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R. Keith Morley

dblp:77/1612 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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
3 papers
Rendering · 94% Computational photography and imaging · 6%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
physically based rendering
0.112012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
Rendering
reflectance modeling
0.112012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
Rendering › volume rendering
volumetric scattering
0.112012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012
Rendering
ray tracing
0.112010
OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010
GPUs and heterogeneous computing › GPU rendering
GPU ray tracing
0.112010
OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010
Rendering
inverse rendering
0.112007
Lighting with paint · ACM Trans. Graph. 2007
Rendering › lighting
lighting design
0.112007
Lighting with paint · ACM Trans. Graph. 2007
Computational photography and imaging
image formation
0.012012
Basics of physically-based rendering · SIGGRAPH Asia Courses 2012

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

just-in-time compilation · 0.2domain-specific compiler · 0.2radiosity · 0.1photon tracing · 0.1path tracing · 0.1metropolis light transport · 0.1user-guided optimization · 0.1nonlinear optimizer · 0.1
YearPublicationVenuePosition
2012 Basics of physically-based rendering
abstract
This tutorial will cover the basics of physically-based rendering such as reflection models (BRDF), volume scattering (phase functions), optical phenomena (dispersion and polarization). It will also cover image formation via basic camera models. A brief summary of popular algorithms will be covered including radiosity, path tracing, photon tracing, and Metropolis Light Transport. The course will end with a more detailed description of adjoint photon tracing so that attendees can later implement their own physically-based renderer.
Peter Shirley, R. Keith Morley, Peter-Pike J. Sloan, Chris Wyman
SIGGRAPH Asia Courses2
2010 OptiX: a general purpose ray tracing engine
abstract
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-supplied programs for ray generation, material shading, object intersection, and scene traversal. This enables the implementation of a highly diverse set of ray tracing-based algorithms and applications, including interactive rendering, offline rendering, collision detection systems, artificial intelligence queries, and scientific simulations such as sound propagation. OptiX achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations. For ease of use it exposes a single-ray programming model with full support for recursion and a dynamic dispatch mechanism similar to virtual function calls.
Steven G. Parker, James Bigler, Andreas Dietrich 0001, Heiko Friedrich, Jared Hoberock, David P. Luebke, David K. McAllister, Morgan McGuire, R. Keith Morley, Austin Robison, Martin Stich
ACM Trans. Graph.9
2007 Lighting with paint
abstract
Lighting is a fundamental aspect of computer cinematography that involves the placement and configuration of lights to establish mood and enhance storytelling. This process is labor intensive as artists repeatedly adjust the parameters of a large set of complex lights to achieve a desired effect. Typical lighting controls affect the final image indirectly, requiring a large number of trials to obtain a suitable result. We present an interactive system wherein an artist paints desired lighting effects directly into the scene, and the computer solves for parameters that achieve the desired look. The artist can paint color, light shape, shadows, highlights, and reflections using a suite of tools designed for painting light. Our system matches these effects using a nonlinear optimizer made robust by a combination of initial estimates, system design, and user-guided optimization. In contrast, previous work on painting light has not permitted the lights to move, allowing for linear optimization but preventing its use in computer cinematography. To demonstrate our approach we lit several scenes, mainly using a direct illumination renderer designed for computer animation, but also including two other rendering styles. We show that painting interfaces can quickly produce high quality lighting setups, easing the lighting artist's workflow.
Fabio Pellacini, Frank Battaglia, R. Keith Morley, Adam Finkelstein
ACM Trans. Graph.3
2006 Image synthesis using adjoint photons
R. Keith Morley, Solomon Boulos, Jared M. Johnson, David Edwards, Peter Shirley, Michael Ashikhmin, Simon Premoze
Graphics Interface1
2006 Directing Gaze in 3D Models with Stylized Focus
Forrester Cole, Douglas DeCarlo, Adam Finkelstein, Kenrick Kin, R. Keith Morley, Anthony Santella
Rendering Techniques5