EDBT 2026 Demo / reviewers in the wild / expert
Sumanta N. Pattanaik
dblp:68/6696
· DBLP profile ↗
41ranked-venue papers
7as first author
3since 2021 · last 2023
0009-0002-0016-8703ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 39 · 7 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 9 · 2 first-authorDatabases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1
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
13 papers |
Rendering · 77% Computational photography and imaging · 20% Virtual and augmented reality · 1% |
Topics — the 24 heaviest of 27, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational photography and imaging › illumination estimation
illumination capture |
0.2 | 1 | 2016 | Practical multispectral lighting reproduction · ACM Trans. Graph. 2016 |
Rendering › global illumination
image-based lighting |
0.2 | 1 | 2016 | Practical multispectral lighting reproduction · ACM Trans. Graph. 2016 |
Rendering
global illumination |
0.2 | 7 | 2007 | Temporal Radiance Caching · IEEE Trans. Vis. Comput. Graph. 2007 Radiance Caching for Efficient Global Illumination Computation · IEEE Trans. Vis. Comput. Graph. 2005 Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments · ACM Trans. Graph. 2001 |
Rendering › global illumination
radiance caching |
0.1 | 2 | 2007 | Temporal Radiance Caching · IEEE Trans. Vis. Comput. Graph. 2007 Radiance Caching for Efficient Global Illumination Computation · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering › global illumination
caustics rendering |
0.1 | 1 | 2007 | Caustics Mapping: An Image-Space Technique for Real-Time Caustics · IEEE Trans. Vis. Comput. Graph. 2007 |
Rendering › global illumination
irradiance caching |
0.1 | 1 | 2007 | Temporal Radiance Caching · IEEE Trans. Vis. Comput. Graph. 2007 |
Rendering
real-time rendering |
0.1 | 1 | 2007 | Caustics Mapping: An Image-Space Technique for Real-Time Caustics · IEEE Trans. Vis. Comput. Graph. 2007 |
Rendering
perceptual rendering |
0.1 | 4 | 2001 | Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments · ACM Trans. Graph. 2001 A model of visual masking for computer graphics · SIGGRAPH 1997 A Model of Visual Adaptation for Realistic Image Synthesis · SIGGRAPH 1996 |
Rendering
ray tracing |
0.1 | 1 | 2005 | Radiance Caching for Efficient Global Illumination Computation · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering › perceptual rendering
tone reproduction |
0.0 | 2 | 2000 | Time-dependent visual adaptation for fast realistic image display · SIGGRAPH 2000 A Multiscale Model of Adaptation and Spatial Vision for Realistic Image Display · SIGGRAPH 1998 |
Computational photography and imaging
tone mapping |
0.0 | 1 | 2003 | Local adaptation luminance via segmentation and assimilation · SIGGRAPH 2003 |
Rendering › rendering optimization
rendering acceleration |
0.0 | 1 | 2001 | Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments · ACM Trans. Graph. 2001 |
Rendering
photorealistic rendering |
0.0 | 1 | 1999 | A Perceptually Based Physical Error Metric for Realistic Image Synthesis · SIGGRAPH 1999 |
Rendering › temporal rendering › animation rendering
animated scene rendering |
0.0 | 1 | 2007 | Temporal Radiance Caching · IEEE Trans. Vis. Comput. Graph. 2007 |
Virtual and augmented reality › auditory perception › psychoacoustics
perceptual masking model |
0.0 | 1 | 1997 | A model of visual masking for computer graphics · SIGGRAPH 1997 |
Rendering
physically based rendering |
0.0 | 1 | 1997 | A framework for realistic image synthesis · SIGGRAPH 1997 |
Rendering
adjoint method |
0.0 | 1 | 1995 | Adjoint Equations and Random Walks for Illumination Computation · ACM Trans. Graph. 1995 |
Rendering › monte carlo rendering
importance sampling |
0.0 | 1 | 1995 | Adjoint Equations and Random Walks for Illumination Computation · ACM Trans. Graph. 1995 |
Rendering
monte carlo rendering |
0.0 | 1 | 1995 | Adjoint Equations and Random Walks for Illumination Computation · ACM Trans. Graph. 1995 |
Computational photography and imaging
high dynamic range imaging |
0.0 | 1 | 2003 | Local adaptation luminance via segmentation and assimilation · SIGGRAPH 2003 |
Visualization and visual analytics
visual attention |
0.0 | 1 | 2001 | Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments · ACM Trans. Graph. 2001 |
Computer animation and physical simulation
real-time animation |
0.0 | 1 | 2000 | Time-dependent visual adaptation for fast realistic image display · SIGGRAPH 2000 |
Image and video coding
image quality assessment |
0.0 | 1 | 1998 | A Multiscale Model of Adaptation and Spatial Vision for Realistic Image Display · SIGGRAPH 1998 |
