EDBT 2026 Demo / reviewers in the wild / expert
Thomas Bashford-Rogers
dblp:54/1287
· DBLP profile ↗
33ranked-venue papers
3as first author
12since 2021 · last 2026
0000-0003-4669-0417ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 27 · 3 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Zero-Shot infrared-guided HDR video deflickering
Jingchao Peng, Thomas Bashford-Rogers, Francesco Banterle, Haitao Zhao 0002, Kurt Debattista |
Pattern Recognit. | 2 |
| 2026 | CapHDR2IR: Caption-Driven Transfer From Visible Light to Infrared Domain
Jingchao Peng, Thomas Bashford-Rogers, Haitao Zhao 0002, Aru Ranjan Singh, Abhishek Goswami, Kurt Debattista |
IEEE Trans. Multim. | 2 |
| 2026 | Image Based Whole Sky Cloud Volume GenerationabstractAccurate illumination is crucial for many imaging and vision applications, and skies are the dominant source of lighting in many scenes. Most existing work for representing sky illumination has focused on clear skies or more recently generative approaches for synthesizing clouds. However, these are very limited in that they assume distant illumination and do not capture the 3D properties of clouds. This paper presents a novel and principled approach to extract 3D whole-sky volumetric representations of clouds which can be used for imaging applications. Our approach extracts clouds from a single fisheye capture of the sky via an iterative optimization process. We achieve this by exploiting the physical properties of light scattering in clouds and use these to drive a domain-specific light transport simulation algorithm to render the images required for optimization. Results for this method provide high accuracy when re-rendering with our reconstructed clouds compared to real captures, and also enable novel uses of environment maps such as inclusion of captured clouds in renderings, cloud shadows, and more accurate aerial perspective and lighting. Pinar Satilmis, Kurt Debattista, Thomas Bashford-Rogers |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | A multi-timescale image space model for dynamic cloud illuminationabstractSky illumination is a core source of lighting in rendering, and a substantial amount of work has been developed to simulate lighting from clear skies. However, in reality, clouds substantially alter the appearance of the sky and subsequently change the scene illumination. While there have been recent advances in developing sky models which include clouds, these all neglect cloud movement which is a crucial component of cloudy sky appearance. In any sort of video or interactive environment, it can be expected that clouds will move, sometimes quite substantially in a short period of time. Our work proposes a solution to this which enables whole-sky dynamic cloud synthesis for the first time. We achieve this by proposing a multi-timescale sky appearance model which learns to predict the sky illumination over various timescales, and can be used to add dynamism to previous static, cloudy sky lighting approaches. • A framework for dynamic cloud lighting synthesis from a single static sky image • Input images from hemispherical sky capture or from recent static generative methods • An learned optical flow based method for hemispherical image cloud movement. • A multi-timescale method for smooth, coherent cloud movement across the sky • Results show smooth cloud movement synthesis applied in various rendering scenarios Pinar Satilmis, Thomas Bashford-Rogers |
Comput. Graph. | 2 |
| 2025 | Towards Quantum Ray TracingabstractRendering on conventional computers is capable of generating realistic imagery, but the computational complexity of these light transport algorithms is a limiting factor of image synthesis. Quantum computers have the potential to significantly improve rendering performance through reducing the underlying complexity of the algorithms behind light transport. This article investigates hybrid quantum-classical algorithms for ray tracing, a core component of most rendering techniques. Through a practical implementation of quantum ray tracing in a 3D environment, we show quantum approaches provide a quadratic improvement in query complexity compared to the equivalent classical approach. Based on domain specific knowledge, we then propose algorithms to significantly reduce the computation required for quantum ray tracing through exploiting image space coherence and a principled termination criteria for quantum searching. We show results obtained using a simulator for both Whitted style ray tracing, and for accelerating ray tracing operations when performing classical Monte Carlo integration for area lights and indirect illumination. Luís Paulo Santos, Thomas Bashford-Rogers, João Barbosa, Paul A. Navrátil |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Exploring Generative AI for Sim2Real in Driving Data SynthesisabstractDatasets are essential for training and testing vehicle perception algorithms. However, the collection and annotation of real-world images is time-consuming and expensive. Driving simulators offer a solution by automatically generating various driving scenarios with corresponding annotations, but the simulation-to-reality (Sim2Real) domain gap remains a