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Samuli Laine

dblp:51/226 · DBLP profile ↗
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39ranked-venue papers
14as first author
8since 2021 · last 2024
0000-0002-0903-3197ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 26 · 12 first-author · 2 since 2021Artificial intelligence and machine learning · 16 · 2 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
17 papers
Generative modeling · 70% Deep learning architectures and training · 13% Probabilistic and Bayesian machine learning · 5%
Computer graphics and multimedia
12 papers
Image and video processing · 41% Rendering · 36% Computational photography and imaging · 13%

Topics — the 30 heaviest of 52, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
generative adversarial network
3.482023
StyleGAN-T: Unlocking the Power of GANs for Fast Large-Scale Text-to-Image Synthesis · ICML 2023
A Style-Based Generator Architecture for Generative Adversarial Networks · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Alias-Free Generative Adversarial Networks · NeurIPS 2021
Machine learning › Generative modeling
diffusion model
2.842024
Applying Guidance in a Limited Interval Improves Sample and Distribution Quality in Diffusion Models · NeurIPS 2024
Guiding a Diffusion Model with a Bad Version of Itself · NeurIPS 2024
Analyzing and Improving the Training Dynamics of Diffusion Models · CVPR 2024
Machine learning › Generative modeling
image generation
0.932020
Analyzing and Improving the Image Quality of StyleGAN · CVPR 2020
A Style-Based Generator Architecture for Generative Adversarial Networks · CVPR 2019
Progressive Growing of GANs for Improved Quality, Stability, and Variation · ICLR 2018
Image and video processing
image reconstruction
0.842018
Noise2Noise: Learning Image Restoration without Clean Data · ICML 2018
Gradient-domain metropolis light transport · ACM Trans. Graph. 2013
Reconstructing the indirect light field for global illumination · ACM Trans. Graph. 2012
Machine learning › Generative modeling › diffusion model › guided diffusion
classifier-free guidance
0.812024
Guiding a Diffusion Model with a Bad Version of Itself · NeurIPS 2024
Machine learning › Probabilistic and Bayesian machine learning
sampling
0.812024
Applying Guidance in a Limited Interval Improves Sample and Distribution Quality in Diffusion Models · NeurIPS 2024
Machine learning › Deep learning architectures and training
training dynamics
0.812024
Analyzing and Improving the Training Dynamics of Diffusion Models · CVPR 2024
Image and video processing
image restoration
0.722019
High-Quality Self-Supervised Deep Image Denoising · NeurIPS 2019
Noise2Noise: Learning Image Restoration without Clean Data · ICML 2018
Machine learning › Reinforcement learning
sample efficiency
0.712023
StyleGAN-T: Unlocking the Power of GANs for Fast Large-Scale Text-to-Image Synthesis · ICML 2023
Machine learning › Generative modeling › diffusion model
text-to-image generation
0.712023
StyleGAN-T: Unlocking the Power of GANs for Fast Large-Scale Text-to-Image Synthesis · ICML 2023
Machine learning › Generative modeling › diffusion model
score-based generative model
0.612022
Elucidating the Design Space of Diffusion-Based Generative Models · NeurIPS 2022
Rendering
rasterization
0.622020
Modular primitives for high-performance differentiable rendering · ACM Trans. Graph. 2020
Clipless dual-space bounds for faster stochastic rasterization · ACM Trans. Graph. 2011
Image and video processing › sampling theory
aliasing
0.512021
Alias-Free Generative Adversarial Networks · NeurIPS 2021
Machine learning › Generative modeling › generative adversarial network › GAN training
discriminator overfitting
0.412020
Training Generative Adversarial Networks with Limited Data · NeurIPS 2020
Machine learning › Deep learning architectures and training › neural network training
training with limited data
0.412020
Training Generative Adversarial Networks with Limited Data · NeurIPS 2020
Rendering
differentiable rendering
0.412020
Modular primitives for high-performance differentiable rendering · ACM Trans. Graph. 2020
Rendering
global illumination
0.432013
Gradient-domain metropolis light transport · ACM Trans. Graph. 2013
Reconstructing the indirect light field for global illumination · ACM Trans. Graph. 2012
Temporal light field reconstruction for rendering distribution effects · ACM Trans. Graph. 2011
Computer vision › Face, body and person analysis
gaze estimation
0.412019
NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation · CHI 2019
Machine learning › Generative modeling
generative model evaluation
0.412019
Improved Precision and Recall Metric for Assessing Generative Models · NeurIPS 2019
Machine learning › Generative modeling › generative adversarial network
style-based generator
0.412019
