this work we present a novel, robust transition generation technique that can serve as a new tool for 3D animators, based on adversarial recurrent neural networks. The system synthesises high-quality motions that use temporally-sparse keyframes as animation constraints. This is reminiscent of the job of in-betweening in traditional animation pipelines, in which an animator draws motion frames between provided keyframes. We first show that a state-of-the-art motion prediction model cannot be easily converted into a robust transition generator when only adding conditioning information about future keyframes. To solve this problem, we then propose two novel additive embedding modifiers that are applied at each timestep to latent representations encoded inside the network's architecture. One modifier is a time-to-arrival embedding that allows variations of the transition length with a single model. The other is a scheduled target noise vector that allows the system to be robust to target distortions and to sample different transitions given fixed keyframes. To qualitatively evaluate our method, we present a custom MotionBuilder plugin that uses our trained model to perform in-betweening in production scenarios. To quantitatively evaluate performance on transitions and generalizations to longer time horizons, we present well-defined in-betweening benchmarks on a subset of the widely used Human3.6M dataset and on LaFAN1, a novel high quality motion capture dataset that is more appropriate for transition generation. We are releasing this new dataset along with this work, with accompanying code for reproducing our baseline results. Félix G. Harvey, Mike Yurick, Derek Nowrouzezahrai, Christopher Joseph Pal |
ACM Trans. Graph. | 3 |
| 2020 | Delayed Rejection Metropolis Light TransportabstractDesigning robust mutation strategies for primary sample space Metropolis light transport is a challenging problem: poorly tuned mutations both hinder state space exploration and introduce structured image artifacts. Scenes with complex materials, lighting, and geometry make hand-designing strategies that remain optimal over the entire state space infeasible. Moreover, these difficult regions are often sparse in state space, and so relying exclusively on intricate—and often expensive—proposal mechanisms can be wasteful, whereas simpler inexpensive mechanisms are more sample efficient. We generalize Metropolis–Hastings light transport to employ a flexible two-stage mutation strategy based on delayed rejection Markov chain Monte Carlo. Our approach generates multiple proposals based on the failure of previous ones, all while preserving Markov chain ergodicity. This allows us to reduce error while maintaining fast global exploration and low correlation across chains. Direct application of delayed rejection to light transport leads to low acceptance probabilities, and so we also propose a novel transition kernel to alleviate this issue. We benchmark our approach on several applications includingbold-then-timidandcheap-then-expensiveproposals across different light transport algorithms. Our method is applicable to any primary sample space algorithm with minimal implementation effort, producing consistently better results on a variety of challenging scenes. Damien Rioux-Lavoie, Joey Litalien, Adrien Gruson, Toshiya Hachisuka, Derek Nowrouzezahrai |
ACM Trans. Graph. | 5 |
| 2019 | A Frequency Analysis and Dual Hierarchy for Efficient Rendering of Subsurface Scattering
David Milaenen, Laurent Belcour, Jean-Philippe Guertin, Toshiya Hachisuka, Derek Nowrouzezahrai |
Graphics Interface | 5 |
| 2019 | View-dependent Radiance Caching
Laurent Belcour, Derek Nowrouzezahrai |
Graphics Interface | 3 |
| 2019 | Beyond Pixel Norm-Balls: Parametric Adversaries using an Analytically Differentiable Renderer
Hsueh-Ti Derek Liu, Michael Tao 0001, Chun-Liang Li, Derek Nowrouzezahrai, Alec Jacobson |
ICLR (Poster) | 4 |
| 2019 | Fast non-uniform radiance probe placement and tracingabstractLight field probes extend standard precomputed light probes to reduce light leaks and enable efficient filtered world-space ray tracing queries. When probes are placed uniformly in the scene volume, they permit an efficient querying algorithm. Manually increasing the grid resolution, however, is the only way to eliminate geometric feature undersampling, increasing the memory and computation cost of the approach. We present an automatic non-uniform probe placement method to correctly sample visibility information and eliminate superfluous probes. We organize non-uniform probes in an efficient structure for fast run-time ray tracing. Our probe placement relies on 3D scene skeletons and a gradient descent-based refinement to achieve full geometric coverage and reduce grazing angle sampling biases. Our adaptive probe ray tracer caches visibility information in a sparse voxel octree, augmenting probes with metadata used to apply a hierarchical-Z acceleration when marching rays in distant probes. We benchmark our approach on a variety of scenes and consistently demonstrate better performance, and fewer probes, in equal-quality comparisons to the state-of-the-art. Soufiane Khiat, Paul G. Kry, Derek Nowrouzezahrai |
I3D | 4 |
| 2019 | A Survey on Gradient-Domain RenderingabstractAbstract Monte Carlo methods for physically‐based light transport simulation are broadly adopted in the feature film production, animation and visual effects industries. These methods, however, often result in noisy images and have slow convergence. As such, improving the convergence of Monte Carlo rendering remains an important open problem. Gradient‐domain light transport is a recent family of techniques that can accelerate Monte Carlo rendering by up to an order of magnitude, leveraging a gradient‐based estimation and a reformulation of the rendering problem as an image reconstruction. This state of the art report comprehensively frames the fundamentals of gradient‐domain rendering, as well as the pragmatic details behind practical gradient‐domain uniand bidirectional path tracing and photon density estimation algorithms. Moreover, we discuss the various image reconstruction schemes that are crucial to accurate and stable gradient‐domain rendering. Finally, we benchmark various gradient‐domain techniques against the state‐of‐the‐art in denoising methods before discussing open problems. Binh-Son Hua, Adrien Gruson, Victor Petitjean, Matthias Zwicker, Derek Nowrouzezahrai, Elmar Eisemann, Toshiya Hachisuka |
Comput. Graph. Forum | 5 |
| 2019 | Scalable Virtual Ray Lights Rendering for Participating MediaabstractAbstract Virtual ray lights (VRL) are a powerful representation for multiple‐scattered light transport in volumetric participating media. While efficient Monte Carlo estimators can importance sample the contribution of a VRL along an entire sensor subpath, render time still scales linearly in the number of VRLs. We present a new scalable hierarchial VRL method that preferentially samples VRLs according to their image contribution. Similar to Lightcuts‐based approaches, we derive a tight upper bound on the potential contribution of a VRL that is efficient to compute. Our bound takes into account the sampling probability densities used when estimating VRL contribution. Ours is the first such upper bound formulation, leading to an efficient and scalable rendering technique with only a few intuitive user parameters. We benchmark our approach in scenes with many VRLs, demonstrating improved scalability compared to existing state‐of‐the‐art techniques. Nicolas Vibert, Adrien Gruson, H. Stokholm, T. Mortensen, Wojciech Jarosz, Toshiya Hachisuka, Derek Nowrouzezahrai |
Comput. Graph. Forum | 7 |
| 2019 | Integral formulations of volumetric transmittanceabstractComputing the light attenuation between two given points is an essential yet expensive task in volumetric light transport simulation. Existing unbiased transmittance estimators are all based on "null-scattering" random walks enabled by augmenting the media with fictitious matter. This formulation prevents the use of traditional Monte Carlo estimator variance analysis, thus the efficiency of such methods is understood from a mostly empirical perspective. In this paper, we present several novel integral formulations of volumetric transmittance in which existing estimators arise as direct Monte Carlo estimators. Breaking from physical intuition, we show that the null-scattering concept is not strictly required for unbiased transmittance estimation, but is a form of control variates for effectively reducing variance. Our formulations bring new insight into the problem and the efficiency of existing estimators. They also provide a framework for devising new types of transmittance estimators with distinct and complementary performance tradeoffs, as well as a clear recipe for applying sample stratification. Iliyan Georgiev, Zackary Misso, Toshiya Hachisuka, Derek Nowrouzezahrai, Jaroslav Krivánek, Wojciech Jarosz |
ACM Trans. Graph. | 4 |
