EDBT 2026 Demo / reviewers in the wild / expert
Frédo Durand
dblp:87/2617
· DBLP profile ↗
188ranked-venue papers
9as first author
21since 2021 · last 2026
0000-0001-9919-069XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 164 · 6 first-author · 14 since 2021Artificial intelligence and machine learning · 51 · 12 since 2021Human-computer interaction and ubiquitous computing · 12 · 2 first-author · 1 since 2021Theory of computation · 4 · 3 first-authorSystems, architecture and hardware · 2Computer networks · 1 · 1 since 2021Software engineering, systems software and programming languages · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | RCGP: Resource Contracts for Graphics ProgrammingabstractComputer graphics applications are sophisticated heterogeneous programs that orchestrate numerous components, including shaders, pipelines, resource descriptors, and command streams. In modern graphics workflows, communication between these components is mediated by resources such as shader I/O, storage buffers, and resource bindings. To make this communication correct, developers must uphold resource contracts. These contracts cover agreements on type, layout, binding locations, synchronization requirements, and related properties. In standard practice, these contracts are satisfied implicitly through conventions. As a result, contract breaches are often detected too late, at runtime by validation layers, or worse, as visual artifacts in rendered output. In this work, we present RCGP 1 , a system that mechanistically enforces resource contracts between components of a graphics program. RCGP formalizes contracts , which are centralized through single-source-of-truth resource declarations, as statically introspectable units that can be verified. We map objects from distinct program components to modules that import and export contracts. Modules are then composed into larger components via combinators , which check compatibility between the corresponding contracts and compute the residual contracts for the result. Finally, RCGP upholds these contracts through a set of witnesses , which encode the necessary promises. Using a prototype implementation in C++ and Vulkan, we demonstrate that this formulation converts common classes of late failures, such as descriptor-type mismatches, layout drift, and missing synchronization barriers, into early, actionable compile-time diagnostics. Venkataram Sivaram, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li, Jonathan Ragan-Kelley, Frédo Durand |
ACM Trans. Graph. | 6 |
| 2025 | From Slow Bidirectional to Fast Autoregressive Video Diffusion ModelsabstractCurrent video diffusion models achieve impressive generation quality but struggle in interactive applications due to bidirectional attention dependencies. The generation of a single frame requires the model to process the entire sequence, including the future. We address this limitation by adapting a pretrained bidirectional diffusion transformer to an autoregressive transformer that generates frames on-the-fly. To further reduce latency, we extend distribution matching distillation (DMD) to videos, distilling 50-step diffusion model into a 4-step generator. To enable stable and high-quality distillation, we introduce a student initialization scheme based on teacher’s ODE trajectories, as well as an asymmetric distillation strategy that supervises a causal student model with a bidirectional teacher. This approach effectively mitigates error accumulation in autoregressive generation, allowing long-duration video synthesis despite training on short clips. Our model achieves a total score of 84.27 on the VBench-Long benchmark, surpassing all previous video generation models. It enables fast streaming generation of high-quality videos at 9.4 FPS on a single GPU thanks to KV caching. Our approach also enables streaming video-to-video translation, image-to-video, and dynamic prompting in a zero-shot manner. We release our code and pretrained models. Tianwei Yin, Richard Zhang 0001, William T. Freeman, Frédo Durand, Eli Shechtman |
CVPR | 5 |
| 2025 | Cycle Consistency as Reward: Learning Image-Text Alignment Without Human PreferencesabstractMeasuring alignment between language and vision is a fundamental challenge, especially as multimodal data becomes increasingly detailed and complex. Existing methods often rely on collecting human or AI preferences, which can be costly and time-intensive. We propose an alternative approach that leverages cycle consistency as a supervisory signal. Given an image and generated text, we map the text back to image space using a text-to-image model and compute the similarity between the original image and its reconstruction. Analogously, for text-to-image generation, we measure the textual similarity between an input caption and its reconstruction through the cycle. We use the cycle consistency score to rank candidates and construct a preference dataset of 866K comparison pairs. The reward model trained on our dataset, CycleReward, outperforms state-of-the-art alignment metrics on detailed captioning, with superior inference-time scalability when used as a verifier for Best-of-N sampling, while maintaining speed and differentiability. Furthermore, performing DPO and Diffusion DPO using our dataset enhances performance across a wide range of vision-language tasks and text-to-image generation. Our dataset, model, and code are publicly released at https://cyclereward.github.io. Hyojin Bahng, Caroline Chan, Frédo Durand, Phillip Isola |
ICCV | 3 |
| 2025 | FastComposer: Tuning-Free Multi-subject Image Generation with Localized AttentionabstractAbstract Diffusion models excel at text-to-image generation, especially in subject-driven generation for personalized images. However, existing methods are inefficient due to the subject-specific fine-tuning, which is computationally intensive and hampers efficient deployment. Moreover, existing methods struggle with multi-subject generation as they often blend identity among subjects. We present FastComposer which enables efficient, personalized, multi-subject text-to-image generation without fine-tuning. FastComposer uses subject embeddings extracted by an image encoder to augment the generic text conditioning in diffusion models, enabling personalized image generation based on subject images and textual instructions with only forward passes. To address the identity blending problem in the multi-subject generation, FastComposer proposes cross-attention localization supervision during training, enforcing the attention of reference subjects localized to the correct regions in the target images. Naively conditioning on subject embeddings results in subject overfitting. FastComposer proposes delayed subject conditioning in the denoising step to maintain both identity and editability in subject-driven image generation. FastComposer generates images of multiple unseen individuals with different styles, actions, and contexts. It achieves 300 $$\times $$ × –2500 $$\times $$ × speedup compared to fine-tuning-based methods and requires zero extra storage for new subjects. FastComposer paves the way for efficient, personalized, and high-quality multi-subject image creation. Code, model, and dataset are available here ( https://github.com/mit-han-lab/fastcomposer ). Guangxuan Xiao, Tianwei Yin, William T. Freeman, Frédo Durand, Song Han 0003 |
Int. J. Comput. Vis. | 4 |
| 2024 | Alchemist: Parametric Control of Material Properties with Diffusion ModelsabstractWe propose a method to control material attributes of objects like roughness, metallic, albedo, and transparency in real images. Our method capitalizes on the generative prior of text-to-image models known for photorealism, employing a scalar value and instructions to alter low-level material properties. Addressing the lack of datasets with controlled material attributes, we generated an object-centric synthetic dataset with physically-based materials. Finetuning a modified pretrained text-to-image model on this synthetic dataset enables us to edit material properties in real-world images while preserving all other attributes. We show the potential application of our model to material edited NeRFs. Prafull Sharma, Varun Jampani, Yuanzhen Li, Xuhui Jia, Dmitry Lagun, Frédo Durand, William T. Freeman, Mark J. Matthews |
CVPR | 6 |
| 2024 | One-Step Diffusion with Distribution Matching DistillationabstractDiffusion models generate high-quality images but require dozens of forward passes. We introduce Distribution Matching Distillation (DMD), a procedure to transform a diffusion model into a one-step image generator with minimal impact on image quality. We enforce the one-step image generator match the diffusion model at distribution level, by minimizing an approximate KL divergence whose gradient can be expressed as the difference between 2 score functions, one of the target distribution and the other of the synthetic distribution being produced by our one-step generator. The score functions are parameterized as two diffusion models trained separately on each distribution. Combined with a simple regression loss matching the large-scale structure of the multi-step diffusion outputs, our method outperforms all published few-step diffusion approaches, reaching 2.62 FID on ImageNet 64×64 and 11.49 FID on zero-shot COCO-30k, comparable to Stable Diffusion but orders of magnitude faster. Utilizing FP16 inference, our model can generate images at 20 FPS on modern hardware. Tianwei Yin, Michaël Gharbi, Richard Zhang 0001, Eli Shechtman, Frédo Durand, William T. Freeman, Taesung Park |
CVPR | 5 |
| 2024 | Improved Distribution Matching Distillation for Fast Image SynthesisabstractRecent approaches have shown promises distilling expensive diffusion models into efficient one-step generators.
Amongst them, Distribution Matching Distillation (DMD) produces one-step generators that match their teacher in distribution, i.e., the distillation process does not enforce a one-to-one correspondence with the sampling trajectories of their teachers.
However, to ensure stable training in practice, DMD requires an additional regression loss computed using a large set of noise--image pairs, generated by the teacher with many steps of a deterministic sampler.
This is not only computationally expensive for large-scale text-to-image synthesis, but it also limits the student's quality, tying it too closely to the teacher's original sampling paths.
We introduce DMD2, a set of techniques that lift this limitation and improve DMD training.
First, we eliminate the regression loss and the need for expensive dataset construction.
We show that the resulting instability is due to the "fake" critic not estimating the distribution
of generated samples with sufficient accuracy and propose a two time-scale update rule as a remedy.
Second, we integrate a GAN loss into the distillation procedure, discriminating between generated samples and real images.
This lets us train the student model on real data, thus mitigating the imperfect "real" score estimation from the teacher model, and thereby enhancing quality.
Third, we introduce a new training procedure that enables multi-step sampling in the student, and
addresses the training--inference input mismatch of previous work, by simulating inference-time generator samples during training.
Taken together, our improvements set new benchmarks in one-step image generation, with FID scores of 1.28 on ImageNet-64×64 and 8.35 on zero-shot COCO 2014, surpassing the original teacher despite a 500X reduction in inference cost.
Further, we show our approach can generate megapixel images by distilling SDXL, demonstrating exceptional visual quality among few-step methods, and surpassing the teacher.
We release our code and pretrained models. Tianwei Yin, Michaël Gharbi, Taesung Park, Richard Zhang 0001, Eli Shechtman, Frédo Durand, William T. Freeman |
NeurIPS | 6 |
| 2024 | Gemino: Practical and Robust Neural Compression for Video Conferencing
Vibhaalakshmi Sivaraman, Pantea Karimi, Vedantha Venkatapathy, Mehrdad Khani Shirkoohi, Sadjad Fouladi, Mohammad Alizadeh, Frédo Durand, Vivienne Sze |
NSDI | 7 |
| 2023 | Neural Groundplans: Persistent Neural Scene Representations from a Single Image
Prafull Sharma, Ayush Tewari, Yilun Du, Sergey Zakharov, Rares Ambrus, Adrien Gaidon, William T. Freeman, Frédo Durand, Josh Tenenbaum, Vincent Sitzmann |
ICLR | 8 |
| 2023 | Diffusion with Forward Models: Solving Stochastic Inverse Problems Without Direct SupervisionabstractDenoising diffusion models are a powerful type of generative models used to capture complex distributions of real-world signals. However, their applicability is limited to scenarios where training samples are readily available, which is not always the case in real-world applications. For example, in inverse graphics, the goal is to generate samples from a distribution of 3D scenes that align with a given image, but ground-truth 3D scenes are unavailable and only 2D images are accessible. To address this limitation, we propose a novel class of denoising diffusion probabilistic models that learn to sample from distributions of signals that are never directly observed. Instead, these signals are measured indirectly through a known differentiable forward model, which produces partial observations of the unknown signal. Our approach involves integrating the forward model directly into the denoising process. A key contribution of our work is the integration of a differentiable forward model into the denoising process. This integration effectively connects the generative modeling of observations with the generative modeling of the underlying signals, allowing for end-to-end training of a conditional generative model over signals. During inference, our approach enables sampling from the distribution of underlying signals that are consistent with a given partial observation. We demonstrate the effectiveness of our method on three challenging computer vision tasks. For instance, in the context of inverse graphics, our model enables direct sampling from the distribution of 3D scenes that align with a single 2D input image. Ayush Tewari, Tianwei Yin, George Cazenavette, Semon Rezchikov, Josh Tenenbaum, Frédo Durand, William T. Freeman, Vincent Sitzmann |
NeurIPS | 6 |
| 2023 | Can Shadows Reveal Biometric InformationƒabstractWe study the problem of extracting biometric information of individuals by looking at shadows of objects cast on diffuse surfaces. We show that the biometric information leakage from shadows can be sufficient for reliable identity inference under representative scenarios via a maximum likelihood analysis. We then develop a learning-based method that demonstrates this phenomenon in real settings, exploiting the subtle cues in the shadows that are the source of the leakage without requiring any labeled real data. In particular, our approach relies on building synthetic scenes composed of 3D face models obtained from a single photograph of each identity. We transfer what we learn from the synthetic data to the real data using domain adaptation in a completely unsupervised way. Our model is able to generalize well to the real domain and is robust to several variations in the scenes. We report high classification accuracies in an identity classification task that takes place in a scene with unknown geometry and occluding objects. Safa C. Medin, Amir Weiss, Frédo Durand, William T. Freeman, Gregory W. Wornell |
WACV | 3 |
| 2023 | SLANG.D: Fast, Modular and Differentiable Shader ProgrammingabstractWe introduce SLANG.D, an extension to the Slang shading language that incorporates first-class automatic differentiation support. The new shading language allows us to transform a Direct3D-based path tracer to be fully differentiable with minor modifications to existing code. SLANG.D enables a shared ecosystem between machine learning frameworks and pre-existing graphics hardware API-based rendering systems, promoting the interchange of components and ideas across these two domains. Our contributions include a differentiable type system designed to ensure type safety and semantic clarity in codebases that blend differentiable and non-differentiable code, language primitives that automatically generate both forward and reverse gradient propagation methods, and a compiler architecture that generates efficient derivative propagation shader code for graphics pipelines. Our compiler supports differentiating code that involves arbitrary control-flow, dynamic dispatch, generics and higher-order differentiation, while providing developers flexible control of checkpointing and gradient aggregation strategies for best performance. Our system allows us to differentiate an existing real-time path tracer, Falcor, with minimal change to its shader code. We show that the compiler-generated derivative kernels perform as efficiently as handwritten ones. In several benchmarks, the SLANG.D code achieves significant speedup when compared to prior automatic differentiation systems. Sai Praveen Bangaru, Tzu-Mao Li, Jacob Munkberg, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Frédo Durand, Aaron E. Lefohn |
ACM Trans. Graph. | 7 |
| 2023 | Materialistic: Selecting Similar Materials in ImagesabstractSeparating an image into meaningful underlying components is a crucial first step for both editing and understanding images. We present a method capable of selecting the regions of a photograph exhibiting the same material as an artist-chosen area. Our proposed approach is robust to shading, specular highlights, and cast shadows, enabling selection in real images. As we do not rely on semantic segmentation (different woods or metal should not be selected together), we formulate the problem as a similarity-based grouping problem based on a user-provided image location. In particular, we propose to leverage the unsupervised DINO [Caron et al. 2021] features coupled with a proposed Cross-Similarity Feature Weighting module and an MLP head to extract material similarities in an image. We train our model on a new synthetic image dataset, that we release. We show that our method generalizes well to real-world images. We carefully analyze our model's behavior on varying material properties and lighting. Additionally, we evaluate it against a hand-annotated benchmark of 50 real photographs. We further demonstrate our model on a set of applications, including material editing, in-video selection, and retrieval of object photographs with similar materials. Prafull Sharma, Julien Philip, Michaël Gharbi, William T. Freeman, Frédo Durand, Valentin Deschaintre |
ACM Trans. Graph. | 5 |
| 2022 | Learning to generate line drawings that convey geometry and semanticsabstractThis paper presents an unpaired method for creating line drawings from photographs. Current methods often rely on high quality paired datasets to generate line drawings. However, these datasets often have limitations due to the subjects of the drawings belonging to a specific domain, or in the amount of data collected. Although recent work in unsupervised image-to-image translation has shown much progress, the latest methods still struggle to generate compelling line drawings. We observe that line drawings are encodings of scene information and seek to convey 3D shape and semantic meaning. We build these observations into a set of objectives and train an image translation to map photographs into line drawings. We introduce a geometry loss which predicts depth information from the image features of a line drawing, and a semantic loss which matches the CLIP features of a line drawing with its corresponding photograph. Our approach outperforms state-of-the-art un-paired image translation and line drawing generation methods on creating line drawings from arbitrary photographs. Caroline Chan, Frédo Durand, Phillip Isola |
CVPR | 2 |
| 2022 | Differentiable Rendering of Neural SDFs through ReparameterizationabstractWe present a method to automatically compute correct gradients with respect to geometric scene parameters in neural SDF renderers. Recent physically-based differentiable rendering techniques for meshes have used edge-sampling to handle discontinuities, particularly at object silhouettes, but SDFs do not have a simple parametric form amenable to sampling. Instead, our approach builds on area-sampling techniques and develops a continuous warping function for SDFs to account for these discontinuities. Our method leverages the distance to surface encoded in an SDF and uses quadrature on sphere tracer points to compute this warping function. We further show that this can be done by subsampling the points to make the method tractable for neural SDFs. Our differentiable renderer can be used to optimize neural shapes from multi-view images and produces comparable 3D reconstructions to recent SDF-based inverse rendering methods, without the need for 2D segmentation masks to guide the geometry optimization and no volumetric approximations to the geometry. Sai Praveen Bangaru, Michaël Gharbi, Fujun Luan, Tzu-Mao Li, Kalyan Sunkavalli, Milos Hasan, Sai Bi, Zexiang Xu, Gilbert Louis Bernstein, Frédo Durand |
SIGGRAPH Asia | 10 |
| 2022 | Plug-and-Play Algorithms for Video Snapshot Compressive ImagingabstractWe consider the reconstruction problem of video snapshot compressive imaging (SCI), which captures high-speed videos using a low-speed 2D sensor (detector). The underlying principle of SCI is to modulate sequential high-speed frames with different masks and then these encoded frames are integrated into a snapshot on the sensor and thus the sensor can be of low-speed. On one hand, video SCI enjoys the advantages of low-bandwidth, low-power and low-cost. On the other hand, applying SCI to large-scale problems (HD or UHD videos) in our daily life is still challenging and one of the bottlenecks lies in the reconstruction algorithm. Existing algorithms are either too slow (iterative optimization algorithms) or not flexible to the encoding process (deep learning based end-to-end networks). In this paper, we develop fast and flexible algorithms for SCI based on the plug-and-play (PnP) framework. In addition to the PnP-ADMM method, we further propose the PnP-GAP (generalized alternating projection) algorithm with a lower computational workload. We first employ the image deep denoising priors to show that PnP can recover a UHD color video with 30 frames from a snapshot measurement. Since videos have strong temporal correlation, by employing the video deep denoising priors, we achieve a significant improvement in the results. Furthermore, we extend the proposed PnP algorithms to the color SCI system using mosaic sensors, where each pixel only captures the red, green or blue channels. A joint reconstruction and demosaicing paradigm is developed for flexible and high quality reconstruction of color video SCI systems. Extensive results on both simulation and real datasets verify the superiority of our proposed algorithm. Xin Yuan 0002, Yang Liu 0146, Jin-Li Suo, Frédo Durand, Qionghai Dai |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2021 | Parsing and Summarizing Infographics with Synthetically Trained Icon DetectionabstractWidely used in news, business, and educational media, infographics are handcrafted to effectively communicate messages about complex and often abstract topics including `ways to conserve the environment' and `coronavirus prevention'. The computational understanding of infographics required for future applications like automatic captioning, summarization, search, and question-answering, will depend on being able to parse the visual and textual elements contained within. However, being composed of stylistically and semantically diverse visual and textual elements, infographics pose challenges for current A.I. systems. While automatic text extraction works reasonably well on infographics, standard object detection algorithms fail to identify the stand-alone visual elements in infographics that we refer to as `icons'. In this paper, we propose a novel approach to train an object detector using synthetically-generated data, and show that it succeeds at generalizing to detecting icons within in-the-wild infographics. We further pair our icon detection approach with an icon classifier and a state-of-the-art text detector to demonstrate three demo applications: topic prediction, multi-modal summarization, and multi-modal search. Parsing the visual and textual elements within infographics provides us with the first steps towards automatic infographic understanding. Spandan Madan, Zoya Bylinskii, Carolina Nobre, Matthew Tancik, Adrià Recasens, Kimberli Zhong, Sami Alsheikh, Aude Oliva, Frédo Durand, Hanspeter Pfister |
PacificVis | 9 |
