Demo Data from EDBT 2026 / reviewers in the wild / expert
Ralf Habel
dblp:51/6963
· DBLP profile ↗
12ranked-venue papers
6as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-authorHuman-computer interaction and ubiquitous computing · 3 · 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.
| Computer graphics and multimedia
3 papers |
Rendering · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › ray tracing
path tracing |
0.3 | 1 | 2018 | The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018 |
Rendering
physically based rendering |
0.3 | 1 | 2018 | The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018 |
Rendering
ray tracing |
0.3 | 1 | 2018 | The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018 |
Rendering › volume rendering
heterogeneous participating media |
0.3 | 1 | 2017 | Spectral and decomposition tracking for rendering heterogeneous volumes · ACM Trans. Graph. 2017 |
Rendering
light transport |
0.3 | 1 | 2017 | Spectral and decomposition tracking for rendering heterogeneous volumes · ACM Trans. Graph. 2017 |
Rendering
volume rendering |
0.3 | 1 | 2017 | Spectral and decomposition tracking for rendering heterogeneous volumes · ACM Trans. Graph. 2017 |
Rendering
appearance modeling |
0.2 | 1 | 2015 | Multi-scale modeling and rendering of granular materials · ACM Trans. Graph. 2015 |
Rendering › volume rendering
volumetric path tracing |
0.2 | 1 | 2015 | Multi-scale modeling and rendering of granular materials · ACM Trans. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
sorted ray batches · 0.3global illumination · 0.3radiative transfer equation · 0.3null-collision algorithms · 0.3delta tracking · 0.3radiative transport · 0.2path tracing · 0.2diffusion approximation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | The Design and Evolution of Disney's Hyperion RendererabstractWalt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs. Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, Daniel Teece |
ACM Trans. Graph. | 5 |
| 2017 | Spectral and decomposition tracking for rendering heterogeneous volumesabstractWe present two novel unbiased techniques for sampling free paths in heterogeneous participating media. Our decomposition tracking accelerates free-path construction by splitting the medium into a control component and a residual component and sampling each of them separately. To minimize expensive evaluations of spatially varying collision coefficients, we define the control component to allow constructing free paths in closed form. The residual heterogeneous component is then homogenized by adding a fictitious medium and handled using weighted delta tracking, which removes the need for computing strict bounds of the extinction function. Our second contribution, spectral tracking , enables efficient light transport simulation in chromatic media. We modify free-path distributions to minimize the fluctuation of path throughputs and thereby reduce the estimation variance. To demonstrate the correctness of our algorithms, we derive them directly from the radiative transfer equation by extending the integral formulation of null-collision algorithms recently developed in reactor physics. This mathematical framework, which we thoroughly review, encompasses existing trackers and postulates an entire family of new estimators for solving transport problems; our algorithms are examples of such. We analyze the proposed methods in canonical settings and on production scenes, and compare to the current state of the art in simulating light transport in heterogeneous participating media. Peter Kutz, Ralf Habel, Yining Karl Li, Jan Novák |
ACM Trans. Graph. | 2 |
| 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 | 3 |
| 2015 | Dispersion-based Color Projection using Masked PrismsabstractWe present a method for projecting arbitrary color images using a white light source and an optical device with no colored components — consisting solely of one or two prisms and two transparent masks. When illuminated, the first mask creates structured white light that is then dispersed in the prism and attenuated by the second mask to create the color projection. We derive analytical expressions for the mask parameters from the physical components and validate our approach both in simulation and also demonstrate it on a wide variety of images using two different physical setups (one consisting of two inexpensive triangular prisms, and the other using a single rhombic prism). Furthermore, we show that optimizing the masks simultaneously enables obfuscating the image content, and provides a tradeoff between increased light throughput (by up to a factor of three) and maximum color saturation. Rafael Hostettler, Ralf Habel, Markus Gross 0001, Wojciech Jarosz |
