Pedro V. Sander

dblp:67/6038 · DBLP profile ↗
← Back
56ranked-venue papers
8as first author
10since 2021 · last 2025
0000-0002-0435-9833ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 49 · 8 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 12 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 6 · 4 since 2021Databases, data management, data science and information retrieval · 5Systems, architecture and hardware · 2
YearPublicationVenuePosition
2025 GSWT: Gaussian Splatting Wang Tiles
abstract
3D Gaussian Splatting (3DGS) has shown strong capability in reconstructing and rendering photorealistic 3D scenes with high efficiency. However, extending 3DGS to synthesize large-scale or infinite terrains from a single captured exemplar—remains an open challenge. In this paper, we propose a tile-based framework that addresses this problem. Our method builds on Wang Tiles, where each tile encodes a local field of Gaussians with boundary constraints to ensure seamless transitions. This enables stochastic yet continuous tiling of Gaussian fields over arbitrary surfaces, allowing for procedural generation of expansive terrains with high spatial diversity. Furthermore, we introduce several rendering optimizations tailored to the unique characteristics of 3DGS Wang tiles, achieving real-time rendering of large-scale 3DGS terrains.
Yunfan Zeng, Pedro V. Sander
SIGGRAPH Asia3
2024 SpecNeRF: Gaussian Directional Encoding for Specular Reflections
abstract
Neural radiance fields have achieved remarkable performance in modeling the appearance of 3D scenes. However, existing approaches still struggle with the view-dependent appearance of glossy surfaces, especially under complex lighting of indoor environments. Unlike existing methods, which typically assume distant lighting like an environment map, we propose a learnable Gaussian directional encoding to better model the view-dependent effects under near-field lighting conditions. Importantly, our new directional encoding captures the spatially-varying nature of near-field lighting and emulates the behavior of prefiltered environment maps. As a result, it enables the efficient evaluation of preconvolved specular color at any 3D location with varying roughness coefficients. We further introduce a data-driven geometry prior that helps alleviate the shape radiance ambiguity in reflection modeling. We show that our Gaussian directional encoding and geometry prior significantly improve the modeling of challenging specular reflections in neural radiance fields, which helps decompose appearance into more physically meaningful components.
Vasu Agrawal, Haithem Turki, Changil Kim 0001, Chen Gao 0003, Pedro V. Sander, Michael Zollhöfer, Christian Richardt
CVPR6
2023 3D Video Loops from Asynchronous Input
abstract
Looping videos are short video clips that can be looped endlessly without visible seams or artifacts. They provide a very attractive way to capture the dynamism of natural scenes. Existing methods have been mostly limited to 2D representations. In this paper, we take a step forward and propose a practical solution that enables an immersive experience on dynamic 3D looping scenes. The key challenge is to consider the per-view looping conditions from asynchronous input while maintaining view consistency for the 3D representation. We propose a novel sparse 3D video representation, namely Multi-Tile Video (MTV), which not only provides a view-consistent prior, but also greatly reduces memory usage, making the optimization of a 4D volume tractable. Then, we introduce a two-stage pipeline to construct the 3D looping MTV from completely asynchronous multi-view videos with no time overlap. A novel looping loss based on video temporal retargeting algorithms is adopted during the optimization to loop the 3D scene. Experiments of our framework have shown promise in successfully generating and rendering photorealistic 3D looping videos in real time even on mobile devices. The code, dataset, and live demos are available in https://limacv.github.io/VideoLoop3D_web/.
Xiaoyu Li 0002, Jing Liao 0001, Pedro V. Sander
CVPR4
2022 Deblur-NeRF: Neural Radiance Fields from Blurry Images
abstract
Neural Radiance Field (NeRF) has gained considerable attention recently for 3D scene reconstruction and novel view synthesis due to its remarkable synthesis quality. However, image blurriness caused by defocus or motion, which often occurs when capturing scenes in the wild, significantly degrades its reconstruction quality. To address this problem, We propose Deblur-NeRF, the first method that can recover a sharp NeRF from blurry input. We adopt an analysis-by-synthesis approach that reconstructs blurry views by simulating the blurring process, thus making NeRF robust to blurry inputs. The core of this simulation is a novel Deformable Sparse Kernel (DSK) module that models spatially-varying blur kernels by deforming a canonical sparse kernel at each spatial location. The ray origin of each kernel point is Jointly optimized, inspired by the physical blurring process. This module is parameterized as an MLP that has the ability to be generalized to various blur types. Jointly optimizing the NeRF and the DSK module allows us to restore a sharp NeRF. We demonstrate that our method can be used on both camera motion blur and defocus blur: the two most common types of blur in real scenes. Evaluation results on both synthetic and real-world data show that our method outperforms several baselines. The synthetic and real datasets along with the source code is publicly available at https://limacv.github.io/deblurNeRF/.
Xiaoyu Li 0002, Jing Liao 0001, Qi Zhang 0029, Xuan Wang 0009, Jue Wang 0001, Pedro V. Sander
CVPR7
2022 Water Simulation and Rendering from a Still Photograph
abstract
We propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of neural networks and traditional optimization techniques. Then we propose an image-based screen space local reflection model to render the water surface overlaid on the input image and generate real-time water animation. Our approach creates realistic results with no user intervention for a wide variety of natural scenes containing large bodies of water with different lighting and water surface conditions. Since our method provides a 3D representation of the water surface, it naturally enables direct editing of water parameters and also supports interactive applications like adding synthetic objects to the scene.
