EDBT 2026 Demo / reviewers in the wild / expert
Piotr Didyk
dblp:55/1484
· DBLP profile ↗
65ranked-venue papers
7as first author
21since 2021 · last 2026
0000-0003-0768-8939ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 62 · 7 first-author · 18 since 2021Artificial intelligence and machine learning · 7 · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Computer networks · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance ReconstructionabstractAbstract View‐dependent appearance modeling remains a challenging problem in novel‐view synthesis and reconstruction. Accurately representing complex angular effects often requires substantial memory and computational resources. For new learning‐based methods, a common approach is to rely on Spherical Harmonics (SH). However, capturing high‐frequency phenomena such as specular reflections demands high‐order expansions, which increase memory usage and computational cost. Consequently, most methods employ low‐order SH, which limits the ability to model complex view‐dependent effects, resulting in overly smooth or diffuse representations. To address these limitations, we systematically evaluate a wide range of spherical functions in the context of scene reconstruction. Some of them are introduced to graphics and computer vision for the first time in this paper. Based on the insights from the experiment, we develop a novel spherical formulation, the Normalized Anisotropic Spherical Gabor function that enables efficient modeling and learning of high‐frequency appearance effects while maintaining compact representation. Compared to existing approaches, our function achieves higher‐quality reconstruction of view‐dependent phenomena such as glints, while being up to five times more memory‐efficient and more efficient to evaluate. We validate its performance in radiance‐field reconstruction tasks. Our code is available here: Our code is available here. Ewa Miazga, Jorge Condor, Piotr Didyk |
Comput. Graph. Forum | 3 |
| 2026 | Gabor Fields: Orientation-Selective Level-of-Detail for Volume RenderingabstractGaussian-based representations have enabled efficient physically-based volume rendering at a fraction of the memory cost of regular, discrete, voxel-based distributions. One of the remaining advantages of classic voxel grids, however, is the ease of constructing hierarchical representations by either storing volumetric mipmaps or selectively pruning branches of an already hierarchical voxel grid. Such strategies reduce rendering time and eliminate aliasing when lower levels of detail are required. Constructing similar strategies for Gaussian-based volumes is not trivial. Straightforward solutions, such as prefiltering or computing mipmap-style representations, lead to increased memory requirements or expensive re-fitting of each level separately. Additionally, such solutions do not guarantee a smooth transition between different hierarchy levels. To address these limitations, we propose Gabor Fields, a mixture of Gabor kernels that enables continuous, orientation-selective frequency filtering at no cost. The frequency content of the asset is reduced by selectively pruning primitives, directly benefiting rendering performance, without refitting or extra storage. Beyond filtering, we demonstrate that stochastically sampling from different frequencies and orientations at each ray recursion enables masking substantial portions of the volume, accelerating ray traversal time in single- and multiple-scattering settings. Furthermore, inspired by procedural volumes, we present an application for efficient design and rendering of procedural clouds as Gabor-noise-modulated Gaussians. Jorge Condor, Nicolai Hermann, Mehmet Ata Yurtsever, Piotr Didyk |
ACM Trans. Graph. | 4 |
| 2025 | Puzzle Similarity: A Perceptually-Guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions
Nicolai Hermann, Jorge Condor, Piotr Didyk |
ICCV | 3 |
| 2025 | Enhancing Foveated Rendering with Weighted Reservoir SamplingabstractSpatiotemporal sensitivity to high frequency information declines with increased peripheral eccentricity. Foveated rendering exploits this by decreasing the spatial resolution of rendered images in peripheral vision, reducing the rendering cost by omitting high frequency details. As foveation levels increase, the rendering quality is reduced, and traditional foveated rendering systems tend not to preserve samples that were previously rendered at high spatial resolution in previous frames. Additionally, prior research has shown that saccade landing positions are distributed around a target location rather than landing at a single point, and that even during fixations, eyes perform small microsaccades around a fixation point. This creates an opportunity for sampling from temporally neighbouring frames with differing foveal locations to reduce the required rendered size of the foveal region while achieving a higher perceived image quality. We further observe that the temporal presentation of pixels frame-to-frame can be viewed as a data stream, presenting a random sampling problem. Following this intuition, we propose a Weighted Reservoir Sampling technique to efficiently maintain a reservoir of the perceptually relevant high quality pixel samples from previous frames and incorporate them into the computation of the current frame. This allows the renderer to render a smaller region of foveal pixels per frame by temporally reusing pixel samples that are still relevant to reconstruct a higher perceived image quality, while allowing for higher levels of foveation. Our method operates on the output of foveated rendering, and runs in under 1 ms at 4K resolution, making it highly efficient and integrable with real-time VR and AR foveated rendering systems. Ville Cantory, Darya Biparva, Haoyu Tan, Tongyu Nie, John Schroeder, Ruofei Du, Victoria Interrante, Piotr Didyk |
MIG | 8 |
| 2025 | Message from Guest Editors of the CVM 2025 Special IssueabstractThe Computational Visual Media (CVM) conference series provides a leading international forum for the exchange of innovative research ideas and significant computational methodologies that both underpin and advance visual media. Its primary mission is to foster cross-disciplinary research that integrates computer graphics, computer vision, machine learning, image and video processing, visualization, and geometric computing. Topics of particular interest include classification, composition, retrieval, synthesis, cognition, and understanding of visual media, encompassing images, video, and 3D geometry. Piotr Didyk, Junhui Hou |
Comput. Vis. Media | 1 |
| 2025 | Preface
Shi-Min Hu 0001, Piotr Didyk, Junhui Hou |
J. Comput. Sci. Technol. | 2 |
| 2025 | Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive MediaabstractEfficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously remains a research challenge. In this work we propose a compact and efficient alternative to existing volumetric representations for rendering such as voxel grids. Inspired by recent methods for scene reconstruction that leverage mixtures of three-dimensional Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method in both forward and inverse rendering of complex scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally used Gaussian kernel in scene reconstruction tasks. The versatility and physically based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting, and complex camera models. Jorge Condor, Sébastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrián Jarabo |
ACM Trans. Graph. | 6 |
| 2024 | Cybersickness Reduction via Gaze-Contingent Image DeformationabstractVirtual reality has ushered in a revolutionary era of immersive content perception. However, a persistent challenge in dynamic environments is the occurrence of cybersickness arising from a conflict between visual and vestibular cues. Prior techniques have demonstrated that limiting illusory self-motion, so-called vection, by blurring the peripheral part of images, introducing tunnel vision, or altering the camera path can effectively reduce the problem. Unfortunately, these methods often alter the user's experience with visible changes to the content. In this paper, we propose a new technique for reducing vection and combating cybersickness by subtly lowering the screen-space speed of objects in the user's peripheral vision. The method is motivated by our hypothesis that small modifications to the objects' velocity in the periphery and geometrical distortions in the peripheral vision can remain unnoticeable yet lead to reduced vection. This paper describes the experiments supporting this hypothesis and derives its limits. Furthermore, we present a method that exploits these findings by introducing subtle, screen-space geometrical distortions to animation frames to counteract the motion contributing to vection. We implement the method as a realtime post-processing step that can be integrated into existing rendering frameworks. The final validation of the technique and comparison to an alternative approach confirms its effectiveness in reducing cybersickness. Colin Groth, Marcus A. Magnor, Steve Grogorick, Martin Eisemann, Piotr Didyk |
ACM Trans. Graph. | 5 |
| 2024 | Towards Motion Metamers for Foveated RenderingabstractFoveated rendering takes advantage of the reduced spatial sensitivity in peripheral vision to greatly reduce rendering cost without noticeable spatial quality degradation. Due to its benefits, it has emerged as a key enabler for real-time high-quality virtual and augmented realities. Interestingly though, a large body of work advocates that a key role of peripheral vision may be motion detection, yet foveated rendering lowers the image quality in these regions, which may impact our ability to detect and quantify motion. The problem is critical for immersive simulations where the ability to detect and quantify movement drives actions and decisions. In this work, we diverge from the contemporary approach towards the goal of foveated graphics, and demonstrate that a loss of high-frequency spatial details in the periphery inhibits motion perception, leading to underestimating motion cues such as velocity. Furthermore, inspired by an interesting visual illusion, we design a perceptually motivated real-time technique that synthesizes controlled spatio-temporal motion energy to offset the loss in motion perception. Finally, we perform user experiments demonstrating our method's effectiveness in recovering motion cues without introducing objectionable quality degradation. Taimoor Tariq, Piotr Didyk |
ACM Trans. Graph. | 2 |
| 2023 | Gaze-Contingent Perceptual Level of Detail Prediction
Luca Surace, Cara Tursun, Ufuk Celikcan, Piotr Didyk |
EGSR (ST) | 4 |