challenge. While most of the Generative Artificial Intelligence (AI) follows the de facto Generative Adversarial Nets (GANs)-based methods, the recent emerging diffusion probabilistic models have not been fully explored in mitigating Sim2Real challenges for driving data synthesis. To explore the performance, this paper applied three different generative AI methods to leverage semantic label maps from a driving simulator as a bridge for the creation of realistic datasets. A comparative analysis of these methods is presented from the perspective of image quality and perception. New synthetic datasets, which include driving images and auto-generated high-quality annotations, are produced with low costs and high scene variability. The experimental results show that although GAN-based methods are adept at generating high-quality images when provided with manually annotated labels, ControlNet produces synthetic datasets with fewer artefacts and more structural fidelity when using simulator-generated labels. This suggests that the diffusion-based approach may provide improved stability and an alternative method for addressing Sim2Real challenges. These insights contribute to the intelligent vehicle community’s understanding of the potential for diffusion models to mitigate the Sim2Real gap. Thomas Bashford-Rogers, Valentina Donzella, Kurt Debattista |
IV | 3 |
| 2024 | Generating Synthetic Training Images to Detect Split Defects in Stamped ComponentsabstractDetecting rare and costly defects, such as necks and splits in sheet metal stamping, remains challenging for deep learning models due to low failure rates entailing few available samples to train on. Synthetic images provide a simulated alternative; however, the two main current approaches have limitations for generating split defect images. Image synthesis-based models generate implausible training data, while physics-based models are computationally expensive and lack the diversity required. To address this, we present a novel method combining the advantages of physics-based simulation with synthetic-based defect generation. The method first generates deformed 3-D geometry through finite element simulation with plausible split locations determined using a forming limit curve. Subsequently, the fine details of captured real splits are mapped to the identified locations to generate realistic defect features. Our results show that training a deep neural network with the addition of synthetic images improves the performance significantly. Aru Ranjan Singh, Thomas Bashford-Rogers, Sumit Hazra 0002, Kurt Debattista |
IEEE Trans. Ind. Informatics | 2 |
| 2024 | Self-supervised High Dynamic Range Imaging: What Can Be Learned from a Single 8-bit Video?abstractRecently, Deep Learning-based methods for inverse tone mapping standard dynamic range (SDR) images to obtain high dynamic range (HDR) images have become very popular. These methods manage to fill over-exposed areas convincingly both in terms of details and dynamic range. To be effective, deep learning-based methods need to learn from large datasets and transfer this knowledge to the network weights. In this work, we tackle this problem from a completely different perspective. What can we learn from a single SDR 8-bit video? With the presented self-supervised approach, we show that, in many cases, a single SDR video is sufficient to generate an HDR video of the same quality or better than other state-of-the-art methods. Francesco Banterle, Demetris Marnerides, Thomas Bashford-Rogers, Kurt Debattista |
ACM Trans. Graph. | 3 |
| 2023 | Conditional Resampled Importance Sampling and ReSTIRabstractRecent work on generalized resampled importance sampling (GRIS) enables importance-sampled Monte Carlo integration with random variable weights replacing the usual division by probability density. This enables very flexible spatiotemporal sample reuse, even if neighboring samples (e.g., light paths) have intractable probability densities. Unlike typical Monte Carlo integration, which samples according to some PDF, GRIS instead resamples existing samples. But resampling with GRIS assumes samples have tractable marginal contribution weights, which is problematic if reusing, for example, light subpaths from unidirectionally-sampled paths. Reusing such subpaths requires conditioning by (non-reused) segments of the path prefixes. Markus Kettunen 0001, Daqi Lin, Ravi Ramamoorthi, Thomas Bashford-Rogers, Chris Wyman |
SIGGRAPH Asia | 4 |
| 2022 | A Wide Spectral Range Sky Radiance ModelabstractAbstract Pre‐computed models of sky radiance are a tool to rapidly determine incident solar irradiance in applications as diverse as movie VFX, lighting simulation for architecture, experimental biology, and flight simulators. Several such models exist, but most provide data only for the visible range and, in some cases, for the near‐UV. But for accurate simulations of photovoltaic plant yield and the thermal properties of buildings, a pre‐computed reference sky model which covers the entire spectral range of terrestrial solar irradiance is needed: and this range is considerably larger than what extant models provide. We deliver this, and for a ground‐based observer provide the three components of sky dome radiance, atmospheric transmittance, and polarisation. We also discuss the additional aspects that need to be taken into consideration when including the near‐infrared in such a model. Additionally, we provide a simple standalone C++ implementation as well as an implementation with a GUI. Petr Vévoda, Thomas Bashford-Rogers, Monika Kolárová, Alexander Wilkie |