Ryusuke Sugimoto, Mingming He, Jing Liao 0001, Pedro V. Sander
SIGGRAPH Asia4
2022 ShapeArchit: Shape-Inspired Architecture Design with Space Planning
Weidan Xiong, Pedro V. Sander, Ajay Joneja
Comput. Aided Des.3
2022 Neural Parameterization for Dynamic Human Head Editing
abstract
Implicit radiance functions emerged as a powerful scene representation for reconstructing and rendering photo-realistic views of a 3D scene. These representations, however, suffer from poor editability. On the other hand, explicit representations such as polygonal meshes allow easy editing but are not as suitable for reconstructing accurate details in dynamic human heads, such as fine facial features, hair, teeth, and eyes. In this work, we present Neural Parameterization (NeP), a hybrid representation that provides the advantages of both implicit and explicit methods. NeP is capable of photo-realistic rendering while allowing fine-grained editing of the scene geometry and appearance. We first disentangle the geometry and appearance by parameterizing the 3D geometry into 2D texture space. We enable geometric editability by introducing an explicit linear deformation blending layer. The deformation is controlled by a set of sparse key points, which can be explicitly and intuitively displaced to edit the geometry. For appearance, we develop a hybrid 2D texture consisting of an explicit texture map for easy editing and implicit view and time-dependent residuals to model temporal and view variations. We compare our method to several reconstruction and editing baselines. The results show that the NeP achieves almost the same level of rendering accuracy while maintaining high editability.
Xiaoyu Li 0002, Jing Liao 0001, Xuan Wang 0009, Qi Zhang 0029, Jue Wang 0001, Pedro V. Sander
ACM Trans. Graph.7
2022 Deep Sketch-Guided Cartoon Video Inbetweening
abstract
We propose a novel framework to produce cartoon videos by fetching the color information from two input keyframes while following the animated motion guided by a user sketch. The key idea of the proposed approach is to estimate the dense cross-domain correspondence between the sketch and cartoon video frames, and employ a blending module with occlusion estimation to synthesize the middle frame guided by the sketch. After that, the input frames and the synthetic frame equipped with established correspondence are fed into an arbitrary-time frame interpolation pipeline to generate and refine additional inbetween frames. Finally, a module to preserve temporal consistency is employed. Compared to common frame interpolation methods, our approach can address frames with relatively large motion and also has the flexibility to enable users to control the generated video sequences by editing the sketch guidance. By explicitly considering the correspondence between frames and the sketch, we can achieve higher quality results than other image synthesis methods. Our results show that our system generalizes well to different movie frames, achieving better results than existing solutions.
Xiaoyu Li 0002, Bo Zhang 0025, Jing Liao 0001, Pedro V. Sander
IEEE Trans. Vis. Comput. Graph.4
2022 Rationalizing Architectural Surfaces Based on Clustering of Joints
abstract
We introduce the problem of clustering the set of vertices in a given 3D mesh. The problem is motivated by the need for value engineering in architectural projects. We first derive a max-norm based metric to estimate the geometric disparity between a given pair of vertices, and characterize the problem in terms of this measure. We show that this distance can be computed by using Sequential Quadratic Programming (SQP). Next we introduce two different algorithms for clustering the set of vertices on a given mesh, respectively based on two disparity measurements: max-norm and L2-norm based metric. An equivalence is established between mesh vertices and physical joints in an architectural mesh. By replacing individual joints by their equivalent cluster representative, the number of unique joints in the facade mesh, and therefore the fabrication cost, is dramatically reduced. Finally, we present an algorithm for remeshing a given surface in order to further reduce the number of joint clusters. The framework is tested for a set of real-world architectural surfaces to illustrate the effectiveness and utility of our approach. Overall, this approach tackles the important problem reducing fabrication cost of joints without modifying the underlying connectivity that was specified by the architect.
Weidan Xiong, Chong Mo Cheung, Pedro V. Sander, Ajay Joneja
IEEE Trans. Vis. Comput. Graph.3
2021 Let's See Clearly: Contaminant Artifact Removal for Moving Cameras
abstract
Contaminants such as dust, dirt and moisture adhering to the camera lens can greatly affect the quality and clarity of the resulting image or video. In this paper, we propose a video restoration method to automatically remove these contaminants and produce a clean video. Our approach first seeks to detect attention maps that indicate the regions that need to be restored. In order to leverage the corresponding clean pixels from adjacent frames, we propose a flow completion module to hallucinate the flow of the background scene to the attention regions degraded by the contaminants. Guided by the attention maps and completed flows, we propose a recurrent technique to restore the input frame by fetching clean pixels from adjacent frames. Finally, a multi-frame processing stage is used to further process the entire video sequence in order to enforce temporal consistency. The entire network is trained on a synthetic dataset that approximates the physical lighting properties of contaminant artifacts. This new dataset and our novel framework lead to our method that is able to address different contaminants and outperforms competitive restoration approaches both qualitatively and quantitatively.
Xiaoyu Li 0002, Bo Zhang 0025, Jing Liao 0001, Pedro V. Sander
ICCV4
2019 Blind Geometric Distortion Correction on Images Through Deep Learning
abstract
We propose the first general framework to automatically correct different types of geometric distortion in a single input image. Our proposed method employs convolutional neural networks (CNNs) trained by using a large synthetic distortion dataset to predict the displacement field between distorted images and corrected images. A model fitting method uses the CNN output to estimate the distortion parameters, achieving a more accurate prediction. The final corrected image is generated based on the predicted flow using an efficient, high-quality resampling method. Experimental results demonstrate that our algorithm outperforms traditional correction methods, and allows for interesting applications such as distortion transfer, distortion exaggeration, and co-occurring distortion correction.