| 2019 | Volume Path Guiding Based on Zero-Variance Random Walk TheoryabstractThe efficiency of Monte Carlo methods, commonly used to render participating media, is directly linked to the manner in which random sampling decisions are made during path construction. Notably, path construction is influenced by scattering direction and distance sampling, Russian roulette, and splitting strategies. We present a consistent suite of volumetric path construction techniques where all these sampling decisions are guided by a cached estimate of the adjoint transport solution . The proposed strategy is based on the theory of zero-variance path sampling schemes, accounting for the spatial and directional variation in volumetric transport. Our key technical contribution, enabling the use of this approach in the context of volume light transport, is a novel guiding strategy for sampling the particle collision distance proportionally to the product of transmittance and the adjoint transport solution (e.g., in-scattered radiance). Furthermore, scattering directions are likewise sampled according to the product of the phase function and the incident radiance estimate. Combined with guided Russian roulette and splitting strategies tailored to volumes, we demonstrate about an order-of-magnitude error reduction compared to standard unidirectional methods. Consequently, our approach can render scenes otherwise intractable for such methods, while still retaining their simplicity (compared to, e.g., bidirectional methods). Sebastian Herholz, Oskar Elek, Derek Nowrouzezahrai, Hendrik P. A. Lensch, Jaroslav Krivánek |
ACM Trans. Graph. | 4 |
| 2019 | Non-linear sphere tracing for rendering deformed signed distance fieldsabstractSigned distance fields (SDFs) are a powerful implicit representation for modeling solids, volumes and surfaces. Their infinite resolution, controllable continuity and robust constructive solid geometry operations, coupled with smooth blending, enable powerful and intuitive sculpting tools for creating complex SDF models. SDF metric properties also admit efficient surface rendering with sphere tracing. Unfortunately, SDFs remain incompatible with many popular direct deformation techniques which re-position a surface via its explicit representation. Linear blend skinning used in character articulation, for example, directly displaces each vertex of a triangle mesh. To overcome this limitation, we propose a variant of sphere tracing for directly rendering deformed SDFs. We show that this problem reduces to integrating a non-linear ordinary differential equation. We propose an efficient numerical solution, with controllable error, which first automatically computes an initial value along each cast ray before walking conservatively along a curved ray in the undeformed space according to the signed distance. Importantly, our approach does not require knowledge, computation or even global existence of the inverse deformation, which allows us to readily apply many existing forward deformations. We demonstrate our method's effectiveness for interactive rendering of a variety of popular deformation techniques that were, to date, limited to explicit surfaces. Dario Seyb, Alec Jacobson, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2019 | Hyperparameter optimization in black-box image processing using differentiable proxiesabstractNearly every commodity imaging system we directly interact with, or indirectly rely on, leverages power efficient, application-adjustable black-box hardware image signal processing (ISPs) units, running either in dedicated hardware blocks, or as proprietary software modules on programmable hardware. The configuration parameters of these black-box ISPs often have complex interactions with the output image, and must be adjusted prior to deployment according to application-specific quality and performance metrics. Today, this search is commonly performed manually by "golden eye" experts or algorithm developers leveraging domain expertise. We present a fully automatic system to optimize the parameters of black-box hardware and software image processing pipelines according to any arbitrary (i.e., application-specific) metric. We leverage a differentiable mapping between the configuration space and evaluation metrics, parameterized by a convolutional neural network that we train in an end-to-end fashion with imaging hardware in-the-loop. Unlike prior art, our differentiable proxies allow for high-dimension parameter search with stochastic first-order optimizers, without explicitly modeling any lower-level image processing transformations. As such, we can efficiently optimize black-box image processing pipelines for a variety of imaging applications, reducing application-specific configuration times from months to hours. Our optimization method is fully automatic, even with black-box hardware in the loop. We validate our method on experimental data for real-time display applications, object detection, and extreme low-light imaging. The proposed approach outperforms manual search qualitatively and quantitatively for all domain-specific applications tested. When applied to traditional denoisers, we demonstrate that---just by changing hyperparameters---traditional algorithms can outperform recent deep learning methods by a substantial margin on recent benchmarks. Ethan Tseng, Felix Yu, Fahim Mannan, Karl St. Arnaud, Derek Nowrouzezahrai, Jean-François Lalonde, Felix Heide |
ACM Trans. Graph. | 6 |
| 2019 | Adaptive Sampling for Sound PropagationabstractPrecomputed sound propagation samples acoustics at discrete scene probe positions to support dynamic listener locations. An offline 3D numerical simulation is performed at each probe and the resulting field is encoded for runtime rendering with dynamic sources. Prior work place probes on a uniform grid, requiring high density to resolve narrow spaces. Our adaptive sampling approach varies probe density based on a novel "local diameter" measure of the space surrounding a given point, evaluated by stochastically tracing paths in the scene. We apply this measure to layout probes so as to smoothly adapt resolution and eliminate undersampling in corners, narrow corridors and stairways, while coarsening appropriately in more open areas. Coupled with a new runtime interpolator based on radial weights over geodesic paths, we achieve smooth acoustic effects that respect scene boundaries as both the source or listener move, unlike existing visibility-based solutions. We consistently demonstrate quality improvement over prior work at fixed cost. Chakravarty R. Alla Chaitanya, John M. Snyder, Keith W. Godin, Derek Nowrouzezahrai, Nikunj Raghuvanshi |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | A Versatile Parameterization for Measured Material ManifoldsabstractAbstract A popular approach for computing photorealistic images of virtual objects requires applying reflectance profiles measured from real surfaces, introducing several challenges: the memory needed to faithfully capture realistic material reflectance is large, the choice of materials is limited to the set of measurements, and image synthesis using the measured data is costly. Typically, this data is either compressed by projecting it onto a subset of its linear principal components or by applying non‐linear methods. The former requires many components to faithfully represent the input reflectance, whereas the latter necessitates costly extrapolation algorithms. We learn an underlying, low‐dimensional non‐linear reflectance manifold amenable to rapid exploration and rendering of real‐world materials. We can express interpolated materials as linear combinations of the measured data, despite them lying on an inherently non‐linear manifold. This allows us to efficiently interpolate and extrapolate measured BRDFs, and to render directly from the manifold representation. We exploit properties of Gaussian process latent variable models and use our representation for high‐performance and offline rendering with interpolated real‐world materials. Cyril Soler, Kartic Subr, Derek Nowrouzezahrai |
Comput. Graph. Forum | 3 |
| 2018 | Integrating Clipped Spherical Harmonics ExpansionsabstractMany applications in rendering rely on integrating functions over spherical polygons. We present a new numerical solution for computing the integral of spherical harmonics (SH) expansions clipped to polygonal domains. Our solution, based on zonal decompositions of spherical integrands and discrete contour integration, introduces an important numerical operating for SH expansions in rendering applications. Our method is simple, efficient, and scales linearly in the bandlimited integrand’s harmonic expansion. We apply our technique to problems in rendering, including surface and volume shading, hierarchical product importance sampling, and fast basis projection for interactive rendering. Moreover, we show how to handle general, nonpolynomial integrands in a Monte Carlo setting using control variates. Our technique computes the integral of bandlimited spherical functions with performance competitive to (or faster than) more general numerical integration methods for a broad class of problems, both in offline and interactive rendering contexts. Our implementation is simple, relying only on self-contained SH evaluation and discrete contour integration routines, and we release a full source CPU-only and shader-based implementations (<750 lines of commented code). Laurent Belcour, Guofu Xie, Christophe Hery, Mark Meyer, Wojciech Jarosz, Derek Nowrouzezahrai |
ACM Trans. Graph. | 6 |