Image and video coding
image compression |
0.0 | 1 | 1997 | A model of visual masking for computer graphics · SIGGRAPH 1997 |
Methods — techniques the papers use, named apart from their topics
non-negative least squares · 0.2color chart calibration · 0.2temporal interpolation · 0.1temporal coherence · 0.1shadow mapping · 0.1rasterization pipeline · 0.1spherical harmonics · 0.1radiance interpolation · 0.1irradiance caching · 0.1human visual system model · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Parametrization of Measured BRDF for Flexible Material Editing
Alexis Benamira, Sachin Shah, Sumanta N. Pattanaik |
CGI | 3 |
| 2023 | A Microfacet Model for Specular Fluorescent Surfaces and Fluorescent Volume Rendering using Quantum Dots
Alexis Benamira, Sumanta N. Pattanaik |
EGSR (ST) | 2 |
| 2021 | A combined scattering and diffraction model for elliptical hair renderingabstractAbstract Realistic hair rendering relies on fiber scattering models. These models are based on either ray tracing or on full wave‐propagation through the hair fiber. Ray tracing can model most of the scattering phenomenon observed but misses the important effect of diffraction. Indeed human natural hair specific dimensions and geometry demands for the wave nature of light to be taken into consideration for accurate rendering. However, current full‐wave model requires nonpratical, several days precomputation, that needs to be repeated for every change in the hair geometry or color, for appropriate results. We present in this paper a dual hair scattering model which considers the dual aspect of light: as a wave and as a ray. Our model accurately simulates both diffraction and scattering phenomena without requiring any precomputation. Furthermore, it can simulate light transport in hairs of arbitrary elliptical cross‐sections. This new dual approach enables our model to significantly improve the appearance of rendered hair and qualitatively match scattering and diffraction effects seen in photos of real hair while adding little computation overhead. Alexis Benamira, Sumanta N. Pattanaik |
Comput. Graph. Forum | 2 |
| 2020 | Application of the Transfer Matrix Method to Anti-reflective Coating Rendering
Alexis Benamira, Sumanta N. Pattanaik |
CGI | 2 |
| 2017 | A theorem proving approach for automatically synthesizing visualizations of flow cytometry dataabstractBACKGROUND: Polychromatic flow cytometry is a popular technique that has wide usage in the medical sciences, especially for studying phenotypic properties of cells. The high-dimensionality of data generated by flow cytometry usually makes it difficult to visualize. The naive solution of simply plotting two-dimensional graphs for every combination of observables becomes impractical as the number of dimensions increases. A natural solution is to project the data from the original high dimensional space to a lower dimensional space while approximately preserving the overall relationship between the data points. The expert can then easily visualize and analyze this low-dimensional embedding of the original dataset. RESULTS: This paper describes a new method, SANJAY, for visualizing high-dimensional flow cytometry datasets. This technique uses a decision procedure to automatically synthesize two-dimensional and three-dimensional projections of the original high-dimensional data while trying to minimize distortion. We compare SANJAY to the popular multidimensional scaling (MDS) approach for visualization of small data sets drawn from a representative set of benchmarks, and our experiments show that SANJAY produces distortions that are 1.44 to 4.15 times smaller than those caused due to MDS. Our experimental results show that SANJAY also outperforms the Random Projections technique in terms of the distortions in the projections. CONCLUSIONS: We describe a new algorithmic technique that uses a symbolic decision procedure to automatically synthesize low-dimensional projections of flow cytometry data that typically have a high number of dimensions. Our algorithm is the first application, to our knowledge, of using automated theorem proving for automatically generating highly-accurate, low-dimensional visualizations of high-dimensional data. Sunny Raj, Faraz Hussain 0001, Zubir Husein, Neslisah Torosdagli, Damla Turgut, Narsingh Deo, Sumanta N. Pattanaik, Chung-Che Jeff Chang, Sumit Kumar Jha 0001 |
BMC Bioinform. | 7 |