A Style-Based Generator Architecture for Generative Adversarial Networks · CVPR 2019
Image and video processing › image restoration
image denoising
0.412019
High-Quality Self-Supervised Deep Image Denoising · NeurIPS 2019
Image and video processing › image restoration › image denoising
self-supervised image denoising
0.412019
High-Quality Self-Supervised Deep Image Denoising · NeurIPS 2019
Machine learning › Efficient and distributed learning
progressive training
0.312018
Progressive Growing of GANs for Improved Quality, Stability, and Variation · ICLR 2018
Image and video processing › image restoration
denoising
0.312018
Noise2Noise: Learning Image Restoration without Clean Data · ICML 2018
Machine learning › Learning paradigms
semi-supervised learning
0.312017
Temporal Ensembling for Semi-Supervised Learning · ICLR (Poster) 2017
Computer animation and physical simulation
facial animation
0.312017
Audio-driven facial animation by joint end-to-end learning of pose and emotion · ACM Trans. Graph. 2017
Computer animation and physical simulation › facial animation
speech-driven facial animation
0.312017
Audio-driven facial animation by joint end-to-end learning of pose and emotion · ACM Trans. Graph. 2017
Rendering › temporal rendering
motion blur
0.222011
Temporal light field reconstruction for rendering distribution effects · ACM Trans. Graph. 2011
Clipless dual-space bounds for faster stochastic rasterization · ACM Trans. Graph. 2011
Rendering › light transport › monte carlo light transport
metropolis light transport
0.212013
Gradient-domain metropolis light transport · ACM Trans. Graph. 2013
Rendering › global illumination
indirect illumination
0.112012
Reconstructing the indirect light field for global illumination · ACM Trans. Graph. 2012

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

fourier features · 1.1progressive growing · 0.8self-guidance with less-trained model · 0.8exponential moving average · 0.8diffusion sampling · 0.8deterministic sampling · 0.8classifier-free guidance · 0.8single forward pass · 0.7noisy data training · 0.7large pre-trained language model · 0.7score network preconditioning · 0.6latent space modeling · 0.6generative adversarial network · 0.6equivariant architecture design · 0.5continuous signal interpretation · 0.5inverse rendering · 0.4automatic differentiation · 0.4self-supervised training · 0.4
YearPublicationVenuePosition
2024 Analyzing and Improving the Training Dynamics of Diffusion Models
abstract
Diffusion models currently dominate the field of data- driven image synthesis with their unparalleled scaling to large datasets. In this paper, we identify and rectify several causes for uneven and ineffective training in the popular ADM diffusion model architecture, without altering its high- level structure. Observing uncontrolled magnitude changes and imbalances in both the network activations and weights over the course of training, we redesign the network layers to preserve activation, weight, and update magnitudes on ex- pectation. We find that systematic application of this philoso- phy eliminates the observed drifts and imbalances, resulting in considerably better networks at equal computational com- plexity. Our modifications improve the previous record FID of 2.41 in ImageNet-512 synthesis to 1.81, achieved using fast deterministic sampling. As an independent contribution, we present a method for setting the exponential moving average (EMA) parameters post-hoc, i.e., after completing the training run. This allows precise tuning of EMA length without the cost of performing several training runs, and reveals its surprising interactions with network architecture, training time, and guidance.
Tero Karras, Miika Aittala, Jaakko Lehtinen, Janne Hellsten, Timo Aila, Samuli Laine
CVPR6
2024 Guiding a Diffusion Model with a Bad Version of Itself
abstract
The primary axes of interest in image-generating diffusion models are image quality, the amount of variation in the results, and how well the results align with a given condition, e.g., a class label or a text prompt. The popular classifier-free guidance approach uses an unconditional model to guide a conditional model, leading to simultaneously better prompt alignment and higher-quality images at the cost of reduced variation. These effects seem inherently entangled, and thus hard to control. We make the surprising observation that it is possible to obtain disentangled control over image quality without compromising the amount of variation by guiding generation using a smaller, less-trained version of the model itself rather than an unconditional model. This leads to significant improvements in ImageNet generation, setting record FIDs of 1.01 for 64x64 and 1.25 for 512x512, using publicly available networks. Furthermore, the method is also applicable to unconditional diffusion models, drastically improving their quality.