| 2018 | Scalable appearance filtering for complex lighting effectsabstractRealistic rendering with materials that exhibit high-frequency spatial variation remains a challenge, as eliminating spatial and temporal aliasing requires prohibitively high sampling rates. Recent work has made the problem more tractable, however existing methods remain prohibitively expensive when using large environmental lights and/or (correctly filtered) global illumination. We present an appearance model with explicit high-frequency micro-normal variation, and a filtering approach that scales to multi-dimensional shading integrals. By combining a novel and compact half-vector histogram scheme with a directional basis expansion, we accurately compute the integral of filtered high-frequency reflectance over large lights with angularly varying emission. Our approach is scalable, rendering images indistinguishable from ground truth at over 10× the speed of the state-of-the-art and with only 15% the memory footprint. When filtering appearance with global illumination, we outperform the state-of-the-art by ~30×. Luis E. Gamboa, Jean-Philippe Guertin, Derek Nowrouzezahrai |
ACM Trans. Graph. | 3 |
| 2018 | Gradient-domain volumetric photon density estimationabstractGradient-domain rendering can improve the convergence of surface-based light transport by exploiting smoothness in image space. Scenes with participating media exhibit similar smoothness and could potentially benefit from gradient-domain techniques. We introduce the first gradient-domain formulation of image synthesis with homogeneous participating media, including four novel and efficient gradient-domain volumetric density estimation algorithms. We show that naïve extensions of gradient domain path-space and density estimation methods to volumetric media, while functional, can result in inefficient estimators. Focussing on point-, beam- and plane-based gradient-domain estimators, we introduce a novel shift mapping that eliminates redundancies in the naïve formulations using spatial relaxation within the volume. We show that gradient-domain volumetric rendering improve convergence compared to primal domain state-of-the-art, across a suite of scenes. Our formulation and algorithms support progressive estimation and are easy to incorporate atop existing renderers. Adrien Gruson, Binh-Son Hua, Nicolas Vibert, Derek Nowrouzezahrai, Toshiya Hachisuka |
ACM Trans. Graph. | 4 |
| 2017 | Ballistic Shadow Art
Xiaozhong Chen, Sheldon Andrews, Derek Nowrouzezahrai, Paul G. Kry |
Graphics Interface | 3 |
| 2017 | Real-time global illumination using precomputed light field probesabstractWe introduce a new data structure and algorithms that employ it to compute real-time global illumination from static environments. Light field probes encode a scene's full light field and internal visibility. They extend current radiance and irradiance probe structures with per-texel visibility information similar to a G-buffer and variance shadow map. We apply ideas from screen-space and voxel cone tracing techniques to this data structure to efficiently sample radiance on world space rays, with correct visibility information, directly within pixel and compute shaders. From these primitives, we then design two GPU algorithms to efficiently gather real-time, viewer-dependent global illumination onto both static and dynamic objects. These algorithms make different tradeoffs between performance and accuracy. Supplemental GLSL source code is included. Morgan McGuire, Mike Mara, Derek Nowrouzezahrai, David P. Luebke |
I3D | 3 |
| 2017 | Gradient-Domain Photon Density EstimationabstractThe most common solutions to the light transport problem rely on either Monte Carlo (MC) integration or density estimation methods, such as uni- & bi-directional path tracing or photon mapping. Recent gradient-domain extensions of MC approaches show great promise; here, gradients of the final image are estimated numerically (instead of the image intensities themselves) with coherent paths generated from a deterministic shift mapping. We extend gradient-domain approaches to light transport simulation based on density estimation. As with previous gradient-domain methods, we detail important considerations that arise when moving from a primal- to gradient-domain estimator. We provide an efficient and straightforward solution to these problems. Our solution supports stochastic progressive density estimation, so it is robust to complex transport effects. We show that gradient-domain photon density estimation converges faster than its primal-domain counterpart, as well as being generally more robust than gradient-domain uni- & bi-directional path tracing for scenes dominated by complex transport. Binh-Son Hua, Adrien Gruson, Derek Nowrouzezahrai, Toshiya Hachisuka |
Comput. Graph. Forum | 3 |
| 2017 | Antialiasing Complex Global Illumination Effects in Path-SpaceabstractWe present the first method to efficiently predict antialiasing footprints to pre-filter color-, normal-, and displacement-mapped appearance in the context of multi-bounce global illumination. We derive Fourier spectra for radiance and importance functions that allow us to compute spatial-angular filtering footprints at path vertices for both uni- and bi-directional path construction. We then use these footprints to antialias reflectance modulated by high-resolution maps (such as color and normal maps) encountered along a path. In doing so, we also unify the traditional path-space formulation of light transport with our frequency-space interpretation of global illumination pre-filtering. Our method is fully compatible with all existing single bounce pre-filtering appearance models, not restricted by path length, and easy to implement atop existing path-space renderers. We illustrate its effectiveness on several radiometrically complex scenarios where previous approaches either completely fail or require orders of magnitude more time to arrive at similarly high-quality results. Laurent Belcour, Lingqi Yan 0001, Ravi Ramamoorthi, Derek Nowrouzezahrai |
ACM Trans. Graph. | 4 |
| 2017 | Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoderabstractWe describe a machine learning technique for reconstructing image sequences rendered using Monte Carlo methods. Our primary focus is on reconstruction of global illumination with extremely low sampling budgets at interactive rates. Motivated by recent advances in image restoration with deep convolutional networks, we propose a variant of these networks better suited to the class of noise present in Monte Carlo rendering. We allow for much larger pixel neighborhoods to be taken into account, while also improving execution speed by an order of magnitude. Our primary contribution is the addition of recurrent connections to the network in order to drastically improve temporal stability for sequences of sparsely sampled input images. Our method also has the desirable property of automatically modeling relationships based on auxiliary per-pixel input channels, such as depth and normals. We show significantly higher quality results compared to existing methods that run at comparable speeds, and furthermore argue a clear path for making our method run at realtime rates in the near future. Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Christoph Schied, Marco Salvi, Aaron E. Lefohn, Derek Nowrouzezahrai, Timo Aila |
ACM Trans. Graph. | 6 |
| 2017 | Fast gaze-contingent optimal decompositions for multifocal displaysabstractAs head-mounted displays (HMDs) commonly present a single, fixed-focus display plane, a conflict can be created between the vergence and accommodation responses of the viewer. Multifocal HMDs have long been investigated as a potential solution in which multiple image planes span the viewer's accommodation range. Such displays require a scene decomposition algorithm to distribute the depiction of objects across image planes, and previous work has shown that simple decompositions can be achieved in real-time. However, recent optimal decompositions further improve image quality, particularly with complex content. Such decompositions are more computationally involved and likely require better alignment of the image planes with the viewer's eyes, which are potential barriers to practical applications. Our goal is to enable interactive optimal decomposition algorithms capable of driving a vergence- and accommodation-tracked multifocal testbed. Ultimately, such a testbed is necessary to establish the requirements for the practical use of multifocal displays, in terms of computational demand and hardware accuracy. To this end, we present an efficient algorithm for optimal decompositions, incorporating insights from vision science. Our method is amenable to GPU implementations and achieves a three-orders-of-magnitude speedup over previous work. We further show that eye tracking can be used for adequate plane alignment with efficient image-based deformations, adjusting for both eye rotation and head movement relative to the display. We also build the first binocular multifocal testbed with integrated eye tracking and accommodation measurement, paving the way to establish practical eye tracking and rendering requirements for this promising class of display. Finally, we report preliminary results from a pilot user study utilizing our testbed, investigating the accommodation response of users to dynamic stimuli presented under optimal decomposition. Olivier Mercier, Yusufu Sulai, Kevin J. MacKenzie, Marina Zannoli, James Hillis, Derek Nowrouzezahrai, Douglas Lanman |