| 2016 | Practical multispectral lighting reproductionabstractWe present a practical framework for reproducing omnidirectional incident illumination conditions with complex spectra using a light stage with multispectral LED lights. For lighting acquisition, we augment standard RGB panoramic photography with one or more observations of a color chart with numerous reflectance spectra. We then solve for how to drive the multispectral light sources so that they best reproduce the appearance of the color charts in the original lighting. Even when solving for non-negative intensities, we show that accurate lighting reproduction is achievable using just four or six distinct LED spectra for a wide range of incident illumination spectra. A significant benefit of our approach is that it does not require the use of specialized equipment (other than the light stage) such as monochromators, spectroradiometers, or explicit knowledge of the LED power spectra, camera spectral response functions, or color chart reflectance spectra. We describe two simple devices for multispectral lighting capture, one for slow measurements of detailed angular spectral detail, and one for fast measurements with coarse angular detail. We validate the approach by realistically compositing real subjects into acquired lighting environments, showing accurate matches to how the subject would actually look within the environments, even for those including complex multispectral illumination. We also demonstrate dynamic lighting capture and playback using the technique. Chloe LeGendre, Xueming Yu, Dai Liu, Jay Busch, Val Jones 0002, Sumanta N. Pattanaik, Paul E. Debevec |
ACM Trans. Graph. | 6 |
| 2014 | Computation of polarized subsurface BRDF for rendering
Charly Collin, Sumanta N. Pattanaik, Patrick LiKamWa, Kadi Bouatouch |
Graphics Interface | 2 |
| 2014 | Discrete ordinate method for polarized light transport solution and subsurface BRDF computation
Charly Collin, Sumanta N. Pattanaik, Patrick LiKamWa, Kadi Bouatouch |
Comput. Graph. | 2 |
| 2014 | Macro 64-regions for uniform grids on GPU
Eugene M. Taranta II, Sumanta N. Pattanaik |
Vis. Comput. | 2 |
| 2013 | A practical model for computing the BRDF of real world materialsabstractAccurately modeling BRDF for real world materials is important and challenging for realistic image synthesis. For a majority of materials most of the incident light enters the material, undergoes multiple scattering under the surface before exiting the material's surface as reflection. Physically correct modeling of such BRDF must take into account of this subsurface volumetric light transport. Most of the accurate numerical solution methods (ex: Monte Carlo, Discrete Ordinate Methods (DOM)) for volumetric light transport compute radiance field for the whole volume, and are expensive. As BRDF ultimately relates only the outgoing radiation field at the boundary to the incident radiation, radiation field computed for the bulk of the material does not provide any useful information and hence the effort involved in computing them can be considered as wasteful. So for efficient BRDF computation any method that allows us to compute the radiance field only at the boundary would be a preferable choice. The search for such a method led us to the Ambartsumian's method [Sobolev 1975; Mishchenko et al. 1999]. Charly Collin, Ajit Hakke Patil, Sumanta N. Pattanaik |
I3D | 4 |
| 2013 | Visibility-driven progressive volume photon tracing
Charly Collin, Mickaël Ribardière, Adrien Gruson, Rémi Cozot, Sumanta N. Pattanaik, Kadi Bouatouch |
Vis. Comput. | 5 |
| 2012 | Fusing geo-referenced images for urban scene
Ling Ling Sik, Sumanta N. Pattanaik |
FUSION | 2 |
| 2010 | Visibility Editing For All-Frequency Shadow DesignabstractAbstract We present an approach for editing shadows in all‐frequency lighting environments. To support artistic control, we propose to decouple shadowing from lighting and focus on providing intuitive controls to edit the former. To accomplish this task, we precompute and store scene visibility information separately from lighting and BRDFs and allow artists to edit visibility directly, by providing operations to select shadows and edit their shape. To facilitate a wider range of editing operations, we generalize visibility from binary to three‐channel oating point quantities and introduce a novel shadow representation based on computation of visibility ratios between the original render and the edited one. We demonstrate our results for diffuse and glossy surfaces, still scenes and animations. Juraj Obert, Fabio Pellacini, Sumanta N. Pattanaik |
Comput. Graph. Forum | 3 |
| 2010 | Real-time single scattering inside inhomogeneous materials
