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Christian Lessig

dblp:86/6322 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-2740-6815ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorHuman-computer interaction and ubiquitous 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
5 papers
Computational photography and imaging · 32% Image and video processing · 23% Image and video coding · 16%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding
light field compression
0.412020
Local Fourier Slice Photography · ACM Trans. Graph. 2020
Computational photography and imaging › light field imaging
light field photography
0.412020
Local Fourier Slice Photography · ACM Trans. Graph. 2020
Computational photography and imaging › light field imaging
refocusing
0.412020
Local Fourier Slice Photography · ACM Trans. Graph. 2020
Image and video processing › wavelet transform
wavelet representation
0.412020
Local Fourier Slice Photography · ACM Trans. Graph. 2020
Visual content generation and editing
image generation
0.212014
A constructive theory of sampling for image synthesis using reproducing Kernel bases · ACM Trans. Graph. 2014
Rendering
light transport
0.212014
A constructive theory of sampling for image synthesis using reproducing Kernel bases · ACM Trans. Graph. 2014
Image and video processing
sampling theory
0.212014
A constructive theory of sampling for image synthesis using reproducing Kernel bases · ACM Trans. Graph. 2014
Computer animation and physical simulation
fluid simulation
0.112012
Fluid simulation using Laplacian eigenfunctions · ACM Trans. Graph. 2012
Rendering › global illumination
photon mapping
0.112014
A constructive theory of sampling for image synthesis using reproducing Kernel bases · ACM Trans. Graph. 2014
Virtual and augmented reality
augmented reality
0.012004
Video See-Through AR on Consumer Cell-Phones · ISMAR 2004
Virtual and augmented reality › augmented reality
mobile augmented reality
0.012004
Video See-Through AR on Consumer Cell-Phones · ISMAR 2004

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

wavelet transform · 0.4fourier slice theorem · 0.4spherical harmonics · 0.2reproducing kernels · 0.2photon mapping · 0.2spectral basis · 0.1laplacian eigenfunctions · 0.1galerkin projection · 0.1spherical subdivision · 0.1haar wavelets · 0.1
YearPublicationVenuePosition
2020 Local Fourier Slice Photography
abstract
Light field cameras provide intriguing possibilities, such as post-capture refocus or the ability to synthesize images from novel viewpoints. This comes, however, at the price of significant storage requirements. Compression techniques can be used to reduce these, but refocusing and reconstruction require so far, again, a dense pixel representation. To avoid this, we introduce local Fourier slice photography that allows for refocused image reconstruction directly from a sparse wavelet representation of a light field, either to obtain an image or a compressed representation of it. The result is made possible by wavelets that respect the “slicing’s” intrinsic structure and enable us to derive exact reconstruction filters for the refocused image in closed-form. Image reconstruction then amounts to applying these filters to the light field’s wavelet coefficients; hence, no reconstruction of a dense pixel representation is required. We demonstrate that this can reduce storage requirements and also computation times. We furthermore analyze the computational complexity of our algorithm and show that it scales linearly with the size of the reconstructed region and the non-negligible wavelet coefficients, i.e., with the visual complexity.
Christian Lessig
ACM Trans. Graph.1
2014 A constructive theory of sampling for image synthesis using reproducing Kernel bases
abstract
Sampling a scene by tracing rays and reconstructing an image from such pointwise samples is fundamental to computer graphics. To improve the efficacy of these computations, we propose an alternative theory of sampling. In contrast to traditional formulations for image synthesis, which appeal to nonconstructive Dirac deltas, our theory employs constructive reproducing kernels for the correspondence between continuous functions and pointwise samples. Conceptually, this allows us to obtain a common mathematical formulation of almost all existing numerical techniques for image synthesis. Practically, it enables novel sampling based numerical techniques designed for light transport that provide considerably improved performance per sample. We exemplify the practical benefits of our formulation with three applications: pointwise transport of color spectra, projection of the light energy density into spherical harmonics, and approximation of the shading equation from a photon map. Experimental results verify the utility of our sampling formulation, with lower numerical error rates and enhanced visual quality compared to existing techniques.
Christian Lessig, Mathieu Desbrun, Eugene Fiume
ACM Trans. Graph.1
2012 Fluid simulation using Laplacian eigenfunctions
abstract
We present an algorithm for the simulation of incompressible fluid phenomena that is computationally efficient and leads to visually convincing simulations with far fewer degrees of freedom than existing approaches. Rather than using an Eulerian grid or Lagrangian elements, we represent vorticity and velocity using a basis of global functions defined over the entire simulation domain. We show that choosing Laplacian eigenfunctions for this basis provides benefits, including correspondence with spatial scales of vorticity and precise energy control at each scale. We perform Galerkin projection of the Navier-Stokes equations to derive a time evolution equation in the space of basis coefficients. Our method admits closed-form solutions on simple domains but can also be implemented efficiently on arbitrary meshes.
Tyler de Witt, Christian Lessig, Eugene Fiume
ACM Trans. Graph.2
2010 On the Effective Dimension of Light Transport
abstract
Abstract Light transport is often characterized within a high‐dimensional space although practitioners have long known that it commonly behaves as a much lower‐dimensional phenomenon. We study theeffective dimensionof light transport over a neighborhood on the scene manifold and show that under plausible assumptions the dimensionality is characterized by the spectrum of the spatio‐spectral concentration problem. This allows us to improve existing estimates for the dimension in computer graphics using a more insightful derivation and for the first time we obtain optimal representations. The relevance of our results for existing rendering applications is discussed.
Christian Lessig, Eugene Fiume
Comput. Graph. Forum1
2008 SOHO: Orthogonal and symmetric Haar wavelets on the sphere
abstract
We propose the SOHO wavelet basis—the first spherical Haar wavelet basis that is both orthogonal and symmetric, making it particularly well suited for the approximation and processing of all-frequency signals on the sphere. We obtain the basis with a novel spherical subdivision scheme that defines a partition acting as the domain of the basis functions. Our construction refutes earlier claims doubting the existence of a basis that is both orthogonal and symmetric. Experimental results for the representation of spherical signals verify that the superior theoretical properties of the SOHO wavelet basis are also relevant in practice.
Christian Lessig, Eugene Fiume
ACM Trans. Graph.1
2004 Video See-Through AR on Consumer Cell-Phones
abstract
We present a first running video see-through augmented reality system on a consumer cell-phone. It supports the detection and differentiation of different markers, and correct integration of rendered 3D graphics into the live video stream via a weak perspective projection camera model and an OpenGL rendering pipeline.
Mathias Möhring, Christian Lessig, Oliver Bimber
ISMAR2