Xiaoyu Li 0002, Bo Zhang 0025, Pedro V. Sander, Jing Liao 0001
CVPR3
2019 Deep Exemplar-Based Video Colorization
abstract
This paper presents the first end-to-end network for exemplar-based video colorization. The main challenge is to achieve temporal consistency while remaining faithful to the reference style. To address this issue, we introduce a recurrent framework that unifies the semantic correspondence and color propagation steps. Both steps allow a provided reference image to guide the colorization of every frame, thus reducing accumulated propagation errors. Video frames are colorized in sequence based on the colorization history, and its coherency is further enforced by the temporal consistency loss. All of these components, learned end-to-end, help produce realistic videos with good temporal stability. Experiments show our result is superior to the state-of-the-art methods both quantitatively and qualitatively.
Bo Zhang 0025, Mingming He, Jing Liao 0001, Pedro V. Sander, Lu Yuan 0001, Amine Bermak, Dong Chen 0003
CVPR4
2019 Microshift: An Efficient Image Compression Algorithm for Hardware
abstract
In this paper, we propose a lossy image compression algorithm called microshift. We employ an algorithm-hardware co-design methodology, yielding a hardware-friendly compression approach with low power consumption. In our method, the image is first micro-shifted, and then the sub-quantized values are further compressed. Two methods, FAST and MRF models, are proposed to recover the bitdepth by exploiting the spatial correlation of natural images. Both methods can decompress images progressively. On an average, our compression algorithm can compress images to 1.25-bits per pixel with a resulting quality that outperforms the state-of-the-art on-chip compression algorithms in both peak signal-to-noise ratio and structual similarity. Then, we propose a hardware architecture and implement the algorithm on an FPGA. The results on the ASIC design further validate the low-hardware complexity and high-power efficiency, showing that our method is promising, particularly for low-power wireless vision sensor networks.
Bo Zhang 0025, Pedro V. Sander, Chi-Ying Tsui, Amine Bermak
IEEE Trans. Circuits Syst. Video Technol.2
2019 Progressive Color Transfer With Dense Semantic Correspondences
abstract
We propose a new algorithm for color transfer between images that have perceptually similar semantic structures. We aim to achieve a more accurate color transfer that leverages semantically meaningful dense correspondence between images. To accomplish this, our algorithm uses neural representations for matching. Additionally, the color transfer should be spatially variant and globally coherent. Therefore, our algorithm optimizes a local linear model for color transfer satisfying both local and global constraints. Our proposed approach jointly optimizes matching and color transfer, adopting a coarse-to-fine strategy. The proposed method can be successfully extended from one-to-one to one-to-many color transfer. The latter further addresses the problem of mismatching elements of the input image. We validate our proposed method by testing it on a large variety of image content.
Mingming He, Jing Liao 0001, Dongdong Chen 0001, Lu Yuan 0001, Pedro V. Sander
ACM Trans. Graph.5
2019 Document rectification and illumination correction using a patch-based CNN
abstract
We propose a novel learning method to rectify document images with various distortion types from a single input image. As opposed to previous learning-based methods, our approach seeks to first learn the distortion flow on input image patches rather than the entire image. We then present a robust technique to stitch the patch results into the rectified document by processing in the gradient domain. Furthermore, we propose a second network to correct the uneven illumination, further improving the readability and OCR accuracy. Due to the less complex distortion present on the smaller image patches, our patch-based approach followed by stitching and illumination correction can significantly improve the overall accuracy in both the synthetic and real datasets.
Xiaoyu Li 0002, Bo Zhang 0025, Jing Liao 0001, Pedro V. Sander
ACM Trans. Graph.4
2018 Shape-inspired architectural design
abstract
We introduce a method to design architectural buildings that are inspired by shapes of non-architectural forms. The user inputs a few binary images, each providing an indicative shape for the building from a different viewpoint. A discrete visual hull corresponding to each binary image is generated. A voxel model is then constructed by intersecting the hulls corresponding to the images. The shape of the voxel model depends on the parameters of the projections. Real buildings must also obey some topological and structural constraints. We develop a shape metric to evaluate a given design in terms of topological, functional and structural requirements of the building. This allows us to optimize the building shape as a function of the parameters of the projection. The optimization problem is solved by means of an improved cuckoo search metaheuristic. The resulting voxel model is converted into a mesh. Finally, we apply a novel smoothing algorithm that produces a smooth surface while preserving sharp creases and roof structures. Several examples are presented in the paper to illustrate the methodology and results.
Weidan Xiong, Pedro V. Sander, Ajay Joneja
I3D3
2018 Deep exemplar-based colorization
abstract
We propose the first deep learning approach for exemplar-based local colorization. Given a reference color image, our convolutional neural network directly maps a grayscale image to an output colorized image. Rather than using hand-crafted rules as in traditional exemplar-based methods, our end-to-end colorization network learns how to select, propagate , and predict colors from the large-scale data. The approach performs robustly and generalizes well even when using reference images that are unrelated to the input grayscale image. More importantly, as opposed to other learning-based colorization methods, our network allows the user to achieve customizable results by simply feeding different references. In order to further reduce manual effort in selecting the references, the system automatically recommends references with our proposed image retrieval algorithm, which considers both semantic and luminance information. The colorization can be performed fully automatically by simply picking the top reference suggestion. Our approach is validated through a user study and favorable quantitative comparisons to the-state-of-the-art methods. Furthermore, our approach can be naturally extended to video colorization. Our code and models are freely available for public use.