Comput. Graph. Forum | 2 |
| 2022 | Ensemble Metropolis Light TransportabstractThis article proposes a Markov Chain Monte Carlo ( MCMC ) rendering algorithm based on a family of guided transition kernels. The kernels exploit properties of ensembles of light transport paths, which are distributed according to the lighting in the scene, and utilize this information to make informed decisions for guiding local path sampling. Critically, our approach does not require caching distributions in world space, saving time and memory, yet it is able to make guided sampling decisions based on whole paths. We show how this can be implemented efficiently by organizing the paths in each ensemble and designing transition kernels for MCMC rendering based on a carefully chosen subset of paths from the ensemble. This algorithm is easy to parallelize and leads to improvements in variance when rendering a variety of scenes. Thomas Bashford-Rogers, Luís Paulo Santos, Demetris Marnerides, Kurt Debattista |
ACM Trans. Graph. | 1 |
| 2021 | A fitted radiance and attenuation model for realistic atmospheresabstractWe present a fitted model of sky dome radiance and attenuation for realistic terrestrial atmospheres. Using scatterer distribution data from atmospheric measurement data, our model considerably improves on the visual realism of existing analytical clear sky models, as well as of interactive methods that are based on approximating atmospheric light transport. We also provide features not found in fitted models so far: radiance patterns for post-sunset conditions, in-scattered radiance and attenuation values for finite viewing distances, an observer altitude resolved model that includes downward-looking viewing directions, as well as polarisation information. We introduce a fully spherical model for in-scattered radiance that replaces the family of hemispherical functions originally introduced by Perez et al., and which was extended for several subsequent analytical models: our model relies on reference image compression via tensor decomposition instead. Alexander Wilkie, Petr Vévoda, Thomas Bashford-Rogers, Lukas Hosek, Tomás Iser, Monika Kolárová, Tobias Rittig, Jaroslav Krivánek |
ACM Trans. Graph. | 3 |
| 2020 | Per-pixel classification of clouds from whole sky HDR images
Pinar Satilmis, Thomas Bashford-Rogers, Alan Chalmers, Kurt Debattista |
Signal Process. Image Commun. | 2 |
| 2019 | Uniform Color Space-Based High Dynamic Range Video CompressionabstractRecently, there has been a significant progress in the research and development of the high dynamic range (HDR) video technology and the state-of-the-art video pipelines are able to offer a higher bit depth support to capture, store, encode, and display HDR video content. In this paper, we introduce a novel HDR video compression algorithm, which uses a perceptually uniform color opponent space, a novel perceptual transfer function to encode the dynamic range of the scene, and a novel error minimization scheme for accurate chroma reproduction. The proposed algorithm was objectively and subjectively evaluated against four state-of-the-art algorithms. The objective evaluation was conducted across a set of 39 HDR video sequences, using the latest x265 10-bit video codec along with several perceptual and structural quality assessment metrics at 11 different quality levels. Furthermore, a rating-based subjective evaluation (n=40) was conducted with six sequences at two different output bitrates. Results suggest that the proposed algorithm exhibits the lowest coding error amongst the five algorithms evaluated. Additionally, the rate-distortion characteristics suggest that the proposed algorithm outperforms the existing state-of-the-art at bitrates ≥ 0.4 bits/pixel. Ratnajit Mukherjee, Kurt Debattista, Thomas Bashford-Rogers, Maximino Bessa, Alan Chalmers |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2019 | Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual EnvironmentsabstractVirtual Environments (VEs) provide the opportunity to simulate a wide range of applications, from training to entertainment, in a safe and controlled manner. For applications which require realistic representations of real world environments, the VEs need to provide multiple, physically accurate sensory stimuli. However, simulating all the senses that comprise the human sensory system (HSS) is a task that requires significant computational resources. Since it is intractable to deliver all senses at the highest quality, we propose a resource distribution scheme in order to achieve an optimal perceptual experience within the given computational budgets. This paper investigates resource balancing for multi-modal scenarios composed of aural, visual and olfactory stimuli. Three experimental studies were conducted. The first experiment identified perceptual