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Takahiro Harada

dblp:95/3693 · DBLP profile ↗
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14ranked-venue papers
5as first author
3since 2021 · last 2025
0000-0001-5158-8455ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 8 · 5 first-author · 1 since 2021

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

Computer graphics and multimedia
6 papers
Rendering · 75% Geometric modeling and processing · 15% Computer animation and physical simulation · 10%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
GPUs and heterogeneous computing · 88% Performance modeling and evaluation · 12%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.812024
Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting · SIGGRAPH Asia 2024
Rendering › ray tracing › path tracing
bidirectional path tracing
0.412019
Hierarchical russian roulette for vertex connections · ACM Trans. Graph. 2019
Rendering
light transport
0.412019
Hierarchical russian roulette for vertex connections · ACM Trans. Graph. 2019
Rendering
monte carlo rendering
0.412019
Hierarchical russian roulette for vertex connections · ACM Trans. Graph. 2019
Computer animation and physical simulation
rigid body simulation
0.222011
A parallel constraint solver for a rigid body simulation · SIGGRAPH Asia Sketches 2011
Real-time collision culling of a million bodies on graphics processing units · ACM Trans. Graph. 2010
Geometric modeling and processing
collision detection
0.222010
Real-time collision culling of a million bodies on graphics processing units · ACM Trans. Graph. 2010
Recent advances in real-time collision and proximity computations for games and simulations · SIGGRAPH ASIA (Courses) 2010
GPUs and heterogeneous computing
GPU computing
0.222011
A parallel constraint solver for a rigid body simulation · SIGGRAPH Asia Sketches 2011
Real-time collision culling of a million bodies on graphics processing units · ACM Trans. Graph. 2010
Geometric modeling and processing
constraint solving
0.112011
A parallel constraint solver for a rigid body simulation · SIGGRAPH Asia Sketches 2011
Computer animation and physical simulation
particle-based simulation
0.112011
Heterogeneous particle-based simulation · SIGGRAPH Asia Sketches 2011
GPUs and heterogeneous computing
CPU-GPU heterogeneous computing
0.112011
Heterogeneous particle-based simulation · SIGGRAPH Asia Sketches 2011
Geometric modeling and processing › collision detection
collision culling
0.112010
Real-time collision culling of a million bodies on graphics processing units · ACM Trans. Graph. 2010
Geometric modeling and processing › collision detection
proximity queries
0.112010
Recent advances in real-time collision and proximity computations for games and simulations · SIGGRAPH ASIA (Courses) 2010
Performance modeling and evaluation › simulation › parallel and distributed simulation
parallel simulation
0.012011
Heterogeneous particle-based simulation · SIGGRAPH Asia Sketches 2011