Mingming He, Dongdong Chen 0001, Jing Liao 0001, Pedro V. Sander, Lu Yuan 0001
ACM Trans. Graph.4
2018 Gigapixel Panorama Video Loops
abstract
We present the first technique to create wide-angle, high-resolution looping panoramic videos. Starting with a 2D grid of registered videos acquired on a robotic mount, we formulate a combinatorial optimization to determine for each output pixel the source video and looping parameters that jointly maximize spatiotemporal consistency. This optimization is accelerated by reducing the set of source labels using a graph-coloring scheme. We parallelize the computation and implement it out-of-core by partitioning the domain along low-importance paths. The merged panorama is assembled using gradient-domain blending and stored as a hierarchy of video tiles. Finally, an interactive viewer adaptively preloads these tiles for responsive browsing and allows the user to interactively edit and improve local regions. We demonstrate these techniques on gigapixel-sized looping panoramas.
Mingming He, Jing Liao 0001, Pedro V. Sander, Hugues Hoppe
ACM Trans. Graph.3
2017 Gradient magnitude similarity deviation on multiple scales for color image quality assessment
abstract
Recently, various image quality assessment (IQA) metrics based on gradient similarity have been developed. In this paper, we extend the work of gradient magnitude similarity deviation (GMSD) and propose a more efficient metric. First, a novel similarity index is proposed, which gives the flexibility to tune the masking parameter to more closely match the human vision system (HVS). Then, we propose a multi-scale GMSD method by incorporating scores of luminance distortion at different scales. Furthermore, a method for measuring chromatic distortions in YIQ color space based on our metric is proposed. The final IQA index, MS-GMSDc, is obtained by combining luminance and chrominance scores. Experimental results on four comprehensive datasets clearly show that, compared with 14 state-of-the-art IQA methods, our method achieves the best performance for both grayscale and chromatic image assessment.
Bo Zhang 0025, Pedro V. Sander, Amine Bermak
ICASSP2
2017 Registration based retargeted image quality assessment
abstract
In recent years, a large number of image retargeting methods have been proposed. Measuring their relative quality is of significant importance, and there is still room for improvement in the effectiveness of objective retargeted image quality assessment (RIQA) metrics. In this paper, we propose a registration based RIQA metric. First, we propose to calculate the flow map using an image registration method which involves SURF point matching and halfway domain optimization. Using the computed flow map and the source image, we propose an LGI metric which contains three factors: 1) local similarity which assesses the local aspect ratio change, edge directional similarity and flow smoothness; 2) global distortion which measures the appearance change of salient objects; 3) salient information loss. Comparing with other six metrics, our LGI metric correlates the best with subjective rankings on the RetargetMe dataset.
Bo Zhang 0025, Pedro V. Sander, Amine Bermak
ICASSP2
2016 Wide dynamic range PSD algorithms and their implementation for compressive imaging
abstract
Planned Sensor Distortion (PSD) is a compression method that quantizes shifted signal with low bit depth. In this paper, we analyze the dynamic range loss issue in the PSD algorithm and propose two novel methods to overcome this issue: a blocked PSD, which divides the image into sub-blocks that adapt to pixel values, and an auto-reset PSD, which utilizes Markov property to recover a high dynamic range image from the modulo image. Simulation on a 3-bit depth image of indoor environment shows PSNR of 35.7dB and 35.0dB respectively after reconstruction using our algorithms. Thereafter, two different implementations for PSD are proposed, introducing shifts at either reset phase or readout phase. These circuits are then extended to be compatible with our proposed algorithms. Finally, simulation results using 0.18um GlobalFoundries process validate our designs. Spontaneous power optimization of ADC and transmission, hardware friendly feature, and the ability of high quality imaging make our compression method promising.
Bo Zhang 0025, Xiaopeng Zhong, Bo Wang 0012, Pedro V. Sander, Amine Bermak
ISCAS4
2016 Triangle reordering for reduced overdraw in animated scenes
abstract
We introduce an automatic approach for optimizing the triangle rendering order of animated meshes with the objective of reducing overdraw while maintaining good post-transform vertex cache efficiency. Our approach is based on prior methods designed for static meshes. We propose an algorithm that clusters the space of viewpoints and key frames. For each cluster, we generate a triangle order that exhibits satisfactory vertex cache efficiency and low overdraw. Results show that our approach significantly improves overdraw throughout the entire animation sequence while only requiring a few index buffers. We expect that this approach will be useful for games and other real-time rendering applications that involve complex shading of articulated characters.
Songfang Han, Pedro V. Sander
I3D2
2016 Foreword to special section on SIBGRAPI 2015
Ricardo Marroquim, Pedro V. Sander
Comput. Graph.2
2016 New Controls for Combining Images in Correspondence
abstract
When interpolating images, for instance in the context of morphing, there are myriad approaches for defining correspondence maps that align structurally similar elements. However, the actual interpolation usually involves simple functions for both geometric paths and color blending. In this paper we explore new types of controls for combining two images related by a correspondence map. Our insight is to apply recent edge-aware decomposition techniques, not just to the image content but to the map itself. Our framework establishes an intuitive low-dimensional parameter space for merging the shape and color from the two source images at both low and high frequencies. A gallery-based user interface enables interactive traversal of this rich space, to either define a morph path or synthesize new hybrid images. Extrapolation of the shape parameters achieves compelling effects. Finally we demonstrate an extension of the framework to videos.
Jing Liao 0001, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander
IEEE Trans. Vis. Comput. Graph.4
2016 Guest Editor's Introduction to the Special Section on the ACM Symposium on Interactive 3D Graphics and Games (I3D)
abstract
The papers in this special issue include four extended papers from the 2015 ACM Symposium on Interactive 3D Graphics and Games. This edition marked the 29th year since the first conference.