boundaries for olfactory computation. In the second experiment, participants ( N=25) were asked, across a fixed number of budgets ( M=5), to identify what they perceived to be the best visual, acoustic and olfactory stimulus quality for a given computational budget. Results demonstrate that participants tend to prioritize visual quality compared to other sensory stimuli. However, as the budget size is increased, users prefer a balanced distribution of resources with an increased preference for having smell impulses in the VE. Based on the collected data, a quality prediction model is proposed and its accuracy is validated against previously unused budgets and an untested scenario in a third and final experiment. Efstratios Doukakis, Kurt Debattista, Thomas Bashford-Rogers, Amar Dhokia, Ali Asadipour 0001, Alan Chalmers, Carlo Harvey |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | Frame Rate vs Resolution: A Subjective Evaluation of Spatiotemporal Perceived Quality Under Varying Computational BudgetsabstractAbstract Maximizing performance for rendered content requires making compromises on quality parameters depending on the computational resources available . Yet, it is currently unclear which parameters best maximize perceived quality. This work investigates perceived quality across computational budgets for the primary spatiotemporal parameters of resolution and frame rate. Three experiments are conducted. Experiment 1 (n = 26) shows that participants prefer fixed frame rates of 60 frames per second (fps) at lower resolutions over 30 fps at higher resolutions. Experiment 2 (n = 24) explores the relationship further with more budgets and quality settings and again finds 60 fps is generally preferred even when more resources are available. Experiment 3 (n = 25) permits the use of adaptive frame rates, and analyses the resource allocation across seven budgets. Results show that while participants allocate more resources to frame rate at lower budgets the situation reverses once higher budgets are available and a frame rate of around 40 fps is achieved. In the overall, the results demonstrate a complex relationship between frame rate and resolution's effects on perceived quality. This relationship can be harnessed, via the results and models presented, to obtain more cost‐effective virtual experiences. Kurt Debattista, Keith Bugeja, Sandro Spina, Thomas Bashford-Rogers, Vedad Hulusic |
Comput. Graph. Forum | 4 |
| 2018 | Audiovisual Resource Allocation for Bimodal Virtual EnvironmentsabstractAbstract Fidelity is of key importance if virtual environments are to be used as authentic representations of real environments. However, simulating the multitude of senses that comprise the human sensory system is computationally challenging. With limited computational resources, it is essential to distribute these carefully in order to simulate the most ideal perceptual experience. This paper investigates this balance of resources across multiple scenarios where combined audiovisual stimulation is delivered to the user. A subjective experiment was undertaken where participants (N=35) allocated five fixed resource budgets across graphics and acoustic stimuli. In the experiment, increasing the quality of one of the stimuli decreased the quality of the other. Findings demonstrate that participants allocate more resources to graphics; however, as the computational budget is increased, an approximately balanced distribution of resources is preferred between graphics and acoustics. Based on the results, an audiovisual quality prediction model is proposed and successfully validated against previously untested budgets and an untested scenario. Efstratios Doukakis, Kurt Debattista, Carlo Harvey, Thomas Bashford-Rogers, Alan Chalmers |
Comput. Graph. Forum | 4 |
| 2018 | Olfaction and Selective RenderingabstractAbstract Accurate simulation of all the senses in virtual environments is a computationally expensive task. Visual saliency models have been used to improve computational performance for rendered content, but this is insufficient for multi‐modal environments. This paper considers cross‐modal perception and, in particular, if and how olfaction affects visual attention. Two experiments are presented in this paper. Firstly, eye tracking is gathered from a number of participants to gain an impression about where and how they view virtual objects when smell is introduced compared to an odourless condition. Based on the results of this experiment a new type of saliency map in a selective‐rendering pipeline is presented. A second experiment validates this approach, and demonstrates that participants rank images as better quality, when compared to a reference, for the same rendering budget. Carlo Harvey, Thomas Bashford-Rogers, Kurt Debattista, Efstratios Doukakis, Alan Chalmers |
Comput. Graph. Forum | 2 |