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

hierarchical sampling · 0.8hierarchical rejection algorithm · 0.4anisotropic scattering lobe approximation · 0.4projected gauss-seidel · 0.4SIMD · 0.2spatial subdivision · 0.2principal component analysis · 0.2CUDA · 0.2sweep-and-prune · 0.1sweep and prune · 0.1
YearPublicationVenuePosition
2025 Geometric Integration for Neural Control Variates
abstract
Abstract Control variates are a variance‐reduction technique for Monte Carlo integration. The principle involves approximating the integrand by a function that can be analytically integrated, and integrating using the Monte Carlo method only the residual difference between the integrand and the approximation, to obtain an unbiased estimate. Neural networks are universal approx‐imators that could potentially be used as a control variate. However, the challenge lies in the analytic integration, which is not possible in general. In this manuscript, we study one of the simplest neural network models, the multilayered perceptron (MLP) with continuous piecewise linear activation functions, and its possible analytic integration. We propose an integration method based on integration domain subdivision, employing techniques from computational geometry to solve this problem in 2D. We demonstrate that an MLP can be used as a control variate in combination with our integration method, showing applications in the light transport simulation.
Daniel Meister 0002, Takahiro Harada
Comput. Graph. Forum2
2024 Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting
Yusuke Tokuyoshi, Sho Ikeda, Paritosh Kulkarni, Takahiro Harada
SIGGRAPH Asia4
2022 Multi-Fragment Rendering for Glossy Bounces on the GPU
Atsushi Yoshimura, Yusuke Tokuyoshi, Takahiro Harada
EGSR (ST)3
2019 Hierarchical russian roulette for vertex connections
abstract
While bidirectional path tracing is a well-established light transport algorithm, many samples are required to obtain high-quality results for specular-diffuse-glossy or glossy-diffuse-glossy reflections especially when they are highly glossy. To improve the efficiency for such light path configurations, we propose a hierarchical Russian roulette technique for vertex connections. Our technique accelerates a huge number of Russian roulette operations according to an approximate scattering lobe at an eye-subpath vertex for many cached light-subpath vertices. Our method dramatically reduces the number of random number generations needed for Russian roulette by introducing a hierarchical rejection algorithm which assigns random numbers in a top-down fashion. To efficiently reject light vertices in each hierarchy, we also introduce an efficient approximation of anisotropic scattering lobes used for the probability of Russian roulette. Our technique is easy to integrate into some existing bidirectional path tracing-based algorithms which cache light-subpath vertices (e.g., probabilistic connections, and vertex connection and merging). In addition, unlike existing many-light methods, our method does not restrict multiple importance sampling strategies thanks to the simplicity of Russian roulette. Although the proposed technique does not support perfectly specular surfaces, it significantly improves the efficiency for caustics reflected on extremely glossy surfaces in an unbiased fashion.
Yusuke Tokuyoshi, Takahiro Harada
ACM Trans. Graph.2
2018 Energy-efficient global illumination algorithms for mobile devices using dynamic voltage and frequency scaling
SeongKi Kim, Takahiro Harada, Young J. Kim
Comput. Graph.2
2017 Stochastic Light Culling for VPLs on GGX Microsurfaces
abstract
Abstract This paper introduces a real‐time rendering method for single‐bounce glossy caustics created by GGX microsurfaces. Our method is based on stochastic light culling of virtual point lights (VPLs), which is an unbiased culling method that randomly determines the range of influence of light for each VPL. While the original stochastic light culling method uses a bounding sphere defined by that light range for coarse culling (e.g., tiled culling), we have further extended the method by calculating a tighter bounding ellipsoid for glossy VPLs. Such bounding ellipsoids can be calculated analytically under the classic Phong reflection model which cannot be applied to physically plausible materials used in modern computer graphics productions. In order to use stochastic light culling for such modern materials, this paper derives a simple analytical solution to generate a tighter bounding ellipsoid for VPLs on GGX microsurfaces. This paper also presents an efficient implementation for culling bounding ellipsoids in the context of tiled culling. When stochastic light culling is combined with interleaved sampling for a scene with tens of thousands of VPLs, this tiled culling is faster than conservative rasterization‐based clustered shading which is a state‐of‐the‐art culling technique that supports bounding ellipsoids. Using these techniques, VPLs are culled efficiently for completely dynamic single‐bounce glossy caustics reflected from GGX microsurfaces.
Yusuke Tokuyoshi, Takahiro Harada
Comput. Graph. Forum2
2016 A framework to transform in-core GPU algorithms to out-of-core algorithms
abstract
Porting an existing application to the GPU requires a lot of engineering effort. However, as the GPU memory of today is smaller compared to the host memory, some application which requires to access to a large data set needs to implement an out-of-core logic on top of the GPU implementation which is additional engineering work [Garanzha et al. 2011]. We present a framework to make it easy to transform an in-core GPU implementation to an out-of-core GPU implementation. In this work, we assume that the out-of-core memory access is read only. The proposed method is implemented using OpenCL thus we use the terminology of OpenCL in this document.
Takahiro Harada
I3D1
2014 Micro-buffer rasterization reduction method for environment lighting using point-based rendering