Pedro V. Sander, John Keyser
IEEE Trans. Vis. Comput. Graph.1
2014 Semi-Automated Video Morphing
abstract
Abstract We explore creating smooth transitions between videos of different scenes. As in traditional image morphing, good spatial correspondence is crucial to prevent ghosting, especially at silhouettes. Video morphing presents added challenges. Because motions are often unsynchronized, temporal alignment is also necessary. Applying morphing to individual frames leads to discontinuities, so temporal coherence must be considered. Our approach is to optimize a full spatiotemporal mapping between the two videos. We reduce tedious interactions by letting the optimization derive the fine‐scale map given only sparse user‐specified constraints. For robustness, the optimization objective examines structural similarity of the video content. We demonstrate the approach on a variety of videos, obtaining results using few explicit correspondences.
Jing Liao 0001, Rodolfo S. Lima, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander
Comput. Graph. Forum5
2014 Automating Image Morphing Using Structural Similarity on a Halfway Domain
abstract
The main challenge in achieving good image morphs is to create a map that aligns corresponding image elements. Our aim is to help automate this often tedious task. We compute the map by optimizing the compatibility of corresponding warped image neighborhoods using an adaptation of structural similarity. The optimization is regularized by a thin-plate spline and may be guided by a few user-drawn points. We parameterize the map over a halfway domain and show that this representation offers many benefits. The map is able to treat the image pair symmetrically, model simple occlusions continuously, span partially overlapping images, and define extrapolated correspondences. Moreover, it enables direct evaluation of the morph in a pixel shader without mesh rasterization. We improve the morphs by optimizing quadratic motion paths and by seamlessly extending content beyond the image boundaries. We parallelize the algorithm on a GPU to achieve a responsive interface and demonstrate challenging morphs obtained with little effort.
Jing Liao 0001, Rodolfo S. Lima, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander
ACM Trans. Graph.5
2012 Temporal Coherence Methods in Real-Time Rendering
abstract
Abstract Nowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real‐time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high‐quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit TC for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high‐end graphics applications to lower‐spec consumer‐level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image‐space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data‐reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real‐time rendering.
Daniel Scherzer, Lei Yang 0006, Oliver Mattausch, Diego F. Nehab, Pedro V. Sander, Michael Wimmer 0001, Elmar Eisemann
Comput. Graph. Forum5
2012 Depth-presorted triangle lists
abstract
We present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any viewpoint outside its bounding volume. The approach renders depth-sorted triangles using a single draw-call. At run-time, we replace the traditional sorting strategy of existing algorithms with a faster triangle selection strategy. The selection process operates on an extended sequence of triangles annotated by test planes, created by our off-line preprocessing stage. Based on these test planes, a simple run-time procedure uses the given viewpoint to select a subsequence of triangles for rasterization. Selected subsequences are statically presorted by depth and contain each input triangle exactly once. Our method runs on legacy hardware and renders depth-sorted static models significantly faster than previous approaches. We conclude demonstrating the real-time rendering of order-independent transparency effects.
Pedro V. Sander, Diego F. Nehab, Lei Yang 0006
ACM Trans. Graph.2
2011 Antialiasing recovery
abstract
We present a method for restoring antialiased edges that are damaged by certain types of nonlinear image filters. This problem arises with many common operations such as intensity thresholding, tone mapping, gamma correction, histogram equalization, bilateral filters, unsharp masking, and certain nonphotorealistic filters. We present a simple algorithm that selectively adjusts the local gradients in affected regions of the filtered image so that they are consistent with those in the original image. Our algorithm is highly parallel and is therefore easily implemented on a GPU. Our prototype system can process up to 500 megapixels per second and we present results for a number of different image filters.
Lei Yang 0006, Pedro V. Sander, Jason Lawrence, Hugues Hoppe
ACM Trans. Graph.2
2011 Image-based bidirectional scene reprojection
abstract
We introduce a method for increasing the framerate of real-time rendering applications. Whereas many existing temporal upsampling strategies only reuse information from previous frames, our bidirectional technique reconstructs intermediate frames from a pair of consecutive rendered frames. This significantly improves the accuracy and efficiency of data reuse since very few pixels are simultaneously occluded in both frames. We present two versions of this basic algorithm. The first is appropriate for fill-bound scenes as it limits the number of expensive shading calculations, but involves rasterization of scene geometry at each intermediate frame. The second version, our more significant contribution, reduces both shading and geometry computations by performing reprojection using only image-based buffers. It warps and combines the adjacent rendered frames using an efficient iterative search on their stored scene depth and flow. Bidirectional reprojection introduces a small amount of lag. We perform a user study to investigate this lag, and find that its effect is minor. We demonstrate substantial performance improvements (3--4x) for a variety of applications, including vertex-bound and fill-bound scenes, multi-pass effects, and motion blur.
Lei Yang 0006, Yu-Chiu Tse, Pedro V. Sander, Jason Lawrence, Diego F. Nehab, Hugues Hoppe, Clara L. Wilkins
ACM Trans. Graph.3
2010 Fast capacity constrained Voronoi tessellation
abstract
Capacity constrained Voronoi tessellation (CCVT) [Balzer et al. 2009] addresses a crucial quality issue of Lloyd relaxation but at the expense of slower computation, which could hinder its potential wide adoption. We present a fast capacity constrained Voronoi tessellation algorithm which is orders of magnitude faster than the original method proposed by Balzer et al. [2009] (and 10x faster than a previous accelerated implementation of the same technique) while maintaining excellent distribution quality and scaling very well as the number of points increase.