| 2018 | ExpandNet: A Deep Convolutional Neural Network for High Dynamic Range Expansion from Low Dynamic Range ContentabstractAbstract High dynamic range (HDR) imaging provides the capability of handling real world lighting as opposed to the traditional low dynamic range (LDR) which struggles to accurately represent images with higher dynamic range. However, most imaging content is still available only in LDR. This paper presents a method for generating HDR content from LDR content based on deep Convolutional Neural Networks (CNNs) termed ExpandNet. ExpandNet accepts LDR images as input and generates images with an expanded range in an end‐to‐end fashion. The model attempts to reconstruct missing information that was lost from the original signal due to quantization, clipping, tone mapping or gamma correction. The added information is reconstructed from learned features, as the network is trained in a supervised fashion using a dataset of HDR images. The approach is fully automatic and data driven; it does not require any heuristics or human expertise. ExpandNet uses a multiscale architecture which avoids the use of upsampling layers to improve image quality. The method performs well compared to expansion/inverse tone mapping operators quantitatively on multiple metrics, even for badly exposed inputs. Demetris Marnerides, Thomas Bashford-Rogers, Jonathan Hatchett, Kurt Debattista |
Comput. Graph. Forum | 2 |
| 2018 | Subjective Evaluation of High-Fidelity Virtual Environments for Driving SimulationsabstractVirtual environments (VEs) grant the ability to experience real-world scenarios, such as driving, in a virtual, safe, and reproducible context. However, in order to achieve their full potential, the fidelity of the VE must provide confidence that it replicates the perception of the real-world experience. The computational cost of simulating real-world visuals accurately means that compromises to the fidelity of the visuals must be made. In this paper, a subjective evaluation of driving in a VE at different quality settings is presented. Participants (n = 44) were driven around in the real world and in a purposely built representative VE and the fidelity of the graphics and overall experience at low-, medium-, and high-visual settings were analyzed. Low quality corresponds to the illumination in many current traditional simulators, medium to a higher quality using accurate shadows and reflections, and high to the quality experienced in modern movies and simulations that require hours of computation. Results demonstrate that graphics quality affects the perceived fidelity of the visuals and the overall experience. When judging the overall experience, participants could tell the difference between the lower quality graphics and the rest but did not significantly discriminate between the medium and higher graphical settings. This indicates that future driving simulators should improve the quality, but once the equivalent of the presented medium quality is reached, they may not need to do so significantly. Kurt Debattista, Thomas Bashford-Rogers, Carlo Harvey, Brian Waterfield, Alan Chalmers |
IEEE Trans. Hum. Mach. Syst. | 2 |
| 2018 | An evaluation of power transfer functions for HDR video compressionabstractHigh dynamic range (HDR) imaging enables the full range of light in a scene to be captured, transmitted and displayed. However, uncompressed 32-bit HDR is four times larger than traditional low dynamic range (LDR) imagery. If HDR is to fulfil its potential for use in live broadcasts and interactive remote gaming, fast, efficient compression is necessary for HDR video to be manageable on existing communications infrastructure. A number of methods have been put forward for HDR video compression. However, these can be relatively complex and frequently require the use of multiple video streams. In this paper, we propose the use of a straightforward Power Transfer Function (PTF) as a practical, computationally fast, HDR video compression solution. The use of PTF is presented and evaluated against four other HDR video compression methods. An objective evaluation shows that PTF exhibits improved quality at a range of bit-rates and, due to its straightforward nature, is highly suited for real-time HDR video applications. Jonathan Hatchett, Kurt Debattista, Ratnajit Mukherjee, Thomas Bashford-Rogers, Alan Chalmers |
Vis. Comput. | 4 |
| 2017 | Multi-Modal Perception for Selective RenderingabstractAbstract A major challenge in generating high‐fidelity virtual environments (VEs) is to be able to provide realism at interactive rates. The high‐fidelity simulation of light and sound is still unachievable in real time as such physical accuracy is very computationally demanding. Only recently has visual perception been used in high‐fidelity rendering to improve performance by a series of novel exploitations; to render parts of the scene that are not currently being attended to by the viewer at a much lower quality without the difference being perceived. This paper investigates the effect spatialized directional sound has on the visual attention of a user towards rendered images. These perceptual artefacts are utilized in selective rendering pipelines via the use of multi‐modal maps. The multi‐modal maps are tested through psychophysical experiments to examine their applicability to selective rendering algorithms, with a series of fixed cost rendering functions, and are found to perform significantly better than only using image saliency maps that are naively applied to multi‐modal VEs. Carlo Harvey, Kurt Debattista, Thomas Bashford-Rogers, Alan Chalmers |