Tero Karras, Miika Aittala, Tuomas Kynkäänniemi, Jaakko Lehtinen, Timo Aila, Samuli Laine
NeurIPS6
2024 Applying Guidance in a Limited Interval Improves Sample and Distribution Quality in Diffusion Models
abstract
Guidance is a crucial technique for extracting the best performance out of image-generating diffusion models. Traditionally, a constant guidance weight has been applied throughout the sampling chain of an image. We show that guidance is clearly harmful toward the beginning of the chain (high noise levels), largely unnecessary toward the end (low noise levels), and only beneficial in the middle. We thus restrict it to a specific range of noise levels, improving both the inference speed and result quality. This limited guidance interval improves the record FID in ImageNet-512 significantly, from 1.81 to 1.40. We show that it is quantitatively and qualitatively beneficial across different sampler parameters, network architectures, and datasets, including the large-scale setting of Stable Diffusion XL. We thus suggest exposing the guidance interval as a hyperparameter in all diffusion models that use guidance.
Tuomas Kynkäänniemi, Miika Aittala, Tero Karras, Samuli Laine, Timo Aila, Jaakko Lehtinen
NeurIPS4
2023 StyleGAN-T: Unlocking the Power of GANs for Fast Large-Scale Text-to-Image Synthesis
abstract
Text-to-image synthesis has recently seen significant progress thanks to large pretrained language models, large-scale training data, and the introduction of scalable model families such as diffusion and autoregressive models. However, the best-performing models require iterative evaluation to generate a single sample. In contrast, generative adversarial networks (GANs) only need a single forward pass. They are thus much faster, but they currently remain far behind the state-of-the-art in large-scale text-to-image synthesis. This paper aims to identify the necessary steps to regain competitiveness. Our proposed model, StyleGAN-T, addresses the specific requirements of large-scale text-to-image synthesis, such as large capacity, stable training on diverse datasets, strong text alignment, and controllable variation vs. text alignment tradeoff. StyleGAN-T significantly improves over previous GANs and outperforms distilled diffusion models - the previous state-of-the-art in fast text-to-image synthesis - in terms of sample quality and speed.
Axel Sauer, Tero Karras, Samuli Laine, Andreas Geiger 0001, Timo Aila
ICML3
2022 Elucidating the Design Space of Diffusion-Based Generative Models
abstract
We argue that the theory and practice of diffusion-based generative models are currently unnecessarily convoluted and seek to remedy the situation by presenting a design space that clearly separates the concrete design choices. This lets us identify several changes to both the sampling and training processes, as well as preconditioning of the score networks. Together, our improvements yield new state-of-the-art FID of 1.79 for CIFAR-10 in a class-conditional setting and 1.97 in an unconditional setting, with much faster sampling (35 network evaluations per image) than prior designs. To further demonstrate their modular nature, we show that our design changes dramatically improve both the efficiency and quality obtainable with pre-trained score networks from previous work, including improving the FID of a previously trained ImageNet-64 model from 2.07 to near-SOTA 1.55, and after re-training with our proposed improvements to a new SOTA of 1.36.
Tero Karras, Miika Aittala, Timo Aila, Samuli Laine
NeurIPS4
2022 Disentangling random and cyclic effects in time-lapse sequences
abstract
Time-lapse image sequences offer visually compelling insights into dynamic processes that are too slow to observe in real time. However, playing a long time-lapse sequence back as a video often results in distracting flicker due to random effects, such as weather, as well as cyclic effects, such as the day-night cycle. We introduce the problem of disentangling time-lapse sequences in a way that allows separate, after-the-fact control of overall trends, cyclic effects, and random effects in the images, and describe a technique based on data-driven generative models that achieves this goal. This enables us to "re-render" the sequences in ways that would not be possible with the input images alone. For example, we can stabilize a long sequence to focus on plant growth over many months, under selectable, consistent weather. Our approach is based on Generative Adversarial Networks (GAN) that are conditioned with the time coordinate of the time-lapse sequence. Our architecture and training procedure are designed so that the networks learn to model random variations, such as weather, using the GAN's latent space, and to disentangle overall trends and cyclic variations by feeding the conditioning time label to the model using Fourier features with specific frequencies. We show that our models are robust to defects in the training data, enabling us to amend some of the practical difficulties in capturing long time-lapse sequences, such as temporary occlusions, uneven frame spacing, and missing frames.