| 2021 | What You Can Learn by Staring at a Blank WallabstractWe present a passive non-line-of-sight method that infers the number of people or activity of a person from the observation of a blank wall in an unknown room. Our technique analyzes complex imperceptible changes in indirect illumination in a video of the wall to reveal a signal that is correlated with motion in the hidden part of a scene. We use this signal to classify between zero, one, or two moving people, or the activity of a person in the hidden scene. We train two convolutional neural networks using data collected from 20 different scenes, and achieve an accuracy of ≈ 94% for both tasks in unseen test environments and real-time online settings. Unlike other passive non-line-of-sight methods, the technique does not rely on known occluders or controllable light sources, and generalizes to unknown rooms with no recalibration. We analyze the generalization and robustness of our method with both real and synthetic data, and study the effect of the scene parameters on the signal quality.1 Prafull Sharma, Miika Aittala, Yoav Y. Schechner, Antonio Torralba 0001, Gregory W. Wornell, William T. Freeman, Frédo Durand |
ICCV | 7 |
| 2021 | Light Field Networks: Neural Scene Representations with Single-Evaluation RenderingabstractInferring representations of 3D scenes from 2D observations is a fundamental problem of computer graphics, computer vision, and artificial intelligence. Emerging 3D-structured neural scene representations are a promising approach to 3D scene understanding. In this work, we propose a novel neural scene representation, Light Field Networks or LFNs, which represent both geometry and appearance of the underlying 3D scene in a 360-degree, four-dimensional light field parameterized via a neural implicit representation. Rendering a ray from an LFN requires only a single network evaluation, as opposed to hundreds of evaluations per ray for ray-marching or volumetric based renderers in 3D-structured neural scene representations. In the setting of simple scenes, we leverage meta-learning to learn a prior over LFNs that enables multi-view consistent light field reconstruction from as little as a single image observation. This results in dramatic reductions in time and memory complexity, and enables real-time rendering. The cost of storing a 360-degree light field via an LFN is two orders of magnitude lower than conventional methods such as the Lumigraph. Utilizing the analytical differentiability of neural implicit representations and a novel parameterization of light space, we further demonstrate the extraction of sparse depth maps from LFNs. Vincent Sitzmann, Semon Rezchikov, William T. Freeman, Josh Tenenbaum, Frédo Durand |
NeurIPS | 5 |
| 2021 | Video-Based Rendering of Dynamic Stationary Environments from Unsynchronized InputsabstractAbstract Image‐Based Rendering allows users to easily capture a scene using a single camera and then navigate freely with realistic results. However, the resulting renderings are completely static, and dynamic effects – such as fire, waterfalls or small waves – cannot be reproduced. We tackle the challenging problem of enabling free‐viewpoint navigation including such stationary dynamic effects, but still maintaining the simplicity of casual capture. Using a single camera – instead of previous complex synchronized multi‐camera setups – means that we have unsynchronized videos of the dynamic effect from multiple views, making it hard to blend them when synthesizing novel views. We present a solution that allows smooth free‐viewpoint video‐based rendering (VBR) of such scenes using temporal Laplacian pyramid decomposition video, enabling spatio‐temporal blending. For effects such as fire and waterfalls, that are semi‐transparent and occupy 3D space, we first estimate their spatial volume. This allows us to create per‐video geometries and alpha‐matte videos that we can blend using our frequency‐dependent method. We also extend Laplacian blending to the temporal dimension to remove additional temporal seams. We show results on scenes containing fire, waterfalls or rippling waves at the seaside, bringing these scenes to life. Theo Thonat, Yagiz Aksoy, Miika Aittala, Sylvain Paris, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 5 |
| 2021 | QuanTaichi: a compiler for quantized simulationsabstractHigh-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, by enabling flexible and aggressive quantization. Low-precision ("quantized") numerical data types are used and packed to represent simulation states, leading to reduced memory space and bandwidth consumption. Quantized simulation allows higher resolution simulation with less memory, which is especially attractive on GPUs. Implementing a quantized simulator that has high performance and packs the data tightly for aggressive storage reduction would be extremely labor-intensive and error-prone using a traditional programming language. To make the creation of quantized simulation practical, we have developed a new set of language abstractions and a compilation system. A suite of tailored domain-specific optimizations ensure quantized simulators often run as fast as the full-precision simulators, despite the overhead of encoding-decoding the packed quantized data types. Our programming language and compiler, based on Taichi , allow developers to effortlessly switch between different full-precision and quantized simulators, to explore the full design space of quantization schemes, and ultimately to achieve a good balance between space and precision. The creation of quantized simulation with our system has large benefits in terms of memory consumption and performance, on a variety of hardware, from mobile devices to workstations with high-end GPUs. We can simulate with levels of resolution that were previously only achievable on systems with much more memory, such as multiple GPUs. For example, on a single GPU, we can simulate a Game of Life with 20 billion cells (8× compression per pixel), an Eulerian fluid system with 421 million active voxels (1.6× compression per voxel), and a hybrid Eulerian-Lagrangian elastic object simulation with 235 million particles (1.7× compression per particle). At the same time, quantized simulations create physically plausible results. Our quantization techniques are complementary to existing acceleration approaches of physical simulation: they can be used in combination with these existing approaches, such as sparse data structures, for even higher scalability and performance. Yuanming Hu, Jiafeng Liu, Xuanda Yang, Mingkuan Xu, Ye Kuang, Weiwei Xu 0003, William T. Freeman, Frédo Durand |
ACM Trans. Graph. | 9 |
| 2020 | Painting Many Pasts: Synthesizing Time Lapse Videos of PaintingsabstractWe introduce a new video synthesis task: synthesizing time lapse videos depicting how a given painting might have been created. Artists paint using unique combinations of brushes, strokes, and colors. There are often many possible ways to create a given painting. Our goal is to learn to capture this rich range of possibilities. Creating distributions of long-term videos is a challenge for learning-based video synthesis methods. We present a probabilistic model that, given a single image of a completed painting, recurrently synthesizes steps of the painting process. We implement this model as a convolutional neural network, and introduce a novel training scheme to enable learning from a limited dataset of painting time lapses. We demonstrate that this model can be used to sample many time steps, enabling long-term stochastic video synthesis. We evaluate our method on digital and watercolor paintings collected from video websites, and show that human raters find our synthetic videos to be similar to time lapse videos produced by real artists. Amy Zhao, Guha Balakrishnan, Kathleen M. Lewis, Frédo Durand, John V. Guttag, Adrian V. Dalca |
CVPR | 4 |
| 2020 | DiffTaichi: Differentiable Programming for Physical Simulation
Yuanming Hu, Luke Anderson 0001, Tzu-Mao Li, Qi Sun 0003, Nathan Carr 0001, Jonathan Ragan-Kelley, Frédo Durand |
ICLR | 7 |
| 2020 | Unbiased warped-area sampling for differentiable renderingabstractDifferentiable rendering computes derivatives of the light transport equation with respect to arbitrary 3D scene parameters, and enables various applications in inverse rendering and machine learning. We present an unbiased and efficient differentiable rendering algorithm that does not require explicit boundary sampling. We apply the divergence theorem to the derivative of the rendering integral to convert the boundary integral into an area integral. We rewrite the converted area integral to a form that is suitable for Monte Carlo rendering. We then develop an efficient Monte Carlo sampling algorithm for solving the area integral. Our method can be easily plugged into a traditional path tracer and does not require dedicated data structures for sampling boundaries. We analyze the convergence properties through bias-variance metrics, and demonstrate our estimator's advantages over existing methods for some synthetic inverse rendering examples. Sai Praveen Bangaru, Tzu-Mao Li, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2019 | Data Augmentation Using Learned Transformations for One-Shot Medical Image SegmentationabstractImage segmentation is an important task in many medical applications. Methods based on convolutional neural networks attain state-of-the-art accuracy; however, they typically rely on supervised training with large labeled datasets. Labeling medical images requires significant expertise and time, and typical hand-tuned approaches for data augmentation fail to capture the complex variations in such images. We present an automated data augmentation method for synthesizing labeled medical images. We demonstrate our method on the task of segmenting magnetic resonance imaging (MRI) brain scans. Our method requires only a single segmented scan, and leverages other unlabeled scans in a semi-supervised approach. We learn a model of transformations from the images, and use the model along with the labeled example to synthesize additional labeled examples. Each transformation is comprised of a spatial deformation field and an intensity change, enabling the synthesis of complex effects such as variations in anatomy and image acquisition procedures. We show that training a supervised segmenter with these new examples provides significant improvements over state-of-the-art methods for one-shot biomedical image segmentation. Amy Zhao, Guha Balakrishnan, Frédo Durand, John V. Guttag, Adrian V. Dalca |
CVPR | 3 |
| 2019 | Visual Deprojection: Probabilistic Recovery of Collapsed DimensionsabstractWe introduce visual deprojection: the task of recovering an image or video that has been collapsed along a dimension. Projections arise in various contexts, such as long-exposure photography, where a dynamic scene is collapsed in time to produce a motion-blurred image, and corner cameras, where reflected light from a scene is collapsed along a spatial dimension because of an edge occluder to yield a 1D video. Deprojection is ill-posed-- often there are many plausible solutions for a given input. We first propose a probabilistic model capturing the ambiguity of the task. We then present a variational inference strategy using convolutional neural networks as functional approximators. Sampling from the inference network at test time yields plausible candidates from the distribution of original signals that are consistent with a given input projection. We evaluate the method on several datasets for both spatial and temporal deprojection tasks. We first demonstrate the method can recover human gait videos and face images from spatial projections, and then show that it can recover videos of moving digits from dramatically motion-blurred images obtained via temporal projection. Guha Balakrishnan, Adrian V. Dalca, Amy Zhao, John V. Guttag, Frédo Durand, William T. Freeman |
ICCV | 5 |
| 2019 | A Dataset of Multi-Illumination Images in the WildabstractCollections of images under a single, uncontrolled illumination have enabled the rapid advancement of core computer vision tasks like classification, detection, and segmentation. But even with modern learning techniques, many inverse problems involving lighting and material understanding remain too severely ill-posed to be solved with single-illumination datasets. The data simply does not contain the necessary supervisory signals. Multi-illumination datasets are notoriously hard to capture, so the data is typically collected at small scale, in controlled environments, either using multiple light sources, or robotic gantries. This leads to image collections that are not representative of the variety and complexity of real world scenes. We introduce a new multi-illumination dataset of more than 1000 real scenes, each captured in high dynamic range and high resolution, under 25 lighting conditions. We demonstrate the richness of this dataset by training state-of-the-art models for three challenging applications: single-image illumination estimation, image relighting, and mixed-illuminant white balance. Lukas Murmann, Michaël Gharbi, Miika Aittala, Frédo Durand |
ICCV | 4 |
| 2019 | The anatomy of efficient FFT and winograd convolutions on modern CPUsabstractWinograd-based convolution has quickly gained traction as a preferred approach to implement convolutional neural networks (ConvNet) on various hardware platforms because it could require fewer floating point operations than FFT-based or direct convolutions. Aleksandar Zlateski, Zhen Jia 0001, Kai Li 0001, Frédo Durand |
ICS | 4 |
| 2019 | Computational Mirrors: Blind Inverse Light Transport by Deep Matrix FactorizationabstractWe recover a video of the motion taking place in a hidden scene by observing changes in indirect illumination in a nearby uncalibrated visible region. We solve this problem by factoring the observed video into a matrix product between the unknown hidden scene video and an unknown light transport matrix. This task is extremely ill-posed, as any non-negative factorization will satisfy the data. Inspired by recent work on the Deep Image Prior, we parameterize the factor matrices using randomly initialized convolutional neural networks trained in a one-off manner, and show that this results in decompositions that reflect the true motion in the hidden scene. Miika Aittala, Prafull Sharma, Lukas Murmann, Adam B. Yedidia, Gregory W. Wornell, William T. Freeman, Frédo Durand |
NeurIPS | 7 |
| 2019 | Flexible SVBRDF Capture with a Multi-Image Deep NetworkabstractAbstract Empowered by deep learning, recent methods for material capture can estimate a spatially‐varying reflectance from a single photograph. Such lightweight capture is in stark contrast with the tens or hundreds of pictures required by traditional optimization‐based approaches. However, a single image is often simply not enough to observe the rich appearance of real‐world materials. We present a deep‐learning method capable of estimating material appearance from a variable number of uncalibrated and unordered pictures captured with a handheld camera and flash. Thanks to an order‐independent fusing layer, this architecture extracts the most useful information from each picture, while benefiting from strong priors learned from data. The method can handle both view and light direction variation without calibration. We show how our method improves its prediction with the number of input pictures, and reaches high quality reconstructions with as little as 1 to 10 images ‐ a sweet spot between existing single‐image and complex multi‐image approaches. Valentin Deschaintre, Miika Aittala, Frédo Durand, George Drettakis, Adrien Bousseau |
Comput. Graph. Forum | 3 |
| 2019 | What Do Different Evaluation Metrics Tell Us About Saliency Models?abstractHow best to evaluate a saliency model's ability to predict where humans look in images is an open research question. The choice of evaluation metric depends on how saliency is defined and how the ground truth is represented. Metrics differ in how they rank saliency models, and this results from how false positives and false negatives are treated, whether viewing biases are accounted for, whether spatial deviations are factored in, and how the saliency maps are pre-processed. In this paper, we provide an analysis of 8 different evaluation metrics and their properties. With the help of systematic experiments and visualizations of metric computations, we add interpretability to saliency scores and more transparency to the evaluation of saliency models. Building off the differences in metric properties and behaviors, we make recommendations for metric selections under specific assumptions and for specific applications. Zoya Bylinskii, Tilke Judd, Aude Oliva, Antonio Torralba 0001, Frédo Durand |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2019 | Learning to optimize halide with tree search and random programsabstractWe present a new algorithm to automatically schedule Halide programs for high-performance image processing and deep learning. We significantly improve upon the performance of previous methods, which considered a limited subset of schedules. We define a parameterization of possible schedules much larger than prior methods and use a variant of beam search to search over it. The search optimizes runtime predicted by a cost model based on a combination of new derived features and machine learning. We train the cost model by generating and featurizing hundreds of thousands of random programs and schedules. We show that this approach operates effectively with or without autotuning. It produces schedules which are on average almost twice as fast as the existing Halide autoscheduler without autotuning, or more than twice as fast with, and is the first automatic scheduling algorithm to significantly outperform human experts on average. Andrew Adams, Karima Ma, Luke Anderson 0001, Riyadh Baghdadi, Tzu-Mao Li, Michaël Gharbi, Benoit Steiner, Kayvon Fatahalian, Frédo Durand, Jonathan Ragan-Kelley |
ACM Trans. Graph. | 10 |
| 2019 | Sample-based Monte Carlo denoising using a kernel-splatting networkabstractDenoising has proven to be useful to efficiently generate high-quality Monte Carlo renderings. Traditional pixel-based denoisers exploit summary statistics of a pixel's sample distributions, which discards much of the samples' information and limits their denoising power. On the other hand, sample-based techniques tend to be slow and have difficulties handling general transport scenarios. We present the first convolutional network that can learn to denoise Monte Carlo renderings directly from the samples. Learning the mapping between samples and images creates new challenges for the network architecture design: the order of the samples is arbitrary, and they should be treated in a permutation invariant manner. To address these challenges, we develop a novel kernel-predicting architecture that splats individual samples onto nearby pixels. Splatting is a natural solution to situations such as motion blur, depth-of-field and many light transport paths, where it is easier to predict which pixels a sample contributes to, rather than a gather approach that needs to figure out, for each pixel, which samples (or nearby pixels) are relevant. Compared to previous state-of-the-art methods, ours is robust to the severe noise of low-sample count images (e.g. 8 samples per pixel) and yields higher-quality results both visually and numerically. Our approach retains the generality and efficiency of pixel-space methods while enjoying the expressiveness and accuracy of the more complex sample-based approaches. Michaël Gharbi, Tzu-Mao Li, Miika Aittala, Jaakko Lehtinen, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2019 | OpenSketch: a richly-annotated dataset of product design sketchesabstractProduct designers extensively use sketches to create and communicate 3D shapes and thus form an ideal audience for sketch-based modeling, non-photorealistic rendering and sketch filtering. However, sketching requires significant expertise and time, making design sketches a scarce resource for the research community. We introduce OpenSketch , a dataset of product design sketches aimed at offering a rich source of information for a variety of computer-aided design tasks. OpenSketch contains more than 400 sketches representing 12 man-made objects drawn by 7 to 15 product designers of varying expertise. We provided participants with front, side and top views of these objects, and instructed them to draw from two novel perspective viewpoints. This drawing task forces designers to construct the shape from their mental vision rather than directly copy what they see. They achieve this task by employing a variety of sketching techniques and methods not observed in prior datasets. Together with industrial design teachers, we distilled a taxonomy of line types and used it to label each stroke of the 214 sketches drawn from one of the two viewpoints. While some of these lines have long been known in computer graphics, others remain to be reproduced algorithmically or exploited for shape inference. In addition, we also asked participants to produce clean presentation drawings from each of their sketches, resulting in aligned pairs of drawings of different styles. Finally, we registered each sketch to its reference 3D model by annotating sparse correspondences. We provide an analysis of our annotated sketches, which reveals systematic drawing strategies over time and shapes, as well as a positive correlation between presence of construction lines and accuracy. Our sketches, in combination with provided annotations, form challenging benchmarks for existing algorithms as well as a great source of inspiration for future developments. We illustrate the versatility of our data by using it to test a 3D reconstruction deep network trained on synthetic drawings, as well as to train a filtering network to convert concept sketches into presentation drawings. We distribute our dataset under the Creative Commons CC0 license: https://ns.inria.fr/d3/OpenSketch. Yulia Gryaditskaya, Mark Sypesteyn, Jan Willem Hoftijzer, Sylvia C. Pont, Frédo Durand, Adrien Bousseau |
ACM Trans. Graph. | 5 |
| 2019 | Taichi: a language for high-performance computation on spatially sparse data structuresabstract3D visual computing data are often spatially sparse. To exploit such sparsity, people have developed hierarchical sparse data structures, such as multi-level sparse voxel grids, particles, and 3D hash tables. However, developing and using these high-performance sparse data structures is challenging, due to their intrinsic complexity and overhead. We propose Taichi , a new data-oriented programming language for efficiently authoring, accessing, and maintaining such data structures. The language offers a high-level, data structure-agnostic interface for writing computation code. The user independently specifies the data structure. We provide several elementary components with different sparsity properties that can be arbitrarily composed to create a wide range of multi-level sparse data structures. This decoupling of data structures from computation makes it easy to experiment with different data structures without changing computation code, and allows users to write computation as if they are working with a dense array. Our compiler then uses the semantics of the data structure and index analysis to automatically optimize for locality, remove redundant operations for coherent accesses, maintain sparsity and memory allocations, and generate efficient parallel and vectorized instructions for CPUs and GPUs. Our approach yields competitive performance on common computational kernels such as stencil applications, neighbor lookups, and particle scattering. We demonstrate our language by implementing simulation, rendering, and vision tasks including a material point method simulation, finite element analysis, a multigrid Poisson solver for pressure projection, volumetric path tracing, and 3D convolution on sparse grids. Our computation-data structure decoupling allows us to quickly experiment with different data arrangements, and to develop high-performance data structures tailored for specific computational tasks. With 1 1 0 th as many lines of code, we achieve 4.55× higher performance on average, compared to hand-optimized reference implementations. Yuanming Hu, Tzu-Mao Li, Luke Anderson 0001, Jonathan Ragan-Kelley, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2019 | DiCE: dichoptic contrast enhancement for VR and stereo displaysabstractIn stereoscopic displays, such as those used in VR/AR headsets, our eyes are presented with two different views. The disparity between the views is typically used to convey depth cues, but it could be also used to enhance image appearance. We devise a novel technique that takes advantage of binocular fusion to boost perceived local contrast and visual quality of images. Since the technique is based on fixed tone curves, it has negligible computational cost and it is well suited for real-time applications, such as VR rendering. To control the trade-off between contrast gain and binocular rivalry, we conduct a series of experiments to explain the factors that dominate rivalry perception in a dichoptic presentation where two images of different contrasts are displayed. With this new finding, we can effectively enhance contrast and control rivalry in mono- and stereoscopic images, and in VR rendering, as confirmed in validation experiments. Fangcheng Zhong, George Alex Koulieris, George Drettakis, Martin S. Banks, Mathieu Chambe, Frédo Durand, Rafal Mantiuk |