ACM Trans. Graph. | 6 |
| 2016 | Reduced Aggregate Scattering Operators for Path TracingabstractAbstract Aggregate scattering operators (ASOs) describe the overall scattering behavior of an asset (i.e., an object or volume, or collection thereof) accounting for all orders of its internal scattering. We propose a practical way to precompute and compactly store ASOs and demonstrate their ability to accelerate path tracing. Our approach is modular avoiding costly and inflexible scene‐dependent precomputation. This is achieved by decoupling light transport within and outside of each asset, and precomputing on a per‐asset level. We store the internal transport in a reduced‐dimensional subspace tailored to the structure of the asset geometry, its scattering behavior, and typical illumination conditions, allowing the ASOs to maintain good accuracy with modest memory requirements. The precomputed ASO can be reused across all instances of the asset and across multiple scenes. We augment ASOs with functionality enabling multi‐bounce importance sampling, fast short‐circuiting of complex light paths, and compact caching, while retaining rapid progressive preview rendering. We demonstrate the benefits of our ASOs by efficiently path tracing scenes containing many instances of objects with complex inter‐reflections or multiple scattering. Adrian Blumer, Jan Novák, Ralf Habel, Derek Nowrouzezahrai, Wojciech Jarosz |
Comput. Graph. Forum | 4 |
| 2016 | State of the Art in Artistic Editing of Appearance, Lighting and MaterialabstractAbstract Mimicking the appearance of the real world is a longstanding goal of computer graphics, with several important applications in the feature film, architecture and medical industries. Images with well‐designed shading are an important tool for conveying information about the world, be it the shape and function of a computer‐aided design (CAD) model, or the mood of a movie sequence. However, authoring this content is often a tedious task, even if undertaken by groups of highly trained and experienced artists. Unsurprisingly, numerous methods to facilitate and accelerate this appearance editing task have been proposed, enabling the editing of scene objects' appearances, lighting and materials, as well as entailing the introduction of new interaction paradigms and specialized preview rendering techniques. In this review, we provide a comprehensive survey of artistic appearance, lighting and material editing approaches. We organize this complex and active research area in a structure tailored to academic researchers, graduate students and industry professionals alike. In addition to editing approaches, we discuss how user interaction paradigms and rendering back ends combine to form usable systems for appearance editing. We conclude with a discussion of open problems and challenges to motivate and guide future research. Thorsten-Walther Schmidt, Fabio Pellacini, Derek Nowrouzezahrai, Wojciech Jarosz, Carsten Dachsbacher |
Comput. Graph. Forum | 3 |
| 2016 | A Non-Parametric Factor Microfacet Model for Isotropic BRDFsabstractWe investigate the expressiveness of the microfacet model for isotropic bidirectional reflectance distribution functions (BRDFs) measured from real materials by introducing a non-parametric factor model that represents the model’s functional structure but abandons restricted parametric formulations of its factors. We propose a new objective based on compressive weighting that controls rendering error in high-dynamic-range BRDF fits better than previous factorization approaches. We develop a simple numerical procedure to minimize this objective and handle dependencies that arise between microfacet factors. Our method faithfully captures a more comprehensive set of materials than previous state-of-the-art parametric approaches yet remains compact (3.2KB per BRDF). We experimentally validate the benefit of the microfacet model over a naïve orthogonal factorization and show that fidelity for diffuse materials is modestly improved by fitting an unrestricted shadowing/masking factor. We also compare against a recent data-driven factorization approach [Bilgili et al. 2011] and show that our microfacet-based representation improves rendering accuracy for most materials while reducing storage by more than 10 ×. Mahdi M. Bagher, John M. Snyder, Derek Nowrouzezahrai |
ACM Trans. Graph. | 3 |
| 2015 | Forward to the special section on SIBGRAPI 2014
Derek Nowrouzezahrai, Diego F. Nehab |
Comput. Graph. | 1 |
| 2015 | Surface turbulence for particle-based liquid simulationsabstractWe present a method to increase the apparent resolution of particle-based liquid simulations. Our method first outputs a dense, temporally coherent, regularized point set from a coarse particle-based liquid simulation. We then apply a surface-only Lagrangian wave simulation to this high-resolution point set. We develop novel methods for seeding and simulating waves over surface points, and use them to generate high-resolution details. We avoid error-prone surface mesh processing, and robustly propagate waves without the need for explicit connectivity information. Our seeding strategy combines a robust curvature evaluation with multiple bands of seeding oscillators, injects waves with arbitrarily fine-scale structures, and properly handles obstacle boundaries. We generate detailed fluid surfaces from coarse simulations as an independent post-process that can be applied to most particle-based fluid solvers. Olivier Mercier, Cynthia Beauchemin, Nils Thürey, Theodore Kim, Derek Nowrouzezahrai |
ACM Trans. Graph. | 5 |
| 2015 | Efficient and Accurate Spherical Kernel Integrals Using Isotropic DecompositionabstractSpherical filtering is fundamental to many problems in image synthesis, such as computing the reflected light over a surface or anti-aliasing mirror reflections over a pixel. This operation is challenging since the profile of spherical filters (e.g., the view-evaluated BRDF or the geometry-warped pixel footprint, mentioned before) typically exhibits both spatial and rotational variation at each pixel, precluding precomputed solutions. We accelerate complex spherical filtering tasks using isotropic spherical decomposition (ISD), decomposing spherical filters into a linear combination of simpler isotropic kernels. Our general ISD is flexible to the choice of the isotropic kernels, and we demonstrate practical realizations of ISD on several problems in rendering: shading and prefiltering with spatially varying BRDFs, anti-aliasing-environment-mapped mirror reflections, and filtering of noisy reflectance data. Compared to previous basis-space rendering solutions, our shading solution generates ground-truth-quality results at interactive rates, avoiding costly reconstruction and large approximation errors. Cyril Soler, Mahdi M. Bagher, Derek Nowrouzezahrai |
ACM Trans. Graph. | 3 |
| 2014 | Visibility Silhouettes for Semi-Analytic Spherical IntegrationabstractAbstract At each shade point, the spherical visibility function encodes occlusion from surrounding geometry, in all directions. Computing this function is difficult and point‐sampling approaches, such as ray‐tracing or hardware shadow mapping, are traditionally used to efficiently approximate it. We propose a semi‐analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi‐analytically integrate visibility‐masked spherical functions along the visibility silhouette, instead of over the entire hemisphere. In this way, we avoid the artefacts that arise from using point‐sampling strategies to integrate visibility, a function with unbounded frequency content. We demonstrate our approach on several applications, including direct illumination from realistic lighting and computation of pre‐computed radiance transfer data. Additionally, we present a new frequency‐space method for exactly computing all‐frequency shadows on diffuse surfaces. Our results match ground truth computed using importance‐sampled stratified Monte Carlo ray‐tracing, with comparable performance on scenes with low‐to‐moderate geometric complexity. Derek Nowrouzezahrai, Ilya Baran, Kenny Mitchell, Wojciech Jarosz |
Comput. Graph. Forum | 1 |
| 2014 | Error analysis of estimators that use combinations of stochastic sampling strategies for direct illuminationabstractAbstract We present a theoretical analysis of error of combinations of Monte Carlo estimators used in image synthesis. Importance sampling and multiple importance sampling are popular variance‐reduction strategies. Unfortunately, neither strategy improves the rate of convergence of Monte Carlo integration. Jittered sampling (a type of stratified sampling), on the other hand is known to improve the convergence rate. Most rendering software optimistically combine importance sampling with jittered sampling, hoping to achieve both. We derive the exact error of the combination of multiple importance sampling with jittered sampling. In addition, we demonstrate a further benefit of introducing negative correlations (antithetic sampling) between estimates to the convergence rate. As with importance sampling, antithetic sampling is known to reduce error for certain classes of integrands without affecting the convergence rate. In this paper, our analysis and experiments reveal that importance and antithetic sampling, if used judiciously and in conjunction with jittered sampling, may improve convergence rates. We show the impact of such combinations of strategies on the convergence rate of estimators for direct illumination. Kartic Subr, Derek Nowrouzezahrai, Wojciech Jarosz, Jan Kautz, Kenny Mitchell |