Erik Härkönen, Miika Aittala, Tuomas Kynkäänniemi, Samuli Laine, Timo Aila, Jaakko Lehtinen
ACM Trans. Graph.4
2021 Alias-Free Generative Adversarial Networks
abstract
We observe that despite their hierarchical convolutional nature, the synthesis process of typical generative adversarial networks depends on absolute pixel coordinates in an unhealthy manner. This manifests itself as, e.g., detail appearing to be glued to image coordinates instead of the surfaces of depicted objects. We trace the root cause to careless signal processing that causes aliasing in the generator network. Interpreting all signals in the network as continuous, we derive generally applicable, small architectural changes that guarantee that unwanted information cannot leak into the hierarchical synthesis process. The resulting networks match the FID of StyleGAN2 but differ dramatically in their internal representations, and they are fully equivariant to translation and rotation even at subpixel scales. Our results pave the way for generative models better suited for video and animation.
Tero Karras, Miika Aittala, Samuli Laine, Erik Härkönen, Janne Hellsten, Jaakko Lehtinen, Timo Aila
NeurIPS3
2021 A Style-Based Generator Architecture for Generative Adversarial Networks
Tero Karras, Samuli Laine, Timo Aila
IEEE Trans. Pattern Anal. Mach. Intell.2
2020 Semi-supervised semantic segmentation needs strong, varied perturbations
Geoffrey French, Samuli Laine, Timo Aila, Michal Mackiewicz, Graham D. Finlayson
BMVC2
2020 Analyzing and Improving the Image Quality of StyleGAN
abstract
The style-based GAN architecture (StyleGAN) yields state-of-the-art results in data-driven unconditional generative image modeling. We expose and analyze several of its characteristic artifacts, and propose changes in both model architecture and training methods to address them. In particular, we redesign the generator normalization, revisit progressive growing, and regularize the generator to encourage good conditioning in the mapping from latent codes to images. In addition to improving image quality, this path length regularizer yields the additional benefit that the generator becomes significantly easier to invert. This makes it possible to reliably attribute a generated image to a particular network. We furthermore visualize how well the generator utilizes its output resolution, and identify a capacity problem, motivating us to train larger models for additional quality improvements. Overall, our improved model redefines the state of the art in unconditional image modeling, both in terms of existing distribution quality metrics as well as perceived image quality.
Tero Karras, Samuli Laine, Miika Aittala, Janne Hellsten, Jaakko Lehtinen, Timo Aila
CVPR2
2020 Training Generative Adversarial Networks with Limited Data
abstract
Training generative adversarial networks (GAN) using too little data typically leads to discriminator overfitting, causing training to diverge. We propose an adaptive discriminator augmentation mechanism that significantly stabilizes training in limited data regimes. The approach does not require changes to loss functions or network architectures, and is applicable both when training from scratch and when fine-tuning an existing GAN on another dataset. We demonstrate, on several datasets, that good results are now possible using only a few thousand training images, often matching StyleGAN2 results with an order of magnitude fewer images. We expect this to open up new application domains for GANs. We also find that the widely used CIFAR-10 is, in fact, a limited data benchmark, and improve the record FID from 5.59 to 2.42.
Tero Karras, Miika Aittala, Janne Hellsten, Samuli Laine, Jaakko Lehtinen, Timo Aila
NeurIPS4
2020 Modular primitives for high-performance differentiable rendering
abstract
We present a modular differentiable renderer design that yields performance superior to previous methods by leveraging existing, highly optimized hardware graphics pipelines. Our design supports all crucial operations in a modern graphics pipeline: rasterizing large numbers of triangles, attribute interpolation, filtered texture lookups, as well as user-programmable shading and geometry processing, all in high resolutions. Our modular primitives allow custom, high-performance graphics pipelines to be built directly within automatic differentiation frameworks such as PyTorch or TensorFlow. As a motivating application, we formulate facial performance capture as an inverse rendering problem and show that it can be solved efficiently using our tools. Our results indicate that this simple and straightforward approach achieves excellent geometric correspondence between rendered results and reference imagery.
Samuli Laine, Janne Hellsten, Tero Karras, Yeongho Seol, Jaakko Lehtinen, Timo Aila
ACM Trans. Graph.1
2019 NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation
abstract
Quality, diversity, and size of training data are critical factors for learning-based gaze estimators. We create two datasets satisfying these criteria for near-eye gaze estimation under infrared illumination: a synthetic dataset using anatomically-informed eye and face models with variations in face shape, gaze direction, pupil and iris, skin tone, and external conditions (2M images at 1280x960), and a real-world dataset collected with 35 subjects (2.5M images at 640x480). Using these datasets we train neural networks performing with sub-millisecond latency. Our gaze estimation network achieves 2.06(±0.44)° of accuracy across a wide 30°×40° field of view on real subjects excluded from training and 0.5° best-case accuracy (across the same FOV) when explicitly trained for one real subject. We also train a pupil localization network which achieves higher robustness than previous methods.