ACM Trans. Graph. | 6 |
| 2018 | Synthesizing Images of Humans in Unseen PosesabstractWe address the computational problem of novel human pose synthesis. Given an image of a person and a desired pose, we produce a depiction of that person in that pose, retaining the appearance of both the person and background. We present a modular generative neural network that synthesizes unseen poses using training pairs of images and poses taken from human action videos. Our network separates a scene into different body part and background layers, moves body parts to new locations and refines their appearances, and composites the new foreground with a hole-filled background. These subtasks, implemented with separate modules, are trained jointly using only a single target image as a supervised label. We use an adversarial discriminator to force our network to synthesize realistic details conditioned on pose. We demonstrate image synthesis results on three action classes: golf, yoga/workouts and tennis, and show that our method produces accurate results within action classes as well as across action classes. Given a sequence of desired poses, we also produce coherent videos of actions. Guha Balakrishnan, Amy Zhao, Adrian V. Dalca, Frédo Durand, John V. Guttag |
CVPR | 4 |
| 2018 | Inferring Light Fields From ShadowsabstractWe present a method for inferring a 4D light field of a hidden scene from 2D shadows cast by a known occluder on a diffuse wall. We do this by determining how light naturally reflected off surfaces in the hidden scene interacts with the occluder. By modeling the light transport as a linear system, and incorporating prior knowledge about light field structures, we can invert the system to recover the hidden scene. We demonstrate results of our inference method across simulations and experiments with different types of occluders. For instance, using the shadow cast by a real house plant, we are able to recover low resolution light fields with different levels of texture and parallax complexity. We provide two experimental results: a human subject and two planar elements at different depths. Manel Baradad Jurjo, Vickie Ye, Adam B. Yedidia, Frédo Durand, William T. Freeman, Gregory W. Wornell, Antonio Torralba 0001 |
CVPR | 4 |
| 2018 | On the Importance of Label Quality for Semantic SegmentationabstractConvolutional networks (ConvNets) have become the dominant approach to semantic image segmentation. Producing accurate, pixel-level labels required for this task is a tedious and time consuming process; however, producing approximate, coarse labels could take only a fraction of the time and effort. We investigate the relationship between the quality of labels and the performance of ConvNets for semantic segmentation. We create a very large synthetic dataset with perfectly labeled street view scenes. From these perfect labels, we synthetically coarsen labels with different qualities and estimate human-hours required for producing them. We perform a series of experiments by training ConvNets with a varying number of training images and label quality. We found that the performance of ConvNets mostly depends on the time spent creating the training labels. That is, a larger coarsely-annotated dataset can yield the same performance as a smaller finely-annotated one. Furthermore, fine-tuning coarsely pre-trained ConvNets with few finely-annotated labels can yield comparable or superior performance to training it with a large amount of finely-annotated labels alone, at a fraction of the labeling cost. We demonstrate that our result is also valid for different network architectures, and various object classes in an urban scene. Aleksandar Zlateski, Ronnachai Jaroensri, Prafull Sharma, Frédo Durand |
CVPR | 4 |
| 2018 | Burst Image Deblurring Using Permutation Invariant Convolutional Neural Networks
Miika Aittala, Frédo Durand |
ECCV (8) | 2 |
| 2018 | Learning-Based Video Motion Magnification
Tae-Hyun Oh, Ronnachai Jaroensri, Changil Kim 0001, Mohamed A. Elgharib, Frédo Durand, William T. Freeman, Wojciech Matusik |
ECCV (4) | 5 |
| 2018 | Optimizing N-dimensional, winograd-based convolution for manycore CPUsabstractRecent work on Winograd-based convolution allows for a great reduction of computational complexity, but existing implementations are limited to 2D data and a single kernel size of 3 by 3. They can achieve only slightly better, and often worse performance than better optimized, direct convolution implementations. We propose and implement an algorithm for N-dimensional Winograd-based convolution that allows arbitrary kernel sizes and is optimized for manycore CPUs. Our algorithm achieves high hardware utilization through a series of optimizations. Our experiments show that on modern ConvNets, our optimized implementation, is on average more than 3 x, and sometimes 8 x faster than other state-of-the-art CPU implementations on an Intel Xeon Phi manycore processors. Moreover, our implementation on the Xeon Phi achieves competitive performance for 2D ConvNets and superior performance for 3D ConvNets, compared with the best GPU implementations. Zhen Jia 0001, Aleksandar Zlateski, Frédo Durand, Kai Li 0001 |
PPoPP | 3 |
| 2018 | Exploiting Repetitions for Image-Based Rendering of FacadesabstractAbstract Street‐level imagery is now abundant but does not have sufficient capture density to be usable for Image‐Based Rendering (IBR) of facades. We present a method that exploits repetitive elements in facades ‐ such as windows ‐ to perform data augmentation, in turn improving camera calibration, reconstructed geometry and overall rendering quality for IBR. The main intuition behind our approach is that a few views of several instances of an element provide similar information to many views of a single instance of that element. We first select similar instances of an element from 3–4 views of a facade and transform them into a common coordinate system, creating a “platonic” element. We use this common space to refine the camera calibration of each view of each instance and to reconstruct a 3D mesh of the element with multi‐view stereo, that we regularize to obtain a piecewise‐planar mesh aligned with dominant image contours. Observing the same element under multiple views also allows us to identify reflective areas ‐ such as glass panels ‐ which we use at rendering time to generate plausible reflections using an environment map. Our detailed 3D mesh, augmented set of views, and reflection mask enable image‐based rendering of much higher quality than results obtained using the input images directly. Simon Rodriguez, Adrien Bousseau, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 3 |
| 2018 | Thin Structures in Image Based RenderingabstractAbstract We propose a novel method to handle thin structures in Image‐Based Rendering (IBR), and specifically structures supported by simple geometric shapes such as planes, cylinders, etc. These structures, e.g. railings, fences, oven grills etc, are present in many man‐made environments and are extremely challenging for multi‐view 3D reconstruction, representing a major limitation of existing IBR methods. Our key insight is to exploit multi‐view information. After a handful of user clicks to specify the supporting geometry, we compute multi‐view and multi‐layer alpha mattes to extract the thin structures. We use two multi‐view terms in a graph‐cut segmentation, the first based on multi‐view foreground color prediction and the second ensuring multiview consistency of labels. Occlusion of the background can challenge reprojection error calculation and we use multiview median images and variance, with multiple layers of thin structures. Our end‐to‐end solution uses the multi‐layer segmentation to create per‐view mattes and the median colors and variance to create a clean background. We introduce a new multi‐pass IBR algorithm based on depth‐peeling to allow free‐viewpoint navigation of multi‐layer semi‐transparent thin structures. Our results show significant improvement in rendering quality for thin structures compared to previous image‐based rendering solutions. Theo Thonat, Abdelaziz Djelouah, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 3 |
| 2018 | Single-image SVBRDF capture with a rendering-aware deep networkabstractTexture, highlights, and shading are some of many visual cues that allow humans to perceive material appearance in single pictures. Yet, recovering spatially-varying bi-directional reflectance distribution functions (SVBRDFs) from a single image based on such cues has challenged researchers in computer graphics for decades. We tackle lightweight appearance capture by training a deep neural network to automatically extract and make sense of these visual cues. Once trained, our network is capable of recovering per-pixel normal, diffuse albedo, specular albedo and specular roughness from a single picture of a flat surface lit by a hand-held flash. We achieve this goal by introducing several innovations on training data acquisition and network design. For training, we leverage a large dataset of artist-created, procedural SVBRDFs which we sample and render under multiple lighting directions. We further amplify the data by material mixing to cover a wide diversity of shading effects, which allows our network to work across many material classes. Motivated by the observation that distant regions of a material sample often offer complementary visual cues, we design a network that combines an encoder-decoder convolutional track for local feature extraction with a fully-connected track for global feature extraction and propagation. Many important material effects are view-dependent, and as such ambiguous when observed in a single image. We tackle this challenge by defining the loss as a differentiable SVBRDF similarity metric that compares the renderings of the predicted maps against renderings of the ground truth from several lighting and viewing directions. Combined together, these novel ingredients bring clear improvement over state of the art methods for single-shot capture of spatially varying BRDFs. Valentin Deschaintre, Miika Aittala, Frédo Durand, George Drettakis, Adrien Bousseau |
ACM Trans. Graph. | 3 |
| 2018 | Differentiable Monte Carlo ray tracing through edge samplingabstractGradient-based methods are becoming increasingly important for computer graphics, machine learning, and computer vision. The ability to compute gradients is crucial to optimization, inverse problems, and deep learning. In rendering, the gradient is required with respect to variables such as camera parameters, light sources, scene geometry, or material appearance. However, computing the gradient of rendering is challenging because the rendering integral includes visibility terms that are not differentiable. Previous work on differentiable rendering has focused on approximate solutions. They often do not handle secondary effects such as shadows or global illumination, or they do not provide the gradient with respect to variables other than pixel coordinates. We introduce a general-purpose differentiable ray tracer, which, to our knowledge, is the first comprehensive solution that is able to compute derivatives of scalar functions over a rendered image with respect to arbitrary scene parameters such as camera pose, scene geometry, materials, and lighting parameters. The key to our method is a novel edge sampling algorithm that directly samples the Dirac delta functions introduced by the derivatives of the discontinuous integrand. We also develop efficient importance sampling methods based on spatial hierarchies. Our method can generate gradients in times running from seconds to minutes depending on scene complexity and desired precision. We interface our differentiable ray tracer with the deep learning library PyTorch and show prototype applications in inverse rendering and the generation of adversarial examples for neural networks. Tzu-Mao Li, Miika Aittala, Frédo Durand, Jaakko Lehtinen |
ACM Trans. Graph. | 3 |
| 2018 | Differentiable programming for image processing and deep learning in halideabstractGradient-based optimization has enabled dramatic advances in computational imaging through techniques like deep learning and nonlinear optimization. These methods require gradients not just of simple mathematical functions, but of general programs which encode complex transformations of images and graphical data. Unfortunately, practitioners have traditionally been limited to either hand-deriving gradients of complex computations, or composing programs from a limited set of coarse-grained operators in deep learning frameworks. At the same time, writing programs with the level of performance needed for imaging and deep learning is prohibitively difficult for most programmers. We extend the image processing language Halide with general reverse-mode automatic differentiation (AD), and the ability to automatically optimize the implementation of gradient computations. This enables automatic computation of the gradients of arbitrary Halide programs, at high performance, with little programmer effort. A key challenge is to structure the gradient code to retain parallelism. We define a simple algorithm to automatically schedule these pipelines, and show how Halide's existing scheduling primitives can express and extend the key AD optimization of "checkpointing." Using this new tool, we show how to easily define new neural network layers which automatically compile to high-performance GPU implementations, and how to solve nonlinear inverse problems from computational imaging. Finally, we show how differentiable programming enables dramatically improving the quality of even traditional, feed-forward image processing algorithms, blurring the distinction between classical and deep methods. Tzu-Mao Li, Michaël Gharbi, Andrew Adams, Frédo Durand, Jonathan Ragan-Kelley |
ACM Trans. Graph. | 4 |
| 2018 | Inverse Diffusion Curves Using Shape OptimizationabstractThe inverse diffusion curve problem focuses on automatic creation of diffusion curve images that resemble user provided color fields. This problem is challenging since the 1D curves have a nonlinear and global impact on resulting color fields via a partial differential equation (PDE). We introduce a new approach complementary to previous methods by optimizing curve geometry. In particular, we propose a novel iterative algorithm based on the theory of shape derivatives. The resulting diffusion curves are clean and well-shaped, and the final image closely approximates the input. Our method provides a user-controlled parameter to regularize curve complexity, and generalizes to handle input color fields represented in a variety of formats. Frédo Durand, Changxi Zheng |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Turning Corners into Cameras: Principles and MethodsabstractWe show that walls, and other obstructions with edges, can be exploited as naturally-occurring “cameras” that reveal the hidden scenes beyond them. In particular, we demonstrate methods for using the subtle spatio-temporal radiance variations that arise on the ground at the base of a wall's edge to construct a one-dimensional video of the hidden scene behind the wall. The resulting technique can be used for a variety of applications in diverse physical settings. From standard RGB video recordings, we use edge cameras to recover 1-D videos that reveal the number and trajectories of people moving in an occluded scene. We further show that adjacent wall edges, such as those that arise in the case of an open doorway, yield a stereo camera from which the 2-D location of hidden, moving objects can be recovered. We demonstrate our technique in a number of indoor and outdoor environments involving varied floor surfaces and illumination conditions. Katherine L. Bouman, Vickie Ye, Adam B. Yedidia, Frédo Durand, Gregory W. Wornell, Antonio Torralba 0001, William T. Freeman |
ICCV | 4 |
| 2017 | Learning Visual Importance for Graphic Designs and Data VisualizationsabstractKnowing where people look and click on visual designs can provide clues about how the designs are perceived, and where the most important or relevant content lies. The most important content of a visual design can be used for effective summarization or to facilitate retrieval from a database. We present automated models that predict the relative importance of different elements in data visualizations and graphic designs. Our models are neural networks trained on human clicks and importance annotations on hundreds of designs. We collected a new dataset of crowdsourced importance, and analyzed the predictions of our models with respect to ground truth importance and human eye movements. We demonstrate how such predictions of importance can be used for automatic design retargeting and thumbnailing. User studies with hundreds of MTurk participants validate that, with limited post-processing, our importance-driven applications are on par with, or outperform, current state-of-the-art methods, including natural image saliency. We also provide a demonstration of how our importance predictions can be built into interactive design tools to offer immediate feedback during the design process. Zoya Bylinskii, Peter O'Donovan, Sami Alsheikh, Spandan Madan, Hanspeter Pfister, Frédo Durand, Bryan C. Russell, Aaron Hertzmann |
UIST | 7 |
| 2017 | Visual Vibrometry: Estimating Material Properties from Small Motions in VideoabstractThe estimation of material properties is important for scene understanding, with many applications in vision, robotics, and structural engineering. This paper connects fundamentals of vibration mechanics with computer vision techniques in order to infer material properties from small, often imperceptible motions in video. Objects tend to vibrate in a set of preferred modes. The frequencies of these modes depend on the structure and material properties of an object. We show that by extracting these frequencies from video of a vibrating object, we can often make inferences about that object's material properties. We demonstrate our approach by estimating material properties for a variety of objects by observing their motion in high-speed and regular frame rate video. Abe Davis, Katherine L. Bouman, Justin G. Chen, Michael Rubinstein, Oral Büyüköztürk, Frédo Durand, William T. Freeman |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2017 | BubbleView: An Interface for Crowdsourcing Image Importance Maps and Tracking Visual AttentionabstractIn this article, we present BubbleView, an alternative methodology for eye tracking using discrete mouse clicks to measure which information people consciously choose to examine. BubbleView is a mouse-contingent, moving-window interface in which participants are presented with a series of blurred images and click to reveal “bubbles” -- small, circular areas of the image at original resolution, similar to having a confined area of focus like the eye fovea. Across 10 experiments with 28 different parameter combinations, we evaluated BubbleView on a variety of image types: information visualizations, natural images, static webpages, and graphic designs, and compared the clicks to eye fixations collected with eye-trackers in controlled lab settings. We found that BubbleView clicks can both (i) successfully approximate eye fixations on different images, and (ii) be used to rank image and design elements by importance. BubbleView is designed to collect clicks on static images, and works best for defined tasks such as describing the content of an information visualization or measuring image importance. BubbleView data is cleaner and more consistent than related methodologies that use continuous mouse movements. Our analyses validate the use of mouse-contingent, moving-window methodologies as approximating eye fixations for different image and task types. Zoya Bylinskii, Michelle Borkin, Krzysztof Z. Gajos, Aude Oliva, Frédo Durand, Hanspeter Pfister |
ACM Trans. Comput. Hum. Interact. | 6 |
| 2017 | Aether: an embedded domain specific sampling language for Monte Carlo renderingabstractImplementing Monte Carlo integration requires significant domain expertise. While simple samplers, such as unidirectional path tracing, are relatively forgiving, more complex algorithms, such as bidirectional path tracing or Metropolis methods, are notoriously difficult to implement correctly. We propose Aether, an embedded domain specific language for Monte Carlo integration, which offers primitives for writing concise and correct-by-construction sampling and probability code. The user is tasked with writing sampling code, while our compiler automatically generates the code necessary for evaluating PDFs as well as the book keeping and combination of multiple sampling strategies. Our language focuses on ease of implementation for rapid exploration, at the cost of run time performance. We demonstrate the effectiveness of the language by implementing several challenging rendering algorithms as well as a new algorithm, which would otherwise be prohibitively difficult. Luke Anderson 0001, Tzu-Mao Li, Jaakko Lehtinen, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2017 | Deep bilateral learning for real-time image enhancementabstractPerformance is a critical challenge in mobile image processing. Given a reference imaging pipeline, or even human-adjusted pairs of images, we seek to reproduce the enhancements and enable real-time evaluation. For this, we introduce a new neural network architecture inspired by bilateral grid processing and local affine color transforms. Using pairs of input/output images, we train a convolutional neural network to predict the coefficients of a locally-affine model in bilateral space. Our architecture learns to make local, global, and content-dependent decisions to approximate the desired image transformation. At runtime, the neural network consumes a low-resolution version of the input image, produces a set of affine transformations in bilateral space, upsamples those transformations in an edge-preserving fashion using a new slicing node, and then applies those upsampled transformations to the full-resolution image. Our algorithm processes high-resolution images on a smartphone in milliseconds, provides a real-time viewfinder at 1080p resolution, and matches the quality of state-of-the-art approximation techniques on a large class of image operators. Unlike previous work, our model is trained off-line from data and therefore does not require access to the original operator at runtime. This allows our model to learn complex, scene-dependent transformations for which no reference implementation is available, such as the photographic edits of a human retoucher. Michaël Gharbi, Jiawen Chen 0001, Jonathan T. Barron, Samuel W. Hasinoff, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2017 | 3DTV at home: eulerian-lagrangian stereo-to-multiview conversionabstractStereoscopic 3D (S3D) movies have become widely popular in the movie theaters, but the adoption of S3D at home is low even though most TV sets support S3D. It is widely believed that S3D with glasses is not the right approach for the home. A much more appealing approach is to use automulti-scopic displays that provide a glasses-free 3D experience to multiple viewers. A technical challenge is the lack of native multiview content that is required to deliver a proper view of the scene for every viewpoint. Our approach takes advantage of the abundance of stereoscopic 3D movies. We propose a real-time system that can convert stereoscopic video to a high-quality multiview video that can be directly fed to automultiscopic displays. Our algorithm uses a wavelet-based decomposition of stereoscopic images with per-wavelet disparity estimation. A key to our solution lies in combining Lagrangian and Eulerian approaches for both the disparity estimation and novel view synthesis, which leverages the complementary advantages of both techniques. The solution preserves all the features of Eulerian methods, e.g., subpixel accuracy, high performance, robustness to ambiguous depth cases, and easy integration of inter-view aliasing while maintaining the advantages of Lagrangian approaches, e.g., robustness to large disparities and possibility of performing non-trivial disparity manipulations through both view extrapolation and interpolation. The method achieves real-time performance on current GPUs. Its design also enables an easy hardware implementation that is demonstrated using a field-programmable gate array. We analyze the visual quality and robustness of our technique on a number of synthetic and real-world examples. We also perform a user experiment which demonstrates benefits of the technique when compared to existing solutions. Petr Kellnhofer, Piotr Didyk, Szu-Po Wang, Pitchaya Sitthi-amorn, William T. Freeman, Frédo Durand, Wojciech Matusik |
ACM Trans. Graph. | 6 |
| 2016 | Where Should Saliency Models Look Next?