Comput. Graph. Forum | 2 |
| 2014 | Facial performance enhancement using dynamic shape space analysisabstractThe facial performance of an individual is inherently rich in subtle deformation and timing details. Although these subtleties make the performance realistic and compelling, they often elude both motion capture and hand animation. We present a technique for adding fine-scale details and expressiveness to low-resolution art-directed facial performances, such as those created manually using a rig, via marker-based capture, by fitting a morphable model to a video, or through Kinect reconstruction using recent faceshift technology. We employ a high-resolution facial performance capture system to acquire a representative performance of an individual in which he or she explores the full range of facial expressiveness. From the captured data, our system extracts an expressiveness model that encodes subtle spatial and temporal deformation details specific to that particular individual. Once this model has been built, these details can be transferred to low-resolution art-directed performances. We demonstrate results on various forms of input; after our enhancement, the resulting animations exhibit the same nuances and fine spatial details as the captured performance, with optional temporal enhancement to match the dynamics of the actor. Finally, we show that our technique outperforms the current state-of-the-art in example-based facial animation. Amit Bermano, Derek Bradley, Thabo Beeler, Fabio Zünd, Derek Nowrouzezahrai, Ilya Baran, Olga Sorkine-Hornung, Hanspeter Pfister, Robert W. Sumner, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 5 |
| 2014 | Unifying points, beams, and paths in volumetric light transport simulationabstractEfficiently computing light transport in participating media in a manner that is robust to variations in media density, scattering albedo, and anisotropy is a difficult and important problem in realistic image synthesis. While many specialized rendering techniques can efficiently resolve subsets of transport in specific media, no single approach can robustly handle all types of effects. To address this problem we unify volumetric density estimation, using point and beam estimators, and Monte Carlo solutions to the path integral formulation of the rendering and radiative transport equations. We extend multiple importance sampling to correctly handle combinations of these fundamentally different classes of estimators. This, in turn, allows us to develop a single rendering algorithm that correctly combines the benefits and mediates the limitations of these powerful volume rendering techniques. Jaroslav Krivánek, Iliyan Georgiev, Toshiya Hachisuka, Petr Vévoda, Martin Sik, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 6 |
| 2014 | Hierarchical diffusion curves for accurate automatic image vectorizationabstractDiffusion curve primitives are a compact and powerful representation for vector images. While several vector image authoring tools leverage these representations, automatically and accurately vectorizing arbitrary raster images using diffusion curves remains a difficult problem. We automatically generate sparse diffusion curve vectorizations of raster images by fitting curves in the Laplacian domain. Our approach is fast, combines Laplacian and bilaplacian diffusion curve representations, and generates a hierarchical representation that accurately reconstructs both vector art and natural images. The key idea of our method is to trace curves in the Laplacian domain, which captures both sharp and smooth image features, across scales, more robustly than previous image- and gradient-domain fitting strategies. The sparse set of curves generated by our method accurately reconstructs images and often closely matches tediously hand-authored curve data. Also, our hierarchical curves are readily usable in all existing editing frameworks. We validate our method on a broad class of images, including natural images, synthesized images with turbulent multi-scale details, and traditional vector-art, as well as illustrating simple multi-scale abstraction and color editing results. Guofu Xie, Xin Sun 0014, Xin Tong 0001, Derek Nowrouzezahrai |
ACM Trans. Graph. | 4 |
| 2014 | Filtering Non-Linear TransferFunctions on SurfacesabstractApplying non-linear transfer functions and look-up tables to procedural functions (such as noise), surface attributes, or even surface geometry are common strategies used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient transfer function filtering remains an open problem for several reasons: transfer functions are complex and non-linear, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on the fly, yielding very fast performance. We investigate the case where the transfer function to filter is a color map applied to (macroscale) surface textures (like noise), as well as color maps applied according to (microscale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our approach can be generalized to filter other physical-based rendering quantities. We propose an application to shading with irradiance environment maps over large terrains. Our framework is also compatible with the case of transfer functions used to warp surface geometry, as long as the transformations can be represented with Gaussian statistics, leading to proper view- and light-dependent filtering results. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material, which can be found on the Computer Society Digital Library at http://doi.ieeecomputersociety.org/10.1109/TVCG.2013.102), is high performance, and has a negligible memory footprint. Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Filtering color mapped textures and surfacesabstractColor map textures applied directly to surfaces, to geometric microsurface details, or to procedural functions (such as noise), are commonly used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient color map filtering remains an open problem for several reasons: color maps are complex non-linear functions, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel's footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on-the-fly, yielding very fast performance. We filter color map textures applied to (macro-scale) surfaces, as well as color maps applied according to (micro-scale) geometric details. We introduce a novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material), is high performance, and has a negligible memory footprint. Eric Heitz, Derek Nowrouzezahrai, Pierre Poulin, Fabrice Neyret |
I3D | 2 |
| 2013 | Image-based reconstruction and synthesis of dense foliageabstractFlora is an element in many computer-generated scenes. But trees, bushes and plants have complex geometry and appearance, and are difficult to model manually. One way to address this is to capture models directly from the real world. Existing techniques have focused on extracting macro structure such as the branching structure of trees, or the structure of broad-leaved plants with a relatively small number of surfaces. This paper presents a finer scale technique to demonstrate for the first time the processing of densely leaved foliage - computation of 3D structure, plus extraction of statistics for leaf shape and the configuration of neighboring leaves. Our method starts with a mesh of a single exemplar leaf of the target foliage. Using a small number of images, point cloud data is obtained from multi-view stereo, and the exemplar leaf mesh is fitted non-rigidly to the point cloud over several iterations. In addition, our method learns a statistical model of leaf shape and appearance during the reconstruction phase, and a model of the transformations between neighboring leaves. This information is useful in two ways - to augment and increase leaf density in reconstructions of captured foliage, and to synthesize new foliage that conforms to a user-specified layout and density. The result of our technique is a dense set of captured leaves with realistic appearance, and a method for leaf synthesis. Our approach excels at reconstructing plants and bushes that are primarily defined by dense leaves and is demonstrated with multiple examples. Derek Bradley, Derek Nowrouzezahrai, Paul A. Beardsley |
ACM Trans. Graph. | 2 |