Daniele Bernabei, Fabio Ganovelli, Nico Pietroni, Paolo Cignoni, Sumanta N. Pattanaik, Roberto Scopigno |
Vis. Comput. | 5 |
| 2009 | High Dynamic Range Imaging and Low Dynamic Range Expansion for Generating HDR ContentabstractAbstract In the last few years, researchers in the field of High Dynamic Range (HDR) Imaging have focused on providing tools for expanding Low Dynamic Range (LDR) content for the generation of HDR images due to the growing popularity of HDR in applications, such as photography and rendering via Image‐Based Lighting, and the imminent arrival of HDR displays to the consumer market. LDR content expansion is required due to the lack of fast and reliable consumer level HDR capture for still images and videos. Furthermore, LDR content expansion, will allow the re‐use of legacy LDR stills, videos and LDR applications created, over the last century and more, to be widely available. The use of certain LDR expansion methods, those that are based on the inversion of Tone Mapping Operators (TMOs), has made it possible to create novel compression algorithms that tackle the problem of the size of HDR content storage, which remains one of the major obstacles to be overcome for the adoption of HDR. These methods are used in conjunction with traditional LDR compression methods and can evolve accordingly. The goal of this report is to provide a comprehensive overview on HDR Imaging, and an in depth review on these emerging topics. Francesco Banterle, Kurt Debattista, Alessandro Artusi, Sumanta N. Pattanaik, Karol Myszkowski, Patrick Ledda, Alan Chalmers |
Comput. Graph. Forum | 4 |
| 2008 | Rendering Trees with Indirect Lighting in Real TimeabstractAbstract High quality lighting is one of the challenges for interactive tree rendering. To this end, this paper presents a lighting model allowing real‐time rendering of trees with convincing indirect lighting. Rather than defining an empirical model to mimic lighting of real trees, we work at a lower level by modeling the spatial distribution of leaves and by assigning them probabilistic properties. We focus mainly on precise low‐frequency lighting that our eyes are more sensitive to and we add high‐frequency details afterwards. The resulting model is efficient and simple to implement on a GPU. Kevin Boulanger, Kadi Bouatouch, Sumanta N. Pattanaik |
Comput. Graph. Forum | 3 |
| 2008 | iCheat: A Representation for Artistic Control of Indirect Cinematic LightingabstractAbstract Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is less important than careful control of scene appearance. This paper presents a comprehensive, efficient, and intuitive representation for artistic control of indirect illumination. We encode user's adjustments to indirect lighting as scale and offset coefficients of the transfer operator. We take advantage of the nature of indirect illumination and of the edits themselves to efficiently sample and compress them. A major benefit of this sampled representation, compared to encoding adjustments as procedural shaders, is the renderer‐independence. This allowed us to easily implement several tools to produce our final images: an interactive relighting engine to view adjustments, a painting interface to define them, and a final renderer to render high quality results. We demonstrate edits to scenes with diffuse and glossy surfaces and animation. Juraj Obert, Jaroslav Krivánek, Fabio Pellacini, Daniel Sýkora, Sumanta N. Pattanaik |
Comput. Graph. Forum | 5 |
| 2007 | Temporal Radiance CachingabstractWe present a novel method for fast, high quality computation of glossy global illumination in animated environments. Building on the irradiance caching and radiance caching algorithms, our method leverages temporal coherence by sparse temporal sampling and interpolation of the indirect lighting. In our approach, part of the global illumination solution computed in previous frames is reused in the current frame. Our reusing scheme adapts to the change of incoming radiance by updating the indirect lighting only where there is a significant change. By reusing data in several frames, our method removes the flickering artifacts and yields a significant speedup compared to classical computation in which a new cache is computed for every frame. We also define temporal gradients for smooth temporal interpolation. A key aspect of our method is the absence of any additional complex data structure, making the implementation into any existing renderer based on irradiance and radiance caching straightforward. We describe the implementation of our method using graphics hardware for improved performance. Pascal