Zoya Bylinskii, Adrià Recasens, Ali Borji, Aude Oliva, Antonio Torralba 0001, Frédo Durand |
ECCV (5) | 6 |
| 2016 | Dynamic Authoring of Audio with Linked ScriptsabstractSpeech recordings are central to modern media from podcasts to audio books to e-lectures and voice-overs. Authoring these recordings involves an iterative back and forth process between script writing/editing and audio recording/editing. Yet, most existing tools treat the script and the audio separately, making the back and forth workflow very tedious. We present Voice Script, an interface to support a dynamic workflow for script writing and audio recording/editing. Our system integrates the script with the audio such that, as the user writes the script or records speech, edits to the script are translated to the audio and vice versa. Through informal user studies, we demonstrate that our interface greatly facilitates the audio authoring process in various scenarios. Hijung Shin, Wilmot Li, Frédo Durand |
UIST | 3 |
| 2016 | Computational bounce flash for indoor portraitsabstractPortraits taken with direct flash look harsh and unflattering because the light source comes from a small set of angles very close to the camera. Advanced photographers address this problem by using bounce flash , a technique where the flash is directed towards other surfaces in the room, creating a larger, virtual light source that can be cast from different directions to provide better shading variation for 3D modeling. However, finding the right direction to point a bounce flash requires skill and careful consideration of the available surfaces and subject configuration. Inspired by the impact of automation for exposure, focus and flash metering, we automate control of the flash direction for bounce illumination. We first identify criteria for evaluating flash directions, based on established photography literature, and relate these criteria to the color and geometry of a scene. We augment a camera with servomotors to rotate the flash head, and additional sensors (a fisheye and 3D sensors) to gather information about potential bounce surfaces. We present a simple numerical optimization criterion that finds directions for the flash that consistently yield compelling illumination and demonstrate the effectiveness of our various criteria in common photographic configurations. Lukas Murmann, Abe Davis, Jan Kautz, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2016 | Deep joint demosaicking and denoisingabstractDemosaicking and denoising are the key first stages of the digital imaging pipeline but they are also a severely ill-posed problem that infers three color values per pixel from a single noisy measurement. Earlier methods rely on hand-crafted filters or priors and still exhibit disturbing visual artifacts in hard cases such as moiré or thin edges. We introduce a new data-driven approach for these challenges: we train a deep neural network on a large corpus of images instead of using hand-tuned filters. While deep learning has shown great success, its naive application using existing training datasets does not give satisfactory results for our problem because these datasets lack hard cases. To create a better training set, we present metrics to identify difficult patches and techniques for mining community photographs for such patches. Our experiments show that this network and training procedure outperform state-of-the-art both on noisy and noise-free data. Furthermore, our algorithm is an order of magnitude faster than the previous best performing techniques. Michaël Gharbi, Gaurav Chaurasia, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2016 | Temporal gradient-domain path tracingabstractWe present a novel approach to improve temporal coherence in Monte Carlo renderings of animation sequences. Unlike other approaches that exploit temporal coherence in a post-process, our technique does so already during sampling. Building on previous gradient-domain rendering techniques that sample finite differences over the image plane, we introduce temporal finite differences and formulate a corresponding 3D spatio-temporal screened Poisson reconstruction problem that is solved over windowed batches of several frames simultaneously. We further extend our approach to include second order, mixed spatio-temporal differences, an improved technique to compute temporal differences exploiting motion vectors, and adaptive sampling. Our algorithm can be built on a gradient-domain path tracer without large modifications. In particular, we do not require the ability to evaluate animation paths over multiple frames. We demonstrate that our approach effectively reduces temporal flickering in animation sequences, significantly improving the visual quality compared to both path tracing and gradient-domain rendering of individual frames. Marco Manzi, Markus Kettunen 0001, Frédo Durand, Matthias Zwicker, Jaakko Lehtinen |
ACM Trans. Graph. | 3 |
| 2016 | Reconciling Elastic and Equilibrium Methods for Static AnalysisabstractWe examine two widely used classes of methods for static analysis of masonry buildings: linear elasticity analysis using finite elements and equilibrium methods. It is often claimed in the literature that finite element analysis is less accurate than equilibrium analysis when it comes to masonry analysis; we examine and qualify this claimed inaccuracy, provide a systematic explanation for the discrepancy observed between their results, and present a unified formulation of the two approaches to stability analysis. We prove that both approaches can be viewed as equivalent, dual methods for getting the same answer to the same problem. We validate our observations with simulations and physical tilt experiments of structures. Hijung Shin, Christopher F. Porst, Etienne Vouga, John Ochsendorf, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2016 | Downsampling scattering parameters for rendering anisotropic mediaabstractVolumetric micro-appearance models have provided remarkably high-quality renderings, but are highly data intensive and usually require tens of gigabytes in storage. When an object is viewed from a distance, the highest level of detail offered by these models is usually unnecessary, but traditional linear downsampling weakens the object's intrinsic shadowing structures and can yield poor accuracy. We introduce a joint optimization of single-scattering albedos and phase functions to accurately downsample heterogeneous and anisotropic media. Our method is built upon scaled phase functions , a new representation combining abledos and (standard) phase functions. We also show that modularity can be exploited to greatly reduce the amortized optimization overhead by allowing multiple synthesized models to share one set of down-sampled parameters. Our optimized parameters generalize well to novel lighting and viewing configurations, and the resulting data sets offer several orders of magnitude storage savings. Frédo Durand, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2015 | Visual vibrometry: Estimating material properties from small motions in videoabstractThe estimation of material properties is important for scene understanding, with many applications in vision, robotics, and structural engineering. This paper connects fundamentals of vibration mechanics with computer vision techniques in order to infer material properties from small, often imperceptible motion in video. Objects tend to vibrate in a set of preferred modes. The shapes and frequencies of these modes depend on the structure and material properties of an object. Focusing on the case where geometry is known or fixed, we show how information about an object's modes of vibration can be extracted from video and used to make inferences about that object's material properties. We demonstrate our approach by estimating material properties for a variety of rods and fabrics by passively observing their motion in high-speed and regular framerate video. Abe Davis, Katherine L. Bouman, Justin G. Chen, Michael Rubinstein, Frédo Durand, William T. Freeman |
CVPR | 5 |
| 2015 | Video magnification in presence of large motionsabstractVideo magnification reveals subtle variations that would be otherwise invisible to the naked eye. Current techniques require all motion in the video to be very small, which is unfortunately not always the case. Tiny yet meaningful motions are often combined with larger motions, such as the small vibrations of a gate as it rotates, or the microsaccades in a moving eye. We present a layer-based video magnification approach that can amplify small motions within large ones. An examined region/layer is temporally aligned and subtle variations are magnified. Matting is used to magnify only region of interest while maintaining integrity of nearby sites. Results show handling larger motions, larger amplification factors and significant reduction in artifacts over state of the art. Mohamed A. Elgharib, Mohamed Hefeeda, Frédo Durand, William T. Freeman |
CVPR | 3 |
| 2015 | Reflection removal using ghosting cuesabstractPhotographs taken through glass windows often contain both the desired scene and undesired reflections. Separating the reflection and transmission layers is an important but ill-posed problem that has both aesthetic and practical applications. In this work, we introduce the use of ghosting cues that exploit asymmetry between the layers, thereby helping to reduce the ill-posedness of the problem. These cues arise from shifted double reflections of the reflected scene off the glass surface. In double-pane windows, each pane reflects shifted and attenuated versions of objects on the same side of the glass as the camera. For single-pane windows, ghosting cues arise from shifted reflections on the two surfaces of the glass pane. Even though the ghosting is sometimes barely perceptible by humans, we can still exploit the cue for layer separation. In this work, we model the ghosted reflection using a double-impulse convolution kernel, and automatically estimate the spatial separation and relative attenuation of the ghosted reflection components. To separate the layers, we propose an algorithm that uses a Gaussian Mixture Model for regularization. Our method is automatic and requires only a single input image. We demonstrate that our approach removes a large fraction of reflections on both synthetic and real-world inputs. Dilip Krishnan, Frédo Durand, William T. Freeman |
CVPR | 3 |
| 2015 | The aperture problem for refractive motionabstractWhen viewed through a small aperture, a moving image provides incomplete information about the local motion. Only the component of motion along the local image gradient is constrained. In an essential part of optical flow algorithms, information must be aggregated from nearby image locations in order to estimate all components of motion. This limitation of local evidence for estimating optical flow is called “the aperture problem”. We pose and solve a generalization of the aperture problem for moving refractive elements. We consider a common setup in air flow imaging or telescope observation: a camera is viewing a static background, and an unknown refractive elements undergoing unknown motion between them. Then we are addressing this fundamental question: what does the local image motion tell us about the motion of refractive elements? We show that the information gleaned through a local aperture for this case is very different than that for optical flow. In optical flow, the movement of 1D structure already constrains the motion in a certain direction. However, we cannot infer any information about the refractive motion from the movement of 1D structure in the observed sequence, and can only recover one component of the motion from 2D structure. Results on both simulated and real sequences are shown to illustrate our theory. Tianfan Xue, Hossein Mobahi, Frédo Durand, William T. Freeman |
CVPR | 3 |
| 2015 | Predicting Range of Acceptable Photographic Tonal AdjustmentsabstractThere is often more than one way to select tonal adjustment-for a photograph, and different individuals may prefer different adjustments. However, selecting good adjustments is challenging. This paper describes a method to predict whether a given tonal rendition is acceptable for a photograph, which we use to characterize its range of acceptable adjustments. We gathered a dataset of image “acceptability” over brightness and contrast adjustments. We find that unacceptable renditions can be explained in terms of overexposure, under-exposure, and low contrast. Based on this observation, we propose a machine-learning algorithm to assess whether an adjusted photograph looks acceptable. We show that our algorithm can differentiate unsightly renditions from reasonable ones. Finally, we describe proof-of-concept applications that use our algorithm to guide the exploration of the possible tonal renditions of a photograph. Ronnachai Jaroensri, Sylvain Paris, Aaron Hertzmann, Vladimir Bychkovsky, Frédo Durand |
ICCP | 5 |
| 2015 | Computational rim illumination of dynamic subjects using aerial robotsabstractLighting plays a major role in photography. Professional photographers use elaborate installations to light their subjects and achieve sophisticated styles. However, lighting moving subjects performing dynamic tasks presents significant challenges and requires expensive manual intervention. A skilled additional assistant might be needed to reposition lights as the subject changes pose or moves, and the extra logistics significantly raises costs and time. The associated latencies as the assistant lights the subject, and the communication required from the photographer to achieve optimum lighting could mean missing a critical shot. We present a new approach to lighting dynamic subjects where an aerial robot equipped with a portable light source lights the subject to automatically achieve a desired lighting effect. We focus on rim lighting, a particularly challenging effect to achieve with dynamic subjects, and allow the photographer to specify a required rim width. Our algorithm processes the images from the photographer׳s camera and provides necessary motion commands to the aerial robot to achieve the desired rim width in the resulting photographs. With an indoor setup, we demonstrate a control approach that localizes the aerial robot with reference to the subject and tracks the subject to achieve the necessary motion. In addition to indoor experiments, we perform open-loop outdoor experiments in a realistic photo-shooting scenario to understand lighting ergonomics . Our proof-of-concept results demonstrate the utility of robots in computational lighting. Manohar Srikanth, Kavita Bala, Frédo Durand |
Comput. Graph. | 3 |
| 2015 | Probabilistic Connections for Bidirectional Path TracingabstractAbstract Bidirectional path tracing (BDPT) with Multiple Importance Sampling is one of the most versatile unbiased rendering algorithms today. BDPT repeatedly generates sub‐paths from the eye and the lights, which are connected for each pixel and then discarded. Unfortunately, many such bidirectional connections turn out to have low contribution to the solution. Our key observation is that we can importance sample connections to an eye sub‐path by considering multiple light sub‐paths at once and creating connections probabilistically. We do this by storing light paths, and estimating probability mass functions of the discrete set of possible connections to all light paths. This has two key advantages: we efficiently create connections with low variance by Monte Carlo sampling, and we reuse light paths across different eye paths. We also introduce a caching scheme by deriving an approximation to sub‐path contribution which avoids high‐dimensional path distance computations. Our approach builds on caching methods developed in the different context of VPLs. Our Probabilistic Connections for Bidirectional Path Tracing approach raises a major challenge, since reuse results in high variance due to correlation between paths. We analyze the problem of path correlation and derive a conservative upper bound of the variance, with computationally tractable sample weights. We present results of our method which shows significant improvement over previous unbiased global illumination methods, and evaluate our algorithmic choices. Stefan Popov, Ravi Ramamoorthi, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 3 |
| 2015 | Capturing the human figure through a wallabstractWe present RF-Capture, a system that captures the human figure -- i.e., a coarse skeleton -- through a wall. RF-Capture tracks the 3D positions of a person's limbs and body parts even when the person is fully occluded from its sensor, and does so without placing any markers on the subject's body. In designing RF-Capture, we built on recent advances in wireless research, which have shown that certain radio frequency (RF) signals can traverse walls and reflect off the human body, allowing for the detection of human motion through walls. In contrast to these past systems which abstract the entire human body as a single point and find the overall location of that point through walls, we show how we can reconstruct various human body parts and stitch them together to capture the human figure. We built a prototype of RF-Capture and tested it on 15 subjects. Our results show that the system can capture a representative human figure through walls and use it to distinguish between various users. Fadel Adib, Chen-Yu Hsu 0001, Hongzi Mao, Dina Katabi, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2015 | Video diff: highlighting differences between similar actions in videosabstractWhen looking at videos of very similar actions with the naked eye, it is often difficult to notice subtle motion differences between them. In this paper we introduce video diffing, an algorithm that highlights the important differences between a pair of video recordings of similar actions. We overlay the edges of one video onto the frames of the second, and color the edges based on a measure of local dissimilarity between the videos. We measure dissimilarity by extracting spatiotemporal gradients from both videos and calculating how dissimilar histograms of these gradients are at varying spatial scales. We performed a user study with 54 people to compare the ease with which users could use our method to find differences. Users gave our method an average grade of 4.04 out of 5 for ease of use, compared to 3.48 and 2.08 for two baseline approaches. Anecdotal results also show that our overlays are useful in the specific use cases of professional golf instruction and analysis of animal locomotion simulations. Guha Balakrishnan, Frédo Durand, John V. Guttag |
ACM Trans. Graph. | 2 |
| 2015 | Image-space modal bases for plausible manipulation of objects in videoabstractWe present algorithms for extracting an image-space representation of object structure from video and using it to synthesize physically plausible animations of objects responding to new, previously unseen forces. Our representation of structure is derived from an image-space analysis of modal object deformation: projections of an object's resonant modes are recovered from the temporal spectra of optical flow in a video, and used as a basis for the image-space simulation of object dynamics. We describe how to extract this basis from video, and show that it can be used to create physically-plausible animations of objects without any knowledge of scene geometry or material properties. Abe Davis, Justin G. Chen, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2015 | Transform recipes for efficient cloud photo enhancementabstractCloud image processing is often proposed as a solution to the limited computing power and battery life of mobile devices: it allows complex algorithms to run on powerful servers with virtually unlimited energy supply. Unfortunately, this overlooks the time and energy cost of uploading the input and downloading the output images. When transfer overhead is accounted for, processing images on a remote server becomes less attractive and many applications do not benefit from cloud offloading. We aim to change this in the case of image enhancements that preserve the overall content of an image. Our key insight is that, in this case, the server can compute and transmit a description of the transformation from input to output, which we call a transform recipe. At equivalent quality, our recipes are much more compact than JPEG images: this reduces the client's download. Furthermore, recipes can be computed from highly compressed inputs which significantly reduces the data uploaded to the server. The client reconstructs a high-fidelity approximation of the output by applying the recipe to its local high-quality input. We demonstrate our results on 168 images and 10 image processing applications, showing that our recipes form a compact representation for a diverse set of image filters. With an equivalent transmission budget, they provide higher-quality results than JPEG-compressed input/output images, with a gain of the order of 10 dB in many cases. We demonstrate the utility of recipes on a mobile phone by profiling the energy consumption and latency for both local and cloud computation: a transform recipe-based pipeline runs 2--4x faster and uses 2--7x less energy than local or naive cloud computation. Michaël Gharbi, Gaurav Chaurasia, Jonathan Ragan-Kelley, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 6 |
| 2015 | Micron-scale light transport decomposition using interferometryabstractWe present a computational imaging system, inspired by the optical coherence tomography (OCT) framework, that uses interferometry to produce decompositions of light transport in small scenes or volumes. The system decomposes transport according to various attributes of the paths that photons travel through the scene, including where on the source the paths originate, their pathlengths from source to camera through the scene, their wavelength, and their polarization. Since it uses interference, the system can achieve high pathlength resolutions, with the ability to distinguish paths whose lengths differ by as little as ten microns. We describe how to construct and optimize an optical assembly for this technique, and we build a prototype to measure and visualize three-dimensional shape, direct and indirect reflection components, and properties of scattering, refractive/dispersive, and birefringent materials. Ioannis Gkioulekas, Anat Levin, Frédo Durand, Todd E. Zickler |
ACM Trans. Graph. | 3 |
| 2015 | Gradient-domain path tracingabstractWe introduce gradient-domain rendering for Monte Carlo image synthesis. While previous gradient-domain Metropolis Light Transport sought to distribute more samples in areas of high gradients, we show, in contrast, that estimating image gradients is also possible using standard (non-Metropolis) Monte Carlo algorithms, and furthermore, that even without changing the sample distribution, this often leads to significant error reduction. This broadens the applicability of gradient rendering considerably. To gain insight into the conditions under which gradient-domain sampling is beneficial, we present a frequency analysis that compares Monte Carlo sampling of gradients followed by Poisson reconstruction to traditional Monte Carlo sampling. Finally, we describe Gradient-Domain Path Tracing (G-PT), a relatively simple modification of the standard path tracing algorithm that can yield far superior results. Markus Kettunen 0001, Marco Manzi, Miika Aittala, Jaakko Lehtinen, Frédo Durand, Matthias Zwicker |
ACM Trans. Graph. | 5 |
| 2015 | Anisotropic Gaussian mutations for metropolis light transport through Hessian-Hamiltonian dynamicsabstractThe simulation of light transport in the presence of multi-bounce glossy effects and motion is challenging because the integrand is high dimensional and areas of high-contribution tend to be narrow and hard to sample. We present a Markov Chain Monte Carlo (MCMC) rendering algorithm that extends Metropolis Light Transport by automatically and explicitly adapting to the local shape of the integrand, thereby increasing the acceptance rate. Our algorithm characterizes the local behavior of throughput in path space using its gradient as well as its Hessian. In particular, the Hessian is able to capture the strong anisotropy of the integrand. We obtain the derivatives using automatic differentiation, which makes our solution general and easy to extend to additional sampling dimensions such as time. However, the resulting second order Taylor expansion is not a proper distribution and cannot be used directly for importance sampling. Instead, we use ideas from Hamiltonian Monte-Carlo and simulate the Hamiltonian dynamics in a flipped version of the Taylor expansion where gravity pulls particles towards the high-contribution region. Whereas such methods usually require numerical integration, we show that our quadratic landscape leads to a closed-form anisotropic Gaussian distribution for the final particle positions, and it results in a standard Metropolis-Hastings algorithm. Our method excels at rendering glossy-to-glossy reflections on small and highly curved surfaces. Furthermore, unlike previous work that derives sampling anisotropy with pen and paper and only considers specific effects such as specular BSDFs, we characterize the local shape of throughput through automatic differentiation. This makes our approach very general. In particular, our method is the first MCMC rendering algorithm that is able to resolve the anisotropy in the time dimension and render difficult moving caustics. Tzu-Mao Li, Jaakko Lehtinen, Ravi Ramamoorthi, Wenzel Jakob, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2015 | Visual transcripts: lecture notes from blackboard-style lecture videosabstractBlackboard-style lecture videos are popular, but learning using existing video player interfaces can be challenging. Viewers cannot consume the lecture material at their own pace, and the content is also difficult to search or skim. For these reasons, some people prefer lecture notes to videos. To address these limitations, we present Visual Transcripts , a readable representation of lecture videos that combines visual information with transcript text. To generate a Visual Transcript, we first segment the visual content of a lecture into discrete visual entities that correspond to equations, figures, or lines of text. Then, we analyze the temporal correspondence between the transcript and visuals to determine how sentences relate to visual entities. Finally, we arrange the text and visuals in a linear layout based on these relationships. We compare our result with a standard video player, and a state-of-the-art interface designed specifically for blackboard-style lecture videos. User evaluation suggests that users prefer our interface for learning and that our interface is effective in helping them browse or search through lecture videos. Hijung Shin, Floraine Berthouzoz, Wilmot Li, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2015 | Deviation magnification: revealing departures from ideal geometriesabstractStructures and objects are often supposed to have idealized geometries such as straight lines or circles. Although not always visible to the naked eye, in reality, these objects deviate from their idealized models. Our goal is to reveal and visualize such subtle geometric deviations, which can contain useful, surprising information about our world. Our framework, termed Deviation Magnification , takes a still image as input, fits parametric models to objects of interest, computes the geometric deviations, and renders an output image in which the departures from ideal geometries are exaggerated. We demonstrate the correctness and usefulness of our method through quantitative evaluation on a synthetic dataset and by application to challenging natural images. Neal Wadhwa, Tali Dekel, Donglai Wei 0001, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 4 |