| 2013 | Joint importance sampling of low-order volumetric scatteringabstractCentral to all Monte Carlo-based rendering algorithms is the construction of light transport paths from the light sources to the eye. Existing rendering approaches sample path vertices incrementally when constructing these light transport paths. The resulting probability density is thus a product of the conditional densities of each local sampling step, constructed without explicit control over the form of the final joint distribution of the complete path. We analyze why current incremental construction schemes often lead to high variance in the presence of participating media, and reveal that such approaches are an unnecessary legacy inherited from traditional surface-based rendering algorithms. We devise joint importance sampling of path vertices in participating media to construct paths that explicitly account for the product of all scattering and geometry terms along a sequence of vertices instead of just locally at a single vertex. This leads to a number of practical importance sampling routines to explicitly construct single-and double-scattering subpaths in anisotropically-scattering media. We demonstrate the benefit of our new sampling techniques, integrating them into several path-based rendering algorithms such as path tracing, bidirectional path tracing, and many-light methods. We also use our sampling routines to generalize deterministic shadow connections to connection subpaths consisting of two or three random decisions, to efficiently simulate higher-order multiple scattering. Our algorithms significantly reduce noise and increase performance in renderings with both isotropic and highly anisotropic, low-order scattering. Iliyan Georgiev, Jaroslav Krivánek, Toshiya Hachisuka, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 4 |
| 2013 | Path-space manipulation of physically-based light transportabstractIndustry-quality content creation relies on tools for lighting artists to quickly prototype, iterate, and refine final renders. As industry-leading studios quickly adopt physically-based rendering (PBR) across their art generation pipelines, many existing tools have become unsuitable as they address only simple effects without considering underlying PBR concepts and constraints. We present a novel light transport manipulation technique that operates directly on path-space solutions of the rendering equation. We expose intuitive direct and indirect manipulation approaches to edit complex effects such as (multi-refracted) caustics, diffuse and glossy indirect bounces, and direct/indirect shadows. With our sketch- and object-space selection, all built atop a parameterized regular expression engine, artists can search and isolate shading effects to inspect and edit. We classify and filter paths on the fly and visualize the selected transport phenomena. We survey artists who used our tool to manipulate complex phenomena on both static and animated scenes. Thorsten-Walther Schmidt, Jan Novák, Johannes Meng, Anton Kaplanyan, Tim Reiner, Derek Nowrouzezahrai, Carsten Dachsbacher |
ACM Trans. Graph. | 6 |
| 2012 | Delta radiance transferabstractModular Radiance Transfer (MRT) is a recent technique for computing approximate direct-to-indirect transport. Scenes are dynamically constructed by warping and connecting simple shapes and compact transport operators are only precomputed on these simple shapes. MRT ignores fine-scale transport from "clutter" objects inside the scene, and computes light transport with reduced dimensional operators, which allows extremely high performance but can lead to significant approximation error. We present several techniques to alleviate this limitation, allowing the light transport from clutter in a scene to be accounted for. We derive additional low-rank delta operators to compensate for these missing light transport paths by modeling indirect shadows and interreflections from, and onto, clutter objects in the scene. We retain MRT's scene-independent precomputation and augment its scene-dependent initialization with clutter transport generation, resulting in increased accuracy without a performance penalty. Our implementation is simple, requiring a few small matrix-vector multiplications that generate a delta lightmap added to MRT's output, and does not adversely affect the performance benefits of the overall algorithm. Brad Loos, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan |
I3D | 2 |
| 2012 | Manufacturing Layered Attenuators for Multiple Prescribed Shadow ImagesabstractAbstract We present a practical and inexpensive method for creating physical objects that cast different color shadow images when illuminated by prescribed lighting configurations. The input to our system is a number of lighting configurations and corresponding desired shadow images. Our approach computes attenuation masks, which are then printed on transparent materials and stacked to form a single multi‐layer attenuator. When illuminated with the input lighting configurations, this multi‐layer attenuator casts the prescribed color shadow images. Alternatively, our method can compute layers so that their permutations produce different prescribed shadow images under fixed lighting. Each multi‐layer attenuator is quick and inexpensive to produce, can generate multiple full‐color shadows, and can be designed to respond to different types of natural or synthetic lighting setups. We illustrate the effectiveness of our multi‐layer attenuators in simulation and in reality, with the sun as a light source. Ilya Baran, Philipp Keller, Derek Bradley, Stelian Coros, Wojciech Jarosz, Derek Nowrouzezahrai, Markus Gross 0001 |
Comput. Graph. Forum | 6 |
| 2012 | Progressive Virtual Beam LightsabstractAbstract A recent technique that formsvirtual ray lights(VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual Beam Lights (VBLs), a progressive many‐lights algorithm for rendering complex indirect transport paths in, from, and to media. VBLs are efficient and can handle heterogeneous media, anisotropic scattering, and moderately glossy surfaces, while provably converging to ground truth. We inflate ray lights intobeam lightswith finite thicknesses to eliminate the remaining singularities. Furthermore, we devise several practical schemes for importance sampling the various transport contributions between camera rays, light rays, and surface points. VBLs produce artifact‐free images faster than VRLs, especially when glossy surfaces and/or anisotropic phase functions are present. Lastly, we employ a progressive thickness reduction scheme for VBLs in order to render results that converge to ground truth. Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, Wojciech Jarosz |
Comput. Graph. Forum | 2 |
| 2012 | Learning hatching for pen-and-ink illustration of surfacesabstractThis article presents an algorithm for learning hatching styles from line drawings. An artist draws a single hatching illustration of a 3D object. Her strokes are analyzed to extract the following per-pixel properties: hatching level (hatching, cross-hatching, or no strokes), stroke orientation, spacing, intensity, length, and thickness. A mapping is learned from input geometric, contextual, and shading features of the 3D object to these hatching properties, using classification, regression, and clustering techniques. Then, a new illustration can be generated in the artist's style, as follows. First, given a new view of a 3D object, the learned mapping is applied to synthesize target stroke properties for each pixel. A new illustration is then generated by synthesizing hatching strokes according to the target properties. Evangelos Kalogerakis, Derek Nowrouzezahrai, Simon Breslav, Aaron Hertzmann |
ACM Trans. Graph. | 2 |
| 2012 | Virtual ray lights for rendering scenes with participating mediaabstractWe present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization that places virtual ray lights (VRLs) along each path segment in the medium. Furthermore, instead of evaluating the lighting independently at discrete points in the medium, we calculate the contribution of each VRL to entire camera rays through the medium using an efficient Monte Carlo product sampling technique. We prove that by spreading the energy of virtual lights along both light and camera rays, the singularities that typically plague VPL methods are significantly diminished. This greatly reduces the need to clamp energy contributions in the medium, leading to robust and unbiased volumetric lighting not possible with current many-light techniques. Furthermore, by acting as a form of final gather, we obtain higher-quality multiple-scattering than existing density estimation techniques like progressive photon beams. Jan Novák, Derek Nowrouzezahrai, Carsten Dachsbacher, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2012 | Sparse zonal harmonic factorization for efficient SH rotationabstractWe present a sparse analytic representation for spherical functions, including those expressed in a Spherical Harmonic (SH) expansion, that is amenable to fast and accurate rotation on the GPU. Exploiting the fact that each band- l SH basis function can be expressed as a weighted sum of 2 l + 1 rotated band- l Zonal Harmonic (ZH) lobes, we develop a factorization that significantly reduces this number. We investigate approaches for promoting sparsity in the change-of-basis matrix, and also introduce lobe sharing to reduce the total number of unique lobe directions used for an order- N expansion from N 2 to 2 N -1. Our representation does not introduce approximation error, is suitable for any type of spherical function (e.g., lighting or transfer), and requires no offline fitting procedure; only a (sparse) matrix multiplication is required to map to/from SH. We provide code for our rotation algorithms, and apply them to several real-time rendering applications. Derek Nowrouzezahrai, Patricio D. Simari, Eugene Fiume |
ACM Trans. Graph. | 1 |
