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Ryan S. Overbeck

dblp:70/3540 · DBLP profile ↗
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11ranked-venue papers
4as first author
1since 2021 · last 2024
0009-0004-8485-1837ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-author · 1 since 2021Artificial intelligence and machine learning · 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
7 papers
Rendering · 76% Virtual and augmented reality · 12% Image and video coding · 12%
Artificial intelligence
2 papers
3D vision · 83% Optimization for machine learning · 17%

Topics — the 17 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
1.222024
Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Rendering
novel view synthesis
1.122024
Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024
DeepView: View Synthesis With Learned Gradient Descent · CVPR 2019
Rendering › image-based rendering
light field rendering
0.822020
Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020
A system for acquiring, processing, and rendering panoramic light field stills for virtual reality · ACM Trans. Graph. 2018
Computer vision › 3D vision
3d scene reconstruction
0.812024
Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024
Computer vision › 3D vision › depth estimation
layered depth image
0.812024
Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024
Image and video coding › light field compression
light field video coding
0.412020
Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020
Machine learning › Optimization for machine learning › learned optimizer
learned gradient descent
0.412019
DeepView: View Synthesis With Learned Gradient Descent · CVPR 2019
Computer vision › 3D vision
novel view synthesis
0.412019
DeepView: View Synthesis With Learned Gradient Descent · CVPR 2019
Virtual and augmented reality › immersive video
free-viewpoint video
0.112020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Image and video coding
light field compression
0.112018
A system for acquiring, processing, and rendering panoramic light field stills for virtual reality · ACM Trans. Graph. 2018
Rendering › sampling
adaptive sampling
0.112009
Adaptive wavelet rendering · ACM Trans. Graph. 2009
Rendering
monte carlo rendering
0.112009
Adaptive wavelet rendering · ACM Trans. Graph. 2009
Rendering
appearance modeling
0.112006
Real-time BRDF editing in complex lighting · ACM Trans. Graph. 2006
Rendering › bidirectional reflectance distribution function
BRDF editing
0.112006
Real-time BRDF editing in complex lighting · ACM Trans. Graph. 2006
Rendering › global illumination
precomputed radiance transfer
0.112006
Real-time BRDF editing in complex lighting · ACM Trans. Graph. 2006
Rendering › image-based rendering
wavelet-based rendering
0.012009
Adaptive wavelet rendering · ACM Trans. Graph. 2009
Rendering
physically based rendering
0.012006
Real-time BRDF editing in complex lighting · ACM Trans. Graph. 2006

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

u-net · 1.5transformer · 1.5learned render-and-refine · 1.5multiplane image · 1.2learned gradient descent · 0.8video compression · 0.4texture atlasing · 0.4geometric reconstruction pipeline · 0.4deepview view interpolation · 0.4deep neural network · 0.4occlusion reasoning · 0.4
YearPublicationVenuePosition
2024 Quark: Real-time, High-resolution, and General Neural View Synthesis
abstract
We present a novel neural algorithm for performing high-quality, highresolution, real-time novel view synthesis. From a sparse set of input RGB images or videos streams, our network both reconstructs the 3D scene and renders novel views at 1080p resolution at 30fps on an NVIDIA A100. Our feed-forward network generalizes across a wide variety of datasets and scenes and produces state-of-the-art quality for a real-time method. Our quality approaches, and in some cases surpasses, the quality of some of the top offline methods. In order to achieve these results we use a novel combination of several key concepts, and tie them together into a cohesive and effective algorithm. We build on previous works that represent the scene using semi-transparent layers and use an iterative learned render-and-refine approach to improve those layers. Instead of flat layers, our method reconstructs layered depth maps (LDMs) that efficiently represent scenes with complex depth and occlusions. The iterative update steps are embedded in a multi-scale, UNet-style architecture to perform as much compute as possible at reduced resolution. Within each update step, to better aggregate the information from multiple input views, we use a specialized Transformer-based network component. This allows the majority of the per-input image processing to be performed in the input image space, as opposed to layer space, further increasing efficiency. Finally, due to the real-time nature of our reconstruction and rendering, we dynamically create and discard the internal 3D geometry for each frame, generating the LDM for each view. Taken together, this produces a novel and effective algorithm for view synthesis. Through extensive evaluation, we demonstrate that we achieve state-of-the-art quality at real-time rates.