| 2023 | The effect of display capabilities on the gloss consistency between real and virtual objectsabstractA faithful reproduction of gloss is inherently difficult because of the limited dynamic range, peak luminance, and 3D capabilities of display devices. This work investigates how the display capabilities affect gloss appearance with respect to a real-world reference object. To this end, we employ an accurate imaging pipeline to achieve a perceptual gloss match between a virtual and real object presented side-by-side on an augmented-reality high-dynamic-range (HDR) stereoscopic display, which has not been previously attained to this extent. Based on this precise gloss reproduction, we conduct a series of gloss matching experiments to study how gloss perception degrades based on individual factors: object albedo, display luminance, dynamic range, stereopsis, and tone mapping. We support the study with a detailed analysis of individual factors, followed by an in-depth discussion on the observed perceptual effects. Our experiments demonstrate that stereoscopic presentation has a limited effect on the gloss matching task on our HDR display. However, both reduced luminance and dynamic range of the display reduce the perceived gloss. This means that the visual system cannot compensate for the changes in gloss appearance across luminance (lack of gloss constancy), and the tone mapping operator should be carefully selected when reproducing gloss on a low dynamic range (LDR) display. Bin Chen 0019, Akshay Jindal, Michal Piovarci, Chao Wang 0037, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano, Rafal Mantiuk |
SIGGRAPH Asia | 6 |
| 2023 | Practical Saccade Prediction for Head-Mounted Displays: Towards a Comprehensive ModelabstractEye-tracking technology has started to become an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques that exploit eye patterns to gaze-contingent digital content creation. However, system latency is still a significant issue in many of these applications because it breaks the synchronization between the current and measured gaze positions. Consequently, it may lead to unwanted visual artifacts and degradation of the user experience. In this work, we focus on foveated rendering applications where the quality of an image is reduced towards the periphery for computational savings. In foveated rendering, the presence of system latency leads to delayed updates to the rendered frame, making the quality degradation visible to the user. To address this issue and to combat system latency, recent work proposes using saccade landing position prediction to extrapolate gaze information from delayed eye tracking samples. Although the benefits of such a strategy have already been demonstrated, the solutions range from simple and efficient ones, which make several assumptions about the saccadic eye movements, to more complex and costly ones, which use machine learning techniques. However, it is unclear to what extent the prediction can benefit from accounting for additional factors and how more complex predictions can be performed efficiently to respect the latency requirements. This paper presents a series of experiments investigating the importance of different factors for saccades prediction in common virtual and augmented reality applications. In particular, we investigate the effects of saccade orientation in 3D space and smooth pursuit eye-motion (SPEM) and how their influence compares to the variability across users. We also present a simple, yet efficient post-hoc correction method that adapts existing saccade prediction methods to handle these factors without performing extensive data collection. Furthermore, our investigation and the correction technique may also help future developments of machine-learning-based techniques by limiting the required amount of training data. Elena Arabadzhiyska-Koleva, Cara Tursun, Hans-Peter Seidel, Piotr Didyk |
ACM Trans. Appl. Percept. | 4 |
| 2023 | Learning GAN-Based Foveated Reconstruction to Recover Perceptually Important Image FeaturesabstractA foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of generative adversarial networks (GANs) has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case of other supervised learning approaches, the definition of the loss function and the training strategy heavily influence the quality of the output. In this work,we consider the problem of efficiently guiding the training of foveated reconstruction techniques such that they are more aware of the capabilities and limitations of the human visual system, and thus can reconstruct visually important image features. Our primary goal is to make the training procedure less sensitive to distortions that humans cannot detect and focus on penalizing perceptually important artifacts. Given the nature of GAN-based solutions, we focus on the sensitivity of human vision to hallucination in case of input samples with different densities. We propose psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The proposed strategy renders the generator network flexible by penalizing only perceptually important deviations in the output. As a result, the method emphasized the recovery of perceptually important image features. We evaluated our strategy and compared it with alternative solutions by using a newly trained objective metric, a recent foveated video quality metric, and user experiments. Our evaluations revealed significant improvements in the perceived image reconstruction quality compared with the standard GAN-based training approach. Luca Surace, Marek Wernikowski, Cara Tursun, Karol Myszkowski, Radoslaw Mantiuk, Piotr Didyk |
ACM Trans. Appl. Percept. | 6 |
| 2023 | Perceptual Visibility Model for Temporal Contrast Changes in PeripheryabstractModeling perception is critical for many applications and developments in computer graphics to optimize and evaluate content generation techniques. Most of the work to date has focused on central (foveal) vision. However, this is insufficient for novel wide-field-of-view display devices, such as virtual and augmented reality headsets. Furthermore, the perceptual models proposed for the fovea do not readily extend to the off-center, peripheral visual field, where human perception is drastically different. In this article, we focus on modeling the temporal aspect of visual perception in the periphery. We present new psychophysical experiments that measure the sensitivity of human observers to different spatio-temporal stimuli across a wide field of view. We use the collected data to build a perceptual model for the visibility of temporal changes at different eccentricities in complex video content. Finally, we discuss, demonstrate, and evaluate several problems that can be addressed using our technique. First, we show how our model enables injecting new content into the periphery without distracting the viewer, and we discuss the link between the model and human attention. Second, we demonstrate how foveated rendering methods can be evaluated and optimized to limit the visibility of temporal aliasing. Cara Tursun, Piotr Didyk |
ACM Trans. Graph. | 2 |
| 2022 | Gloss management for consistent reproduction of real and virtual objectsabstractA good match of material appearance between real-world objects and their digital on-screen representations is critical for many applications such as fabrication, design, and e-commerce. However, faithful appearance reproduction is challenging, especially for complex phenomena, such as gloss. In most cases, the view-dependent nature of gloss and the range of luminance values required for reproducing glossy materials exceeds the current capabilities of display devices. As a result, appearance reproduction poses significant problems even with accurately rendered images. This paper studies the gap between the gloss perceived from real-world objects and their digital counterparts. Based on our psychophysical experiments on a wide range of 3D printed samples and their corresponding photographs, we derive insights on the influence of geometry, illumination, and the display’s brightness and measure the change in gloss appearance due to the display limitations. Our evaluation experiments demonstrate that using the prediction to correct material parameters in a rendering system improves the match of gloss appearance between real objects and their visualization on a display device. Bin Chen 0019, Michal Piovarci, Chao Wang 0037, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano |
SIGGRAPH Asia | 5 |
| 2022 | Closed-loop control of direct ink writing via reinforcement learningabstractEnabling additive manufacturing to employ a wide range of novel, functional materials can be a major boost to this technology. However, making such materials printable requires painstaking trial-and-error by an expert operator, as they typically tend to exhibit peculiar rheological or hysteresis properties. Even in the case of successfully finding the process parameters, there is no guarantee of print-to-print consistency due to material differences between batches. These challenges make closed-loop feedback an attractive option where the process parameters are adjusted on-the-fly. There are several challenges for designing an efficient controller: the deposition parameters are complex and highly coupled, artifacts occur after long time horizons, simulating the deposition is computationally costly, and learning on hardware is intractable. In this work, we demonstrate the feasibility of learning a closed-loop control policy for additive manufacturing using reinforcement learning. We show that approximate, but efficient, numerical simulation is sufficient as long as it allows learning the behavioral patterns of deposition that translate to real-world experiences. In combination with reinforcement learning, our model can be used to discover control policies that outperform baseline controllers. Furthermore, the recovered policies have a minimal sim-to-real gap. We showcase this by applying our control policy in-vivo on a single-layer printer using low and high viscosity materials. Michal Piovarci, Michael Foshey, Jie Xu 0028, Timothy Erps, Vahid Babaei, Piotr Didyk, Szymon Rusinkiewicz, Wojciech Matusik, Bernd Bickel |
ACM Trans. Graph. | 6 |
| 2022 | Noise-based enhancement for foveated renderingabstractHuman visual sensitivity to spatial details declines towards the periphery. Novel image synthesis techniques, so-called foveated rendering, exploit this observation and reduce the spatial resolution of synthesized images for the periphery, avoiding the synthesis of high-spatial-frequency details that are costly to generate but not perceived by a viewer. However, contemporary techniques do not make a clear distinction between the range of spatial frequencies that must be reproduced and those that can be omitted. For a given eccentricity, there is a range of frequencies that are detectable but not resolvable. While the accurate reproduction of these frequencies is not required, an observer can detect their absence if completely omitted. We use this observation to improve the performance of existing foveated rendering techniques. We demonstrate that this specific range of frequencies can be efficiently replaced with procedural noise whose parameters are carefully tuned to image content and human perception. Consequently, these frequencies do not have to be synthesized during rendering, allowing more aggressive foveation, and they can be replaced by noise generated in a less expensive post-processing step, leading to improved performance of the rendering system. Our main contribution is a perceptually-inspired technique for deriving the parameters of the noise required for the enhancement and its calibration. The method operates on rendering output and runs at rates exceeding 200 FPS at 4K resolution, making it suitable for integration with real-time foveated rendering systems for VR and AR devices. We validate our results and compare them to the existing contrast enhancement technique in user experiments. Taimoor Tariq, Cara Tursun, Piotr Didyk |