Gautron, Kadi Bouatouch, Sumanta N. Pattanaik |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2007 | Caustics Mapping: An Image-Space Technique for Real-Time CausticsabstractIn this paper, we present a simple and practical technique for real-time rendering of caustics from reflective and refractive objects. Our algorithm, conceptually similar to shadow mapping, consists of two main parts: creation of a caustic map texture, and utilization of the map to render caustics onto nonshiny surfaces. Our approach avoids performing any expensive geometric tests, such as ray-object intersection, and involves no precomputation; both of which are common features in previous work. The algorithm is well suited for the standard rasterization pipeline and runs entirely on the graphics hardware. Musawir A. Shah, Jaakko Kontinnen, Sumanta N. Pattanaik |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2006 | Making Radiance and Irradiance Caching Practical: Adaptive Caching and Neighbor Clamping
Jaroslav Krivánek, Kadi Bouatouch, Sumanta N. Pattanaik, Jirí Zára |
Rendering Techniques | 3 |
| 2005 | Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm
Pascal Gautron, Jaroslav Krivánek, Kadi Bouatouch, Sumanta N. Pattanaik |
Rendering Techniques | 4 |
| 2005 | Radiance Caching for Efficient Global Illumination ComputationabstractIn this paper, we present a ray tracing-based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular, we extend the irradiance caching scheme proposed by Ward et al. to cache and interpolate directional incoming radiance instead of irradiance. The incoming radiance at a point is represented by a vector of coefficients with respect to a hemispherical or spherical basis. The surfaces suitable for interpolation are selected automatically according to the roughness of their BRDF. We also propose a novel method for computing translational radiance gradient at a point. Jaroslav Krivánek, Pascal Gautron, Sumanta N. Pattanaik, Kadi Bouatouch |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2003 | Interactive Global Illumination in Dynamic Environments Using Commodity Graphics HardwareabstractWe present a system based on commodity graphics hardware for computing global illumination in dynamic scenes at interactive rates. We designed a progressive global illumination algorithm specifically to take advantage of current graphics hardware features. Our algorithm simulates the transport of light in synthetic environments by following the light emitted from the light source(s) through its multiple bounces on the surfaces of the scene. The entire algorithm runs on ATI's Radeon 9700 using vertex and fragment shaders, allowing us to compute and display a global illumination solution for reasonably complex scenes with moving objects and moving lights in approximately 250 milliseconds (4 frames per second). Mangesh Nijasure, Sumanta N. Pattanaik, Vineet Goel |
PG | 2 |
| 2003 | Physiologically-Based Modeling and Visualization of Deformable LungsabstractA real-time physiologically-based breathing model of lungs under normal and pathological scenario has been conceived and implemented. The algorithm developed for lung deformations under various breathing scenarios uses polygonal models of lungs. The method developed avoids the "stiffness" problem observed in mass-spring models. Hardware acceleration of the exhalation and the inhalation process is done using vertex shaders. The method of deformation is general and can be applied to any lung model. Anand P. Santhanam, Sumanta N. Pattanaik, Jannick P. Rolland, Celina Imielinska, Jack Norfleet |
PG | 2 |
| 2003 | Local adaptation luminance via segmentation and assimilationabstractWe present a novel method for computing local adaptation luminance that can be used with several different visual adaptation based tone-reproduction operators for displaying high dynamic range images. Yangli Hector Yee, Sumanta N. Pattanaik |
SIGGRAPH | 2 |
| 2003 | Segmentation and adaptive assimilation for detail-preserving display of high-dynamic range images
Yangli Hector Yee, Sumanta N. Pattanaik |
Vis. Comput. | 2 |
| 2002 | Using Perceptual Texture Masking for Efficient Image SynthesisabstractTexture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant. Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated. Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture Bruce Walter, Sumanta N. Pattanaik, Donald P. Greenberg |
Comput. Graph. Forum | 2 |