Joohwan Kim, Michael Stengel, Alexander Majercik, Shalini De Mello, David Dunn, Samuli Laine, Morgan McGuire, David P. Luebke
CHI6
2019 A Style-Based Generator Architecture for Generative Adversarial Networks
abstract
We propose an alternative generator architecture for generative adversarial networks, borrowing from style transfer literature. The new architecture leads to an automatically learned, unsupervised separation of high-level attributes (e.g., pose and identity when trained on human faces) and stochastic variation in the generated images (e.g., freckles, hair), and it enables intuitive, scale-specific control of the synthesis. The new generator improves the state-of-the-art in terms of traditional distribution quality metrics, leads to demonstrably better interpolation properties, and also better disentangles the latent factors of variation. To quantify interpolation quality and disentanglement, we propose two new, automated methods that are applicable to any generator architecture. Finally, we introduce a new, highly varied and high-quality dataset of human faces.
Tero Karras, Samuli Laine, Timo Aila
CVPR2
2019 Improved Precision and Recall Metric for Assessing Generative Models
abstract
The ability to automatically estimate the quality and coverage of the samples produced by a generative model is a vital requirement for driving algorithm research. We present an evaluation metric that can separately and reliably measure both of these aspects in image generation tasks by forming explicit, non-parametric representations of the manifolds of real and generated data. We demonstrate the effectiveness of our metric in StyleGAN and BigGAN by providing several illustrative examples where existing metrics yield uninformative or contradictory results. Furthermore, we analyze multiple design variants of StyleGAN to better understand the relationships between the model architecture, training methods, and the properties of the resulting sample distribution. In the process, we identify new variants that improve the state-of-the-art. We also perform the first principled analysis of truncation methods and identify an improved method. Finally, we extend our metric to estimate the perceptual quality of individual samples, and use this to study latent space interpolations.
Tuomas Kynkäänniemi, Tero Karras, Samuli Laine, Jaakko Lehtinen, Timo Aila
NeurIPS3
2019 High-Quality Self-Supervised Deep Image Denoising
abstract
We describe a novel method for training high-quality image denoising models based on unorganized collections of corrupted images. The training does not need access to clean reference images, or explicit pairs of corrupted images, and can thus be applied in situations where such data is unacceptably expensive or impossible to acquire. We build on a recent technique that removes the need for reference data by employing networks with a "blind spot" in the receptive field, and significantly improve two key aspects: image quality and training efficiency. Our result quality is on par with state-of-the-art neural network denoisers in the case of i.i.d. additive Gaussian noise, and not far behind with Poisson and impulse noise. We also successfully handle cases where parameters of the noise model are variable and/or unknown in both training and evaluation data.
Samuli Laine, Tero Karras, Jaakko Lehtinen, Timo Aila
NeurIPS1
2018 Progressive Growing of GANs for Improved Quality, Stability, and Variation
Tero Karras, Timo Aila, Samuli Laine, Jaakko Lehtinen
ICLR3
2018 Noise2Noise: Learning Image Restoration without Clean Data
abstract
We apply basic statistical reasoning to signal reconstruction by machine learning - learning to map corrupted observations to clean signals - with a simple and powerful conclusion: it is possible to learn to restore images by only looking at corrupted examples, at performance at and sometimes exceeding training using clean data, without explicit image priors or likelihood models of the corruption. In practice, we show that a single model learns photographic noise removal, denoising synthetic Monte Carlo images, and reconstruction of undersampled MRI scans - all corrupted by different processes - based on noisy data only.