ACM Trans. Graph. | 3 |
| 2021 | Neural Acceleration of Scattering-Aware Color 3D PrintingabstractAbstract With the wider availability of full‐color 3D printers, color‐accurate 3D‐print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest‐quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data‐driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end‐to‐end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D‐print preparation within time frames in the order of the actual printing time. Tobias Rittig, Denis Sumin, Vahid Babaei, Piotr Didyk, Alexey G. Voloboy, Alexander Wilkie, Bernd Bickel, Karol Myszkowski, Tim Weyrich, Jaroslav Krivánek |
Comput. Graph. Forum | 4 |
| 2021 | The effect of shape and illumination on material perception: model and applicationsabstractMaterial appearance hinges on material reflectance properties but also surface geometry and illumination. The unlimited number of potential combinations between these factors makes understanding and predicting material appearance a very challenging task. In this work, we collect a large-scale dataset of perceptual ratings of appearance attributes with more than 215,680 responses for 42,120 distinct combinations of material, shape, and illumination. The goal of this dataset is twofold. First, we analyze for the first time the effects of illumination and geometry in material perception across such a large collection of varied appearances. We connect our findings to those of the literature, discussing how previous knowledge generalizes across very diverse materials, shapes, and illuminations. Second, we use the collected dataset to train a deep learning architecture for predicting perceptual attributes that correlate with human judgments. We demonstrate the consistent and robust behavior of our predictor in various challenging scenarios, which, for the first time, enables estimating perceived material attributes from general 2D images. Since our predictor relies on the final appearance in an image, it can compare appearance properties across different geometries and illumination conditions. Finally, we demonstrate several applications that use our predictor, including appearance reproduction using 3D printing, BRDF editing by integrating our predictor in a differentiable renderer, illumination design, or material recommendations for scene design. Ana Serrano, Bin Chen 0019, Chao Wang 0037, Michal Piovarci, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski |
ACM Trans. Graph. | 6 |
| 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic DisplaysabstractComputer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such displays is the presence of speckle noise inherent to holography, that compromises its quality by introducing perceptible artifacts. Although speckle noise suppression has been an active research area, the previous works have not considered the perceptual characteristics of the Human Visual System (HVS), which receives the final displayed imagery. However, it is well studied that the sensitivity of the HVS is not uniform across the visual field, which has led to gaze-contingent rendering schemes for maximizing the perceptual quality in various computer-generated imagery. Inspired by this, we present the first method that reduces the "perceived speckle noise" by integrating foveal and peripheral vision characteristics of the HVS, along with the retinal point spread function, into the phase hologram computation. Specifically, we introduce the anatomical and statistical retinal receptor distribution into our computational hologram optimization, which places a higher priority on reducing the perceived foveal speckle noise while being adaptable to any individual's optical aberration on the retina. Our method demonstrates superior perceptual quality on our emulated holographic display. Our evaluations with objective measurements and subjective studies demonstrate a significant reduction of the human perceived noise. Praneeth Chakravarthula, Zhan Zhang 0009, Okan Tarhan Tursun, Piotr Didyk, Qi Sun 0003, Henry Fuchs |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | The effect of geometry and illumination on appearance perception of different material categoriesabstractAbstract The understanding of material appearance perception is a complex problem due to interactions between material reflectance, surface geometry, and illumination. Recently, Serrano et al. collected the largest dataset to date with subjective ratings of material appearance attributes, including glossiness, metallicness, sharpness and contrast of reflections. In this work, we make use of their dataset to investigate for the first time the impact of the interactions between illumination, geometry, and eight different material categories in perceived appearance attributes. After an initial analysis, we select for further analysis the four material categories that cover the largest range for all perceptual attributes: fabric, plastic, ceramic, and metal. Using a cumulative link mixed model (CLMM) for robust regression, we discover interactions between these material categories and four representative illuminations and object geometries. We believe that our findings contribute to expanding the knowledge on material appearance perception and can be useful for many applications, such as scene design, where any particular material in a given shape can be aligned with dominant classes of illumination, so that a desired strength of appearance attributes can be achieved. Bin Chen 0019, Chao Wang 0037, Michal Piovarci, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano |
Vis. Comput. | 5 |
| 2020 | Why Are Deep Representations Good Perceptual Quality Features?
Taimoor Tariq, Okan Tarhan Tursun, Munchurl Kim, Piotr Didyk |
ECCV (22) | 4 |
| 2020 | Stimulating the Human Visual System Beyond Real World Performance in Future Augmented Reality DisplaysabstractNew augmented-reality near-eye displays provide capabilities for enriching real-world visual experiences with digital content. Most current research focuses on improving both hardware and software to provide digital content that seamlessly blends with the real world. This is believed to not only contribute to the visual experience but also increase human task performance. In this work, we take a step further and ask the question of whether the capabilities of current and future display designs combined with efficient perception-inspired content optimizations can be used to improve human task performance beyond the human capabilities in the natural world. Based on an in-depth analysis of previous literature, we hypothesize here that such enhancements can be achieved when the human visual system is provided with content that optimizes the oculomotor responses. To further investigate possible gains, we present a series of perceptual experiments that built upon this idea. More specifically, we focus on speeding up accommodation response, which significantly contributes to the eye-adaptation when a new stimulus is shown. Through our experiments, we demonstrate that such speedups canbe achieved, and more importantly, they can lead to significant improvements in human task performance. While not all of our results give definite answers, we believe that they reveal plentiful opportunities for further enhancing the human experience and task performance when using new augmented-reality displays. David Dunn, Okan Tarhan Tursun, Hyeonseung Yu, Piotr Didyk, Karol Myszkowski, Henry Fuchs |
ISMAR | 4 |
| 2020 | Computational image marking on metals via laser induced heatingabstractLaser irradiation induces colors on some industrially important materials, such as stainless steel and titanium. It is however challenging to find marking configurations that create colorful, high-resolution images. The brute-force solution to the gamut exploration problem does not scale with the high-dimensional design space of laser marking. Moreover, there exists no color reproduction workflow capable of reproducing color images with laser marking. Here, we propose a measurement-based, data-driven performance space exploration of the color laser marking process. We formulate this exploration as a search for the Pareto optimal solutions to a multi-objective optimization and solve it using an evolutionary algorithm. The explored set of diverse colors is then utilized to mark high-quality, full-color images. Sebastian Cucerca, Piotr Didyk, Hans-Peter Seidel, Vahid Babaei |
ACM Trans. Graph. | 2 |
| 2020 | Towards spatially varying gloss reproduction for 3D printingabstract3D printing technology is a powerful tool for manufacturing complex shapes with high-quality textures. Gloss, next to color and shape, is one of the most salient visual aspects of an object. Unfortunately, printing a wide range of spatially-varying gloss properties using state-of-the-art 3D printers is challenging as it relies on geometrical modifications to achieve the desired appearance. A common post-processing step is to apply off-the-shelf varnishes that modify the final gloss. The main difficulty in automating this process lies in the physical properties of the varnishes which owe their appearance to a high concentration of large particles and as such, they cannot be easily deposited with current 3D color printers. As a result, fine-grained control of gloss properties using today's 3D printing technologies is limited in terms of both spatial resolution and the range of achievable gloss. We address the above limitations and propose new printing hardware based on piezo-actuated needle valves capable of jetting highly viscous varnishes. Based on the new hardware setup, we present the complete pipeline for controlling the gloss of a given 2.5 D object, from printer calibration, through material selection, to the manufacturing of models with spatially-varying reflectance. Furthermore, we discuss the potential integration with current 3D printing technology. Apart from being a viable solution for 3D printing, our method offers an additional and essential benefit of separating color and gloss fabrication which makes the process more flexible and enables high-quality color and gloss reproduction. Michal Piovarci, Michael Foshey, Vahid Babaei, Szymon Rusinkiewicz, Wojciech Matusik, Piotr Didyk |
ACM Trans. Graph. | 6 |