| 2012 | The magic lens: refractive steganographyabstractWe present an automatic approach to design and manufacture passive display devices based on optical hidden image decoding. Motivated by classical steganography techniques we construct Magic Lenses , composed of refractive lenslet arrays, to reveal hidden images when placed over potentially unstructured printed or displayed source images. We determine the refractive geometry of these surfaces by formulating and efficiently solving an inverse light transport problem, taking into account additional constraints imposed by the physical manufacturing processes. We fabricate several variants on the basic magic lens idea including using a single source image to encode several hidden images which are only revealed when the lens is placed at prescribed orientations on the source image or viewed from different angles. We also present an important special case, the universal lens , that forms an injection mapping from the lens surface to the source image grid, allowing it to be used with arbitrary source images. We use this type of lens to generate hidden animation sequences. We validate our simulation results with many real-world manufactured magic lenses, and experiment with two separate manufacturing processes. Marios Papas, Thomas Houit, Derek Nowrouzezahrai, Markus Gross 0001, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2012 | A theory of monte carlo visibility samplingabstractSoft shadows from area lights are one of the most crucial effects in high-quality and production rendering, but Monte-Carlo sampling of visibility is often the main source of noise in rendered images. Indeed, it is common to use deterministic uniform sampling for the smoother shading effects in direct lighting, so that all of the Monte Carlo noise arises from visibility sampling alone. In this article, we analyze theoretically and empirically, using both statistical and Fourier methods, the effectiveness of different nonadaptive Monte Carlo sampling patterns for rendering soft shadows. We start with a single image scanline and a linear light source, and gradually consider more complex visibility functions at a pixel. We show analytically that the lowest expected variance is in fact achieved by uniform sampling (albeit at the cost of visual banding artifacts). Surprisingly, we show that for two or more discontinuities in the visibility function, a comparable error to uniform sampling is obtained by “uniform jitter” sampling, where a constant jitter is applied to all samples in a uniform pattern (as opposed to jittering each stratum as in standard stratified sampling). The variance can be reduced by up to a factor of two, compared to stratified or quasi-Monte Carlo techniques, without the banding in uniform sampling. We augment our statistical analysis with a novel 2D Fourier analysis across the pixel-light space. This allows us to characterize the banding frequencies in uniform sampling, and gives insights into the behavior of uniform jitter and stratified sampling. We next extend these results to planar area light sources. We show that the best sampling method can vary, depending on the type of light source (circular, Gaussian, or square/rectangular). The correlation of adjacent “light scanlines” in square light sources can reduce the effectiveness of uniform jitter sampling, while the smoother shape of circular and Gaussian-modulated sources preserves its benefits—these findings are also exposed through our frequency analysis. In practical terms, the theory in this article provides guidelines for selecting visibility sampling strategies, which can reduce the number of shadow samples by 20--40%, with simple modifications to existing rendering code. Ravi Ramamoorthi, John Anderson 0003, Mark Meyer, Derek Nowrouzezahrai |
ACM Trans. Graph. | 4 |
| 2011 | Light factorization for mixed-frequency shadows in augmented realityabstractIntegrating animated virtual objects with their surroundings for high-quality augmented reality requires both geometric and radio-metric consistency. We focus on the latter of these problems and present an approach that captures and factorizes external lighting in a manner that allows for realistic relighting of both animated and static virtual objects. Our factorization facilitates a combination of hard and soft shadows, with high-performance, in a manner that is consistent with the surrounding scene lighting. Derek Nowrouzezahrai, Stefan Geiger, Kenny Mitchell, Robert W. Sumner, Wojciech Jarosz, Markus Gross 0001 |
ISMAR | 1 |
| 2011 | A comprehensive theory of volumetric radiance estimation using photon points and beamsabstractWe present two contributions to the area of volumetric rendering. We develop a novel, comprehensive theory of volumetric radiance estimation that leads to several new insights and includes all previously published estimates as special cases. This theory allows for estimating in-scattered radiance at a point, or accumulated radiance along a camera ray, with the standard photon particle representation used in previous work. Furthermore, we generalize these operations to include a more compact, and more expressive intermediate representation of lighting in participating media, which we call “photon beams.” The combination of these representations and their respective query operations results in a collection of nine distinct volumetric radiance estimates. Our second contribution is a more efficient rendering method for participating media based on photon beams. Even when shooting and storing less photons and using less computation time, our method significantly reduces both bias (blur) and variance in volumetric radiance estimation. This enables us to render sharp lighting details (e.g., volume caustics) using just tens of thousands of photon beams, instead of the millions to billions of photon points required with previous methods. Wojciech Jarosz, Derek Nowrouzezahrai, Iman Sadeghi, Henrik Wann Jensen |
ACM Trans. Graph. | 2 |
| 2011 | Progressive photon beamsabstractWe present progressive photon beams, a new algorithm for rendering complex lighting in participating media. Our technique is efficient, robust to complex light paths, and handles heterogeneous media and anisotropic scattering while provably converging to the correct solution using a bounded memory footprint. We achieve this by extending the recent photon beams variant of volumetric photon mapping. We show how to formulate a progressive radiance estimate using photon beams, providing the convergence guarantees and bounded memory usage of progressive photon mapping. Progressive photon beams can robustly handle situations that are difficult for most other algorithms, such as scenes containing participating media and specular interfaces, with realistic light sources completely enclosed by refractive and reflective materials. Our technique handles heterogeneous media and also trivially supports stochastic effects such as depth-of-field and glossy materials. Finally, we show how progressive photon beams can be implemented efficiently on the GPU as a splatting operation, making it applicable to interactive and real-time applications. These features make our technique scalable, providing the same physically-based algorithm for interactive feedback and reference-quality, unbiased solutions. Wojciech Jarosz, Derek Nowrouzezahrai, Peter-Pike J. Sloan, Matthias Zwicker |
ACM Trans. Graph. | 2 |
| 2011 | Modular Radiance TransferabstractMany rendering algorithms willingly sacrifice accuracy, favoring plausible shading with high-performance. Modular Radiance Transfer (MRT) models coarse-scale, distant indirect lighting effects in scene geometry that scales from high-end GPUs to low-end mobile platforms. MRT eliminates scene-dependent precomputation by storing compact transport on simple shapes, akin to bounce cards used in film production. These shapes' modular transport can be instanced, warped and connected on-the-fly to yield approximate light transport in large scenes. We introduce a prior on incident lighting distributions and perform all computations in low-dimensional subspaces. An implicit lighting environment induced from the low-rank approximations is in turn used to model secondary effects, such as volumetric transport variation, higher-order irradiance, and transport through lightfields. MRT is a new approach to precomputed lighting that uses a novel low-dimensional subspace simulation of light transport to uniquely balance the need for high-performance and portable solutions, low memory usage, and fast authoring iteration. Brad Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan |
ACM Trans. Graph. | 4 |
| 2011 | A programmable system for artistic volumetric lightingabstractWe present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physically-based photon beams method to allow arbitrarily programmable simulation and shading phases. This provides an intuitive design space for artists to rapidly explore a wide range of physically-based as well as plausible, but exaggerated, volumetric effects. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading. Derek Nowrouzezahrai, Jared M. Johnson, Andrew Selle, Dylan Lacewell, Michael Kaschalk, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2009 | Extracting lines of curvature from noisy point clouds
Evangelos Kalogerakis, Derek Nowrouzezahrai, Patricio D. Simari, Karan Singh 0004 |
Comput. Aided Des. | 2 |