| 2015 | Fast 4D Sheared Filtering for Interactive Rendering of Distribution EffectsabstractSoft shadows, depth of field, and diffuse global illumination are common distribution effects, usually rendered by Monte Carlo ray tracing. Physically correct, noise-free images can require hundreds or thousands of ray samples per pixel, and take a long time to compute. Recent approaches have exploited sparse sampling and filtering; the filtering is either fast (axis-aligned), but requires more input samples, or needs fewer input samples but is very slow (sheared). We present a new approach for fast sheared filtering on the GPU. Our algorithm factors the 4D sheared filter into four 1D filters. We derive complexity bounds for our method, showing that the per-pixel complexity is reduced from O ( n 2 l 2 ) to O ( nl ), where n is the linear filter width (filter size is O ( n 2 )) and l is the (usually very small) number of samples for each dimension of the light or lens per pixel (spp is l 2 ). We thus reduce sheared filtering overhead dramatically. We demonstrate rendering of depth of field, soft shadows and diffuse global illumination at interactive speeds. We reduce the number of samples needed by 5-8×, compared to axis-aligned filtering, and framerates are 4× faster for equal quality. Lingqi Yan 0001, Soham Uday Mehta, Ravi Ramamoorthi, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2014 | Refraction Wiggles for Measuring Fluid Depth and Velocity from Video
Tianfan Xue, Michael Rubinstein, Neal Wadhwa, Anat Levin, Frédo Durand, William T. Freeman |
ECCV (3) | 5 |
| 2014 | Riesz pyramids for fast phase-based video magnificationabstractWe present a new compact image pyramid representation, the Riesz pyramid, that can be used for real-time phase-based motion magnification. Our new representation is less overcomplete than even the smallest two orientation, octave-bandwidth complex steerable pyramid, and can be implemented using compact, efficient linear filters in the spatial domain. Motion-magnified videos produced with this new representation are of comparable quality to those produced with the complex steerable pyramid. When used with phase-based video magnification, the Riesz pyramid phase-shifts image features along only their dominant orientation rather than every orientation like the complex steerable pyramid. Neal Wadhwa, Michael Rubinstein, Frédo Durand, William T. Freeman |
ICCP | 3 |
| 2014 | Fast Local Laplacian Filters: Theory and ApplicationsabstractMultiscale manipulations are central to image editing but also prone to halos. Achieving artifact-free results requires sophisticated edge-aware techniques and careful parameter tuning. These shortcomings were recently addressed by the local Laplacian filters, which can achieve a broad range of effects using standard Laplacian pyramids. However, these filters are slow to evaluate and their relationship to other approaches is unclear. In this article, we show that they are closely related to anisotropic diffusion and to bilateral filtering. Our study also leads to a variant of the bilateral filter that produces cleaner edges while retaining its speed. Building upon this result, we describe an acceleration scheme for local Laplacian filters on gray-scale images that yields speedups on the order of 50×. Finally, we demonstrate how to use local Laplacian filters to alter the distribution of gradients in an image. We illustrate this property with a robust algorithm for photographic style transfer. Mathieu Aubry, Sylvain Paris, Samuel W. Hasinoff, Jan Kautz, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2014 | Style transfer for headshot portraitsabstractHeadshot portraits are a popular subject in photography but to achieve a compelling visual style requires advanced skills that a casual photographer will not have. Further, algorithms that automate or assist the stylization of generic photographs do not perform well on headshots due to the feature-specific, local retouching that a professional photographer typically applies to generate such portraits. We introduce a technique to transfer the style of an example headshot photo onto a new one. This can allow one to easily reproduce the look of renowned artists. At the core of our approach is a new multiscale technique to robustly transfer the local statistics of an example portrait onto a new one. This technique matches properties such as the local contrast and the overall lighting direction while being tolerant to the unavoidable differences between the faces of two different people. Additionally, because artists sometimes produce entire headshot collections in a common style, we show how to automatically find a good example to use as a reference for a given portrait, enabling style transfer without the user having to search for a suitable example for each input. We demonstrate our approach on data taken in a controlled environment as well as on a large set of photos downloaded from the Internet. We show that we can successfully handle styles by a variety of different artists. Sylvain Paris, Connelly Barnes, William T. Freeman, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2014 | The visual microphone: passive recovery of sound from videoabstractWhen sound hits an object, it causes small vibrations of the object's surface. We show how, using only high-speed video of the object, we can extract those minute vibrations and partially recover the sound that produced them, allowing us to turn everyday objects---a glass of water, a potted plant, a box of tissues, or a bag of chips---into visual microphones. We recover sounds from high-speed footage of a variety of objects with different properties, and use both real and simulated data to examine some of the factors that affect our ability to visually recover sound. We evaluate the quality of recovered sounds using intelligibility and SNR metrics and provide input and recovered audio samples for direct comparison. We also explore how to leverage the rolling shutter in regular consumer cameras to recover audio from standard frame-rate videos, and use the spatial resolution of our method to visualize how sound-related vibrations vary over an object's surface, which we can use to recover the vibration modes of an object. Abe Davis, Michael Rubinstein, Neal Wadhwa, Gautham J. Mysore, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 5 |
| 2014 | Factored axis-aligned filtering for rendering multiple distribution effectsabstractMonte Carlo (MC) ray-tracing for photo-realistic rendering often requires hours to render a single image due to the large sampling rates needed for convergence. Previous methods have attempted to filter sparsely sampled MC renders but these methods have high reconstruction overheads. Recent work has shown fast performance for individual effects, like soft shadows and indirect illumination, using axis-aligned filtering. While some components of light transport such as indirect or area illumination are smooth, they are often multiplied by high-frequency components such as texture, which prevents their sparse sampling and reconstruction. We propose an approach to adaptively sample and filter for simultaneously rendering primary (defocus blur) and secondary (soft shadows and indirect illumination) distribution effects, based on a multi-dimensional frequency analysis of the direct and indirect illumination light fields. We describe a novel approach of factoring texture and irradiance in the presence of defocus blur, which allows for pre-filtering noisy irradiance when the texture is not noisy. Our approach naturally allows for different sampling rates for primary and secondary effects, further reducing the overall ray count. While the theory considers only Lambertian surfaces, we obtain promising results for moderately glossy surfaces. We demonstrate 30x sampling rate reduction compared to equal quality noise-free MC. Combined with a GPU implementation and low filtering over-head, we can render scenes with complex geometry and diffuse and glossy BRDFs in a few seconds. Soham Uday Mehta, JiaXian Yao, Ravi Ramamoorthi, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2014 | Light Field Reconstruction Using Sparsity in the Continuous Fourier DomainabstractSparsity in the Fourier domain is an important property that enables the dense reconstruction of signals, such as 4D light fields, from a small set of samples. The sparsity of natural spectra is often derived from continuous arguments, but reconstruction algorithms typically work in the discrete Fourier domain. These algorithms usually assume that sparsity derived from continuous principles will hold under discrete sampling. This article makes the critical observation that sparsity is much greater in the continuous Fourier spectrum than in the discrete spectrum. This difference is caused by a windowing effect. When we sample a signal over a finite window, we convolve its spectrum by an infinite sinc, which destroys much of the sparsity that was in the continuous domain. Based on this observation, we propose an approach to reconstruction that optimizes for sparsity in the continuous Fourier spectrum. We describe the theory behind our approach and discuss how it can be used to reduce sampling requirements and improve reconstruction quality. Finally, we demonstrate the power of our approach by showing how it can be applied to the task of recovering non-Lambertian light fields from a small number of 1D viewpoint trajectories. Lixin Shi, Haitham Hassanieh, Abe Davis, Dina Katabi, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2013 | Detecting Pulse from Head Motions in VideoabstractWe extract heart rate and beat lengths from videos by measuring subtle head motion caused by the Newtonian reaction to the influx of blood at each beat. Our method tracks features on the head and performs principal component analysis (PCA) to decompose their trajectories into a set of component motions. It then chooses the component that best corresponds to heartbeats based on its temporal frequency spectrum. Finally, we analyze the motion projected to this component and identify peaks of the trajectories, which correspond to heartbeats. When evaluated on 18 subjects, our approach reported heart rates nearly identical to an electrocardiogram device. Additionally we were able to capture clinically relevant information about heart rate variability. Guha Balakrishnan, Frédo Durand, John V. Guttag |
CVPR | 2 |
| 2013 | Halide: a language and compiler for optimizing parallelism, locality, and recomputation in image processing pipelinesabstractImage processing pipelines combine the challenges of stencil computations and stream programs. They are composed of large graphs of different stencil stages, as well as complex reductions, and stages with global or data-dependent access patterns. Because of their complex structure, the performance difference between a naive implementation of a pipeline and an optimized one is often an order of magnitude. Efficient implementations require optimization of both parallelism and locality, but due to the nature of stencils, there is a fundamental tension between parallelism, locality, and introducing redundant recomputation of shared values. Jonathan Ragan-Kelley, Connelly Barnes, Andrew Adams, Sylvain Paris, Frédo Durand, Saman P. Amarasinghe |
PLDI | 5 |
| 2013 | 5D Covariance tracing for efficient defocus and motion blurabstractThe rendering of effects such as motion blur and depth-of-field requires costly 5D integrals. We accelerate their computation through adaptive sampling and reconstruction based on the prediction of the anisotropy and bandwidth of the integrand. For this, we develop a new frequency analysis of the 5D temporal light-field, and show that first-order motion can be handled through simple changes of coordinates in 5D. We further introduce a compact representation of the spectrum using the covariance matrix and Gaussian approximations. We derive update equations for the 5 × 5 covariance matrices for each atomic light transport event, such as transport, occlusion, BRDF, texture, lens, and motion. The focus on atomic operations makes our work general, and removes the need for special-case formulas. We present a new rendering algorithm that computes 5D covariance matrices on the image plane by tracing paths through the scene, focusing on the single-bounce case. This allows us to reduce sampling rates when appropriate and perform reconstruction of images with complex depth-of-field and motion blur effects. Laurent Belcour, Cyril Soler, Kartic Subr, Nicolas Holzschuch, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2013 | Gloss perception in painterly and cartoon renderingabstractDepictions with traditional media such as painting and drawing represent scene content in a stylized manner. It is unclear, however, how well stylized images depict scene properties like shape, material, and lighting. In this article, we describe the first study of material perception in stylized images (specifically painting and cartoon) and use nonphotorealistic rendering algorithms to evaluate how such stylization alters the perception of gloss. Our study reveals a compression of the range of representable gloss in stylized images so that shiny materials appear more diffuse in painterly rendering, while diffuse materials appear shinier in cartoon images. From our measurements we estimate the function that maps realistic gloss parameters to their perception in a stylized rendering. This mapping allows users of NPR algorithms to predict the perception of gloss in their images. The inverse of this function exaggerates gloss properties to make the contrast between materials in a stylized image more faithful. We have conducted our experiment both in a lab and on a crowdsourcing Web site. While crowdsourcing allows us to quickly design our pilot study, a lab experiment provides more control on how subjects perform the task. We provide a detailed comparison of the results obtained with the two approaches and discuss their advantages and drawbacks for studies like ours. Adrien Bousseau, James P. O'Shea, Frédo Durand, Ravi Ramamoorthi, Maneesh Agrawala |
ACM Trans. Graph. | 3 |
| 2013 | Joint view expansion and filtering for automultiscopic 3D displaysabstractMulti-view autostereoscopic displays provide an immersive, glasses-free 3D viewing experience, but they require correctly filtered content from multiple viewpoints. This, however, cannot be easily obtained with current stereoscopic production pipelines. We provide a practical solution that takes a stereoscopic video as an input and converts it to multi-view and filtered video streams that can be used to drive multi-view autostereoscopic displays. The method combines a phase-based video magnification and an interperspective antialiasing into a single filtering process. The whole algorithm is simple and can be efficiently implemented on current GPUs to yield a near real-time performance. Furthermore, the ability to retarget disparity is naturally supported. Our method is robust and works well for challenging video scenes with defocus blur, motion blur, transparent materials, and specularities. We show that our results are superior when compared to the state-of-the-art depth-based rendering methods. Finally, we showcase the method in the context of a real-time 3D videoconferencing system that requires only two cameras. Piotr Didyk, Pitchaya Sitthi-amorn, William T. Freeman, Frédo Durand, Wojciech Matusik |
ACM Trans. Graph. | 4 |
| 2013 | Gradient-domain metropolis light transportabstractWe introduce a novel Metropolis rendering algorithm that directly computes image gradients, and reconstructs the final image from the gradients by solving a Poisson equation. The reconstruction is aided by a low-fidelity approximation of the image computed during gradient sampling. As an extension of path-space Metropolis light transport, our algorithm is well suited for difficult transport scenarios. We demonstrate that our method outperforms the state-of-the-art in several well-known test scenes. Additionally, we analyze the spectral properties of gradient-domain sampling, and compare it to the traditional image-domain sampling. Jaakko Lehtinen, Tero Karras, Samuli Laine, Miika Aittala, Frédo Durand, Timo Aila |
ACM Trans. Graph. | 5 |
| 2013 | Fabricating BRDFs at high spatial resolution using wave opticsabstractRecent attempts to fabricate surfaces with custom reflectance functions boast impressive angular resolution, yet their spatial resolution is limited. In this paper we present a method to construct spatially varying reflectance at a high resolution of up to 220dpi, orders of magnitude greater than previous attempts, albeit with a lower angular resolution. The resolution of previous approaches is limited by the machining, but more fundamentally, by the geometric optics model on which they are built. Beyond a certain scale geometric optics models break down and wave effects must be taken into account. We present an analysis of incoherent reflectance based on wave optics and gain important insights into reflectance design. We further suggest and demonstrate a practical method, which takes into account the limitations of existing micro-fabrication techniques such as photolithography to design and fabricate a range of reflection effects, based on wave interference. Anat Levin, Daniel Glasner, Frédo Durand, William T. Freeman, Wojciech Matusik, Todd E. Zickler |
ACM Trans. Graph. | 4 |
| 2013 | Axis-aligned filtering for interactive physically-based diffuse indirect lightingabstractWe introduce an algorithm for interactive rendering of physically-based global illumination, based on a novel frequency analysis of indirect lighting. Our method combines adaptive sampling by Monte Carlo ray or path tracing, using a standard GPU-accelerated raytracer, with real-time reconstruction of the resulting noisy images. Our theoretical analysis assumes diffuse indirect lighting, with general Lambertian and specular receivers. In practice, we demonstrate accurate interactive global illumination with diffuse and moderately glossy objects, at 1-3 fps. We show mathematically that indirect illumination is a structured signal in the Fourier domain, with inherent band-limiting due to the BRDF and geometry terms. We extend previous work on sheared and axis-aligned filtering for motion blur and shadows, to develop an image-space filtering method for interreflections. Our method enables 5--8X reduced sampling rates and wall clock times, and converges to ground truth as more samples are added. To develop our theory, we overcome important technical challenges---unlike previous work, there is no light source to serve as a band-limit in indirect lighting, and we also consider non-parallel geometry of receiver and reflecting surfaces, without first-order approximations. Soham Uday Mehta, Brandon Wang, Ravi Ramamoorthi, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2013 | Data-driven hallucination of different times of day from a single outdoor photoabstractWe introduce "time hallucination": synthesizing a plausible image at a different time of day from an input image. This challenging task often requires dramatically altering the color appearance of the picture. In this paper, we introduce the first data-driven approach to automatically creating a plausible-looking photo that appears as though it were taken at a different time of day. The time of day is specified by a semantic time label, such as "night". Our approach relies on a database of time-lapse videos of various scenes. These videos provide rich information about the variations in color appearance of a scene throughout the day. Our method transfers the color appearance from videos with a similar scene as the input photo. We propose a locally affine model learned from the video for the transfer, allowing our model to synthesize new color data while retaining image details. We show that this model can hallucinate a wide range of different times of day. The model generates a large sparse linear system, which can be solved by off-the-shelf solvers. We validate our methods by synthesizing transforming photos of various outdoor scenes to four times of interest: daytime, the golden hour, the blue hour, and nighttime. Sylvain Paris, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 3 |
| 2013 | Phase-based video motion processingabstractWe introduce a technique to manipulate small movements in videos based on an analysis of motion in complex-valued image pyramids. Phase variations of the coefficients of a complex-valued steerable pyramid over time correspond to motion, and can be temporally processed and amplified to reveal imperceptible motions, or attenuated to remove distracting changes. This processing does not involve the computation of optical flow, and in comparison to the previous Eulerian Video Magnification method it supports larger amplification factors and is significantly less sensitive to noise. These improved capabilities broaden the set of applications for motion processing in videos. We demonstrate the advantages of this approach on synthetic and natural video sequences, and explore applications in scientific analysis, visualization and video enhancement. Neal Wadhwa, Michael Rubinstein, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 3 |
| 2012 | Laser speckle photography for surface tampering detectionabstractIt is often desirable to detect whether a surface has been touched, even when the changes made to that surface are too subtle to see in a pair of before and after images. To address this challenge, we introduce a new imaging technique that combines computational photography and laser speckle imaging. Without requiring controlled laboratory conditions, our method is able to detect surface changes that would be indistinguishable in regular photographs. It is also mobile and does not need to be present at the time of contact with the surface, making it well suited for applications where the surface of interest cannot be constantly monitored. Our approach takes advantage of the fact that tiny surface deformations cause phase changes in reflected coherent light which alter the speckle pattern visible under laser illumination. We take before and after images of the surface under laser light and can detect subtle contact by correlating the speckle patterns in these images. A key challenge we address is that speckle imaging is very sensitive to the location of the camera, so removing and reintroducing the camera requires high-accuracy viewpoint alignment. To this end, we use a combination of computational rephotography and correlation analysis of the speckle pattern as a function of camera translation. Our technique provides a reliable way of detecting subtle surface contact at a level that was previously only possible under laboratory conditions. With our system, the detection of these subtle surface changes can now be brought into the wild. Abe Davis, Samuel W. Hasinoff, Frédo Durand, William T. Freeman |
CVPR | 4 |
| 2012 | Shapecollage: Occlusion-Aware, Example-Based Shape Interpretation
Forrester Cole, Phillip Isola, William T. Freeman, Frédo Durand, Edward H. Adelson |
ECCV (3) | 4 |
| 2012 | Patch Complexity, Finite Pixel Correlations and Optimal Denoising
Anat Levin, Boaz Nadler, Frédo Durand, William T. Freeman |
ECCV (5) | 3 |
| 2012 | Unstructured Light FieldsabstractAbstract We present a system for interactively acquiring and rendering light fields using a hand‐held commodity camera. The main challenge we address is assisting a user in achieving good coverage of the 4D domain despite the challenges of hand‐held acquisition. We define coverage by bounding reprojection error between viewpoints, which accounts for all 4 dimensions of the light field. We use this criterion together with a recent Simultaneous Localization and Mapping technique to compute a coverage map on the space of viewpoints. We provide users with real‐time feedback and direct them toward under‐sampled parts of the light field. Our system is lightweight and has allowed us to capture hundreds of light fields. We further present a new rendering algorithm that is tailored to the unstructured yet dense data we capture. Our method can achieve piecewise‐bicubic reconstruction using a triangulation of the captured viewpoints and subdivision rules applied to reconstruction weights. Abe Davis, Marc Levoy, Frédo Durand |
Comput. Graph. Forum | 3 |
| 2012 | User-guided white balance for mixed lighting conditionsabstractProper white balance is essential in photographs to eliminate color casts due to illumination. The single-light case is hard to solve automatically but relatively easy for humans. Unfortunately, many scenes contain multiple light sources such as an indoor scene with a window, or when a flash is used in a tungsten-lit room. The light color can then vary on a per-pixel basis and the problem becomes challenging at best, even with advanced image editing tools. We propose a solution to the ill-posed mixed light white balance problem, based on user guidance. Users scribble on a few regions that should have the same color, indicate one or more regions of neutral color, and select regions where the current color looks correct. We first expand the provided scribble groups to more regions using pixel similarity and a robust voting scheme. We formulate the spatially varying white balance problem as a sparse data interpolation problem in which the user scribbles and their extensions form constraints. We demonstrate that our approach can produce satisfying results on a variety of scenes with intuitive scribbles and without any knowledge about the lights. Ivaylo Boyadzhiev, Kavita Bala, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2012 | Coherent intrinsic images from photo collectionsabstractAn intrinsic image is a decomposition of a photo into an illumination layer and a reflectance layer, which enables powerful editing such as the alteration of an object's material independently of its illumination. However, decomposing a single photo is highly under-constrained and existing methods require user assistance or handle only simple scenes. In this paper, we compute intrinsic decompositions using several images of the same scene under different viewpoints and lighting conditions. We use multi-view stereo to automatically reconstruct 3D points and normals from which we derive relationships between reflectance values at different locations, across multiple views and consequently different lighting conditions. We use robust estimation to reliably identify reflectance ratios between pairs of points. From these, we infer constraints for our optimization and enforce a coherent solution across multiple views and illuminations. Our results demonstrate that this constrained optimization yields high-quality and coherent intrinsic decompositions of complex scenes. We illustrate how these decompositions can be used for image-based illumination transfer and transitions between views with consistent lighting. Pierre-Yves Laffont, Adrien Bousseau, Sylvain Paris, Frédo Durand, George Drettakis |