John Flynn, Michael Broxton, Lukas Murmann, Lucy Chai, Matthew DuVall, Clément Godard, Kathryn Heal, Srinivas Kaza, Stephen Lombardi, Supreeth Achar, Kira Prabhu, Tiancheng Sun, Lynn Tsai, Ryan S. Overbeck
ACM Trans. Graph.15
2020 Immersive light field video with a layered mesh representation
abstract
We present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig.
Michael Broxton, John Flynn, Ryan S. Overbeck, Daniel Erickson, Peter Hedman, Matthew DuVall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul E. Debevec
ACM Trans. Graph.3
2020 Deep relightable textures: volumetric performance capture with neural rendering
abstract
The increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human performances closer to photorealistic quality. However, despite significant efforts, these sophisticated systems are limited by reconstruction and rendering algorithms which do not fully model complex 3D structures and higher order light transport effects such as global illumination and sub-surface scattering. In this paper, we propose a system that combines traditional geometric pipelines with a neural rendering scheme to generate photorealistic renderings of dynamic performances under desired viewpoint and lighting. Our system leverages deep neural networks that model the classical rendering process to learn implicit features that represent the view-dependent appearance of the subject independent of the geometry layout, allowing for generalization to unseen subject poses and even novel subject identity. Detailed experiments and comparisons demonstrate the efficacy and versatility of our method to generate high-quality results, significantly outperforming the existing state-of-the-art solutions.
Abhimitra Meka, Rohit Pandey, Christian Häne, Sergio Orts, Peter Barnum, Philip L. Davidson, Daniel Erickson, Yinda Zhang 0001, Jonathan Taylor 0001, Sofien Bouaziz, Chloe LeGendre, Wan-Chun Ma, Ryan S. Overbeck, Thabo Beeler, Paul E. Debevec, Shahram Izadi, Christian Theobalt, Christoph Rhemann, Sean Ryan Fanello
ACM Trans. Graph.13
2019 DeepView: View Synthesis With Learned Gradient Descent
abstract
We present a novel approach to view synthesis using multiplane images (MPIs). Building on recent advances in learned gradient descent, our algorithm generates an MPI from a set of sparse camera viewpoints. The resulting method incorporates occlusion reasoning, improving performance on challenging scene features such as object boundaries, lighting reflections, thin structures, and scenes with high depth complexity. We show that our method achieves high-quality, state-of-the-art results on two datasets: the Kalantari light field dataset, and a new camera array dataset, Spaces, which we make publicly available.
John Flynn, Michael Broxton, Paul E. Debevec, Matthew DuVall, Graham Fyffe, Ryan S. Overbeck, Noah Snavely, Richard Tucker 0001
CVPR6
2018 A system for acquiring, processing, and rendering panoramic light field stills for virtual reality
abstract
We present a system for acquiring, processing, and rendering panoramic light field still photography for display in Virtual Reality (VR). We acquire spherical light field datasets with two novel light field camera rigs designed for portable and efficient light field acquisition. We introduce a novel real-time light field reconstruction algorithm that uses a per-view geometry and a disk-based blending field. We also demonstrate how to use a light field prefiltering operation to project from a high-quality offline reconstruction model into our real-time model while suppressing artifacts. We introduce a practical approach for compressing light fields by modifying the VP9 video codec to provide high quality compression with real-time, random access decompression. We combine these components into a complete light field system offering convenient acquisition, compact file size, and high-quality rendering while generating stereo views at 90Hz on commodity VR hardware. Using our system, we built a freely available light field experience application called Welcome to Light Fields featuring a library of panoramic light field stills for consumer VR which has been downloaded over 15,000 times.
Ryan S. Overbeck, Daniel Erickson, Daniel Evangelakos, Matt Pharr, Paul E. Debevec
ACM Trans. Graph.1
2011 Efficient Depth-of-Field Rendering with Adaptive Sampling and Multiscale Reconstruction
abstract
Abstract Depth‐of‐field is one of the most crucial rendering effects for synthesizing photorealistic images. Unfortunately, this effect is also extremely costly. It can take hundreds to thousands of samples to achieve noise‐free results using Monte Carlo integration. This paper introduces an efficient adaptive depth‐of‐field rendering algorithm that achieves noise‐free results using significantly fewer samples. Our algorithm consists of two main phases: adaptive sampling and image reconstruction. In the adaptive sampling phase, the adaptive sample density is determined by a ‘blur‐size’ map and ‘pixel‐variance’ map computed in the initialization. In the image reconstruction phase, based on the blur‐size map, we use a novel multiscale reconstruction filter to dramatically reduce the noise in the defocused areas where the sampled radiance has high variance. Because of the efficiency of this new filter, only a few samples are required. With the combination of the adaptive sampler and the multiscale filter, our algorithm renders near‐reference quality depth‐of‐field images with significantly fewer samples than previous techniques.