| 2001 | Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environmentsabstractWe present a method to accelerate global illumination computation in prerendered animations by taking advantage of limitations of the human visual system. A spatiotemporal error tolerance map, constructed from psychophysical data based on velocity dependent contrast sensitivity, is used to accelerate rendering. The error map is augmented by a model of visual attention in order to account for the tracking behavior of the eye. Perceptual acceleration combined with good sampling protocols provide a global illumination solution feasible for use in animation. Results indicate an order of magnitude improvement in computational speed. Yangli Hector Yee, Sumanta N. Pattanaik, Donald P. Greenberg |
ACM Trans. Graph. | 2 |
| 2000 | Time-dependent visual adaptation for fast realistic image displayabstractHuman vision takes time to adapt to large changes in scene intensity, and these transient adjustments have a profound effect on visual appearance. This paper offers a new operator to include these appearance changes in animations or interactive real-time simulations, and to match a user's visual responses to those the user would experience in a real-world scene. Sumanta N. Pattanaik, Jack Tumblin, Yangli Hector Yee, Donald P. Greenberg |
SIGGRAPH | 1 |
| 1999 | A Perceptually Based Physical Error Metric for Realistic Image SynthesisabstractWe introduce a new concept for accelerating realistic image synthesis algorithms. At the core of this procedure is a novel physical error metric that correctly predicts the perceptual threshold for detecting artifacts in scene features. Built into this metric is a computational model of the human visual system's loss of sensitivity at high background illumination levels, high spatial frequencies, and high contrast levels (visual masking). An important feature of our model is that it handles the luminance-dependent processing and spatiallydependent processing independently. This allows us to precompute the expensive spatially-dependent component, making our model extremely efficient. We illustrate the utility of our procedure with global illumination algorithms used for realistic image synthesis. The expense of global illumination computations is many orders of magnitude higher than the expense of direct illumination computations and can greatly benefit by applying our perceptually based technique. Results show our method preserves visual quality while achieving significant computational gains in areas of images with high frequency texture patterns, geometric details, and lighting variations. Mahesh Ramasubramanian, Sumanta N. Pattanaik, Donald P. Greenberg |
SIGGRAPH | 2 |
| 1998 | A Multiscale Model of Adaptation and Spatial Vision for Realistic Image DisplayabstractIn this paper we develop a computational model of adaptation and spatial vision for realistic tone reproduction. The model is based on a multiscale representation of pattern, luminance, and color processing in the human visual system. We incorporate the model into a tone reproduction operator that maps the vast ranges of radiances found in real and synthetic scenes into the small fixed ranges available on conventional display devices such as CRT's and printers. The model allows the operator to address the two major problems in realistic tone reproduction: wide absolute range and high dynamic range scenes can be displayed; and the displayed images match our perceptions of the scenes at both threshold and suprathreshold levels to the degree possible given a particular display device. Although in this paper we apply our visual model to the tone reproduction problem, the model is general and can be usefully applied to image quality metrics, image compression methods, and perceptually-based... Sumanta N. Pattanaik, James A. Ferwerda, Mark D. Fairchild, Donald P. Greenberg |
SIGGRAPH | 1 |
| 1997 | A model of visual masking for computer graphicsabstractIn this paper we develop a computational model of visual masking based on psychophysical data.The model predicts how the presence of one visual pattern affects the detectability of another.The model allows us to choose texture patterns for computer graphics images that hide the effects of faceting, banding, aliasing, noise and other visual artifacts produced by sources of error in graphics algorithms.We demonstrate the utility of the model by choosing a texture pattern to mask faceting artifacts caused by polygonal tesselation of a flat-shaded curved surface.The model predicts how changes in the contrast, spatial frequency, and orientation of the texture pattern, or changes in the tesselation of the surface will alter the masking effect.The model is general and has uses in geometric modeling, realistic image synthesis, scientific visualization, image compression, and image-based rendering. James A. Ferwerda, Peter Shirley, Sumanta N. Pattanaik, Donald P. Greenberg |