| 2020 | Fabrication-in-the-loop co-optimization of surfaces and styli for drawing hapticsabstractDigital drawing tools are now standard in art and design workflows. These tools offer comfort, portability, and precision as well as native integration with digital-art workflows, software, and tools. At the same time, artists continue to work with long-standing, traditional drawing tools. One feature of traditional tools, well-appreciated by many artists and lacking in digital tools, is the specific and diverse range of haptic responses provided by them. Haptic feedback in traditional drawing tools provides unique, per-tool responses that help determine the precision and character of individual strokes. In this work, we address the problem of fabricating digital drawing tools that closely match the haptic feedback of their traditional counterparts. This requires the formulation and solution of a complex, co-optimization of both digital styli and the drawing surfaces they move upon. Here, a potentially direct formulation of this optimization with numerical simulation-in-the-loop is not yet viable. As in many complex design tasks, state-of-the-art methods do not currently offer predictive modeling at rates and scales that can account for the numerous, coupled, physical behaviors governing the haptics of styli and surfaces, nor for the limitations and uncertainties inherent in their fabrication processes. To address these challenges, we propose fabrication-in-the-loop optimization. Critical to making this strategy practical we construct our objective via a Gaussian Process that does not require computing derivatives with respect to design parameters. Our Gaussian Process surrogate model then provides both function estimates and confidence intervals that guide the efficient sampling of our design space. In turn, this sampling critically reduces the numbers of fabricated examples during exploration and automatically handles exploration-exploitation trade-offs. We apply our method to fabricate drawing tools that provide a wide range of haptic feedback, and demonstrate that they are often hard for users to distinguish from their traditional drawing-tool analogs. Michal Piovarci, Danny M. Kaufman, David I. W. Levin, Piotr Didyk |
ACM Trans. Graph. | 4 |
| 2019 | Selecting texture resolution using a task-specific visibility metricabstractAbstract In real‐time rendering, the appearance of scenes is greatly affected by the quality and resolution of the textures used for image synthesis. At the same time, the size of textures determines the performance and the memory requirements of rendering. As a result, finding the optimal texture resolution is critical, but also a non‐trivial task since the visibility of texture imperfections depends on underlying geometry, illumination, interactions between several texture maps, and viewing positions. Ideally, we would like to automate the task with a visibility metric, which could predict the optimal texture resolution. To maximize the performance of such a metric, it should be trained on a given task. This, however, requires sufficient user data which is often difficult to obtain. To address this problem, we develop a procedure for training an image visibility metric for a specific task while reducing the effort required to collect new data. The procedure involves generating a large dataset using an existing visibility metric followed by refining that dataset with the help of an efficient perceptual experiment. Then, such a refined dataset is used to retune the metric. This way, we augment sparse perceptual data to a large number of per‐pixel annotated visibility maps which serve as the training data for application‐specific visibility metrics. While our approach is general and can be potentially applied for different image distortions, we demonstrate an application in a game‐engine where we optimize the resolution of various textures, such as albedo and normal maps. Krzysztof Wolski, Daniele Giunchi, Shinichi Kinuwaki, Piotr Didyk, Karol Myszkowski, Anthony Steed, Rafal Mantiuk |
Comput. Graph. Forum | 4 |
| 2019 | Reducing simulator sickness with perceptual camera controlabstractVirtual-reality provides an immersive environment but can induce cybersickness due to the discrepancy between visual and vestibular cues. To avoid this problem, the movement of the virtual camera needs to match the motion of the user in the real world. Unfortunately, this is usually difficult due to the mismatch between the size of the virtual environments and the space available to the users in the physical domain. The resulting constraints on the camera movement significantly hamper the adoption of virtual-reality headsets in many scenarios and make the design of the virtual environments very challenging. In this work, we study how the characteristics of the virtual camera movement (e.g., translational acceleration and rotational velocity) and the composition of the virtual environment (e.g., scene depth) contribute to perceived discomfort. Based on the results from our user experiments, we devise a computational model for predicting the magnitude of the discomfort for a given scene and camera trajectory. We further apply our model to a new path planning method which optimizes the input motion trajectory to reduce perceptual sickness. We evaluate the effectiveness of our method in improving perceptual comfort in a series of user studies targeting different applications. The results indicate that our method can reduce the perceived discomfort while maintaining the fidelity of the original navigation, and perform better than simpler alternatives. Ping Hu 0003, Qi Sun 0003, Piotr Didyk, Li-Yi Wei, Arie E. Kaufman |
ACM Trans. Graph. | 3 |
| 2019 | Geometry-aware scattering compensation for 3D printingabstractCommercially available full-color 3D printing allows for detailed control of material deposition in a volume, but an exact reproduction of a target surface appearance is hampered by the strong subsurface scattering that causes nontrivial volumetric cross-talk at the print surface. Previous work showed how an iterative optimization scheme based on accumulating absorptive materials at the surface can be used to find a volumetric distribution of print materials that closely approximates a given target appearance. In this work, we first revisit the assumption that pushing the absorptive materials to the surface results in minimal volumetric cross-talk. We design a full-fledged optimization on a small domain for this task and confirm this previously reported heuristic. Then, we extend the above approach that is critically limited to color reproduction on planar surfaces, to arbitrary 3D shapes. Our method enables high-fidelity color texture reproduction on 3D prints by effectively compensating for internal light scattering within arbitrarily shaped objects. In addition, we propose a content-aware gamut mapping that significantly improves color reproduction for the pathological case of thin geometric features. Using a wide range of sample objects with complex textures and geometries, we demonstrate color reproduction whose fidelity is superior to state-of-the-art drivers for color 3D printers. Denis Sumin, Tobias Rittig, Vahid Babaei, Thomas Nindel, Alexander Wilkie, Piotr Didyk, Bernd Bickel, Jaroslav Krivánek, Karol Myszkowski, Tim Weyrich |
ACM Trans. Graph. | 6 |
| 2019 | Luminance-contrast-aware foveated renderingabstractCurrent rendering techniques struggle to fulfill quality and power efficiency requirements imposed by new display devices such as virtual reality headsets. A promising solution to overcome these problems is foveated rendering, which exploits gaze information to reduce rendering quality for the peripheral vision where the requirements of the human visual system are significantly lower. Most of the current solutions model the sensitivity as a function of eccentricity, neglecting the fact that it also is strongly influenced by the displayed content. In this work, we propose a new luminance-contrast-aware foveated rendering technique which demonstrates that the computational savings of foveated rendering can be significantly improved if local luminance contrast of the image is analyzed. To this end, we first study the resolution requirements at different eccentricities as a function of luminance patterns. We later use this information to derive a low-cost predictor of the foveated rendering parameters. Its main feature is the ability to predict the parameters using only a low-resolution version of the current frame, even though the prediction holds for high-resolution rendering. This property is essential for the estimation of required quality before the full-resolution image is rendered. We demonstrate that our predictor can efficiently drive the foveated rendering technique and analyze its benefits in a series of user experiments. Okan Tarhan Tursun, Elena Arabadzhiyska-Koleva, Marek Wernikowski, Radoslaw Mantiuk, Hans-Peter Seidel, Karol Myszkowski, Piotr Didyk |
ACM Trans. Graph. | 7 |
| 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative DisplaysabstractMulti-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which decomposes a single 2D image using depth information. This method provides real-time performance, but it generates inaccurate results at occlusion boundaries and on glossy surfaces. This paper proposes a perception-based hybrid decomposition technique which combines the advantages of the above strategies and achieves both real-time performance and high-fidelity results. The fundamental idea is to apply expensive optimizations only in regions where it is perceptually superior, e.g., depth discontinuities at the fovea, and fall back to less costly linear blending otherwise. We present a complete, perception-informed analysis and model that locally determine which of the two strategies should be applied. The prediction is later utilized by our new synthesis method which performs the image decomposition. The results are analyzed and validated in user experiments on a custom multi-plane display. Hyeonseung Yu, Mojtaba Bemana, Marek Wernikowski, Michal Chwesiuk, Okan Tarhan Tursun, Gurprit Singh, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Piotr Didyk |
IEEE Trans. Vis. Comput. Graph. | 10 |
| 2018 | Light-Field Intrinsic Dataset
Sumit Shekhar 0001, Shida Kunz, Matthias Ziegler 0001, Michal Chwesiuk, Dawid Palen, Karol Myszkowski, Joachim Keinert, Radoslaw Mantiuk, Piotr Didyk |
BMVC | 9 |
| 2018 | Design and analysis of directional front projection screens
Michal Piovarci, Michael Wessely, Michal Jagielski, Marc Alexa, Wojciech Matusik, Piotr Didyk |
Comput. Graph. | 6 |