Comput. Graph. Forum | 3 |
| 2016 | Mixing tone mapping operators on the GPU by differential zone mapping based on psychophysical experiments
Francesco Banterle, Alessandro Artusi, Elena Sikudová, Patrick Ledda, Thomas Bashford-Rogers, Alan Chalmers, Marina Bloj |
Signal Process. Image Commun. | 5 |
| 2016 | Objective and subjective evaluation of High Dynamic Range video compression
Ratnajit Mukherjee, Kurt Debattista, Thomas Bashford-Rogers, Peter Vangorp, Rafal Mantiuk, Maximino Bessa, Brian Waterfield, Alan Chalmers |
Signal Process. Image Commun. | 3 |
| 2016 | A study on user preference of high dynamic range over low dynamic range videoabstractThe increased interest in high dynamic range (HDR) video over existing low dynamic range (LDR) video during the past decade or so was primarily due to its inherent capability to capture, store and display the full range of real-world lighting visible to the human eye with increased precision. This has led to an inherent assumption that HDR video would be preferable by the end-user over LDR video due to the more immersive and realistic visual experience provided by HDR. This assumption has led to a considerable body of research into efficient capture, processing, storage and display of HDR video. Although this is beneficial for scientific research and industrial purposes, very little research has been conducted to test the veracity of this assumption. In this paper, we conduct two subjective studies by means of a ranking and a rating-based experiment where 60 participants in total, 30 in each experiment, were tasked to rank and rate several reference HDR video scenes along with three mapped LDR versions of each scene on an HDR display, in order of their viewing preference. Results suggest that given the option, end-users prefer the HDR representation of the scene over its LDR counterpart. Ratnajit Mukherjee, Kurt Debattista, Thomas Bashford-Rogers, Brian Waterfield, Alan Chalmers |
Vis. Comput. | 3 |
| 2015 | Optimal exposure compression for high dynamic range contentabstractHigh dynamic range (HDR) imaging has become one of the foremost imaging methods capable of capturing and displaying the full range of lighting perceived by the human visual system in the real world. A number of HDR compression methods for both images and video have been developed to handle HDR data, but none of them has yet been adopted as the method of choice. In particular, the backwards-compatible methods that always maintain a stream/image that allow part of the content to be viewed on conventional displays make use of tone mapping operators which were developed to view HDR images on traditional displays. There are a large number of tone mappers, none of which is considered the best as the images produced could be deemed subjective. This work presents an alternative to tone mapping-based HDR content compression by identifying a single exposure that can reproduce the most information from the original HDR image. This single exposure can be adapted to fit within the bit depth of any traditional encoder. Any additional information that may be lost is stored as a residual. Results demonstrate quality is maintained as well, and better, than other traditional methods. Furthermore, the presented method is backwards-compatible, straightforward to implement, fast and does not require choosing tone mappers or settings. Kurt Debattista, Thomas Bashford-Rogers, Elmedin Selmanovic, Ratnajit Mukherjee, Alan Chalmers |
Vis. Comput. | 2 |
| 2014 | Enabling stereoscopic high dynamic range video
Elmedin Selmanovic, Kurt Debattista, Thomas Bashford-Rogers, Alan Chalmers |
Signal Process. Image Commun. | 3 |
| 2014 | Importance Driven Environment Map SamplingabstractIn this paper we present an efficient method for supporting image based lighting (IBL) for bidirectional methods. This improves both sampling of the environment, and the detection and sampling of important regions of the scene, such as windows and doors. These parts of the scene often have a small area proportional to that of the entire scene, so paths which pass through them are generated with a low probability. The method proposed in this paper improves sampling efficiency, by taking into account view importance, and modifies the lighting distribution to use light transport information from the camera. This method automatically constructs a sampling distribution in locations which are relevant to the camera position, thereby improving sampling of light paths. This approach can be applied to several bidirectional rendering methods, and results are shown for bidirectional path tracing, metropolis light transport and progressive photon mapping. When compared to other methods, efficiency results demonstrate speed ups of orders of magnitude. Thomas Bashford-Rogers, Kurt Debattista, Alan Chalmers |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | Generating stereoscopic HDR images using HDR-LDR image pairsabstractA number of novel imaging technologies have been gaining popularity over the past few years. Foremost among these are stereoscopy and high dynamic range (HDR) Imaging. While a large body of research has looked into