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Thomas Annen

dblp:65/129 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

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

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.112008
Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008
Rendering › shadow rendering
real-time shadows
0.112008
Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008
Rendering › shadow rendering
soft shadows
0.112008
Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008

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

precomputation-free soft shadow approximation · 0.1area light source approximation · 0.1
YearPublicationVenuePosition
2008 Exponential shadow maps
Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz
Graphics Interface1
2008 Vector field contours
Thomas Annen, Holger Theisel, Christian Rössl, Gernot Ziegler, Hans-Peter Seidel
Graphics Interface1
2008 Real-time, all-frequency shadows in dynamic scenes
abstract
Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates.
Thomas Annen, Zhao Dong 0001, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz
ACM Trans. Graph.1
2007 Convolution Shadow Maps
Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz
Rendering Techniques1
2004 A CAVE system for interactive modeling of global illumination in car interior
abstract
Global illumination dramatically improves realistic appearance\nof rendered scenes, but usually it is neglected in VR systems\ndue to its high costs. In this work we present an efficient \nglobal illumination solution specifically tailored for those CAVE\napplications, which require an immediate response for dynamic light\nchanges and allow for free motion of the observer, but involve scenes\nwith static geometry. As an application example we choose\nthe car interior modeling under free driving conditions.\nWe illuminate the car using dynamically changing High Dynamic Range \n(HDR) environment maps and use the Precomputed Radiance Transfer (PRT) \nmethod for the global illumination computation. We\nleverage the PRT method to handle scenes with non-trivial topology\nrepresented by complex meshes. Also, we propose a hybrid of\nPRT and final gathering approach for high-quality rendering\nof objects with complex Bi-directional Reflectance Distribution\nFunction (BRDF). We use\nthis method for predictive rendering of the navigation LCD panel\nbased on its measured BRDF. Since the global illumination \ncomputation leads to HDR images we propose a tone mapping\nalgorithm tailored specifically for the CAVE. We employ \nhead tracking to identify the observed screen region\nand derive for it proper luminance adaptation conditions, \nwhich are then used for tone mapping on all walls in the CAVE.\nWe distribute our global illumination and tone mapping computation\non all CPUs and GPUs available in the\nCAVE, which enables us to achieve interactive performance\neven for the costly final gathering approach.
Kirill Dmitriev, Thomas Annen, Grzegorz Krawczyk, Karol Myszkowski, Hans-Peter Seidel
VRST2
2003 Adaptive Logarithmic Mapping For Displaying High Contrast Scenes
abstract
Abstract We propose a fast, high quality tone mapping technique to display high contrast images on devices with limited dynamicrange of luminance values. The method is based on logarithmic compression of luminance values, imitatingthe human response to light. A bias power function is introduced to adaptively vary logarithmic bases, resultingin good preservation of details and contrast. To improve contrast in dark areas, changes to the gamma correctionprocedure are proposed. Our adaptive logarithmic mapping technique is capable of producing perceptually tunedimages with high dynamic content and works at interactive speed. We demonstrate a successful application of ourtone mapping technique with a high dynamic range video player enabling to adjust optimal viewing conditions forany kind of display while taking into account user preference concerning brightness, contrast compression, anddetail reproduction. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Image Processing and Computer Vision]: Image Representation
Frédéric Drago, Karol Myszkowski, Thomas Annen, Norishige Chiba
Comput. Graph. Forum3