SIGGRAPH | 3 |
| 1997 | A framework for realistic image synthesisabstractOur goal is to develop physically based lighting models and perceptually based rendering procedures for computer graphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images. Fidelity of the physical simulation is of primary concern. Our research framework is subdivided into three sub-sections: the local light reflection model, the energy transport simulation, and the visual display algorithms. The first two subsections are physically based, and the last is perceptually based. We emphasize the comparisons between simulations and actual measurements, the difficulties encountered, and the need to utilize the vast amount of psychophysical research already conducted. Future research directions are enumerated. We hope that results of this research will help establish a more fundamental, scientific approach for future rendering algorithms. This presentation describes a chronology of past research in global illumination and how parts of our new system are currently being developed. Donald P. Greenberg, Kenneth E. Torrance, Peter Shirley, James Arvo, Eric P. Lafortune, James A. Ferwerda, Bruce Walter, Ben Trumbore, Sumanta N. Pattanaik, Sing-Choong Foo |
SIGGRAPH | 9 |
| 1996 | A Model of Visual Adaptation for Realistic Image SynthesisabstractIn this paper we develop a computational model of visual adaptation for realistic image synthesis based on psychophysical experiments. The model captures the changes in threshold visibility, color appearance, visual acuity, and sensitivity over time that are caused by the visual system's adaptation mechanisms. We use the model to display the results of global illumination simulations illuminated at intensities ranging from daylight down to starlight. The resulting images better capture the visual characteristics of scenes viewed over a wide range of illumination levels. Because the model is based on psychophysical data it can be used to predict the visibility and appearance of scene features. This allows the model to be used as the basis of perceptually-based error metrics for limiting the precision of global illumination computations. CR Categories and Subject Descriptors: I.3.0 [Computer Graphics]: General; I.3.6 [Computer Graphics]: Methodology and Techniques. Additional Key Words... James A. Ferwerda, Sumanta N. Pattanaik, Peter Shirley, Donald P. Greenberg |
SIGGRAPH | 2 |
| 1996 | Computation of Higher Order Illumination with a Non-Deterministic ApproachabstractAbstract In spite of the number of efforts made by the computer graphics researchers, till today the computation of view‐independent global illumination in an environment containing non‐diffusely reflecting objects is a non‐resolved problem. In general, non‐deterministic techniques seem to be capable of solving this problem. In this article we propose one such non‐deterministic method which will permit such calculation by using a combined technique of higher order function approximation and particle tracing. We have used multi‐wavelets as basis functions and have calculated the illumination function approximation coefficients by exploiting the adjointness between the radiance equation and the potential equation. Kadi Bouatouch, Sumanta N. Pattanaik, Eric Zeghers |
Comput. Graph. Forum | 2 |
| 1995 | Adjoint Equations and Random Walks for Illumination ComputationabstractIn this paper we introduce the potential equation that along with the rendering equation forms an adjoint system of equations and provides a mathematical frame work for all known approaches to illumination computation based on geometric optics. The potential equation is more natural for illumination computations that simulate light propagation starting from the light sources, such as progressive radiosity and particle tracing. Using the mathematical handles provided by this framework and the random-walk solution model, we present a number of importance sampling schemes for improving the computation of flux estimation. Of particular significance is the use of approximately computed potential for directing a majority of the random walks through regions of importance in the environment, thus reducing the variance in the estimates of luminous flux in these regions. Finally, results from a simple implementation are presented to demonstrate the high-efficiency improvements made possible by the use of these techniques. Sumanta N. Pattanaik, Sudhir P. Mudur |