each of these imaging technologies independently, very little work has attempted to combine them. This is mostly due to the current limitations in capture and display. In this article, we mitigate problems of capturing Stereoscopic HDR (SHDR) that would potentially require two HDR cameras, by capturing an HDR and LDR pair and using it to generate 3D stereoscopic HDR content. We ran a detailed user study to compare four different methods of generating SHDR content. The methods investigated were the following: two based on expanding the luminance of the LDR image, and two utilizing stereo correspondence methods, which were adapted for our purposes. Results demonstrate that one of the stereo correspondence methods may be considered perceptually indistinguishable from the ground truth (image pair captured using two HDR cameras), while the other methods are all significantly distinct from the ground truth. Elmedin Selmanovic, Kurt Debattista, Thomas Bashford-Rogers, Alan Chalmers |
ACM Trans. Appl. Percept. | 3 |
| 2012 | Dynamic range compression by differential zone mapping based on psychophysical experimentsabstractIn this paper we present a new technique for the display of High Dynamic Range (HDR) images on Low Dynamic Range (LDR) displays. The described process has three stages. First, the input image is segmented into luminance zones. Second, the tone mapping operator (TMO) that performs better in each zone is automatically selected. Finally, the resulting tone mapping (TM) outputs for each zone are merged, generating the final LDR output image. To establish the TMO that performs better in each luminance zone we conducted a preliminary psychophysical experiment using a set of HDR images and six different TMOs. We validated our composite technique on several (new) HDR images and conducted a further psychophysical experiment, using an HDR display as reference, that establishes the advantages of our hybrid three-stage approach over a traditional individual TMO. Francesco Banterle, Alessandro Artusi, Elena Sikudová, Thomas Bashford-Rogers, Patrick Ledda, Marina Bloj, Alan Chalmers |
SAP | 4 |
| 2012 | A Significance Cache for Accelerating Global IlluminationabstractAbstract Rendering using physically based methods requires substantial computational resources. Most methods that are physically based use straightforward techniques that may excessively compute certain types of light transport, while ignoring more important ones. Importance sampling is an effective and commonly used technique to reduce variance in such methods. Most current approaches for physically based rendering based on Monte Carlo methods sample the BRDF and cosine term, but are unable to sample the indirect illumination as this is the term that is being computed. Knowledge of the incoming illumination can be especially useful in the case of hard to find light paths, such as caustics or scenes which rely primarily on indirect illumination. To facilitate the determination of such paths, we propose a caching scheme which stores important directions, and is analytically sampled to calculate important paths. Results show an improvement over BRDF sampling and similar illumination importance sampling. Thomas Bashford-Rogers, Kurt Debattista, Alan Chalmers |
Comput. Graph. Forum | 1 |
| 2012 | Cultural Heritage Predictive RenderingabstractAbstract High‐fidelity rendering can be used to investigate Cultural Heritage (CH) sites in a scientifically rigorous manner. However, a high degree of realism in the reconstruction of a CH site can be misleading insofar as it can be seen to imply a high degree of certainty about the displayed scene—which is frequently not the case, especially when investigating the past. So far, little effort has gone into adapting and formulating a Predictive Rendering pipeline for CH research applications. In this paper, we first discuss the goals and the workflow of CH reconstructions in general, as well as those of traditional Predictive Rendering. Based on this, we then propose a research framework for CH research, which we refer to as ‘Cultural Heritage Predictive Rendering’ (CHPR). This is an extension to Predictive Rendering that introduces a temporal component and addresses uncertainty that is important for the scene’s historical interpretation. To demonstrate these concepts, two example case studies are detailed. Jassim Happa, Thomas Bashford-Rogers, Alexander Wilkie, Alessandro Artusi, Kurt Debattista, Alan Chalmers |
Comput. Graph. Forum | 2 |
| 2007 | A physically-based client-server rendering solution for mobile devicesabstractMobile devices, also known as small-form-factor (SFF) devices such as mobile phones, PDAs and ultra mobile PCs have continued to grow in popularity. Improvements in SFF hardware has enabled a range of suitable applications such as gaming, interactive visualisation and mobile mapping. Although high-fidelity graphic systems typically have significant computational requirements, the time taken may be largely resolution dependent. The limited resolution of SFFs indicates such platforms are prime candidates for running high-fidelity graphics. Matt Aranha, Piotr Dubla, Kurt Debattista, Thomas Bashford-Rogers, Alan Chalmers |
MUM | 4 |