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Parag Tole

dblp:75/3790 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2002
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

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

Computer graphics and multimedia
2 papers
Rendering · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › ray tracing › path tracing
bidirectional path tracing
0.012002
Interactive global illumination in dynamic scenes · ACM Trans. Graph. 2002
Rendering
global illumination
0.012002
Interactive global illumination in dynamic scenes · ACM Trans. Graph. 2002
Rendering › global illumination
interactive global illumination
0.012002
Interactive global illumination in dynamic scenes · ACM Trans. Graph. 2002
Rendering
light transport
0.012002
Interactive global illumination in dynamic scenes · ACM Trans. Graph. 2002

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

texture mapping · 0.0real-time constraint verification · 0.0image-space sampling · 0.0hardware interpolation · 0.0fake shadow integration · 0.0
YearPublicationVenuePosition
2002 A user interface for interactive cinematic shadow design
abstract
Placing shadows is difficult task since shadows depend on the relative positions of lights and objects in an unintuitive manner. To simplify the task of the modeler, we present a user interface for designing shadows in 3d environments. In our interface, shadows are treated as first-class modeling primitives just like objects and lights. To transform a shadow, the user can simply move, rescale or rotate the shadow as if it was a 2d object on the scene's surfaces.When the user transforms a shadow, the system moves lights or objects in the scene as required and updates the shadows in realtime during mouse movement. To facilitate interaction, the user can also specify constraints that the shadows must obey, such as never casting a shadow on the face of a character. These constraints are then verified in real-time, limiting mouse movement when necessary. We also integrate in our interface fake shadows typically used in computer animation. This allows the user to draw shadowed and non-shadowed regions directly on surfaces in the scene.
Fabio Pellacini, Parag Tole, Donald P. Greenberg
ACM Trans. Graph.2
2002 Interactive global illumination in dynamic scenes
abstract
In this paper, we present a system for interactive computation of global illumination in dynamic scenes. Our system uses a novel scheme for caching the results of a high quality pixel-based renderer such as a bidirectional path tracer. The Shading Cache is an object-space hierarchical subdivision mesh with lazily computed shading values at its vertices. A high frame rate display is generated from the Shading Cache using hardware-based interpolation and texture mapping. An image space sampling scheme refines the Shading Cache in regions that have the most interpolation error or those that are most likely to be affected by object or camera motion.Our system handles dynamic scenes and moving light sources efficiently, providing useful feedback within a few seconds and high quality images within a few tens of seconds, without the need for any pre-computation. Our approach allows us to significantly outperform other interactive systems based on caching ray-tracing samples, especially in dynamic scenes. Based on our results, we believe that the Shading Cache will be an invaluable tool in lighting design and modelling while rendering.
Parag Tole, Fabio Pellacini, Bruce Walter, Donald P. Greenberg
ACM Trans. Graph.1