Takahiro Harada
Graphics Interface1
2012 A framework for rendering complex scattering effects on hair
abstract
The appearance of hair plays a critical role in synthesizing realistic looking human characters. However, due to the high complexity in hair geometry and the scattering nature of hair fibers, rendering hair with photorealistic quality and at interactive speeds remains as an open problem in computer graphics. Previous approaches attempt to simplify the scattering model to only tackle a specific aspect of the scattering effects. In this paper, we present a new approach to simultaneously render complex scattering effects including volumetric shadows, transparency, and antialiasing under a unified framework. Our solution uses a shadow-ray path to produce volumetric self-shadows and an additional view-ray path to produce transparency. To compute and accumulate the contribution of individual hair fibers along each (shadow or view) path, we develop a new GPU-based k-buffer technique that can efficiently locate the K nearest scattering locations and combine them in the correct order. Compared with existing multi-layer based approaches[Kim and Neumann 2001; Yuksel and Keyser 2008; Sintorn and Assarsson 2009], we show that our k-buffer solution can more accurately reproduce the shadowing and transparency effects. Further, we present an anti-aliasing scheme that directly builds upon the k-buffer. We implement all three effects (volumetric shadows, transparency, and anti-aliasing) under a unified rendering pipeline. Experiments on complex hair models demonstrate that our new solution produces near photorealistic hair rendering at very interactive speed.
Jason C. Yang, Justin Hensley, Takahiro Harada, Jingyi Yu 0001
I3D4
2011 Heterogeneous particle-based simulation
abstract
Particle-based simulations have been used to simulate granular materials, fluids, and rigid bodies. To achieve realistic behavior, a large number of particles have to be simulated. Particle-based simulations are suited for GPUs because the computation of each particle is almost the same, (i.e., the granularity of the computation is uniform over the particles). This is preferable for GPUs with a wide SIMD architecture. However, particle-based simulation on the GPU has been mostly restricted to simulating particles of identical size [Harada et al. 2007]. This is because the work granularity is non-uniform if there are particles with different radii, which leads to inefficient use of the GPU. Heterogeneous CPU/GPU architectures, such as AMD Fusion® APUs, can solve this simulation efficiently by using the CPU and the GPU at the same time. On a PC with a CPU and a discrete GPU, whenever a computation is dispatched to the GPU, the data has to be sent via PCI Express®bus, which introduces a latency. However, heterogeneous architectures have a CPU and a GPU on the same die with a tightly coupled shared memory, so the same memory space can be accessed from the GPU and the CPU without any copying, which can facilitate a tight collaboration between the two processors. In this paper, we describe a particle-based simulation with particles of various sizes running on a heterogeneous architecture by dispatching and simultaneously processing work on the GPU and CPU depending on the granularity.
Takahiro Harada
SIGGRAPH Asia Sketches1
2011 A parallel constraint solver for a rigid body simulation
abstract
Rigid body simulations are used often in games. Because of the computational cost, a large scale simulation is not feasible in real time. However, with the increased performance of GPUs, achieving a larger-scale simulation in real time becomes more realistic. A rigid body simulation is too complicated to implement on the GPU in a straightforward manner. One of the challenges is implementing an efficient constraint solver. A projected Gauss-Seidel method is often used to solve constraints [Catto 2005]. The input and output of the solver are the velocity of rigid bodies. However, constraints sharing a body cannot be solved in parallel because of this data dependency. This is a challenge when a GPU is used for a rigid body simulation. A solution to solve constraints in parallel is to split them into groups of constraints called batches. In a batch, no body is shared among constraints, so they can be solved in parallel. An introduction of batch solves the problem of constraint solving, but batch creation itself is a serial process. To complete a rigid body simulation pipeline on the GPU, batch creation on the GPU is also necessary.
Takahiro Harada
SIGGRAPH Asia Sketches1
2011 HK-2207
abstract
No abstract available.
Abe Wiley, Jay McKee, Jason C. Yang, Dan Roeger, Takahiro Harada, Justin Hensley, Saif Ali
SIGGRAPH Asia Computer Animation Festival5
2010 Recent advances in real-time collision and proximity computations for games and simulations
abstract
This course is intended for instructing students and practitioners on recent developments related to collision and proximity computations for interactive games and simulations.
Takahiro Harada, Young J. Kim, Sung-Eui Yoon
SIGGRAPH ASIA (Courses)1
2010 Real-time collision culling of a million bodies on graphics processing units
abstract
We cull collisions between very large numbers of moving bodies using graphics processing units (GPUs). To perform massively parallel sweep-and-prune (SaP), we mitigate the great density of intervals along the axis of sweep by using principal component analysis to choose the best sweep direction, together with spatial subdivisions to further reduce the number of false positive overlaps. Our algorithm implemented entirely on GPUs using the CUDA framework can handle a million moving objects at interactive rates. As application of our algorithm, we demonstrate the real-time simulation of very large numbers of particles and rigid-body dynamics.
Fuchang Liu, Takahiro Harada, Youngeun Lee, Young J. Kim
ACM Trans. Graph.2