Hongwei Li 0004, Diego F. Nehab, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
SI3D4
2010 Interactive painterly stylization of images, videos and 3D animations
abstract
We introduce a real-time system that converts images, video, or 3D animation sequences to artistic renderings in various painterly styles. The algorithm, which is entirely executed on the GPU, can efficiently process 512 resolution frames containing 60,000 individual strokes at over 30 fps. In order to exploit the parallel nature of GPUs, our algorithm determines the placement of strokes entirely from local pixel neighborhood information. The strokes are rendered as point sprites with textures. Temporal coherence is achieved by treating the brush strokes as particles and moving them based on optical flow. Our system renders high quality results while allowing the user interactive control over many stylistic parameters such as stroke size, texture and density.
Jingwan Lu, Pedro V. Sander, Adam Finkelstein
SI3D2
2010 Anisotropic blue noise sampling
abstract
Blue noise sampling is widely employed for a variety of imaging, geometry, and rendering applications. However, existing research so far has focused mainly on isotropic sampling, and challenges remain for the anisotropic scenario both in sample generation and quality verification. We present anisotropic blue noise sampling to address these issues. On the generation side, we extend dart throwing and relaxation, the two classical methods for isotropic blue noise sampling, for the anisotropic setting, while ensuring both high-quality results and efficient computation. On the verification side, although Fourier spectrum analysis has been one of the most powerful and widely adopted tools, so far it has been applied only to uniform isotropic samples. We introduce approaches based on warping and sphere sampling that allow us to extend Fourier spectrum analysis for adaptive and/or anisotropic samples; thus, we can detect problems in alternative anisotropic sampling techniques that were not yet found via prior verification. We present several applications of our technique, including stippling, visualization, surface texturing, and object distribution.
Hongwei Li 0004, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
ACM Trans. Graph.3
2010 Parallel View-Dependent Level-of-Detail Control
abstract
We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover, can be amortized across several frames. The result is a single standard index buffer that can be used directly for rendering. The static data structure is remarkably compact, requiring only 57 percent more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures, as well as shadowing and semitransparent surface rendering applications that make direct use of the resulting dynamic index buffer.
Pedro V. Sander, Hugues Hoppe
IEEE Trans. Vis. Comput. Graph.2
2009 I3DC: Interactive Three-Dimensional Cubes
abstract
We present the I3DC system prototype, which constructs the cube for tens of millions of data items within milliseconds, and provides high-quality cube visualization as well as highly-interactive OLAP operations. Our approach is based on a novel blending-as-aggregation (BAA) algorithm that maps distributive OLAP aggregations to the intrinsic rendering mechanisms of the GPU. Our system runs entirely on the GPU and requires no precomputations.
Qiong Luo 0001, Pedro V. Sander, Jiaoying Shi
ICDE4
2009 Stack-based parallel recursion on graphics processors
abstract
Recent research has shown promising results on using graphics processing units (GPUs) to accelerate general-purpose computation. However, today's GPUs do not support recursive functions. As a result, for inherently recursive algorithms such as tree traversal, GPU programmers need to explicitly use stacks to emulate the recursion. Parallelizing such stack-based implementation on the GPU increases the programming difficulty; moreover, it is unclear how to improve the efficiency of such parallel implementations. As a first step to address both ease of programming and efficiency issues, we propose three parallel stack implementation alternatives that differ in the granularity of stack sharing. Taking tree traversals as an example, we study the performance tradeoffs between these alternatives and analyze their behaviors in various situations. Our results could be useful to both GPU programmers and GPU compiler writers.
Bingsheng He, Qiong Luo 0001, Pedro V. Sander, Jiaoying Shi
PPoPP4
2009 Parallel view-dependent refinement of progressive meshes
abstract
We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices, to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover can be amortized across several frames. The static data structure is remarkably compact, requiring only 57% more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures.
Pedro V. Sander, Hugues Hoppe
SI3D2
2009 Relational query coprocessing on graphics processors
abstract
Graphics processors (GPUs) have recently emerged as powerful coprocessors for general purpose computation. Compared with commodity CPUs, GPUs have an order of magnitude higher computation power as well as memory bandwidth. Moreover, new-generation GPUs allow writes to random memory locations, provide efficient interprocessor communication through on-chip local memory, and support a general purpose parallel programming model. Nevertheless, many of the GPU features are specialized for graphics processing, including the massively multithreaded architecture, the Single-Instruction-Multiple-Data processing style, and the execution model of a single application at a time. Additionally, GPUs rely on a bus of limited bandwidth to transfer data to and from the CPU, do not allow dynamic memory allocation from GPU kernels, and have little hardware support for write conflicts. Therefore, a careful design and implementation is required to utilize the GPU for coprocessing database queries. In this article, we present our design, implementation, and evaluation of an in-memory relational query coprocessing system, GDB, on the GPU. Taking advantage of the GPU hardware features, we design a set of highly optimized data-parallel primitives such as split and sort, and use these primitives to implement common relational query processing algorithms. Our algorithms utilize the high parallelism as well as the high memory bandwidth of the GPU, and use parallel computation and memory optimizations to effectively reduce memory stalls. Furthermore, we propose coprocessing techniques that take into account both the computation resources and the GPU-CPU data transfer cost so that each operator in a query can utilize suitable processors—the CPU, the GPU, or both—for an optimized overall performance. We have evaluated our GDB system on a machine with an Intel quad-core CPU and an NVIDIA GeForce 8800 GTX GPU. Our workloads include microbenchmark queries on memory-resident data as well as TPC-H queries that involve complex data types and multiple query operators on data sets larger than the GPU memory. Our results show that our GPU-based algorithms are 2--27x faster than their optimized CPU-based counterparts on in-memory data. Moreover, the performance of our coprocessing scheme is similar to, or better than, both the GPU-only and the CPU-only schemes.