| 2018 | Data Driven 2-D-to-3-D Video Conversion for SoccerabstractA wide adoption of 3-D videos is hindered by the lack of high-quality 3-D content. One promising solution to this problem is through data-driven 2-D-to-3-D video conversion. Such approaches are based on learning depth maps from a large dataset of 2-D+Depth images. However, current conversion methods, while general, produce low-quality results with artifacts that are not acceptable to many viewers. We propose a novel, data-driven method for 2-D-to-3-D video conversion. Our method transfers the depth gradients from a large database of 2-D+Depth images. Capturing 2-D+Depth databases, however, are complex and costly, especially for outdoor sports games. We address this problem by creating a synthetic database from computer games and showing that this synthetic database can effectively be used to convert real videos. We propose a spatio-temporal method to ensure the smoothness of the generated depth within individual frames and across successive frames. In addition, we present an object boundary detection method customized for 2-D-to-3-D conversion systems, which produces clear depth boundaries for players. We implement our method and validate it by conducting user studies that evaluate depth perception and visual comfort of the converted 3-D videos. We show that our method produces high-quality 3-D videos that are almost indistinguishable from videos shot by stereo cameras. In addition, our method significantly outperforms the current state-of-the-art methods. For example, up to 20% improvement in the perceived depth is achieved by our method, which translates to improving the mean opinion score from good to excellent. Kiana Calagari, Mohamed A. Elgharib, Piotr Didyk, Alexandre Kaspar, Wojciech Matusik, Mohamed Hefeeda |
IEEE Trans. Multim. | 3 |
| 2018 | Perception-aware modeling and fabrication of digital drawing toolsabstractDigital drawing is becoming a favorite technique for many artists. It allows for quick swaps between different materials, reverting changes, and applying selective modifications to finished artwork. These features enable artists to be more efficient and creative. A significant disadvantage of digital drawing is poor haptic feedback. Artists are usually limited to one surface and a few different stylus nibs, and while they try to find a combination that suits their needs, this is typically challenging. In this work, we address this problem and propose a method for designing, evaluating, and optimizing different stylus designs. We begin with collecting a representative set of traditional drawing tools. We measure their physical properties and conduct a user experiment to build a perceptual space that encodes perceptually-relevant attributes of drawing materials. The space is optimized to both explain our experimental data and correlate it with measurable physical properties. To embed new drawing tool designs into the space without conducting additional experiments and measurements, we propose a new, data-driven simulation technique for characterizing stylus-surface interaction. We finally leverage the perceptual space, our simulation, and recent advancements in multi-material 3D printing to demonstrate the application of our system in the design of new digital drawing tools that mimic traditional drawing materials. Michal Piovarci, David I. W. Levin, Danny M. Kaufman, Piotr Didyk |
ACM Trans. Graph. | 4 |
| 2018 | Dataset and Metrics for Predicting Local Visible DifferencesabstractA large number of imaging and computer graphics applications require localized information on the visibility of image distortions. Existing image quality metrics are not suitable for this task as they provide a single quality value per image. Existing visibility metrics produce visual difference maps, and are specifically designed for detecting just noticeable distortions but their predictions are often inaccurate. In this work, we argue that the key reason for this problem is the lack of large image collections with a good coverage of possible distortions that occur in different applications. To address the problem, we collect an extensive dataset of reference and distorted image pairs together with user markings indicating whether distortions are visible or not. We propose a statistical model that is designed for the meaningful interpretation of such data, which is affected by visual search and imprecision of manual marking. We use our dataset for training existing metrics and we demonstrate that their performance significantly improves. We show that our dataset with the proposed statistical model can be used to train a new CNN-based metric, which outperforms the existing solutions. We demonstrate the utility of such a metric in visually lossless JPEG compression, super-resolution and watermarking. Krzysztof Wolski, Daniele Giunchi, Nanyang Ye 0001, Piotr Didyk, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Anthony Steed, Rafal Mantiuk |
ACM Trans. Graph. | 4 |
| 2017 | Towards a Quality Metric for Dense Light FieldsabstractLight fields become a popular representation of three-dimensional scenes, and there is interest in their processing, resampling, and compression. As those operations often result in loss of quality, there is a need to quantify it. In this work, we collect a new dataset of dense reference and distorted light fields as well as the corresponding quality scores which are scaled in perceptual units. The scores were acquired in a subjective experiment using an interactive light-field viewing setup. The dataset contains typical artifacts that occur in light-field processing chain due to light-field reconstruction, multi-view compression, and limitations of automultiscopic displays. We test a number of existing objective quality metrics to determine how well they can predict the quality of light fields. We find that the existing image quality metrics provide good measures of light-field quality, but require dense reference light-fields for optimal performance. For more complex tasks of comparing two distorted light fields, their performance drops significantly, which reveals the need for new, light-field-specific metrics. Vamsi Kiran Adhikarla, Marek Vinkler, Denis Sumin, Rafal Mantiuk, Karol Myszkowski, Hans-Peter Seidel, Piotr Didyk |
CVPR | 7 |
| 2017 | Perception-driven Accelerated RenderingabstractAdvances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real-time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi-view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience. Martin Weier, Michael Stengel, Thorsten Roth, Piotr Didyk, Elmar Eisemann, Martin Eisemann, Steve Grogorick, André Hinkenjann, Ernst Kruijff, Marcus A. Magnor, Karol Myszkowski, Philipp Slusallek |
Comput. Graph. Forum | 4 |
| 2017 | Saccade landing position prediction for gaze-contingent renderingabstractGaze-contingent rendering shows promise in improving perceived quality by providing a better match between image quality and the human visual system requirements. For example, information about fixation allows rendering quality to be reduced in peripheral vision, and the additional resources can be used to improve the quality in the foveal region. Gaze-contingent rendering can also be used to compensate for certain limitations of display devices, such as reduced dynamic range or lack of accommodation cues. Despite this potential and the recent drop in the prices of eye trackers, the adoption of such solutions is hampered by system latency which leads to a mismatch between image quality and the actual gaze location. This is especially apparent during fast saccadic movements when the information about gaze location is significantly delayed, and the quality mismatch can be noticed. To address this problem, we suggest a new way of updating images in gaze-contingent rendering during saccades. Instead of rendering according to the current gaze position, our technique predicts where the saccade is likely to end and provides an image for the new fixation location as soon as the prediction is available. While the quality mismatch during the saccade remains unnoticed due to saccadic suppression, a correct image for the new fixation is provided before the fixation is established. This paper describes the derivation of a model for predicting saccade landing positions and demonstrates how it can be used in the context of gaze-contingent rendering to reduce the influence of system latency on the perceived quality. The technique is validated in a series of experiments for various combinations of display frame rate and eye-tracker sampling rate. Elena Arabadzhiyska-Koleva, Okan Tarhan Tursun, Karol Myszkowski, Hans-Peter Seidel, Piotr Didyk |
ACM Trans. Graph. | 5 |
| 2017 | Color contoning for 3D printingabstractAppearance reproduction is an important aspect of 3D printing. Current color reproduction systems use halftoning methods that create colors through a spatial combination of different inks at the object's surface. This introduces a variety of artifacts to the object, especially when viewed from a closer distance. In this work, we propose an alternative color reproduction method for 3D printing. Inspired by the inherent ability of 3D printers to layer different materials on top of each other, 3D color contoning creates colors by combining inks with various thicknesses inside the object's volume. Since inks are inside the volume, our technique results in a uniform color surface with virtually invisible spatial patterns on the surface. For color prediction, we introduce a simple and highly accurate spectral model that relies on a weighted regression of spectral absorptions. We fully characterize the proposed framework by addressing a number of problems, such as material arrangement, calculation of ink concentration, and 3D dot gain. We use a custom 3D printer to fabricate and validate our results. Vahid Babaei, Kiril Vidimce, Michael Foshey, Alexandre Kaspar, Piotr Didyk, Wojciech Matusik |
ACM Trans. Graph. | 5 |
| 2017 | 3DTV at home: eulerian-lagrangian stereo-to-multiview conversionabstractStereoscopic 3D (S3D) movies have become widely popular in the movie theaters, but the adoption of S3D at home is low even though most TV sets support S3D. It is widely believed that S3D with glasses is not the right approach for the home. A much more appealing approach is to use automulti-scopic displays that provide a glasses-free 3D experience to multiple viewers. A technical challenge is the lack of native multiview content that is required to deliver a proper view of the scene for every viewpoint. Our approach takes advantage of the abundance of stereoscopic 3D movies. We propose a real-time system that can convert stereoscopic video to a high-quality multiview video that can be directly fed to automultiscopic displays. Our algorithm uses a wavelet-based decomposition of stereoscopic images with per-wavelet disparity estimation. A key to our solution lies in combining Lagrangian and Eulerian approaches for both the disparity estimation and novel view synthesis, which leverages the complementary advantages of both techniques. The solution preserves all the features of Eulerian methods, e.g., subpixel accuracy, high performance, robustness to ambiguous depth cases, and easy integration of inter-view aliasing while maintaining the advantages of Lagrangian approaches, e.g., robustness to large disparities and possibility of performing non-trivial disparity manipulations through both view extrapolation and interpolation. The method achieves real-time performance on current GPUs. Its design also enables an easy hardware implementation that is demonstrated using a field-programmable gate array. We analyze the visual quality and robustness of our technique on a number of synthetic and real-world examples. We also perform a user experiment which demonstrates benefits of the technique when compared to existing solutions. Petr Kellnhofer, Piotr Didyk, Szu-Po Wang, Pitchaya Sitthi-amorn, William T. Freeman, Frédo Durand, Wojciech Matusik |