Jiating Chen, Bin Wang 0021, Ryan S. Overbeck, Jun-Hai Yong, Wenping Wang 0001
Comput. Graph. Forum4
2011 Coherent Out-of-Core Point-Based Global Illumination
abstract
Abstract We describe a new technique for coherent out‐of‐core point‐based global illumination and ambient occlusion. Point‐based global illumination (PBGI) is used in production to render tremendously complex scenes, so in‐core storage of point and octree data structures quickly becomes a problem. However, a simple out‐of‐core extension of a classical top‐down octree building algorithm would be extremely inefficient due to large amount of I/O required. Our method extends previous PBGI algorithms with an out‐of‐core technique that uses minimal I/O and stores data on disk compactly and in coherent chunks for later access during shading. Using properties of a space‐filling Z‐curve, we are able to preprocess the data in two passes: an external ID‐sort and an octree construction pass.
Janne Kontkanen, Eric Tabellion, Ryan S. Overbeck
Comput. Graph. Forum3
2009 Adaptive wavelet rendering
abstract
Effects such as depth of field, area lighting, antialiasing and global illumination require evaluating a complex high-dimensional integral at each pixel of an image. We develop a new adaptive rendering algorithm that greatly reduces the number of samples needed for Monte Carlo integration. Our method renders directly into an image-space wavelet basis. First, we adaptively distribute Monte Carlo samples to reduce the variance of the wavelet basis' scale coefficients, while using the wavelet coefficients to find edges. Working in wavelets, rather than pixels, allows us to sample not only image-space edges but also other features that are smooth in the image plane but have high variance in other integral dimensions. In the second stage, we reconstruct the image from these samples by using a suitable wavelet approximation. We achieve this by subtracting an estimate of the error in each wavelet coefficient from its magnitude, effectively producing the smoothest image consistent with the rendering samples. Our algorithm renders scenes with significantly fewer samples than basic Monte Carlo or adaptive techniques. Moreover, the method introduces minimal overhead, and can be efficiently included in an optimized ray-tracing system.
Ryan S. Overbeck, Craig Donner, Ravi Ramamoorthi
ACM Trans. Graph.1
2007 A Real-time Beam Tracer with Application to Exact Soft Shadows
Ryan S. Overbeck, Ravi Ramamoorthi, William R. Mark
Rendering Techniques1
2006 Exploiting Temporal Coherence for Incremental All-Frequency Relighting
Ryan S. Overbeck, Aner Ben-Artzi, Ravi Ramamoorthi, Eitan Grinspun
Rendering Techniques1
2006 Real-time BRDF editing in complex lighting
abstract
Current systems for editing BRDFs typically allow users to adjust analytic parameters while visualizing the results in a simplified setting (e.g. unshadowed point light). This paper describes a real-time rendering system that enables interactive edits of BRDFs, as rendered in their final placement on objects in a static scene, lit by direct, complex illumination. All-frequency effects (ranging from near-mirror reflections and hard shadows to diffuse shading and soft shadows) are rendered using a precomputation-based approach. Inspired by real-time relighting methods, we create a linear system that fixes lighting and view to allow real-time BRDF manipulation. In order to linearize the image's response to BRDF parameters, we develop an intermediate curve-based representation, which also reduces the rendering and precomputation operations to 1D while maintaining accuracy for a very general class of BRDFs. Our system can be used to edit complex analytic BRDFs (including anisotropic models), as well as measured reflectance data. We improve on the standard precomputed radiance transfer (PRT) rendering computation by introducing an incremental rendering algorithm that takes advantage of frame-to-frame coherence. We show that it is possible to render reference-quality images while only updating 10% of the data at each frame, sustaining frame-rates of 25-30fps.
Aner Ben-Artzi, Ryan S. Overbeck, Ravi Ramamoorthi
ACM Trans. Graph.2