ACM Trans. Graph. | 4 |
| 2012 | Reconstructing the indirect light field for global illuminationabstractStochastic techniques for rendering indirect illumination suffer from noise due to the variance in the integrand. In this paper, we describe a general reconstruction technique that exploits anisotropy in the light field and permits efficient reuse of input samples between pixels or world-space locations, multiplying the effective sampling rate by a large factor. Our technique introduces visibility-aware anisotropic reconstruction to indirect illumination, ambient occlusion and glossy reflections. It operates on point samples without knowledge of the scene, and can thus be seen as an advanced image filter. Our results show dramatic improvement in image quality while using very sparse input samplings. Jaakko Lehtinen, Timo Aila, Samuli Laine, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2012 | Decoupling algorithms from schedules for easy optimization of image processing pipelinesabstractUsing existing programming tools, writing high-performance image processing code requires sacrificing readability, portability, and modularity. We argue that this is a consequence of conflating what computations define the algorithm , with decisions about storage and the order of computation. We refer to these latter two concerns as the schedule , including choices of tiling, fusion, recomputation vs. storage, vectorization, and parallelism. We propose a representation for feed-forward imaging pipelines that separates the algorithm from its schedule, enabling high-performance without sacrificing code clarity. This decoupling simplifies the algorithm specification: images and intermediate buffers become functions over an infinite integer domain, with no explicit storage or boundary conditions. Imaging pipelines are compositions of functions. Programmers separately specify scheduling strategies for the various functions composing the algorithm, which allows them to efficiently explore different optimizations without changing the algorithmic code. We demonstrate the power of this representation by expressing a range of recent image processing applications in an embedded domain specific language called Halide, and compiling them for ARM, x86, and GPUs. Our compiler targets SIMD units, multiple cores, and complex memory hierarchies. We demonstrate that it can handle algorithms such as a camera raw pipeline, the bilateral grid, fast local Laplacian filtering, and image segmentation. The algorithms expressed in our language are both shorter and faster than state-of-the-art implementations. Jonathan Ragan-Kelley, Andrew Adams, Sylvain Paris, Marc Levoy, Saman P. Amarasinghe, Frédo Durand |
ACM Trans. Graph. | 6 |
| 2012 | Sculpting by numbersabstractWe propose a method that allows an unskilled user to create an accurate physical replica of a digital 3D model. We use a projector/camera pair to scan a work in progress, and project multiple forms of guidance onto the object itself that indicate which areas need more material, which need less, and where any ridges, valleys or depth discontinuities are. The user adjusts the model using the guidance and iterates, making the shape of the physical object approach that of the target 3D model over time. We show how this approach can be used to create a duplicate of an existing object, by scanning the object and using that scan as the target shape. The user is free to make the reproduction at a different scale and out of different materials: we turn a toy car into cake. We extend the technique to support replicating a sequence of models to create stop-motion video. We demonstrate an end-to-end system in which real-world performance capture data is retargeted to claymation. Our approach allows users to easily and accurately create complex shapes, and naturally supports a large range of materials and model sizes. Alec R. Rivers, Andrew Adams, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2012 | Position-correcting tools for 2D digital fabricationabstractMany kinds of digital fabrication are accomplished by precisely moving a tool along a digitally-specified path. This precise motion is typically accomplished fully automatically using a computer-controlled multi-axis stage. With that approach, one can only create objects smaller than the positioning stage, and large stages can be quite expensive. We propose a new approach to precise positioning of a tool that combines manual and automatic positioning: in our approach, the user coarsely positions a frame containing the tool in an approximation of the desired path, while the device tracks the frame's location and adjusts the position of the tool within the frame to correct the user's positioning error in real time. Because the automatic positioning need only cover the range of the human's positioning error, this frame can be small and inexpensive, and because the human has unlimited range, such a frame can be used to precisely position tools over an unlimited range. Alec R. Rivers, Ilan E. Moyer, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2012 | Structural optimization of 3D masonry buildingsabstractIn the design of buildings, structural analysis is traditionally performed after the aesthetic design has been determined and has little influence on the overall form. In contrast, this paper presents an approach to guide the form towards a shape that is more structurally sound. Our work is centered on the study of how variations of the geometry might improve structural stability. We define a new measure of structural soundness for masonry buildings as well as cables, and derive its closed-form derivative with respect to the displacement of all the vertices describing the geometry. We start with a gradient descent tool which displaces each vertex along the gradient. We then introduce displacement operators, imposing constraints such as the preservation of orientation or thickness; or setting additional objectives such as volume minimization. Emily Whiting, Hijung Shin, John Ochsendorf, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2012 | Eulerian video magnification for revealing subtle changes in the worldabstractOur goal is to reveal temporal variations in videos that are difficult or impossible to see with the naked eye and display them in an indicative manner. Our method, which we call Eulerian Video Magnification, takes a standard video sequence as input, and applies spatial decomposition, followed by temporal filtering to the frames. The resulting signal is then amplified to reveal hidden information. Using our method, we are able to visualize the flow of blood as it fills the face and also to amplify and reveal small motions. Our technique can run in real time to show phenomena occurring at the temporal frequencies selected by the user. Hao-Yu Wu, Michael Rubinstein, Eugene Shih, John V. Guttag, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 5 |
| 2011 | Learning photographic global tonal adjustment with a database of input / output image pairsabstractAdjusting photographs to obtain compelling renditions requires skill and time. Even contrast and brightness adjustments are challenging because they require taking into account the image content. Photographers are also known for having different retouching preferences. As the result of this complexity, rule-based, one-size-fits-all automatic techniques often fail. This problem can greatly benefit from supervised machine learning but the lack of training data has impeded work in this area. Our first contribution is the creation of a high-quality reference dataset. We collected 5,000 photos, manually annotated them, and hired 5 trained photographers to retouch each picture. The result is a collection of 5 sets of 5,000 example input-output pairs that enable supervised learning. We first use this dataset to predict a user's adjustment from a large training set. We then show that our dataset and features enable the accurate adjustment personalization using a carefully chosen set of training photos. Finally, we introduce difference learning: this method models and predicts difference between users. It frees the user from using predetermined photos for training. We show that difference learning enables accurate prediction using only a handful of examples. Vladimir Bychkovsky, Sylvain Paris, Eric Chan, Frédo Durand |
CVPR | 4 |
| 2011 | Learning photographic global tonal adjustment with a database of input/output image pairsabstractAdjusting photographs to obtain compelling renditions requires skill and time. Even contrast and brightness adjustments are challenging because they require taking into account the image content. Photographers are also known for having different retouching preferences. As the result of this complexity, rule-based, one-size-fits-all automatic techniques often fail. This problem can greatly benefit from supervised machine learning but the lack of training data has impeded work in this area. Our first contribution is the creation of a high-quality reference dataset. We collected 5,000 photos, manually annotated them, and hired 5 trained photographers to retouch each picture. The result is a collection of 5 sets of 5,000 example input-output pairs that enable supervised learning. We first use this dataset to predict a user's adjustment from a large training set. We then show that our dataset and features enable the accurate adjustment personalization using a carefully chosen set of training photos. Finally, we introduce difference learning: this method models and predicts difference between users. It frees the user from using predetermined photos for training. We show that difference learning enables accurate prediction using only a handful of examples. Vladimir Bychkovsky, Sylvain Paris, Eric Chan, Frédo Durand |
CVPR | 4 |
| 2011 | Efficient marginal likelihood optimization in blind deconvolutionabstractIn blind deconvolution one aims to estimate from an input blurred image y a sharp image x and an unknown blur kernel k. Recent research shows that a key to success is to consider the overall shape of the posterior distribution p(x, k\y) and not only its mode. This leads to a distinction between MAPx, kstrategies which estimate the mode pair x, k and often lead to undesired results, and MAPkstrategies which select the best k while marginalizing over all possible x images. The MAPkprinciple is significantly more robust than the MAPx, kone, yet, it involves a challenging marginalization over latent images. As a result, MAPktechniques are considered complicated, and have not been widely exploited. This paper derives a simple approximated MAPkalgorithm which involves only a modest modification of common MAPx, kalgorithms. We show that MAPkcan, in fact, be optimized easily, with no additional computational complexity. Anat Levin, Yair Weiss, Frédo Durand, William T. Freeman |
CVPR | 3 |
| 2011 | Motion denoising with application to time-lapse photographyabstractMotions can occur over both short and long time scales. We introduce motion denoising, which treats short-term changes as noise, long-term changes as signal, and re-renders a video to reveal the underlying long-term events. We demonstrate motion denoising for time-lapse videos. One of the characteristics of traditional time-lapse imagery is stylized jerkiness, where short-term changes in the scene appear as small and annoying jitters in the video, often obfuscating the underlying temporal events of interest. We apply motion denoising for resynthesizing time-lapse videos showing the long-term evolution of a scene with jerky short-term changes removed. We show that existing filtering approaches are often incapable of achieving this task, and present a novel computational approach to denoise motion without explicit motion analysis. We demonstrate promising experimental results on a set of challenging time-lapse sequences. Michael Rubinstein, Ce Liu 0001, Peter Sand, Frédo Durand, William T. Freeman |
CVPR | 4 |
| 2011 | The video mesh: A data structure for image-based three-dimensional video editingabstractThis paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a triangulation over this point set and per-pixel information is obtained by interpolation. The user rotoscopes occluding contours and we introduce an algorithm to cut the video mesh along them. Object boundaries are refined with per-pixel alpha values. The video mesh is at its core a set of texture mapped triangles, we leverage graphics hardware to enable interactive editing and rendering of a variety of effects. We demonstrate the effectiveness of our representation with special effects such as 3D viewpoint changes, object insertion, depth-of-field manipulation, and 2D to 3D video conversion. Jiawen Chen 0001, Sylvain Paris, Jue Wang 0001, Wojciech Matusik, Michael F. Cohen, Frédo Durand |
ICCP | 6 |
| 2011 | Real-time volumetric shadows using 1D min-max mipmapsabstractLight scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, while maintaining real-time performance, remains challenging. Jiawen Chen 0001, Ilya Baran, Frédo Durand, Wojciech Jarosz |
SI3D | 3 |
| 2011 | Understanding Blind Deconvolution AlgorithmsabstractBlind deconvolution is the recovery of a sharp version of a blurred image when the blur kernel is unknown. Recent algorithms have afforded dramatic progress, yet many aspects of the problem remain challenging and hard to understand. The goal of this paper is to analyze and evaluate recent blind deconvolution algorithms both theoretically and experimentally. We explain the previously reported failure of the naive MAP approach by demonstrating that it mostly favors no-blur explanations. We show that, using reasonable image priors, a naive simulations MAP estimation of both latent image and blur kernel is guaranteed to fail even with infinitely large images sampled from the prior. On the other hand, we show that since the kernel size is often smaller than the image size, a MAP estimation of the kernel alone is well constrained and is guaranteed to succeed to recover the true blur. The plethora of recent deconvolution techniques makes an experimental evaluation on ground-truth data important. As a first step toward this experimental evaluation, we have collected blur data with ground truth and compared recent algorithms under equal settings. Additionally, our data demonstrate that the shift-invariant blur assumption made by most algorithms is often violated. Anat Levin, Yair Weiss, Frédo Durand, William T. Freeman |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2011 | Practical filtering for efficient ray-traced directional occlusionabstractAmbient occlusion and directional (spherical harmonic) occlusion have become a staple of production rendering because they capture many visually important qualities of global illumination while being reusable across multiple artistic lighting iterations. However, ray-traced solutions for hemispherical occlusion require many rays per shading point (typically 256-1024) due to the full hemispherical angular domain. Moreover, each ray can be expensive in scenes with moderate to high geometric complexity. However, many nearby rays sample similar areas, and the final occlusion result is often low frequency. We give a frequency analysis of shadow light fields using distant illumination with a general BRDF and normal mapping, allowing us to share ray information even among complex receivers. We also present a new rotationally-invariant filter that easily handles samples spread over a large angular domain. Our method can deliver 4x speed up for scenes that are computationally bound by ray tracing costs. Kevin Egan, Frédo Durand, Ravi Ramamoorthi |
ACM Trans. Graph. | 2 |
| 2011 | Frequency analysis and sheared filtering for shadow light fields of complex occludersabstractMonte Carlo ray tracing of soft shadows produced by area lighting and intricate geometries, such as the shadows through plant leaves or arrays of blockers, is a critical challenge. The final image often has relatively smooth shadow patterns, since it integrates over the light source. However, Monte Carlo rendering exhibits considerable noise even at high sample counts because of the large variance of the integrand due to the intricate shadow function. This article develops an efficient diffuse soft shadow technique for mid to far occluders that relies on a new 4D cache and sheared reconstruction filter. For this, we first derive a frequency analysis of shadows for planar area lights and complex occluders. Our analysis subsumes convolution soft shadows for parallel planes as a special case. It allows us to derive 4D sheared filters that enable lower sampling rates for soft shadows. While previous sheared-reconstruction techniques were able primarily to index samples according to screen position, we need to perform reconstruction at surface receiver points that integrate over vastly different shapes in the reconstruction domain. This is why we develop a new light-field-like 4D data structure to store shadowing values and depth information. Any ray tracing system that shoots shadow rays can easily incorporate our method to greatly reduce sampling rates for diffuse soft shadows. Kevin Egan, Florian Hecht, Frédo Durand, Ravi Ramamoorthi |
ACM Trans. Graph. | 3 |
| 2011 | Temporal light field reconstruction for rendering distribution effectsabstractTraditionally, effects that require evaluating multidimensional integrals for each pixel, such as motion blur, depth of field, and soft shadows, suffer from noise due to the variance of the high-dimensional integrand. In this paper, we describe a general reconstruction technique that exploits the anisotropy in the temporal light field and permits efficient reuse of samples between pixels, multiplying the effective sampling rate by a large factor. We show that our technique can be applied in situations that are challenging or impossible for previous anisotropic reconstruction methods, and that it can yield good results with very sparse inputs. We demonstrate our method for simultaneous motion blur, depth of field, and soft shadows. Jaakko Lehtinen, Timo Aila, Jiawen Chen 0001, Samuli Laine, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2011 | Decoupled sampling for graphics pipelinesabstractWe propose a generalized approach to decoupling shading from visibility sampling in graphics pipelines, which we call decoupled sampling . Decoupled sampling enables stochastic supersampling of motion and defocus blur at reduced shading cost, as well as controllable or adaptive shading rates which trade off shading quality for performance. It can be thought of as a generalization of multisample antialiasing (MSAA) to support complex and dynamic mappings from visibility to shading samples, as introduced by motion and defocus blur and adaptive shading. It works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. Decoupled sampling is inspired by the Reyes rendering architecture, but like traditional graphics pipelines, it shades fragments rather than micropolygon vertices, decoupling shading from the geometry sampling rate. Also unlike Reyes, decoupled sampling only shades fragments after precise computation of visibility, reducing overshading. We present extensions of two modern graphics pipelines to support decoupled sampling: a GPU-style sort-last fragment architecture, and a Larrabee-style sort-middle pipeline. We study the architectural implications of decoupled sampling and blur, and derive end-to-end performance estimates on real applications through an instrumented functional simulator. We demonstrate high-quality motion and defocus blur, as well as variable and adaptive shading rates. Jonathan Ragan-Kelley, Jaakko Lehtinen, Jiawen Chen 0001, Michael C. Doggett, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2010 | Noise-optimal capture for high dynamic range photographyabstractTaking multiple exposures is a well-established approach both for capturing high dynamic range (HDR) scenes and for noise reduction. But what is the optimal set of photos to capture? The typical approach to HDR capture uses a set of photos with geometrically-spaced exposure times, at a fixed ISO setting (typically ISO 100 or 200). By contrast, we show that the capture sequence with optimal worst-case performance, in general, uses much higher and variable ISO settings, and spends longer capturing the dark parts of the scene. Based on a detailed model of noise, we show that optimal capture can be formulated as a mixed integer programming problem. Compared to typical HDR capture, our method lets us achieve higher worst-case SNR in the same capture time (for some cameras, up to 19 dB improvement in the darkest regions), or much faster capture for the same minimum acceptable level of SNR. Our experiments demonstrate this advantage for both real and synthetic scenes. Samuel W. Hasinoff, Frédo Durand, William T. Freeman |
CVPR | 2 |
| 2010 | Linear view synthesis using a dimensionality gap light field priorabstractAcquiring and representing the 4D space of rays in the world (the light field) is important for many computer vision and graphics applications. Yet, light field acquisition is costly due to their high dimensionality. Existing approaches either capture the 4D space explicitly, or involve an error-sensitive depth estimation process. This paper argues that the fundamental difference between different acquisition and rendering techniques is a difference between prior assumptions on the light field. We use the previously reported dimensionality gap in the 4D light field spectrum to propose a new light field prior. The new prior is a Gaussian assigning a non-zero variance mostly to a 3D subset of entries. Since there is only a low-dimensional subset of entries with non-zero variance, we can reduce the complexity of the acquisition process and render the 4D light field from 3D measurement sets. Moreover, the Gaussian nature of the prior leads to linear and depth invariant reconstruction algorithms. We use the new prior to render the 4D light field from a 3D focal stack sequence and to interpolate sparse directional samples and aliased spatial measurements. In all cases the algorithm reduces to a simple spatially invariant deconvolution which does not involve depth estimation. Anat Levin, Frédo Durand |
CVPR | 2 |
| 2010 | Computational rephotographyabstractRephotographers aim to recapture an existing photograph from the same viewpoint. A historical photograph paired with a well-aligned modern rephotograph can serve as a remarkable visualization of the passage of time. However, the task of rephotography is tedious and often imprecise, because reproducing the viewpoint of the original photograph is challenging. The rephotographer must disambiguate between the six degrees of freedom of 3D translation and rotation, and the confounding similarity between the effects of camera zoom and dolly. We present a real-time estimation and visualization technique for rephotography that helps users reach a desired viewpoint during capture. The input to our technique is a reference image taken from the desired viewpoint. The user moves through the scene with a camera and follows our visualization to reach the desired viewpoint. We employ computer vision techniques to compute the relative viewpoint difference. We guide 3D movement using two 2D arrows. We demonstrate the success of our technique by rephotographing historical images and conducting user studies. Soonmin Bae, Aseem Agarwala, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2010 | A hierarchical volumetric shadow algorithm for single scatteringabstractVolumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modeled by a single scattering medium. In the presence of shadows, rendering these effects can be prohibitively expensive: current algorithms are based on ray marching, i.e., integrating the illumination scattered towards the camera along each view ray, modulated by visibility to the light source at each sample. Visibility must be determined for each sample using shadow rays or shadow-map lookups. We observe that in a suitably chosen coordinate system, the visibility function has a regular structure that we can exploit for significant acceleration compared to brute force sampling. We propose an efficient algorithm based on partial sum trees for computing the scattering integrals in a single-scattering homogeneous medium. On a CPU, we achieve speedups of 17--120x over ray marching. Ilya Baran, Jiawen Chen 0001, Jonathan Ragan-Kelley, Frédo Durand, Jaakko Lehtinen |
ACM Trans. Graph. | 4 |
| 2010 | Programmable rendering of line drawing from 3D scenesabstractThis article introduces a programmable approach to nonphotorealistic line drawings from 3D models, inspired by programmable shaders in traditional rendering. This approach relies on the assumption generally made in NPR that style attributes (color, thickness, etc.) are chosen depending on generic properties of the scene such as line characteristics or depth discontinuities, etc. We propose a new image creation model where all operations are controlled through user-defined procedures in which the relations between style attributes and scene properties are specified. Aview mapdescribing all relevant support lines in the drawing and their topological arrangement is first created from the 3D model so as to ensure the continuity of all scene properties along its edges; a number of style modules operate on this map, by procedurally selecting, chaining, or splitting lines, before creating strokes and assigning drawing attributes. Consistent access to properties of the scene is provided from the different elements of the map that are manipulated throughout the whole process. The resulting drawing system permits flexible control of all elements of drawing style: First, different style modules can be applied to different types of lines in a view; second, the topology and geometry of strokes are entirely controlled from the programmable modules; and third, stroke attributes are assigned procedurally and can be correlated at will with various scene or view properties. We illustrate the components of our system and show how style modules successfully encode stylized visual characteristics that can be applied across a wide range of models. Stéphane Grabli, Emmanuel Turquin, Frédo Durand, François X. Sillion |
ACM Trans. Graph. | 3 |
| 2010 | 3D modeling with silhouettesabstractWe present a new sketch-based modeling approach in which models are interactively designed by drawing their 2D silhouettes from different views. The core idea of our paper is to limit the input to 2D silhouettes, removing the need to explicitly create or position 3D elements. Arbitrarily complex models can be constructed by assembling them out of parts defined by their silhouettes, which can be combined using CSG operations. We introduce a new simplified algorithm to compute CSG solids that leverages special properties of silhouette cylinders to convert the 3D CSG problem into one that can be handled entirely with 2D operations, making implementation simpler and more robust. We evaluate our approach by modeling a random sampling of man-made objects taken from the words in WordNet, and show that all of the tested man-made objects can be modeled quickly and easily using our approach. Alec R. Rivers, Frédo Durand, Takeo Igarashi |