ACM Trans. Graph. | 2 |
| 2017 | Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane MirrorsabstractAccommodative depth cues, a wide field of view, and ever-higher resolutions all present major hardware design challenges for near-eye displays. Optimizing a design to overcome one of these challenges typically leads to a trade-off in the others. We tackle this problem by introducing an all-in-one solution - a new wide field of view, gaze-tracked near-eye display for augmented reality applications. The key component of our solution is the use of a single see-through, varifocal deformable membrane mirror for each eye reflecting a display. They are controlled by airtight cavities and change the effective focal power to present a virtual image at a target depth plane which is determined by the gaze tracker. The benefits of using the membranes include wide field of view (100° diagonal) and fast depth switching (from 20 cm to infinity within 300 ms). Our subjective experiment verifies the prototype and demonstrates its potential benefits for near-eye see-through displays. David Dunn, Cary Tippets, Kent Torell, Petr Kellnhofer, Kaan Aksit, Piotr Didyk, Karol Myszkowski, David P. Luebke, Henry Fuchs |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2016 | Efficient Multi-image Correspondences for On-line Light Field Video ProcessingabstractAbstract Light field videos express the entire visual information of an animated scene, but their shear size typically makes capture, processing and display anoff‐lineprocess, i. e., time between initial capture and final display is far from real‐time. In this paper we propose a solution for one of the key bottlenecks in such a processing pipeline, which is a reliable depth reconstruction possibly for many views. This is enabled by a novel correspondence algorithm converting the video streams from a sparse array of off‐the‐shelf cameras into an array of animated depth maps. The algorithm is based on a generalization of the classic multi‐resolution Lucas‐Kanade correspondence algorithm from a pair of images to an entire array. Special inter‐image confidence consolidation allows recovery from unreliable matching in some locations and some views. It can be implemented efficiently in massively parallel hardware, allowing for interactive computations. The resulting depth quality as well as the computation performance compares favorably to other state‐of‐the art light field‐to‐depth approaches, as well as stereo matching techniques. Another outcome of this work is a data set of light field videos that are captured with multiple variants of sparse camera arrays. Lukasz Dabala, Matthias Ziegler 0001, Piotr Didyk, Frederik Zilly, Joachim Keinert, Karol Myszkowski, Hans-Peter Seidel, Przemyslaw Rokita, Tobias Ritschel 0001 |
Comput. Graph. Forum | 3 |
| 2016 | Motion parallax in stereo 3D: model and applicationsabstractBinocular disparity is the main depth cue that makes stereoscopic images appear 3D. However, in many scenarios, the range of depth that can be reproduced by this cue is greatly limited and typically fixed due to constraints imposed by displays. For example, due to the low angular resolution of current automultiscopic screens, they can only reproduce a shallow depth range. In this work, we study the motion parallax cue, which is a relatively strong depth cue, and can be freely reproduced even on a 2D screen without any limits. We exploit the fact that in many practical scenarios, motion parallax provides sufficiently strong depth information that the presence of binocular depth cues can be reduced through aggressive disparity compression. To assess the strength of the effect we conduct psycho-visual experiments that measure the influence of motion parallax on depth perception and relate it to the depth resulting from binocular disparity. Based on the measurements, we propose a joint disparity-parallax computational model that predicts apparent depth resulting from both cues. We demonstrate how this model can be applied in the context of stereo and multiscopic image processing, and propose new disparity manipulation techniques, which first quantify depth obtained from motion parallax, and then adjust binocular disparity information accordingly. This allows us to manipulate the disparity signal according to the strength of motion parallax to improve the overall depth reproduction. This technique is validated in additional experiments. Petr Kellnhofer, Piotr Didyk, Tobias Ritschel 0001, Belén Masiá, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2016 | Cinema 3D: large scale automultiscopic displayabstractWhile 3D movies are gaining popularity, viewers in a 3D cinema still need to wear cumbersome glasses in order to enjoy them. Automultiscopic displays provide a better alternative to the display of 3D content, as they present multiple angular images of the same scene without the need for special eyewear. However, automultiscopic displays cannot be directly implemented in a wide cinema setting due to variants of two main problems: (i) The range of angles at which the screen is observed in a large cinema is usually very wide, and there is an unavoidable tradeoff between the range of angular images supported by the display and its spatial or angular resolutions. (ii) Parallax is usually observed only when a viewer is positioned at a limited range of distances from the screen. This work proposes a new display concept, which supports automultiscopic content in a wide cinema setting. It builds on the typical structure of cinemas, such as the fixed seat positions and the fact that different rows are located on a slope at different heights. Rather than attempting to display many angular images spanning the full range of viewing angles in a wide cinema, our design only displays the narrow angular range observed within the limited width of a single seat. The same narrow range content is then replicated to all rows and seats in the cinema. To achieve this, it uses an optical construction based on two sets of parallax barriers, or lenslets, placed in front of a standard screen. This paper derives the geometry of such a display, analyzes its limitations, and demonstrates a proof-of-concept prototype. Netalee Efrat, Piotr Didyk, Michael Foshey, Wojciech Matusik, Anat Levin |
ACM Trans. Graph. | 2 |
| 2016 | GazeStereo3D: seamless disparity manipulationsabstractProducing a high quality stereoscopic impression on current displays is a challenging task. The content has to be carefully prepared in order to maintain visual comfort, which typically affects the quality of depth reproduction. In this work, we show that this problem can be significantly alleviated when the eye fixation regions can be roughly estimated. We propose a new method for stereoscopic depth adjustment that utilizes eye tracking or other gaze prediction information. The key idea that distinguishes our approach from the previous work is to apply gradual depth adjustments at the eye fixation stage, so that they remain unnoticeable. To this end, we measure the limits imposed on the speed of disparity changes in various depth adjustment scenarios, and formulate a new model that can guide such seamless stereoscopic content processing. Based on this model, we propose a real-time controller that applies local manipulations to stereoscopic content to find the optimum between depth reproduction and visual comfort. We show that the controller is mostly immune to the limitations of low-cost eye tracking solutions. We also demonstrate benefits of our model in off-line applications, such as stereoscopic movie production, where skillful directors can reliably guide and predict viewers' attention or where attended image regions are identified during eye tracking sessions. We validate both our model and the controller in a series of user experiments. They show significant improvements in depth perception without sacrificing the visual quality when our techniques are applied. Petr Kellnhofer, Piotr Didyk, Karol Myszkowski, Mohamed Hefeeda, Hans-Peter Seidel, Wojciech Matusik |
ACM Trans. Graph. | 2 |
| 2016 | An interaction-aware, perceptual model for non-linear elastic objectsabstractEveryone, from a shopper buying shoes to a doctor palpating a growth, uses their sense of touch to learn about the world. 3D printing is a powerful technology because it gives us the ability to control the haptic impression an object creates. This is critical for both replicating existing, real-world constructs and designing novel ones. However, each 3D printer has different capabilities and supports different materials, leaving us to ask: How can we best replicate a given haptic result on a particular output device? In this work, we address the problem of mapping a real-world material to its nearest 3D printable counterpart by constructing a perceptual model for the compliance of nonlinearly elastic objects. We begin by building a perceptual space from experimentally obtained user comparisons of twelve 3D-printed metamaterials. By comparing this space to a number of hypothetical computational models, we identify those that can be used to accurately and efficiently evaluate human-perceived differences in nonlinear stiffness. Furthermore, we demonstrate how such models can be applied to complex geometries in an interaction-aware way where the compliance is influenced not only by the material properties from which the object is made but also its geometry. We demonstrate several applications of our method in the context of fabrication and evaluate them in a series of user experiments. Michal Piovarci, David I. W. Levin, Jason Rebello, Desai Chen, Roman Durikovic, Hanspeter Pfister, Wojciech Matusik, Piotr Didyk |
ACM Trans. Graph. | 8 |