Bingsheng He, Mian Lu, Naga K. Govindaraju, Qiong Luo 0001, Pedro V. Sander
ACM Trans. Database Syst.7
2009 Amortized supersampling
abstract
We present a real-time rendering scheme that reuses shading samples from earlier time frames to achieve practical antialiasing of procedural shaders. Using a reprojection strategy, we maintain several sets of shading estimates at subpixel precision, and incrementally update these such that for most pixels only one new shaded sample is evaluated per frame. The key difficulty is to prevent accumulated blurring during successive reprojections. We present a theoretical analysis of the blur introduced by reprojection methods. Based on this analysis, we introduce a nonuniform spatial filter, an adaptive recursive temporal filter, and a principled scheme for locally estimating the spatial blur. Our scheme is appropriate for antialiasing shading attributes that vary slowly over time. It works in a single rendering pass on commodity graphics hardware, and offers results that surpass 4x4 stratified supersampling in quality, at a fraction of the cost.
Lei Yang 0006, Diego F. Nehab, Pedro V. Sander, Pitchaya Sitthi-amorn, Jason Lawrence, Hugues Hoppe
ACM Trans. Graph.3
2008 Relational joins on graphics processors
abstract
We present a novel design and implementation of relational join algorithms for new-generation graphics processing units (GPUs). The most recent GPU features include support for writing to random memory locations, efficient inter-processor communication, and a programming model for general-purpose computing. Taking advantage of these new features, we design a set of data-parallel primitives such as split and sort, and use these primitives to implement indexed or non-indexed nested-loop, sort-merge and hash joins. Our algorithms utilize the high parallelism as well as the high memory bandwidth of the GPU, and use parallel computation and memory optimizations to effectively reduce memory stalls. We have implemented our algorithms on a PC with an NVIDIA G80 GPU and an Intel quad-core CPU. Our GPU-based join algorithms are able to achieve a performance improvement of 2-7X over their optimized CPU-based counterparts.
Bingsheng He, Mian Lu, Naga K. Govindaraju, Qiong Luo 0001, Pedro V. Sander
SIGMOD Conference7
2008 Geometry-Aware Framebuffer Level of Detail
abstract
Abstract This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade‐off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature‐preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer‐grained control over resource allocation. Finally, we introduce a simple control mechanism that continuously adjusts the amount of resizing necessary to maintain a target framerate. These techniques do not require any preprocessing, are straightforward to implement on modern GPUs, and are shown to provide significant performance gains for several pixel‐bound scenes.
Lei Yang 0006, Pedro V. Sander, Jason Lawrence
Comput. Graph. Forum2
2008 Efficient traversal of mesh edges using adjacency primitives
abstract
Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We present a scheme for efficient traversal of mesh edges that builds on the adjacency primitives and programmable geometry shaders introduced in recent graphics hardware. Our scheme aims to minimize the number of primitives while maximizing SIMD parallelism. These objectives reduce to a set of discrete optimization problems on the dual graph of the mesh, and we develop practical solutions to these graph problems. In addition, we extend two existing vertex cache optimization algorithms to produce cache-efficient traversal orderings for adjacency primitives. We demonstrate significant runtime speedups for several practical real-time rendering algorithms.
Pedro V. Sander, Diego F. Nehab, Eden Chlamtác, Hugues Hoppe
ACM Trans. Graph.1
2008 Automated reprojection-based pixel shader optimization
abstract
We present a framework and supporting algorithms to automate the use of temporal data reprojection as a general tool for optimizing procedural shaders. Although the general strategy of caching and reusing expensive intermediate shading calculations across consecutive frames has previously been shown to provide an effective trade-off between speed and accuracy, the critical choices of what to reuse and at what rate to refresh cached entries have been left to a designer. The fact that these decisions require a deep understanding of a procedure's semantic structure makes it challenging to select optimal candidates among possibly hundreds of alternatives. Our automated approach relies on parametric models of the way possible caching decisions affect the shader's performance and visual fidelity. These models are trained using a sample rendering session and drive an interactive profiler in which the user can explore the error/performance trade-offs associated with incorporating temporal reprojection. We evaluate the proposed models and selection algorithm with a prototype system used to optimize several complex shaders and compare our approach to current alternatives.
Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang 0006, Pedro V. Sander, Diego F. Nehab, Jiahe Xi
ACM Trans. Graph.4
2007 In-memory grid files on graphics processors
abstract
Recently, graphics processing units, or GPUs, have become a viable alternative as commodity, parallel hardware for general-purpose computing, due to their massive data-parallelism, high memory bandwidth, and improved general-purpose programming interface. In this paper, we explore the use of GPU on the grid file, a traditional multidimensional access method. Considering the hardware characteristics of GPUs, we design a massively multi-threaded GPU-based grid file for static, memory-resident multidimensional point data. Moreover, we propose a hierarchical grid file variant to handle data skews efficiently. Our implementations on the NVIDIA G80 GTX graphics card are able to achieve two to eight times' higher performance than their CPU counterparts on a single PC.
Bingsheng He, Mian Lu, Naga K. Govindaraju, Qiong Luo 0001, Pedro V. Sander, Jiaoying Shi
DaMoN7
2007 Ambient aperture lighting
abstract
This paper introduces a new real-time shading model that uses spherical cap intersections to approximate a surface's incident lighting from dynamic area light sources. Our method uses precomputed visibility information for static meshes to compute illumination with approximate high-frequency shadows in a single rendering pass. Because this technique relies on precomputed visibility data, the mesh is assumed to be static at render time. Due to its high efficiency and low memory footprint this method is highly suitable for games.