ACM Trans. Graph. | 1 |
| 1994 | Fast Wavelet Radiosity MethodabstractAbstract Wavelet analysis has been found [1] to be very useful for functional representation and accurate global solution of radiosity. In radiosity we deal with functions in 2D and 4D spaces. Under such conditions, the biggest bottleneck in applying this wavelet analysis seems to be the large number of multidimensional inner products. In this paper, we propose (i) the use of interpolating wavelets for fast inner product computation and consequently for faster wavelet radiosity solution (ii) the use of hierarchical decomposition technique for determining the smoothness of the radiosity function for optimal adaptive subdivision. Sumanta N. Pattanaik, Kadi Bouatouch |
Comput. Graph. Forum | 1 |
| 1993 | Efficient potential equation solutions for global illumination computation
Sumanta N. Pattanaik, Sudhir P. Mudur |
Comput. Graph. | 1 |
| 1993 | The Potential Equation and Importance in Illumination ComputationsabstractAbstract An equation adjoint to the luminance equation for describing the global illumination can be formulated using the notion of a surface potential to illuminate the region of interest. This adjoint equation which we shall call as the potential equation, is fundamental to the adjoint radiosity equation used to devise the importance driven radiosity algorithm. In this paper we first briefly derive the adjoint system of integral equations and then show that the adjoint linear equations used in the above algorithm are basically discrete formulations of the same. We also show that the importance entity of the linear equations is basically the potential function integrated over a patch. Further we prove that the linear operators in the two equations are indeed transposes of each other. Sumanta N. Pattanaik, Sudhir P. Mudur |
Comput. Graph. Forum | 1 |
| 1993 | Computation of global illumination in a participating medium by monte carlo simulationabstractAbstract This paper discusses techniques for the computation of global illumination in environments with a participating medium using a Monte Carlo simulation of the particle model of light. Efficient algorithms and data structures for tracking the particles inside the volume have been developed. The necessary equation for computing the illumination along any given direction has been derived for rendering a scene with a participating medium. A major issue in any Monte Carlo simulation is the uncertainty in the final simulation results. Various steps of the algorithm have been analysed to identify major sources of uncertainty. To reduce the uncertainty, suitable modifications to the simulation algorithm have been suggested using variance reduction methods of forced collision, absorption suppression and particle divergence. Some sample scenes showing the results of applying these methods are also included. Sumanta N. Pattanaik, Sudhir P. Mudur |
Comput. Animat. Virtual Worlds | 1 |
| 1990 | Multidimensional illumination functions for visualization of complex 3D environmentsabstractAbstract This paper presents a new view‐independent, energy equilibrium method for determining the light distributed in a complex 3D environment consisting of surfaces with general reflectance properties. The method does not depend on discretization of directions or discretization of surfaces to differential elements. Hence, it is a significant improvement over the earlier complete view‐independent method which is computationally intractable for complex environments or the hybrid methods which include an extended view‐dependent ray tracing second pass. The new method is based on an efficient data structure of order O(N2) called the spherical cover. The spherical cover elegantly captures the complex multidimensional directional nature of light distributed over surfaces. Subdivision techniques based on range estimation of various parameters using interval‐arithmetic‐like methods are next described for efficiently computing the spherical cover for a given 3D environment. Using the spherical cover, light is progressively propagated through the environment until energy equilibrium is reached. Complexity analysis of the propagation step is carried out to show that the method is computationally tractable. The paper also includes a comprehensive review of earlier rendering techniques viewed from the point of view of capturing the multidimensional nature of light distribution over surfaces. Sudhir P. Mudur, Sumanta N. Pattanaik |
Comput. Animat. Virtual Worlds | 2 |