| 2016 | Emulating displays with continuously varying frame ratesabstractThe visual quality of a motion picture is significantly influenced by the choice of the presentation frame rate. Increasing the frame rate improves the clarity of the image and helps to alleviate many artifacts, such as blur, strobing, flicker, or judder. These benefits, however, come at the price of losing well-established film aesthetics, often referred to as the "cinematic look". Current technology leaves artists with a sparse set of choices, e.g., 24 Hz or 48 Hz, limiting the freedom in adjusting the frame rate to artistic needs, content, and display technology. In this paper, we solve this problem by proposing a novel filtering technique which enables emulating the whole spectrum of presentation frame rates on a single-frame-rate display. The key component of our technique is a set of simple yet powerful filters calibrated and evaluated in psychophysical experiments. By varying their parameters we can achieve an impression of continuously varying presentation frame rate in both the spatial and temporal dimensions. This allows artists to achieve the best balance between the aesthetics and the objective quality of the motion picture. Furthermore, we show how our technique, informed by cinematic guidelines, can adapt to the content and achieve this balance automatically. Krzysztof Templin, Piotr Didyk, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2016 | Depth Personalization and Streaming of Stereoscopic Sports VideosabstractCurrent three-dimensional displays cannot fully reproduce all depth cues used by a human observer in the real world. Instead, they create only an illusion of looking at a three-dimensional scene. This leads to a number of challenges during the content creation process. To assure correct depth reproduction and visual comfort, either the acquisition setup has to be carefully controlled or additional postprocessing techniques have to be applied. Furthermore, these manipulations need to account for a particular setup that is used to present the content, for example, viewing distance or screen size. This creates additional challenges in the context of personal use when stereoscopic content is shown on TV sets, desktop monitors, or mobile devices. We address this problem by presenting a new system for streaming stereoscopic content. Its key feature is a computationally efficient depth adjustment technique which can automatically optimize viewing experience for videos of field sports such as soccer, football, and tennis. Additionally, the method enables depth personalization to allow users to adjust the amount of depth according to their preferences. Our stereoscopic video streaming system was implemented, deployed, and tested with real users. Kiana Calagari, Tarek Elgamal, Khaled Diab 0001, Krzysztof Templin, Piotr Didyk, Wojciech Matusik, Mohamed Hefeeda |
ACM Trans. Multim. Comput. Commun. Appl. | 5 |
| 2015 | Gradient-based 2D-to-3D Conversion for Soccer VideosabstractA wide spread adoption of 3D videos and technologies is hindered by the lack of high-quality 3D content. One promising solution to address this problem is to use automated 2D-to-3D conversion. However, current conversion methods, while general, produce low-quality results with artifacts that are not acceptable to many viewers. We address this problem by showing how to construct a high-quality, domain-specific conversion method for soccer videos. We propose a novel, data-driven method that generates stereoscopic frames by transferring depth information from similar frames in a database of 3D stereoscopic videos. Creating a database of 3D stereoscopic videos with accurate depth is, however, very difficult. One of the key findings in this paper is showing that computer generated content in current sports computer games can be used to generate high-quality 3D video reference database for 2D-to-3D conversion methods. Once we retrieve similar 3D video frames, our technique transfers depth gradients to the target frame while respecting object boundaries. It then computes depth maps from the gradients, and generates the output stereoscopic video. We implement our method and validate it by conducting user-studies that evaluate depth perception and visual comfort of the converted 3D videos. We show that our method produces high-quality 3D videos that are almost indistinguishable from videos shot by stereo cameras. In addition, our method significantly outperforms the current state-of-the-art method. For example, up to 20% improvement in the perceived depth is achieved by our method, which translates to improving the mean opinion score from Good to Excellent. Kiana Calagari, Mohamed A. Elgharib, Piotr Didyk, Alexandre Kaspar, Wojciech Matusik, Mohamed Hefeeda |
ACM Multimedia | 3 |
| 2014 | Anahita: A System for 3D Video Streaming with Depth CustomizationabstractProducing high-quality stereoscopic 3D content requires significantly more effort than preparing regular video footage. In order to assure good depth perception and visual comfort, 3D videos need to be carefully adjusted to specific viewing conditions before they are shown to viewers. While most stereoscopic 3D content is designed for viewing in movie theaters, where viewing conditions do not vary significantly, adapting the same content for viewing on home TV-sets, desktop displays, laptops, and mobile devices requires additional adjustments. To address this challenge, we propose a new system for 3D video streaming that provides automatic depth adjustments as one of its key features. Our system takes into account both the content and the display type in order to customize 3D videos and maximize their perceived quality. We propose a novel method for depth adjustment that is well-suited for videos of field sports such as soccer, football, and tennis. Our method is computationally efficient and it does not introduce any visual artifacts. We have implemented our 3D streaming system and conducted two user studies, which show: (i) adapting stereoscopic 3D videos for different displays is beneficial, and (ii) our proposed system can achieve up to 35% improvement in the perceived quality of the stereoscopic 3D content. Kiana Calagari, Krzysztof Templin, Tarek Elgamal, Khaled Diab 0001, Piotr Didyk, Wojciech Matusik, Mohamed Hefeeda |
ACM Multimedia | 5 |
| 2014 | Manipulating refractive and reflective binocular disparityabstractAbstract Presenting stereoscopic content on 3D displays is a challenging task, usually requiring manual adjustments. A number of techniques have been developed to aid this process, but they account for binocular disparity of surfaces that are diffuse and opaque only. However, combinations of transparent as well as specular materials are common in the real and virtual worlds, and pose a significant problem. For example, excessive disparities can be created which cannot be fused by the observer. Also, multiple stereo interpretations become possible, e. g., for glass, that both reflects and refracts, which may confuse the observer and result in poor 3D experience. In this work, we propose an efficient method for analyzing and controlling disparities in computer‐generated images of such scenes where surface positions and a layer decomposition are available. Instead of assuming a single per‐pixel disparity value, we estimate all possibly perceived disparities at each image location. Based on this representation, we define an optimization to find the best per‐pixel camera parameters, assuring that all disparities can be easily fused by a human. A preliminary perceptual study indicates, that our approach combines comfortable viewing with realistic depiction of typical specular scenes. Lukasz Dabala, Petr Kellnhofer, Tobias Ritschel 0001, Piotr Didyk, Krzysztof Templin, Karol Myszkowski, Przemyslaw Rokita, Hans-Peter Seidel |
Comput. Graph. Forum | 4 |
| 2014 | Perceptual depth compression for stereo applicationsabstractAbstract Conventional depth video compression uses video codecs designed for color images. Given the performance of current encoding standards, this solution seems efficient. However, such an approach suffers from many issues stemming from discrepancies between depth and light perception. To exploit the inherent limitations of human depth perception, we propose a novel depth compression method that employs a disparity perception model. In contrast to previous methods, we account for disparity masking, and model a distinct relation between depth perception and contrast in luminance. Our solution is a natural extension to the H.264 codec and can easily be integrated into existing decoders. It significantly improves both the compression efficiency without sacrificing visual quality of depth of rendered content, and the output of depth‐reconstruction algorithms or depth cameras. Dawid Pajak, Robert Herzog, Radoslaw Mantiuk, Piotr Didyk, Elmar Eisemann, Karol Myszkowski, Kari Pulli |
Comput. Graph. Forum | 4 |
| 2014 | Perceptually-motivated Stereoscopic Film GrainabstractAbstract Independent management of film grain in each view of a stereoscopic video can lead to visual discomfort. The existing alternative is to project the grain onto the scene geometry. Such grain, however, looks unnatural, changes object perception, and emphasizes inaccuracies in depth arising during 2D‐to‐3D conversion. We propose an advanced method of grain positioning that scatters the grain in the scene space. In a series of perceptual experiments, we estimate the optimal parameter values for the proposed method, analyze the user preference distribution among the proposed and the two existing methods, and show influence of the method on the object perception. Krzysztof Templin, Piotr Didyk, Karol Myszkowski, Hans-Peter Seidel |
Comput. Graph. Forum | 2 |
| 2014 | Modeling and optimizing eye vergence response to stereoscopic cutsabstractSudden temporal depth changes, such as cuts that are introduced by video edits, can significantly degrade the quality of stereoscopic content. Since usually not encountered in the real world, they are very challenging for the audience. This is because the eye vergence has to constantly adapt to new disparities in spite of conflicting accommodation requirements. Such rapid disparity changes may lead to confusion, reduced understanding of the scene, and overall attractiveness of the content. In most cases the problem cannot be solved by simply matching the depth around the transition, as this would require flattening the scene completely. To better understand this limitation of the human visual system, we conducted a series of eye-tracking experiments. The data obtained allowed us to derive and evaluate a model describing adaptation of vergence to disparity changes on a stereoscopic display. Besides computing user-specific models, we also estimated parameters of an average observer model. This enables a range of strategies for minimizing the adaptation time in the audience. Krzysztof Templin, Piotr Didyk, Karol Myszkowski, Mohamed Hefeeda, Hans-Peter Seidel, Wojciech Matusik |
ACM Trans. Graph. | 2 |
| 2013 | A survey on computational displays: Pushing the boundaries of optics, computation, and perception
Belén Masiá, Gordon Wetzstein, Piotr Didyk, Diego Gutierrez |
Comput. Graph. | 3 |