Jaakko Lehtinen, Jacob Munkberg, Jon Hasselgren, Samuli Laine, Tero Karras, Miika Aittala, Timo Aila
ICML4
2017 Temporal Ensembling for Semi-Supervised Learning
Samuli Laine, Timo Aila
ICLR (Poster)1
2017 Audio-driven facial animation by joint end-to-end learning of pose and emotion
abstract
We present a machine learning technique for driving 3D facial animation by audio input in real time and with low latency. Our deep neural network learns a mapping from input waveforms to the 3D vertex coordinates of a face model, and simultaneously discovers a compact, latent code that disambiguates the variations in facial expression that cannot be explained by the audio alone. During inference, the latent code can be used as an intuitive control for the emotional state of the face puppet. We train our network with 3--5 minutes of high-quality animation data obtained using traditional, vision-based performance capture methods. Even though our primary goal is to model the speaking style of a single actor, our model yields reasonable results even when driven with audio from other speakers with different gender, accent, or language, as we demonstrate with a user study. The results are applicable to in-game dialogue, low-cost localization, virtual reality avatars, and telepresence.
Tero Karras, Timo Aila, Samuli Laine, Antti Herva, Jaakko Lehtinen
ACM Trans. Graph.3
2014 Occluder Simplification Using Planar Sections
abstract
Abstract We present a method for extreme occluder simplification. We take a triangle soup as input, and produce a small set of polygons with closely matching occlusion properties. In contrast to methods that optimize the original geometry, our algorithm has very few requirements for the input— specifically, the input does not need to be a watertight, two‐manifold mesh. This robustness is achieved by working on a well‐behaved, discretized representation of the input instead of the original, potentially badly structured geometry. We first formulate the algorithm for individual occluders, and further introduce a hierarchy for handling large, complex scenes.
Ari Silvennoinen, Hannu Saransaari, Samuli Laine, Jaakko Lehtinen
Comput. Graph. Forum3
2013 A Topological Approach to Voxelization
abstract
Abstract We present a novel approach to voxelization, based on intersecting the input primitives against intersection targets in the voxel grid. Instead of relying on geometric proximity measures, our approach is topological in nature, i.e., it builds on the connectivity and separability properties of the input and the intersection targets. We discuss voxelization of curves and surfaces in both 2D and 3D, and derive intersection targets that produce voxelizations with various connectivity, separability and thinness properties. The simplicity of our method allows for easy proofs of these properties. Our approach is directly applicable to curved primitives, and it is independent of input tessellation.
Samuli Laine
Comput. Graph. Forum1
2013 Gradient-domain metropolis light transport
abstract
We introduce a novel Metropolis rendering algorithm that directly computes image gradients, and reconstructs the final image from the gradients by solving a Poisson equation. The reconstruction is aided by a low-fidelity approximation of the image computed during gradient sampling. As an extension of path-space Metropolis light transport, our algorithm is well suited for difficult transport scenarios. We demonstrate that our method outperforms the state-of-the-art in several well-known test scenes. Additionally, we analyze the spectral properties of gradient-domain sampling, and compare it to the traditional image-domain sampling.
Jaakko Lehtinen, Tero Karras, Samuli Laine, Miika Aittala, Frédo Durand, Timo Aila
ACM Trans. Graph.3
2012 Reconstructing the indirect light field for global illumination
abstract
Stochastic techniques for rendering indirect illumination suffer from noise due to the variance in the integrand. In this paper, we describe a general reconstruction technique that exploits anisotropy in the light field and permits efficient reuse of input samples between pixels or world-space locations, multiplying the effective sampling rate by a large factor. Our technique introduces visibility-aware anisotropic reconstruction to indirect illumination, ambient occlusion and glossy reflections. It operates on point samples without knowledge of the scene, and can thus be seen as an advanced image filter. Our results show dramatic improvement in image quality while using very sparse input samplings.
Jaakko Lehtinen, Timo Aila, Samuli Laine, Frédo Durand
ACM Trans. Graph.3
2011 A local image reconstruction algorithm for stochastic rendering
abstract
Stochastic renderers produce unbiased but noisy images of scenes that include the advanced camera effects of motion and defocus blur and possibly other effects such as transparency. We present a simple algorithm that selectively adds bias in the form of image space blur to pixels that are unlikely to have high frequency content in the final image. For each pixel, we sweep once through a fixed neighborhood of samples in front to back order, using a simple accumulation scheme. We achieve good quality images with only 16 samples per pixel, making the algorithm potentially practical for interactive stochastic rendering in the near future.