Christopher Oat, Pedro V. Sander
SI3D2
2007 GPUQP: query co-processing using graphics processors
abstract
We present GPUQP, a relational query engine that employs both CPUs and GPUs (Graphics Processing Units) for in-memory query co-processing. GPUs are commodity processors traditionally designed for graphics applications. Recent research has shown that they can accelerate some database operations orders of magnitude over CPUs. So far, there has been little work on how GPUs can be programmed for heavy-duty database constructs, such as tree indexes and joins, and how well a full-fledged GPU query co-processor performs in comparison with their CPU counterparts. In this work, we explore the design decisions in using GPUs for query co-processing using both a graphics API and a general purpose programming model. We then demonstrate the processing flows as well as the performance results of our methods.
Bingsheng He, Mian Lu, Naga K. Govindaraju, Qiong Luo 0001, Pedro V. Sander
SIGMOD Conference7
2007 Fast triangle reordering for vertex locality and reduced overdraw
abstract
We present novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. The resulting triangle orders perform on par with previous methods, but are orders magnitude faster to compute. The improvements in processing speed allow us to perform the optimization right after a model is loaded, when more information on the host hardware is available. This allows our vertex cache optimization to often outperform other methods. In fact, our algorithms can even be executed interactively, allowing for re-optimization in case of changes to geometry or topology, which happen often in CAD/CAM applications. We believe that most real-time rendering applications will immediately benefit from these new results.
Pedro V. Sander, Diego F. Nehab, Joshua Barczak
ACM Trans. Graph.1
2006 Triangle order optimization for graphics hardware computation culling
abstract
We describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull vertex and pixel processing at rendering time.Our method starts by dividing the mesh into planar clusters which are subsequently sorted into a view-independent order which greatly reduces overdraw. The result is an increase in the opportunities for early Z-culling, reducing pixel processing time. The clusters are then optimized for mesh locality. This produces high rates of vertex cache hits, reducing vertex processing time.We have found that our method brings the overdraw rates of a wide range of models close to that of front-to-back order, while preserving state of the art vertex cache performance. This results in higher frame rates for pixel-bound applications with no penalty to vertex-bound applications.
Diego F. Nehab, Joshua Barczak, Pedro V. Sander
SI3D3
2005 Progressive Buffers: View-dependent Geometry and Texture for LOD Rendering
Pedro V. Sander, Jason L. Mitchell
Symposium on Geometry Processing1
2004 Signal-Specialized Parameterization for Piecewise Linear Reconstruction
Geetika Tewari, John M. Snyder, Pedro V. Sander, Steven J. Gortler, Hugues Hoppe
Symposium on Geometry Processing3
2003 Simple Silhouettes for Complex Meshes
Danil Kirsanov, Pedro V. Sander, Steven J. Gortler
Symposium on Geometry Processing2
2003 Multi-Chart Geometry Images
Pedro V. Sander, Zoë J. Wood, Steven J. Gortler, John Snyder, Hugues Hoppe
Symposium on Geometry Processing1
2001 Discontinuity edge overdraw
abstract
Aliasing is an important problem when rendering triangle meshes. Efficient antialiasing techniques such as mipmapping greatly improve the filtering of textures defined over a mesh. A major component of the remaining aliasing occurs along discontinuity edges such as silhouettes, creases, and material boundaries. Framebuffer supersampling is a simple remedy, but 2x2 supersampling leaves behind significant temporal artifacts, while greater supersampling demands even more fill-rate and memory. We present an alternative that focuses effort on discontinuity edges by overdrawing such edges as antialiased lines. Although the idea is simple, several subtleties arise. Visible silhouette edges must be detected efficiently. Discontinuity edges need consistent orientations. They must be blended as they approach the silhouette to avoid popping. Unfortunately, edge blending results in blurriness. Our technique balances these two competing objectives of temporal smoothness and spatial sharpness. Finally, the best results are obtained when discontinuity edges are sorted by depth. Our approach proves surprisingly effective at reducing temporal artifacts commonly referred to as "crawling jaggies," with little added cost.
Pedro V. Sander, Hugues Hoppe, John Snyder, Steven J. Gortler
SI3D1
2001 Texture mapping progressive meshes
abstract
Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and directions on the surface. It also minimizes texture deviation (“slippage” error based on parametric correspondence) to obtain accurate textured mesh approximations. The method begins by partitioning the mesh into charts using planarity and compactness heuristics. It creates a stretch-minimizing parametrization within each chart, and resizes the charts based on the resulting stretch. Next, it simplifies the mesh while respecting the chart boundaries. The parametrization is re-optimized to reduce both stretch and deviation over the whole PM sequence. Finally, the charts are packed into a texture atlas. We demonstrate using such atlases to sample color and normal maps over several models.
Pedro V. Sander, John M. Snyder, Steven J. Gortler, Hugues Hoppe
SIGGRAPH1
2000 Silhouette clipping
abstract
Approximating detailed with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of the original model. The coarse mesh is obtained using progressive hulls, a novel representation with the nesting property required for proper clipping. We describe an improved technique for constructing texture and normal maps over this coarse mesh. Given a perspective view, silhouettes are efficiently extracted from the original mesh using a precomputed search tree. Within the tree, hierarchical culling is achieved using pairs of anchored cones. The extracted silhouette edges are used to set the hardware stencil buffer and alpha buffer, which in turn clip and antialias the rendered coarse geometry. Results demonstrate that silhouette clipping can produce renderings of similar quality to high-resolution meshes in less rendering time.
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John M. Snyder
SIGGRAPH1