Comput. Graph. Forum | 2 |
| 2015 | Multi-scale modeling and rendering of granular materialsabstractWe address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques. Johannes Meng, Marios Papas, Ralf Habel, Carsten Dachsbacher, Steve Marschner, Markus Gross 0001, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2013 | Fast light-map computation with virtual polygon lightsabstractWe propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time. In our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times. Christian Luksch, Robert F. Tobler, Ralf Habel, Michael Schwärzler, Michael Wimmer 0001 |
I3D | 3 |
| 2013 | Photon Beam Diffusion: A Hybrid Monte Carlo Method for Subsurface ScatteringabstractAbstract We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems. Ralf Habel, Per H. Christensen, Wojciech Jarosz |
Comput. Graph. Forum | 1 |
| 2012 | Practical Spectral PhotographyabstractAbstract We introduce a low‐cost and compact spectral imaging camera design based onunmodifiedconsumer cameras and a custom camera objective. The device can be used in a high‐resolution configuration that measures the spectrum of a column of an imaged scene with up to 0.8 nm spectral resolution, rivalling commercial non‐imaging spectrometers, and a mid‐resolution hyper spectral mode that allows the spectral measurement of a whole image, with up to 5 nm spectral resolution and 120×120 spatial resolution. We develop the necessary calibration methods based on halogen/fluorescent lamps and laser pointers to acquire all necessary information about the optical system. We also derive the mathematical methods to interpret and reconstruct spectra directly from the Bayer array images of a standard RGGB camera. This objective design introduces accurate spectral remote sensing to computational photography, with numerous applications in color theory, colorimetry, vision and rendering, making the acquisition of a spectral image as simple as taking a high‐dynamic‐range image. Ralf Habel, Michael W. Kudenov, Michael Wimmer 0001 |
Comput. Graph. Forum | 1 |
| 2011 | Level-of-detail and streaming optimized irradiance normal mappingabstractLight mapping and normal mapping are the most successful shading techniques used in commercial games and applications today because they require only few resources and result in a significant increase in the quality of the rendered image. The problem combining the two methods is that light maps store irradiance information for only one normal direction, the geometric surface normal, and therefore cannot be evaluated using the normals stored in a normal map. To overcome this problem, the irradiance (i.e., the incoming radiance integrated over the hemisphere) has to be pre-calculated for all possible normal map directions at every sample point. Ralf Habel |
SI3D | 1 |
| 2010 | Efficient irradiance normal mappingabstractIrradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination allows using low-resolution light caching on surfaces with only a few coefficients which are evaluated by normal maps to render spatial high-frequency changes in the lighting. Though there are dedicated bases for this purpose such as the Half-Life 2 basis, higher order basis functions such as quadratic Spherical Harmonics are needed for an accurate representation. However, a full spherical basis is not needed since the irradiance is stored on the surface of a scene. Ralf Habel, Michael Wimmer 0001 |
SI3D | 1 |
| 2009 | Physically Guided Animation of TreesabstractAbstract This paper presents a new method to animate the interaction of a tree with wind both realistically and in real time. The main idea is to combine statistical observations with physical properties in two major parts of tree animation. First, the interaction of a single branch with the forces applied to it is approximated by a novel efficient two step nonlinear deformation method, allowing arbitrary continuous deformations and circumventing the need to segment a branch to model its deformation behavior. Second, the interaction of wind with the dynamic system representing a tree is statistically modeled. By precomputing the response function of branches to turbulent wind in frequency space, the motion of a branch can be synthesized efficiently by sampling a 2D motion texture. Using a hierarchical form of vertex displacement, both methods can be combined in a single vertex shader, fully leveraging the power of modern GPUs to realistically animate thousands of branches and ten thousands of leaves at practically no cost. Ralf Habel, Alexander Kusternig, Michael Wimmer 0001 |
Comput. Graph. Forum | 1 |
| 2007 | Physically Based Real-Time Translucency for Leaves
Ralf Habel, Alexander Kusternig, Michael Wimmer 0001 |
Rendering Techniques | 1 |