Peter Shirley, Timo Aila, Eric Enderton, Samuli Laine, David P. Luebke, Morgan McGuire
SI3D5
2011 Stratified Sampling for Stochastic Transparency
abstract
Abstract The traditional method of rendering semi‐transparent surfaces using alpha blending requires sorting the surfaces in depth order. There are several techniques for order‐independent transparency, but most require either unbounded storage or can be fragile due to forced compaction of information during rendering. Stochastic transparency works in a fixed amount of storage and produces results with the correct expected value. However, carelessly chosen sampling strategies easily result in high variance of the final pixel colors, showing as noise in the image. In this paper, we describe a series of improvements to stochastic transparency that enable stratified sampling in both spatial and alpha domains. As a result, the amount of noise in the image is significantly reduced, while the result remains unbiased.
Samuli Laine, Tero Karras
Comput. Graph. Forum1
2011 Clipless dual-space bounds for faster stochastic rasterization
abstract
We present a novel method for increasing the efficiency of stochastic rasterization of motion and defocus blur. Contrary to earlier approaches, our method is efficient even with the low sampling densities commonly encountered in realtime rendering, while allowing the use of arbitrary sampling patterns for maximal image quality. Our clipless dual-space formulation avoids problems with triangles that cross the camera plane during the shutter interval. The method is also simple to plug into existing rendering systems.
Samuli Laine, Timo Aila, Tero Karras, Jaakko Lehtinen
ACM Trans. Graph.1
2011 Temporal light field reconstruction for rendering distribution effects
abstract
Traditionally, effects that require evaluating multidimensional integrals for each pixel, such as motion blur, depth of field, and soft shadows, suffer from noise due to the variance of the high-dimensional integrand. In this paper, we describe a general reconstruction technique that exploits the anisotropy in the temporal light field and permits efficient reuse of samples between pixels, multiplying the effective sampling rate by a large factor. We show that our technique can be applied in situations that are challenging or impossible for previous anisotropic reconstruction methods, and that it can yield good results with very sparse inputs. We demonstrate our method for simultaneous motion blur, depth of field, and soft shadows.
Jaakko Lehtinen, Timo Aila, Jiawen Chen 0001, Samuli Laine, Frédo Durand
ACM Trans. Graph.4
2011 Efficient Sparse Voxel Octrees
abstract
In this paper, we examine the possibilities of using voxel representations as a generic way for expressing complex and feature-rich geometry on current and future GPUs. We present in detail a compact data structure for storing voxels and an efficient algorithm for performing ray casts using this structure. We augment the voxel data with novel contour information that increases geometric resolution, allows more compact encoding of smooth surfaces, and accelerates ray casts. We also employ a novel normal compression format for storing high-precision object-space normals. Finally, we present a variable-radius postprocess filtering technique for smoothing out blockiness caused by discrete sampling of shading attributes. Based on benchmark results, we show that our voxel representation is competitive with triangle-based representations in terms of ray casting performance, while allowing tremendously greater geometric detail and unique shading information for every voxel. Our voxel codebase is open sourced and available at http://code.google.com/p/efficient-sparse-voxel-octrees/.
Samuli Laine, Tero Karras
IEEE Trans. Vis. Comput. Graph.1
2010 Efficient sparse voxel octrees
abstract
In this paper we examine the possibilities of using voxel representations as a generic way for expressing complex and feature-rich geometry on current and future GPUs. We present in detail a compact data structure for storing voxels and an efficient algorithm for performing ray casts using this structure.
Samuli Laine, Tero Karras
SI3D1
2010 Two Methods for Fast Ray-Cast Ambient Occlusion
abstract
Abstract Ambient occlusion has proven to be a useful tool for producing realistic images, both in offline rendering and interactive applications. In production rendering, ambient occlusion is typically computed by casting a large number of short shadow rays from each visible point, yielding unparalleled quality but long rendering times. Interactive applications typically use screen‐space approximations which are fast but suffer from systematic errors due to missing information behind the nearest depth layer. In this paper, we present two efficient methods for calculating ambient occlusion so that the results match those produced by a ray tracer. The first method is targeted for rasterization‐based engines, and it leverages the GPU graphics pipeline for finding occlusion relations between scene triangles and the visible points. The second method is a drop‐in replacement for ambient occlusion computation in offline renderers, allowing the querying of ambient occlusion for any point in the scene. Both methods are based on the principle of simultaneously computing the result of all shadow rays for a single receiver point.