ACM Trans. Graph. | 2 |
| 2010 | 2.5D cartoon modelsabstractWe present a way to bring cartoon objects and characters into the third dimension, by giving them the ability to rotate and be viewed from any angle. We show how 2D vector art drawings of a cartoon from different views can be used to generate a novel structure, the 2.5D cartoon model, which can be used to simulate 3D rotations and generate plausible renderings of the cartoon from any view. 2.5D cartoon models are easier to create than a full 3D model, and retain the 2D nature of hand-drawn vector art, supporting a wide range of stylizations that need not correspond to any real 3D shape. Alec R. Rivers, Takeo Igarashi, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2009 | Understanding and evaluating blind deconvolution algorithmsabstractBlind deconvolution is the recovery of a sharp version of a blurred image when the blur kernel is unknown. Recent algorithms have afforded dramatic progress, yet many aspects of the problem remain challenging and hard to understand. The goal of this paper is to analyze and evaluate recent blind deconvolution algorithms both theoretically and experimentally. We explain the previously reported failure of the naive MAP approach by demonstrating that it mostly favors no-blur explanations. On the other hand we show that since the kernel size is often smaller than the image size a MAP estimation of the kernel alone can be well constrained and accurately recover the true blur. The plethora of recent deconvolution techniques makes an experimental evaluation on ground-truth data important. We have collected blur data with ground truth and compared recent algorithms under equal settings. Additionally, our data demonstrates that the shift-invariant blur assumption made by most algorithms is often violated. Anat Levin, Yair Weiss, Frédo Durand, William T. Freeman |
CVPR | 3 |
| 2009 | QuickSelect: history-based selection expansion
Sara L. Su, Sylvain Paris, Frédo Durand |
Graphics Interface | 3 |
| 2009 | Time-constrained photographyabstractCapturing multiple photos at different focus settings is a powerful approach for reducing optical blur, but how many photos should we capture within a fixed time budget? We develop a framework to analyze optimal capture strategies balancing the tradeoff between defocus and sensor noise, incorporating uncertainty in resolving scene depth. We derive analytic formulas for restoration error and use Monte Carlo integration over depth to derive optimal capture strategies for different camera designs, under a wide range of photographic scenarios. We also derive a new upper bound on how well spatial frequencies can be preserved over the depth of field. Our results show that by capturing the optimal number of photos, a standard camera can achieve performance at the level of more complex computational cameras, in all but the most demanding of cases. We also show that computational cameras, although specifically designed to improve one-shot performance, generally benefit from capturing multiple photos as well. Samuel W. Hasinoff, Kiriakos N. Kutulakos, Frédo Durand, William T. Freeman |
ICCV | 3 |
| 2009 | Learning to predict where humans lookabstractFor many applications in graphics, design, and human computer interaction, it is essential to understand where humans look in a scene. Where eye tracking devices are not a viable option, models of saliency can be used to predict fixation locations. Most saliency approaches are based on bottom-up computation that does not consider top-down image semantics and often does not match actual eye movements. To address this problem, we collected eye tracking data of 15 viewers on 1003 images and use this database as training and testing examples to learn a model of saliency based on low, middle and high-level image features. This large database of eye tracking data is publicly available with this paper. Tilke Judd, Krista A. Ehinger, Frédo Durand, Antonio Torralba 0001 |
ICCV | 3 |
| 2009 | Single Photo Estimation of Hair AppearanceabstractAbstract Significant progress has been made in high‐quality hair rendering, but it remains difficult to choose parameter values that reproduce a given real hair appearance. In particular, for applications such as games where naive users want to create their own avatars, tuning complex parameters is not practical. Our approach analyses a single flash photograph and estimates model parameters that reproduce the visual likeness of the observed hair. The estimated parameters include color absorptions, three reflectance lobe parameters of a multiple‐scattering rendering model, and a geometric noise parameter. We use a novel melanin‐based model to capture the natural subspace of hair absorption parameters. At its core, the method assumes that images of hair with similar color distributions are also similar in appearance. This allows us to recast the issue as an image retrieval problem where the photo is matched with a dataset of rendered images; we thus also match the model parameters used to generate these images. An earth‐mover's distance is used between luminance‐weighted color distributions to gauge similarity. We conduct a perceptual experiment to evaluate this metric in the context of hair appearance and demonstrate the method on 64 photographs, showing that it can achieve a visual likeness for a large variety of input photos. Nicolas Bonneel, Sylvain Paris, Michiel van de Panne, Frédo Durand, George Drettakis |
Comput. Graph. Forum | 4 |
| 2009 | A Fast Approximation of the Bilateral Filter Using a Signal Processing Approach
Sylvain Paris, Frédo Durand |
Int. J. Comput. Vis. | 2 |
| 2009 | User-assisted intrinsic imagesabstractFor many computational photography applications, the lighting and materials in the scene are critical pieces of information. We seek to obtainintrinsic images, which decompose a photo into the product of anilluminationcomponent that represents lighting effects and areflectancecomponent that is the color of the observed material. This is an under-constrained problem and automatic methods are challenged by complex natural images. We describe a new approach that enables users to guide an optimization with simple indications such as regions of constant reflectance or illumination. Based on a simple assumption on local reflectance distributions, we derive a new propagation energy that enables a closed form solution using linear least-squares. We achieve fast performance by introducing a novel downsampling that preserves local color distributions. We demonstrate intrinsic image decomposition on a variety of images and show applications. Adrien Bousseau, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2009 | Frequency analysis and sheared reconstruction for rendering motion blurabstractMotion blur is crucial for high-quality rendering, but is also very expensive. Our first contribution is a frequency analysis of motion-blurred scenes, including moving objects, specular reflections, and shadows. We show that motion induces a shear in the frequency domain, and that the spectrum of moving scenes can be approximated by a wedge. This allows us to compute adaptive space-time sampling rates, to accelerate rendering. For uniform velocities and standard axis-aligned reconstruction, we show that the product of spatial and temporal bandlimits or sampling rates is constant, independent of velocity. Our second contribution is a novel sheared reconstruction filter that is aligned to the first-order direction of motion and enables even lower sampling rates. We present a rendering algorithm that computes a sheared reconstruction filter per pixel, without any intermediate Fourier representation. This often permits synthesis of motion-blurred images with far fewer rendering samples than standard techniques require. Kevin Egan, Yu-Ting Tseng, Nicolas Holzschuch, Frédo Durand, Ravi Ramamoorthi |
ACM Trans. Graph. | 4 |
| 2009 | A visibility algorithm for converting 3D meshes into editable 2D vector graphicsabstractArtists often need to import and embellish 3D models coming from CAD-CAM into 2D vector graphics software to produce, e.g., brochures or manuals. Current automatic solutions tend to result, at best, in a 2D triangle soup and artists often have to trace over 3D renderings. We describe a method to convert 3D models into 2D layered vector illustrations that respect visibility and facilitate further editing. Our core contribution is a visibility method that can partition a mesh into large components that can be layered according to visibility. Because self-occluding objects and objects forming occlusion cycles cannot be represented by layers without being cut, we introduce a new cut algorithm that uses a graph representation of the mesh and curvature-aware geodesic distances. Elmar Eisemann, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2009 | 4D frequency analysis of computational cameras for depth of field extensionabstractDepth of field (DOF), the range of scene depths that appear sharp in a photograph, poses a fundamental tradeoff in photography---wide apertures are important to reduce imaging noise, but they also increase defocus blur. Recent advances in computational imaging modify the acquisition process to extend the DOF through deconvolution. Because deconvolution quality is a tight function of the frequency power spectrum of the defocus kernel, designs with high spectra are desirable. In this paper we study how to design effective extended-DOF systems, and show an upper bound on the maximal power spectrum that can be achieved. We analyze defocus kernels in the 4D light field space and show that in the frequency domain, only a low-dimensional 3D manifold contributes to focus. Thus, to maximize the defocus spectrum, imaging systems should concentrate their limited energy on this manifold. We review several computational imaging systems and show either that they spend energy outside the focal manifold or do not achieve a high spectrum over the DOF. Guided by this analysis we introduce the lattice-focal lens, which concentrates energy at the low-dimensional focal manifold and achieves a higher power spectrum than previous designs. We have built a prototype lattice-focal lens and present extended depth of field results. Anat Levin, Samuel W. Hasinoff, Paul Green 0001, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 4 |
| 2009 | Linear Bellman combination for control of character animationabstractControllers are necessary for physically-based synthesis of character animation. However, creating controllers requires either manual tuning or expensive computer optimization. We introduce linear Bellman combination as a method for reusing existing controllers. Given a set of controllers for related tasks, this combination creates a controller that performs a new task. It naturally weights the contribution of each component controller by its relevance to the current state and goal of the system. We demonstrate that linear Bellman combination outperforms naive combination often succeeding where naive combination fails. Furthermore, this combination is provably optimal for a new task if the component controllers are also optimal for related tasks. We demonstrate the applicability of linear Bellman combination to interactive character control of stepping motions and acrobatic maneuvers. Marco da Silva, Frédo Durand, Jovan Popovic |
ACM Trans. Graph. | 2 |
| 2009 | Fourier depth of fieldabstractOptical systems used in photography and cinema produce depth-of-field effects, that is, variations of focus with depth. These effects are simulated in image synthesis by integrating incoming radiance at each pixel over the lense aperture. Unfortunately, aperture integration is extremely costly for defocused areas where the incoming radiance has high variance, since many samples are then required for a noise-free Monte Carlo integration. On the other hand, using many aperture samples is wasteful in focused areas where the integrand varies little. Similarly, image sampling in defocused areas should be adapted to the very smooth appearance variations due to blurring. This article introduces an analysis of focusing and depth-of-field in the frequency domain, allowing a practical characterization of a light field's frequency content both for image and aperture sampling. Based on this analysis we propose an adaptive depth-of-field rendering algorithm which optimizes sampling in two important ways. First, image sampling is based on conservative bandwidth prediction and a splatting reconstruction technique ensures correct image reconstruction. Second, at each pixel the variance in the radiance over the aperture is estimated and used to govern sampling. This technique is easily integrated in any sampling-based renderer, and vastly improves performance. Cyril Soler, Kartic Subr, Frédo Durand, Nicolas Holzschuch, François X. Sillion |
ACM Trans. Graph. | 3 |
| 2009 | Edge-preserving multiscale image decomposition based on local extremaabstractWe propose a new model for detail that inherently captures oscillations , a key property that distinguishes textures from individual edges. Inspired by techniques in empirical data analysis and morphological image analysis, we use the local extrema of the input image to extract information about oscillations: We define detail as oscillations between local minima and maxima. Building on the key observation that the spatial scale of oscillations are characterized by the density of local extrema, we develop an algorithm for decomposing images into multiple scales of superposed oscillations. Current edge-preserving image decompositions assume image detail to be low contrast variation. Consequently they apply filters that extract features with increasing contrast as successive layers of detail. As a result, they are unable to distinguish between high-contrast, fine-scale features and edges of similar contrast that are to be preserved. We compare our results with existing edge-preserving image decomposition algorithms and demonstrate exciting applications that are made possible by our new notion of detail. Kartic Subr, Cyril Soler, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2009 | Procedural modeling of structurally-sound masonry buildingsabstractWe introduce structural feasibility into procedural modeling of buildings. This allows for more realistic structural models that can be interacted with in physical simulations. While existing structural analysis tools focus heavily on providing an analysis of the stress state, our proposed method automatically tunes a set of designated free parameters to obtain forms that are structurally sound. Emily Whiting, John Ochsendorf, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2008 | Understanding Camera Trade-Offs through a Bayesian Analysis of Light Field Projections
Anat Levin, William T. Freeman, Frédo Durand |
ECCV (4) | 3 |
| 2008 | A precomputed polynomial representation for interactive BRDF editing with global illuminationabstractThe ability to interactively edit BRDFs in their final placement within a computer graphics scene is vital to making informed choices for material properties. We significantly extend previous work on BRDF editing for static scenes (with fixed lighting and view) by developing a precomputed polynomial representation that enables interactive BRDF editing with global illumination. Unlike previous precomputation-based rendering techniques, the image is not linear in the BRDF when considering interreflections. We introduce a framework for precomputing a multibounce tensor of polynomial coefficients that encapsulates the nonlinear nature of the task. Significant reductions in complexity are achieved by leveraging the low-frequency nature of indirect light. We use a high-quality representation for the BRDFs at the first bounce from the eye and lower-frequency (often diffuse) versions for further bounces. This approximation correctly captures the general global illumination in a scene, including color-bleeding, near-field object reflections, and even caustics. We adapt Monte Carlo path tracing for precomputing the tensor of coefficients for BRDF basis functions. At runtime, the high-dimensional tensors can be reduced to a simple dot product at each pixel for rendering. We present a number of examples of editing BRDFs in complex scenes with interactive feedback rendered with global illumination. Aner Ben-Artzi, Kevin Egan, Ravi Ramamoorthi, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2008 | Anisotropic noiseabstractThis technical report contains errata and clarifications for the article A. Goldberg, M. Zwicker, and F. Durand. Anisotropic noise. ACM Transactions on Graphics, 27(3), 2008. Alexander Goldberg, Matthias Zwicker, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2008 | Light mixture estimation for spatially varying white balanceabstractWhite balance is a crucial step in the photographic pipeline. It ensures the proper rendition of images by eliminating color casts due to differing illuminants. Digital cameras and editing programs provide white balance tools that assume a single type of light per image, such as daylight. However, many photos are taken under mixed lighting. We propose a white balance technique for scenes with two light types that are specified by the user. This covers many typical situations involving indoor/outdoor or flash/ambient light mixtures. Since we work from a single image, the problem is highly underconstrained. Our method recovers a set of dominant material colors which allows us to estimate the local intensity mixture of the two light types. Using this mixture, we can neutralize the light colors and render visually pleasing images. Our method can also be used to achieve post-exposure relighting effects. Eugene Hsu, Tom Mertens, Sylvain Paris, Shai Avidan, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2008 | A meshless hierarchical representation for light transportabstractWe introduce a meshless hierarchical representation for solving light transport problems. Precomputed radiance transfer (PRT) and finite elements require a discrete representation of illumination over the scene. Non-hierarchical approaches such as per-vertex values are simple to implement, but lead to long precomputation. Hierarchical bases like wavelets lead to dramatic acceleration, but in their basic form they work well only on flat or smooth surfaces. We introduce a hierarchical function basis induced by scattered data approximation. It is decoupled from the geometric representation, allowing the hierarchical representation of illumination on complex objects. We present simple data structures and algorithms for constructing and evaluating the basis functions. Due to its hierarchical nature, our representation adapts to the complexity of the illumination, and can be queried at different scales. We demonstrate the power of the new basis in a novel precomputed direct-to-indirect light transport algorithm that greatly increases the complexity of scenes that can be handled by PRT approaches. Jaakko Lehtinen, Matthias Zwicker, Emmanuel Turquin, Janne Kontkanen, Frédo Durand, François X. Sillion, Timo Aila |
ACM Trans. Graph. | 5 |
| 2008 | Motion-invariant photographyabstractObject motion during camera exposure often leads to noticeable blurring artifacts. Proper elimination of this blur is challenging because the blur kernel is unknown, varies over the image as a function of object velocity, and destroys high frequencies. In the case of motions along a 1D direction (e.g. horizontal) we show that these challenges can be addressed using a camera that moves during the exposure. Through the analysis of motion blur as space-time integration, we show that a parabolic integration (corresponding to constant sensor acceleration) leads to motion blur that is invariant to object velocity. Thus, a single deconvolution kernel can be used to remove blur and create sharp images of scenes with objects moving at different speeds, without requiring any segmentation and without knowledge of the object speeds. Apart from motion invariance, we prove that the derived parabolic motion preserves image frequency content nearly optimally. That is, while static objects are degraded relative to their image from a static camera, a reliable reconstruction of all moving objects within a given velocities range is made possible. We have built a prototype camera and present successful deblurring results over a wide variety of human motions. Anat Levin, Peter Sand, Taeg Sang Cho, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 4 |
| 2008 | Hair photobooth: geometric and photometric acquisition of real hairstylesabstractWe accurately capture the shape and appearance of a person's hairstyle. We use triangulation and a sweep with planes of light for the geometry. Multiple projectors and cameras address the challenges raised by the reflectance and intricate geometry of hair. We introduce the use of structure tensors to infer the hidden geometry between the hair surface and the scalp. Our triangulation approach affords substantial accuracy improvement and we are able to measure elaborate hair geometry including complex curls and concavities. To reproduce the hair appearance, we capture a six-dimensional reflectance field. We introduce a new reflectance interpolation technique that leverages an analytical reflectance model to alleviate cross-fading artifacts caused by linear methods. Our results closely match the real hairstyles and can be used for animation. Sylvain Paris, Will Chang, Oleg I. Kozhushnyan, Wojciech Jarosz, Wojciech Matusik, Matthias Zwicker, Frédo Durand |
ACM Trans. Graph. | 7 |
| 2007 | A Topological Approach to Hierarchical Segmentation using Mean ShiftabstractMean shift is a popular method to segment images and videos. Pixels are represented by feature points, and the segmentation is driven by the point density in feature space. In this paper, we introduce the use of Morse theory to interpret mean shift as a topological decomposition of the feature space into density modes. This allows us to build on the watershed technique and design a new algorithm to compute mean-shift segmentations of images and videos. In addition, we introduce the use of topological persistence to create a segmentation hierarchy. We validated our method by clustering images using color cues. In this context, our technique runs faster than previous work, especially on videos and large images. We evaluated accuracy with a classical benchmark which shows results on par with existing low-level techniques, i.e. we do not sacrifice accuracy for speed. Sylvain Paris, Frédo Durand |
CVPR | 2 |
| 2007 | Defocus MagnificationabstractAbstract A blurry background due to shallow depth of field is often desired for photographs such as portraits, but, unfortunately, small point‐and‐shoot cameras do not permit enough defocus because of the small diameter of their lenses. We present an image‐processing technique that increases the defocus in an image to simulate the shallow depth of field of a lens with a larger aperture. Our technique estimates the spatially‐varying amount of blur over the image, and then uses a simple image‐based technique to increase defocus. We first estimate the size of the blur kernel at edges and then propagate this defocus measure over the image. Using our defocus map, we magnify the existing blurriness, which means that we blur blurry regions and keep sharp regions sharp. In contrast to more difficult problems such as depth from defocus, we do not require precise depth estimation and do not need to disambiguate textureless regions. Soonmin Bae, Frédo Durand |
Comput. Graph. Forum | 2 |
| 2007 | Efficient Reflectance and Visibility Approximations for Environment Map RenderingabstractAbstract We present a technique for approximating isotropic BRDFs and precomputed self‐occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self‐occlusion and store a low‐frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real‐time frame rates. Paul Green 0001, Jan Kautz, Frédo Durand |
Comput. Graph. Forum | 3 |
| 2007 | Real-time edge-aware image processing with the bilateral gridabstractWe present a new data structure---the bilateral grid , that enables fast edge-aware image processing. By working in the bilateral grid, algorithms such as bilateral filtering, edge-aware painting, and local histogram equalization become simple manipulations that are both local and independent. We parallelize our algorithms on modern GPUs to achieve real-time frame rates on high-definition video. We demonstrate our method on a variety of applications such as image editing, transfer of photographic look, and contrast enhancement of medical images. Jiawen Chen 0001, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2007 | Implicit visibility and antiradiance for interactive global illuminationabstractWe reformulate the rendering equation to alleviate the need for explicit visibility computation, thus enabling interactive global illumination on graphics hardware. This is achieved by treating visibility implicitly and propagating an additional quantity, called antiradiance , to compensate for light transmitted extraneously. Our new algorithm shifts visibility computation to simple local iterations by maintaining additional directional antiradiance information with samples in the scene. It is easy to parallelize on a GPU. By correctly treating discretization and filtering, we can compute indirect illumination in scenes with dynamic objects much faster than traditional methods. Our results show interactive update of indirect illumination with moving characters and lights. Carsten Dachsbacher, Marc Stamminger, George Drettakis, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2007 | Multi-aperture photographyabstractThe emergent field of computational photography is proving that, by coupling generalized imaging optics with software processing, the quality and flexibility of imaging systems can be increased. In this paper, we capture and manipulate multiple images of a scene taken with different aperture settings ( f -numbers). We design and implement a prototype optical system and associated algorithms to capture four images of the scene in a single exposure, each taken with a different aperture setting. Our system can be used with commercially available DSLR cameras and photographic lenses without modification to either. We leverage the fact that defocus blur is a function of scene depth and f /# to estimate a depth map. We demonstrate several applications of our multi-aperture camera, such as post-exposure editing of the depth of field, including extrapolation beyond the physical limits of the lens, synthetic refocusing, and depth-guided deconvolution. Paul Green 0001, Wenyang Sun, Wojciech Matusik, Frédo Durand |
ACM Trans. Graph. | 4 |
| 2007 | Apparent ridges for line drawingabstractThree-dimensional shape can be drawn using a variety of feature lines, but none of the current definitions alone seem to capture all visually-relevant lines. We introduce a new definition of feature lines based on two perceptual observations. First, human perception is sensitive to the variation of shading, and since shape perception is little affected by lighting and reflectance modification, we should focus on normal variation. Second, view-dependent lines better convey smooth surfaces. From this we define view-dependent curvature as the variation of the surface normal with respect to a viewing screen plane, and apparent ridges as the loci of points that maximize a view-dependent curvature. We present a formal definition of apparent ridges and an algorithm to render line drawings of 3D meshes. We show that our apparent ridges encompass or enhance aspects of several other feature lines. Tilke Judd, Frédo Durand, Edward H. Adelson |