| 2009 | Shadowing Dynamic Scenes with Arbitrary BRDFsabstractAbstract We present a real‐time relighting and shadowing method for dynamic scenes with varying lighting, view and BRDFs. Our approach is based on a compact representation of reflectance data that allows for changing the BRDF at run‐time and a data‐driven method for accurately synthesizing self‐shadows on articulated and deformable geometries. Unlike previous self‐shadowing approaches, we do not rely on local blocking heuristics. We do not fit a model to the BRDF‐weighted visibility, but rather only to the visibility that changes during animation. In this manner, our model is more compact than previous techniques and requires less computation both during fitting and at run‐time. Our reflectance product operators can re‐integrate arbitrary low‐frequency view‐dependent BRDF effects on‐the‐fly and are compatible with all previous dynamic visibility generation techniques as well as our own data‐driven visibility model. We apply our reflectance product operators to three different visibility generation models, and our data‐driven model can achieve framerates well over 300Hz. Derek Nowrouzezahrai, Evangelos Kalogerakis, Eugene Fiume |
Comput. Graph. Forum | 1 |
| 2009 | Fast Global Illumination on Dynamic Height FieldsabstractAbstract We present a real‐time method for rendering global illumination effects from large area and environmental lights on dynamic height fields. In contrast to previous work, our method handles inter‐reflections (indirect lighting) and non‐diffuse surfaces. To reduce sampling, we construct one multi‐resolution pyramid for height variation to compute direct shadows, and another pyramid for each indirect bounce of incident radiance to compute inter‐reflections. The basic principle is to sample the points blocking direct light, or shedding indirect light, from coarser levels of the pyramid the farther away they are from a given receiver point. We unify the representation of visibility and indirect radiance at discrete azimuthal directions (i.e., as a function of a single elevation angle) using the concept of a “casting set” of visible points along this direction whose contributions are collected in the basis of normalized Legendre polynomials. This analytic representation is compact, requires no precomputation, and allows efficient integration to produce the spherical visibility and indirect radiance signals. Sub‐sampling visibility and indirect radiance, while shading with full‐resolution surface normals, further increases performance without introducing noticeable artifacts. Our method renders 512×512 height fields (> 500K triangles) at 36Hz. Derek Nowrouzezahrai, John M. Snyder |
Comput. Graph. Forum | 1 |
| 2009 | Multi-objective shape segmentation and labelingabstractAbstract Shape segmentations designed for different applications show significant variation in the composition of their parts. In this paper, we introduce the segmentation and labeling of shape based on the simultaneous optimization of multiple heterogenous objectives that capture application‐specific segmentation criteria. We present a number of efficient objective functions that capture useful shape adjectives (compact, flat, narrow, perpendicular, etc.) Segmentation descriptions within our framework combine multiple such objective functions with optional labels to define each part. The optimization problem is simplified by proposing weighted Voronoi partitioning as a compact and continuous parametrization of spatially embedded shape segmentations. Separation of spatially close but geodesically distant parts is made possible using multi‐dimensional scaling prior to Voronoi partitioning. Optimization begins with an initial segmentation found using the centroids of a k‐means clustering of surface elements. This partition is automatically labeled to optimize heterogeneous part objectives and the Voronoi centers and their weights optimized using Generalized Pattern Search. We illustrate our framework using several diverse segmentation applications: consistent segmentations with semantic labels, bounding volume hierarchies for path tracing, and automatic rig and clothing transfer between animation characters. Patricio D. Simari, Derek Nowrouzezahrai, Evangelos Kalogerakis, Karan Singh 0004 |
Comput. Graph. Forum | 2 |
| 2009 | Data-driven curvature for real-time line drawing of dynamic scenesabstractThis article presents a method for real-time line drawing of deforming objects. Object-space line drawing algorithms for many types of curves, including suggestive contours, highlights, ridges, and valleys, rely on surface curvature and curvature derivatives. Unfortunately, these curvatures and their derivatives cannot be computed in real-time for animated, deforming objects. In a preprocessing step, our method learns the mapping from a low-dimensional set of animation parameters (e.g., joint angles) to surface curvatures for a deforming 3D mesh. The learned model can then accurately and efficiently predict curvatures and their derivatives, enabling real-time object-space rendering of suggestive contours and other such curves. This represents an order-of-magnitude speedup over the fastest existing algorithm capable of estimating curvatures and their derivatives accurately enough for many different types of line drawings. The learned model can generalize to novel animation sequences and is also very compact, typically requiring a few megabytes of storage at runtime. We demonstrate our method for various types of animated objects, including skeleton-based characters, cloth simulation, and blend-shape facial animation, using a variety of nonphotorealistic rendering styles. An important component of our system is the use of dimensionality reduction for differential mesh data. We show that Independent Component Analysis (ICA) yields localized basis functions, and gives superior generalization performance to that of Principal Component Analysis (PCA). Evangelos Kalogerakis, Derek Nowrouzezahrai, Patricio D. Simari, James McCrae, Aaron Hertzmann, Karan Singh 0004 |
ACM Trans. Graph. | 2 |
| 2008 | Video browsing by direct manipulationabstractWe present a method for browsing videos by directly dragging their content. This method brings the benefits of direct manipulation to an activity typically mediated by widgets. We support this new type of interactivity by: 1) automatically extracting motion data from videos; and 2) a new technique called relative flow dragging that lets users control video playback by moving objects of interest along their visual trajectory. We show that this method can outperform the traditional seeker bar in video browsing tasks that focus on visual content rather than time. Pierre Dragicevic, Gonzalo A. Ramos, Jacobo Bibliowicz, Derek Nowrouzezahrai, Ravin Balakrishnan, Karan Singh 0004 |
CHI | 4 |
| 2008 | Fast Soft Self-Shadowing on Dynamic Height FieldsabstractAbstract We present a new, real‐time method for rendering soft shadows from large light sources or lighting environments on dynamic height fields. The method first computes a horizon map for a set of azimuthal directions. To reduce sampling, we compute a multi‐resolution pyramid on the height field. Coarser pyramid levels are indexed as the distance from caster to receiver increases. For every receiver point and every azimuthal direction, a smooth function of blocking angle in terms of log distance is reconstructed from a height difference sample at each pyramid level. This function's maximum approximates the horizon angle. We then sum visibility at each receiver point over wedges determined by successive pairs of horizon angles. Each wedge represents a linear transition in blocking angle over its azimuthal extent. It is precomputed in the order‐4 spherical harmonic (SH) basis, for a canonical azimuthal origin and fixed extent, resulting in a 2D table. The SH triple product of 16D vectors representing lighting, total visibility, and diffuse reflectance then yields the soft‐shadowed result. Two types of light sources are considered; both are distant and low‐frequency. Environmental lights require visibility sampling around the complete 360 ° azimuth, while key lights sample visibility within a partial swath. Restricting the swath concentrates samples where the light comes from (e.g. 3 azimuthal directions vs. 16‐32 for a full swath) and obtains sharper shadows. Our GPU implementation handles height fields up to 1024 × 1024 in real‐time. The computation is simple, local, and parallel, with performance independent of geometric content. John M. Snyder, Derek Nowrouzezahrai |
Comput. Graph. Forum | 2 |
| 2007 | Image-Based Proxy Accumulation for Real-Time Soft Global IlluminationabstractWe present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are computed by accumulating vectors representing the proxy's unshadowed radiance when illuminated by the environment. Both vectors capture low-frequency directional dependence using the spherical harmonic basis. We also present a new proxy accumulation strategy that splats each proxy to receiver pixels in image space to collect its shadowing and indirect lighting contribution. Our soft GI rendering pipeline unifies direct and indirect soft effects with a simple accumulation strategy that maps entirely to the GPU and outperforms previous vertex-based methods. Peter-Pike J. Sloan, Naga K. Govindaraju, Derek Nowrouzezahrai, John M. Snyder |
PG | 3 |
| 2007 | Robust statistical estimation of curvature on discretized surfaces
Evangelos Kalogerakis, Patricio D. Simari, Derek Nowrouzezahrai, Karan Singh 0004 |
Symposium on Geometry Processing | 3 |