Samuli Laine, Tero Karras
Comput. Graph. Forum1
2007 Incremental Instant Radiosity for Real-Time Indirect Illumination
Samuli Laine, Hannu Saransaari, Janne Kontkanen, Jaakko Lehtinen, Timo Aila
Rendering Techniques1
2006 A Weighted Error Metric and Optimization Method for Antialiasing Patterns
abstract
Abstract Displaying a synthetic image on a computer display requires determining the colors of individual pixels. To avoid aliasing, multiple samples of the image can be taken per pixel, after which the color of a pixel may be computed as a weighted sum of the samples. The positions and weights of the samples play a major role in the resulting image quality, especially in real‐time applications where usually only a handful of samples can be afforded per pixel. This paper presents a new error metric and an optimization method for antialiasing patterns used in image reconstruction. The metric is based on comparing the pattern against a given reference reconstruction filter in spatial domain, and it takes into account psychovisually measured angle‐specific acuities for sharp features.
Samuli Laine, Timo Aila
Comput. Graph. Forum1
2006 An Improved Physically-Based Soft Shadow Volume Algorithm
abstract
Abstract We identify and analyze several performance problems in a state‐of‐the‐art physically‐based soft shadow volume algorithm, and present an improved method that alleviates these problems by replacing an overly conservative spatial acceleration structure by a more efficient one. The new technique consistently outperforms both the previous method and a ray tracing‐based reference solution in several realistic situations while retaining the correctness of the solution and other desirable characteristics of the previous method. These include the unintrusiveness of the original algorithm, meaning that our method can be used as a black‐box shadow solver in any offline renderer without requiring multiple passes over the image or other special accommodation. We achieve speedup factors from 1.6 to 12.3 when compared to the previous method. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three‐Dimensional Graphics and Realism]: Shadowing
Jaakko Lehtinen, Samuli Laine, Timo Aila
Comput. Graph. Forum2
2005 Ambient occlusion fields
abstract
We present a novel real-time technique for computing inter-object ambient occlusion. For each occluding object, we precompute a field in the surrounding space that encodes an approximation of the occlusion caused by the object. This volumetric information is then used at run-time in a fragment program for quickly determining the shadow cast on the receiving objects. According to our results, both the computational and storage requirements are low enough for the technique to be directly applicable to computer games running on the current graphics hardware.
Janne Kontkanen, Samuli Laine
SI3D2
2005 A general algorithm for output-sensitive visibility preprocessing
abstract
Occlusion culling based on precomputed visibility information is a standard method for accelerating the rendering in real-time graphics applications. In this paper we present a new general algorithm that performs the visibility precomputation for a group of viewcells in an output-sensitive fashion. This is achieved by exploiting the directional coherence of visibility between adjacent viewcells. The algorithm is independent of the underlying from-region visibility solver and is therefore applicable to exact, conservative and aggressive visibility solvers in both 2D and 3D.
Samuli Laine
SI3D1
2005 A Family of Inexpensive Sampling Schemes
abstract
Abstract To improve image quality in computer graphics, antialiazing techniques such as supersampling and multisampling are used. We explore a family of inexpensive sampling schemes that cost as little as 1.25 samples per pixel and up to 2.0 samples per pixel. By placing sample points in the corners or on the edges of the pixels, sharing can occur between pixels, and this makes it possible to create inexpensive sampling schemes. Using an evaluation and optimization framework, we present optimized sampling patterns costing 1.25, 1.5, 1.75 and 2.0 samples per pixel.
Jon Hasselgren, Tomas Akenine-Möller, Samuli Laine
Comput. Graph. Forum3
2005 Hierarchical Penumbra Casting
abstract
We present a novel algorithm for rendering physically-based soft shadows in complex scenes.Instead of casting shadow rays, we place both the points to be shaded and the samples of an area light source into separate hierarchies, and compute hierarchically the shadows caused by each occluding triangle.This yields an efficient algorithm with memory requirements independent of the complexity of the scene.
Samuli Laine, Timo Aila
Comput. Graph. Forum1
2005 Soft shadow volumes for ray tracing
abstract
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based renderers. Our method replaces the hundreds of shadow rays commonly used in stochastic ray tracers with a single shadow ray and a local reconstruction of the visibility function. Compared to tracing the shadow rays. our algorithm produces exactly the same image while executing one to two orders of magnitude faster in the test scenes used. Our first contribution is a two-stage method for quickly determining the silhouette edges that overlap an area light source, as seen from the point to be shaded. Secondly, we show that these partial silhouettes of occluders, along with a single shadow ray, are sufficient for reconstructing the visibility function between the point and the light source.
Samuli Laine, Timo Aila, Ulf Assarsson, Jaakko Lehtinen, Tomas Akenine-Möller
ACM Trans. Graph.1