ACM Trans. Graph. | 2 |
| 2007 | Interactive editing and modeling of bidirectional texture functionsabstractWhile measured Bidirectional Texture Functions (BTF) enable impressive realism in material appearance, they offer little control, which limits their use for content creation. In this work, we interactively manipulate BTFs and create new BTFs from flat textures. We present an out-of-core approach to manage the size of BTFs and introduce new editing operations that modify the appearance of a material. These tools achieve their full potential when selectively applied to subsets of the BTF through the use of new selection operators. We further analyze the use of our editing operators for the modification of important visual characteristics such as highlights, roughness, and fuzziness. Results compare favorably to the direct alteration of micro-geometry and reflectances of synthetic reference data. Jan Kautz, Solomon Boulos, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2007 | Image and depth from a conventional camera with a coded apertureabstractA conventional camera captures blurred versions of scene information away from the plane of focus. Camera systems have been proposed that allow for recording all-focus images, or for extracting depth, but to record both simultaneously has required more extensive hardware and reduced spatial resolution. We propose a simple modification to a conventional camera that allows for the simultaneous recovery of both (a) high resolution image information and (b) depth information adequate for semi-automatic extraction of a layered depth representation of the image. Our modification is to insert a patterned occluder within the aperture of the camera lens, creating a coded aperture. We introduce a criterion for depth discriminability which we use to design the preferred aperture pattern. Using a statistical model of images, we can recover both depth information and an all-focus image from single photographs taken with the modified camera. A layered depth map is then extracted, requiring user-drawn strokes to clarify layer assignments in some cases. The resulting sharp image and layered depth map can be combined for various photographic applications, including automatic scene segmentation, post-exposure refocusing, or re-rendering of the scene from an alternate viewpoint. Anat Levin, Rob Fergus, Frédo Durand, William T. Freeman |
ACM Trans. Graph. | 3 |
| 2007 | The lightspeed automatic interactive lighting preview systemabstractWe present an automated approach for high-quality preview of feature-film rendering during lighting design. Similar to previous work, we use a deep-framebuffer shaded on the GPU to achieve interactive performance. Our first contribution is to generate the deep-framebuffer and corresponding shaders automatically through data-flow analysis and compilation of the original scene. Cache compression reduces automatically-generated deep-framebuffers to reasonable size for complex production scenes and shaders. We also propose a new structure, the indirect framebuffer , that decouples shading samples from final pixels and allows a deep-framebuffer to handle antialiasing, motion blur and transparency efficiently. Progressive refinement enables fast feedback at coarser resolution. We demonstrate our approach in real-world production. Jonathan Ragan-Kelley, Charlie Kilpatrick, Brian W. Smith, Doug Epps, Paul Green 0001, Christophe Hery, Frédo Durand |
ACM Trans. Graph. | 7 |
| 2006 | A Fast Approximation of the Bilateral Filter Using a Signal Processing Approach
Sylvain Paris, Frédo Durand |
ECCV (4) | 2 |
| 2006 | Texture Transfer Using Geometry Correlation
Tom Mertens, Jan Kautz, Jiawen Chen 0001, Philippe Bekaert, Frédo Durand |
Rendering Techniques | 5 |
| 2006 | Statistical Acquisition of Texture Appearance
Addy Ngan, Frédo Durand |
Rendering Techniques | 2 |
| 2006 | Image-driven Navigation of Analytical BRDF Models
Addy Ngan, Frédo Durand, Wojciech Matusik |
Rendering Techniques | 2 |
| 2006 | Antialiasing for Automultiscopic 3D Displays
Matthias Zwicker, Wojciech Matusik, Frédo Durand, Hanspeter Pfister |
Rendering Techniques | 3 |
| 2006 | View-dependent precomputed light transport using nonlinear Gaussian function approximationsabstractWe propose a real-time method for rendering rigid objects with complex view-dependent effects under distant all-frequency lighting. Existing precomputed light transport approaches can render rich global illumination effects, but high-frequency view-dependent effects such as sharp highlights remain a challenge. We introduce a new representation of the light transport operator based on sums of Gaussians. The nonlinear parameters of our representation enable 1) arbitrary bandwidth because scale is encoded as a direct parameter, and 2) high-quality interpolation across view and mesh triangles because we interpolate the mean direction of the Gaussians, thereby preventing linear cross-fading artifacts. However, fitting the precomputed light transport data to this new representation requires solving a nonlinear regression problem that is more involved than traditional linear and nonlinear (truncation) approximation techniques. We present a new data fitting method based on optimization that includes energy terms aimed at enforcing artifact-free interpolation. We demonstrate that our method achieves high visual quality with a small storage cost and an efficient rendering algorithm. Paul Green 0001, Jan Kautz, Wojciech Matusik, Frédo Durand |
SI3D | 4 |
| 2006 | Two-scale tone management for photographic lookabstractWe introduce a new approach to tone management for photographs. Whereas traditional tone-mapping operators target a neutral and faithful rendition of the input image, we explore pictorial looks by controlling visual qualities such as the tonal balance and the amount of detail. Our method is based on a two-scale non-linear decomposition of an image. We modify the different layers based on their histograms and introduce a technique that controls the spatial variation of detail. We introduce a Poisson correction that prevents potential gradient reversal and preserves detail. In addition to directly controlling the parameters, the user can transfer the look of a model photograph to the picture being edited. Soonmin Bae, Sylvain Paris, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2005 | Experimental Analysis of BRDF Models
Addy Ngan, Frédo Durand, Wojciech Matusik |
Rendering Techniques | 2 |
| 2005 | A frequency analysis of light transportabstractWe present a signal-processing framework for light transport. We study the frequency content of radiance and how it is altered by phenomena such as shading, occlusion, and transport. This extends previous work that considered either spatial or angular dimensions, and it offers a comprehensive treatment of both space and angle.We show that occlusion, a multiplication in the primal, amounts in the Fourier domain to a convolution by the spectrum of the blocker. Propagation corresponds to a shear in the space-angle frequency domain, while reflection on curved objects performs a different shear along the angular frequency axis. As shown by previous work, reflection is a convolution in the primal and therefore a multiplication in the Fourier domain. Our work shows how the spatial components of lighting are affected by this angular convolution.Our framework predicts the characteristics of interactions such as caustics and the disappearance of the shadows of small features. Predictions on the frequency content can then be used to control sampling rates for rendering. Other potential applications include precomputed radiance transfer and inverse rendering. Frédo Durand, Nicolas Holzschuch, Cyril Soler, Eric Chan, François X. Sillion |
ACM Trans. Graph. | 1 |
| 2005 | Motion magnificationabstractWe present motion magnification, a technique that acts like a microscope for visual motion. It can amplify subtle motions in a video sequence, allowing for visualization of deformations that would otherwise be invisible. To achieve motion magnification, we need to accurately measure visual motions, and group the pixels to be modified. After an initial image registration step, we measure motion by a robust analysis of feature point trajectories, and segment pixels based on similarity of position, color, and motion. A novel measure of motion similarity groups even very small motions according to correlation over time, which often relates to physical cause. An outlier mask marks observations not explained by our layered motion model, and those pixels are simply reproduced on the output from the original registered observations.The motion of any selected layer may be magnified by a user-specified amount; texture synthesis fills-in unseen "holes" revealed by the amplified motions. The resulting motion-magnified images can reveal or emphasize small motions in the original sequence, as we demonstrate with deformations in load-bearing structures, subtle motions or balancing corrections of people, and "rigid" structures bending under hand pressure. Ce Liu 0001, Antonio Torralba 0001, William T. Freeman, Frédo Durand, Edward H. Adelson |
ACM Trans. Graph. | 4 |
| 2005 | Texture design using a simplicial complex of morphable texturesabstractWe present a system for designing novel textures in the space of textures induced by an input database. We capture the structure of the induced space by a simplicial complex where vertices of the simplices represent input textures. A user can generate new textures by interpolating within individual simplices. We propose a morphable interpolation for textures, which also defines a metric used to build the simplicial complex. To guarantee sharpness in interpolated textures, we enforce histograms of high-frequency content using a novel method for histogram interpolation. We allow users to continuously navigate in the simplicial complex and design new textures using a simple and efficient user interface. We demonstrate the usefulness of our system by integrating it with a 3D texture painting application, where the user interactively designs desired textures. Wojciech Matusik, Matthias Zwicker, Frédo Durand |
ACM Trans. Graph. | 3 |
| 2005 | Defocus video mattingabstractVideo matting is the process of pulling a high-quality alpha matte and foreground from a video sequence. Current techniques require either a known background (e.g., a blue screen) or extensive user interaction (e.g., to specify known foreground and background elements). The matting problem is generally under-constrained, since not enough information has been collected at capture time. We propose a novel, fully autonomous method for pulling a matte using multiple synchronized video streams that share a point of view but differ in their plane of focus. The solution is obtained by directly minimizing the error in filter-based image formation equations, which are over-constrained by our rich data stream. Our system solves the fully dynamic video matting problem without user assistance: both the foreground and background may be high frequency and have dynamic content, the foreground may resemble the background, and the scene is lit by natural (as opposed to polarized or collimated) illumination. Morgan McGuire, Wojciech Matusik, Hanspeter Pfister, John F. Hughes, Frédo Durand |
ACM Trans. Graph. | 5 |
| 2004 | An Interactive Artificial Ant Approach to Non-photorealistic Rendering
Yann Semet, Una-May O'Reilly, Frédo Durand |
GECCO (1) | 3 |
| 2004 | Density Measure for Line-Drawing SimplificationabstractWe present an approach for clutter control in NPR line drawing where measures of view and drawing complexity drive the simplification or omission of lines. We define two types of density information: the a-priori density and the causal density, and use them to control which parts of a drawing need simplification. The a-priori density is a measure of the visual complexity of the potential drawing and is computed on the complete arrangement of lines from the view. This measure affords a systematic approach for characterizing the structure of cluttered regions in terms of geometry, scale, and directionality. The causal density measures the spatial complexity of the current state of the drawing as strokes are added, allowing for clutter control through line omission or stylization. We show how these density measures permit a variety of pictorial simplification styles where complexity is reduced either uniformly, or in a spatially-varying manner through indication. Stéphane Grabli, Frédo Durand, François X. Sillion |
PG | 2 |
| 2004 | Flash photography enhancement via intrinsic relightingabstractWe enhance photographs shot in dark environments by combining a picture taken with the available light and one taken with the flash. We preserve the ambiance of the original lighting and insert the sharpness from the flash image. We use the bilateral filter to decompose the images into detail and large scale. We reconstruct the image using the large scale of the available lighting and the detail of the flash. We detect and correct flash shadows. This combines the advantages of available illumination and flash photography. Elmar Eisemann, Frédo Durand |
ACM Trans. Graph. | 2 |
| 2003 | Billboard cloudsabstractNo abstract available. Xavier Décoret, Frédo Durand, François X. Sillion |
SCG | 2 |
| 2003 | Dynamic Canvas for Non-Photorealistic Walkthroughs
Matthieu Cunzi, Joëlle Thollot, Sylvain Paris, Gilles Debunne, Jean-Dominique Gascuel, Frédo Durand |
Graphics Interface | 6 |
| 2003 | Billboard clouds for extreme model simplificationabstractWe introduce billboard clouds -- a new approach for extreme simplification in the context of real-time rendering. 3D models are simplified onto a set of planes with texture and transparency maps. We present an optimization approach to build a billboard cloud given a geometric error threshold. After computing an appropriate density function in plane space, a greedy approach is used to select suitable representative planes. A good surface approximation is ensured by favoring planes that are "nearly tangent" to the model. This method does not require connectivity information, but instead avoids cracks by projecting primitives onto multiple planes when needed. For extreme simplification, our approach combines the strengths of mesh decimation and image-based impostors. We demonstrate our technique on a large class of models, including smooth manifolds and composite objects. Xavier Décoret, Frédo Durand, François X. Sillion, Julie Dorsey |
ACM Trans. Graph. | 2 |
| 2003 | Non-iterative, feature-preserving mesh smoothingabstractWith the increasing use of geometry scanners to create 3D models, there is a rising need for fast and robust mesh smoothing to remove inevitable noise in the measurements. While most previous work has favored diffusion-based iterative techniques for feature-preserving smoothing, we propose a radically different approach, based on robust statistics and local first-order predictors of the surface. The robustness of our local estimates allows us to derive a non-iterative feature-preserving filtering technique applicable to arbitrary "triangle soups". We demonstrate its simplicity of implementation and its efficiency, which make it an excellent solution for smoothing large, noisy, and non-manifold meshes. Thouis R. Jones, Frédo Durand, Mathieu Desbrun |
ACM Trans. Graph. | 2 |
| 2003 | A Survey of Visibility for Walkthrough ApplicationsabstractVisibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of the visibility culling techniques developed in the last decade. The taxonomy we use distinguishes point-based methods from-region methods. Point-based methods are further subdivided into object and image-precision techniques, while from-region approaches can take advantage of the cell-and-portal structure of architectural environments or handle generic scenes. Daniel Cohen-Or, Yiorgos Chrysanthou, Cláudio T. Silva, Frédo Durand |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2002 | Fast bilateral filtering for the display of high-dynamic-range imagesabstractWe present a new technique for the display of high-dynamic-range images, which reduces the contrast while preserving detail. It is based on a two-scale decomposition of the image into a base layer, encoding large-scale variations, and a detail layer. Only the base layer has its contrast reduced, thereby preserving detail. The base layer is obtained using an edge-preserving filter called the bilateral filter. This is a non-linear filter, where the weight of each pixel is computed using a Gaussian in the spatial domain multiplied by an influence function in the intensity domain that decreases the weight of pixels with large intensity differences. We express bilateral filtering in the framework of robust statistics and show how it relates to anisotropic diffusion. We then accelerate bilateral filtering by using a piecewise-linear approximation in the intensity domain and appropriate subsampling. This results in a speed-up of two orders of magnitude. The method is fast and requires no parameter setting. Frédo Durand, Julie Dorsey |
ACM Trans. Graph. | 1 |
| 2002 | The 3D visibility complexabstractVisibility problems are central to many computer graphics applications. The most common examples include hidden-part removal for view computation, shadow boundaries, mutual visibility of objects for lighting simulation. In this paper, we present a theoretical study of 3D visibility properties for scenes of smooth convex objects. We work in the space of light rays, or more precisely, ofmaximal free segments. We group segments that "see" the same object; this defines the3D visibility complex. The boundaries of these groups of segments correspond to thevisual eventsof the scene (limits of shadows, disappearance of an object when the viewpoint is moved, etc.). We provide a worst case analysis of the complexity of the visibility complex of 3D scenes, as well as a probabilistic study under a simple assumption for "normal" scenes. We extend the visibility complex to handle temporal visibility. We give an output-sensitive construction algorithm and present applications of our approach. Frédo Durand, George Drettakis, Claude Puech |
ACM Trans. Graph. | 1 |
| 2001 | A physically-based night sky modelabstractThis paper presents a physically-based model of the night sky for realistic image synthesis. We model both the direct appearance of the night sky and the illumination coming from the Moon, the stars, the zodiacal light, and the atmosphere. To accurately predict the appearance of night scenes we use physically-based astronomical data, both for position and radiometry. The Moon is simulated as a geometric model illuminated by the Sun, using recently measured elevation and albedo maps, as well as a specialized BRDF. For visible stars, we include the position, magnitude, and temperature of the star, while for the Milky Way and other nebulae we use a processed photograph. Zodiacal light due to scattering in the dust covering the solar system, galactic light, and airglow due to light emission of the atmosphere are simulated from measured data. We couple these components with an accurate simulation of the atmosphere. To demonstrate our model, we show a variety of night scenes rendered with a Monte Carlo ray tracer. Henrik Wann Jensen, Frédo Durand, Julie Dorsey, Michael M. Stark, Peter Shirley, Simon Premoze |
SIGGRAPH | 2 |
| 2001 | Image-based modeling and photo editingabstractWe present an image-based modeling and editing system that takes a single photo as input. We represent a scene as a layered collection of depth images, where each pixel encodes both color and depth. Starting from an input image, we employ a suite of user-assisted techniques, based on a painting metaphor, to assign depths and extract layers. We introduce two specific editing operations. The first, a “clone brushing tool,” permits the distortion-free copying of parts of a picture, by using a parameterization optimization technique. The second, a “texture-illuminance decoupling filter,” discounts the effect of illumination on uniformly textured areas, by decoupling large- and small-scale features via bilateral filtering. Our system enables editing from different viewpoints, extracting and grouping of image-based objects, and modifying the shape, color, and illumination of these objects. Byong Mok Oh, Julie Dorsey, Frédo Durand |
SIGGRAPH | 4 |
| 2000 | Conservative visibility preprocessing using extended projectionsabstractVisualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently computes potentially visible geometry for volumetric viewing cells. We introduce novel extended projection operators, which permits efficient and conservative occlusion culling with respect to all viewpoints within a cell, and takes into account the combined occlusion effect of multiple occluders. We use extended projection of occluders onto a set of projection planes to create extended occlusion maps; we show how to efficiently test occludees against these occlusion maps to determine occlusion with respect to the entire cell. We also present an improved projection operator for certain specific but important configurations. An important advantage of our approach is that we can re-project extended projections onto a series of projection planes (via an occlusion sweep), and accumulate occlusion information from multiple blockers. This new approach allows the creation of effective occlusion maps for previously hard-to-treat scenes such as leaves of trees in a forest. Graphics hardware is used to accelerate both the extended projection and reprojection operations. We present a complete implementation demonstrating significant speedup with respect to view-frustum culling only, without the computational overhead of on-line occlusion culling. Frédo Durand, George Drettakis, Joëlle Thollot, Claude Puech |
SIGGRAPH | 1 |
| 1999 | Fast and accurate hierarchical radiosity using global visibilityabstractRecent hierarchical global illumination algorithms permit the generation of images with a high degree of realism. Nonetheless, appropriate refinement of light transfers, high quality meshing, and accurate visibility calculation can be challenging tasks. This is particularly true for scenes containing multiple light sources and scenes lit mainly by indirect light. We present solutions to these problems by extending a global visibility data structure, the Visibility Skeleton. This extension allows us to calculate exact point-to-polygon form-factors at vertices created by subdivision. The structures also provides visibility information for all light interactions, allowing intelligent refinement strategies. High-quality meshing is effected based on a perceptualy based ranking strategy which results in appropriate insertions of discontinuity curves into the meshes representing illumination. We introduce a hierarchy of triangulations that allows the generation of a hierarchical radiosity solution using accurate visibility and meshing. Results of our implementation show that our new algorithm produces high quality view-independent lighting solutions for direct illumination, for scenes with multiple lights and also scenes lit mainly by indirect illumination. Frédo Durand, George Drettakis, Claude Puech |
ACM Trans. Graph. | 1 |
| 1997 | 3D Visibility Made Visibly Simple: An Introduction to the Visibility SkeletonabstractNo abstract available. Frédo Durand, George Drettakis, Claude Puech |
SCG | 1 |
| 1997 | The visibility skeleton: a powerful and efficient multi-purpose global visibility toolabstractMany problems in computer graphics and computer vision require accurate global visibility information.Previous approaches have typically been complicated to implement and numerically unstable, and often too expensive in storage or computation.The Visibility Skeleton is a new powerful utility which can efficiently and accurately answer visibility queries for the entire scene.The Visibility Skeleton is a multi-purpose tool, which can solve numerous different problems.A simple construction algorithm is presented which only requires the use of well known computer graphics algorithmic components such as ray-casting and line/plane intersections.We provide an exhaustive catalogue of visual events which completely encode all possible visibility changes of a polygonal scene into a graph structure.The nodes of the graph are extremal stabbing lines, and the arcs are critical line swaths.Our implementation demonstrates the construction of the Visibility Skeleton for scenes of over a thousand polygons.We also show its use to compute exact visible boundaries of a vertex with respect to any polygon in the scene, the computation of global or on-the-fly discontinuity meshes by considering any scene polygon as a source, as well as the extraction of the exact blocker list between any polygon pair.The algorithm is shown to be manageable for the scenes tested, both in storage and in computation time.To address the potential complexity problems for large scenes, on-demand or lazy contruction is presented, its implementation showing encouraging first results. Frédo Durand, George Drettakis, Claude Puech |
SIGGRAPH | 1 |
| 1996 | Radiosity in Flatland Made Visibly Simple: Using the Visibility Complex for Lighting Simulation of Dynamic Scenes in FlatlandabstractNo abstract available. Frédo Durand, Rachel Orti, Stéphane Rivière, Claude Puech |
SCG | 1 |
| 1996 | Radiosity for Dynamic Scenes in Flatland with the Visibility ComplexabstractAbstract The radiosity method is particularly suitable for global illumination calculations in static environments. Nonetheless, recent applications of image synthesis such as architectural simulation or lighting design require the ability to modify environments. Previous methods have attempted to deal with dynamic environments (environments where the geometry, the material properties, etc., can change)but still suffer some limitations in the case of moving objects. One of the main problems remaining is the efficient and accurate detection of which form factors must really be recomputed, since their calculation is the most time‐consuming part of the radiosity method. To correctly understand and solve this problem, we start with a method in 2D for polygonal scenes using the visibility complex. It is a powerful data structure representing the visibility relationships between objects in the plane. We have developed and implemented an algorithm which uses this structure to efficiently compute the discontinuity mesh and the form factors for static scenes. We also propose an extension to our algorithm to efficiently update only the modified form factors when an object is moving. This approach enhances our understanding and will hopefully lead to efficient solutions in 3D. Rachel Orti, Stéphane Rivière, Frédo Durand, Claude Puech |
Comput. Graph. Forum | 3 |
| 1995 | The Visibility Complex Made Visibly Simple: An Introduction to 2D Structures of VisibilityabstractNo abstract available. Frédo Durand, Claude Puech |
SCG | 1 |