| 2013 | Spec2Fab: a reducer-tuner model for translating specifications to 3D printsabstractMulti-material 3D printing allows objects to be composed of complex, heterogenous arrangements of materials. It is often more natural to define a functional goal than to define the material composition of an object. Translating these functional requirements to fabri-cable 3D prints is still an open research problem. Recently, several specific instances of this problem have been explored (e.g., appearance or elastic deformation), but they exist as isolated, monolithic algorithms. In this paper, we propose an abstraction mechanism that simplifies the design, development, implementation, and reuse of these algorithms. Our solution relies on two new data structures: a reducer tree that efficiently parameterizes the space of material assignments and a tuner network that describes the optimization process used to compute material arrangement. We provide an application programming interface for specifying the desired object and for defining parameters for the reducer tree and tuner network . We illustrate the utility of our framework by implementing several fabrication algorithms as well as demonstrating the manufactured results. Desai Chen, David I. W. Levin, Piotr Didyk, Pitchaya Sitthi-amorn, Wojciech Matusik |
ACM Trans. Graph. | 3 |
| 2013 | Joint view expansion and filtering for automultiscopic 3D displaysabstractMulti-view autostereoscopic displays provide an immersive, glasses-free 3D viewing experience, but they require correctly filtered content from multiple viewpoints. This, however, cannot be easily obtained with current stereoscopic production pipelines. We provide a practical solution that takes a stereoscopic video as an input and converts it to multi-view and filtered video streams that can be used to drive multi-view autostereoscopic displays. The method combines a phase-based video magnification and an interperspective antialiasing into a single filtering process. The whole algorithm is simple and can be efficiently implemented on current GPUs to yield a near real-time performance. Furthermore, the ability to retarget disparity is naturally supported. Our method is robust and works well for challenging video scenes with defocus blur, motion blur, transparent materials, and specularities. We show that our results are superior when compared to the state-of-the-art depth-based rendering methods. Finally, we showcase the method in the context of a real-time 3D videoconferencing system that requires only two cameras. Piotr Didyk, Pitchaya Sitthi-amorn, William T. Freeman, Frédo Durand, Wojciech Matusik |
ACM Trans. Graph. | 1 |
| 2012 | A luminance-contrast-aware disparity model and applicationsabstractBinocular disparity is one of the most important depth cues used by the human visual system. Recently developed stereo-perception models allow us to successfully manipulate disparity in order to improve viewing comfort, depth discrimination as well as stereo content compression and display. Nonetheless, all existing models neglect the substantial influence of luminance on stereo perception. Our work is the first to account for the interplay of luminance contrast (magnitude/frequency) and disparity and our model predicts the human response to complex stereo-luminance images. Besides improving existing disparity-model applications (e.g., difference metrics or compression), our approach offers new possibilities, such as joint luminance contrast and disparity manipulation or the optimization of auto-stereoscopic content. We validate our results in a user study, which also reveals the advantage of considering luminance contrast and its significant impact on disparity manipulation techniques. Piotr Didyk, Tobias Ritschel 0001, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel, Wojciech Matusik |
ACM Trans. Graph. | 1 |
| 2012 | Highlight microdisparity for improved gloss depictionabstractHuman stereo perception of glossy materials is substantially different from the perception of diffuse surfaces: A single point on a diffuse object appears the same for both eyes, whereas it appears different to both eyes on a specular object. As highlights are blurry reflections of light sources they have depth themselves, which is different from the depth of the reflecting surface. We call this difference in depth impression the "highlight disparity". Due to artistic motivation, for technical reasons, or because of incomplete data, highlights often have to be depicted on-surface, without any disparity. However, it has been shown that a lack of disparity decreases the perceived glossiness and authenticity of a material. To remedy this contradiction, our work introduces a technique for depiction of glossy materials, which improves over simple on-surface highlights, and avoids the problems of physical highlights. Our technique is computationally simple, can be easily integrated in an existing (GPU) shading system, and allows for local and interactive artistic control. Krzysztof Templin, Piotr Didyk, Tobias Ritschel 0001, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 2 |
| 2011 | Multidimensional image retargetingabstractRetargeting refers to the process by which an image or video is adapted from the display device for which it was meant (target display) to another one (retarget display). The retarget display has different features from the target one such as dynamic range, discretization levels, color gamut, multi-view, and refresh rate spatial resolution. This is a very relevant topic in graphics, given the increasing number of display devices from large, high-contrast screens to small cell phones with limited dynamic range; a lot of techniques are being published in different venues, and it's hard to keep up. For most cases retargeting can be an ill-posed problem, for example in the process of displaying Low Dynamic Range (LDR) or 8-bit content on High Dynamic Range (HDR) displays. Such a problem requires the retargeting algorithm to generate new content which is missing in the input image/frame. In this course, we will present the latest solutions and techniques for retargeting images along various dimensions such as dynamic range, colors, temporal and spatial resolutions, and for the first time offer a much-needed holistic view of the field. Moreover, we are going to show how to measure and analyze the changes applied to an image or video in terms of quality using both psychophysical experiments (subjective) and computational metrics (objective). The course should be of interest to anyone involved in graphics in a broader sense, given the almost unavoidable need to retarget results to different devices -from developers interested in implementing retargeting techniques, to users that just need an overall perspective. For researchers fully engaged in developing multi-dimensional retargeting techniques, this course will serve as a solid background for future algorithms. Francesco Banterle, Alessandro Artusi, Tunç Ozan Aydin, Piotr Didyk, Elmar Eisemann, Diego Gutierrez, Rafal Mantiuk, Karol Myszkowski |
SIGGRAPH Asia Courses | 4 |
| 2011 | A perceptual model for disparityabstractBinocular disparity is an important cue for the human visual system to recognize spatial layout, both in reality and simulated virtual worlds. This paper introduces a perceptual model of disparity for computer graphics that is used to define a metric to compare a stereo image to an alternative stereo image and to estimate the magnitude of the perceived disparity change. Our model can be used to assess the effect of disparity to control the level of undesirable distortions or enhancements (introduced on purpose). A number of psycho-visual experiments are conducted to quantify the mutual effect of disparity magnitude and frequency to derive the model. Besides difference prediction, other applications include compression, and re-targeting. We also present novel applications in form of hybrid stereo images and backward-compatible stereo. The latter minimizes disparity in order to convey a stereo impression if special equipment is used but produces images that appear almost ordinary to the naked eye. The validity of our model and difference metric is again confirmed in a study. Piotr Didyk, Tobias Ritschel 0001, Elmar Eisemann, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 1 |
| 2010 | Perceptually-motivated Real-time Temporal Upsampling of 3D Content for High-refresh-rate DisplaysabstractAbstract High‐refresh‐rate displays (e. g., 120 Hz) have recently become available on the consumer market and quickly gain on popularity. One of their aims is to reduce the perceived blur created by moving objects that are tracked by the human eye. However, an improvement is only achieved if the video stream is produced at the same high refresh rate (i. e. 120 Hz). Some devices, such as LCD TVs, solve this problem by converting low‐refresh‐rate content (i. e. 50 Hz PAL) into a higher temporal resolution (i. e. 200 Hz) based on two‐dimensional optical flow. In our approach, we will show how rendered three‐dimensional images produced by recent graphics hardware can be up‐sampled more efficiently resulting in higher quality at the same time. Our algorithm relies on several perceptual findings and preserves the naturalness of the original sequence. A psychophysical study validates our approach and illustrates that temporally up‐sampled video streams are preferred over the standard low‐rate input by the majority of users. We show that our solution improves task performance on high‐refresh‐rate displays. Piotr Didyk, Elmar Eisemann, Tobias Ritschel 0001, Karol Myszkowski, Hans-Peter Seidel |
Comput. Graph. Forum | 1 |
| 2010 | Apparent display resolution enhancement for moving imagesabstractLimited spatial resolution of current displays makes the depiction of very fine spatial details difficult. This work proposes a novel method applied to moving images that takes into account the human visual system and leads to an improved perception of such details. To this end, we display images rapidly varying over time along a given trajectory on a high refresh rate display. Due to the retinal integration time the information is fused and yields apparent super-resolution pixels on a conventional-resolution display. We discuss how to find optimal temporal pixel variations based on linear eye-movement and image content and extend our solution to arbitrary trajectories. This step involves an efficient method to predict and successfully treat potentially visible flickering. Finally, we evaluate the resolution enhancement in a perceptual study that shows that significant improvements can be achieved both for computer generated images and photographs. Piotr Didyk, Elmar Eisemann, Tobias Ritschel 0001, Karol Myszkowski, Hans-Peter Seidel |
ACM Trans. Graph. | 1 |
| 2008 | Enhancement of Bright Video Features for HDR DisplaysabstractAbstract To utilize the full potential of new high dynamic range (HDR) displays, a system for the enhancement of bright luminous objects in video sequences is proposed. The system classifies clipped (saturated) regions as lights, reflections or diffuse surfaces using a semi‐automatic classifier and then enhances each class of objects with respect to its relative brightness. The enhancement algorithm can significantly stretch the contrast of clipped regions while avoiding amplification of noise and contouring. We demonstrate that the enhanced video is strongly preferred to non‐enhanced video, and it compares favorably to other methods. Piotr Didyk, Rafal Mantiuk, Matthias Hein 0001, Hans-Peter Seidel |
Comput. Graph. Forum | 1 |