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Marc Levoy

dblp:l/MarcLevoy · DBLP profile ↗
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52ranked-venue papers
11as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 51 · 11 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 22 · 6 first-authorArtificial intelligence and machine learning · 6 · 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
39 papers
Image and video processing · 47% Computational photography and imaging · 40% Rendering · 7%
Artificial intelligence
4 papers
3D vision · 63% Segmentation and scene understanding · 37%

Topics — the 30 heaviest of 95, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging › image acquisition
burst photography
1.032019
Handheld multi-frame super-resolution · ACM Trans. Graph. 2019
Handheld mobile photography in very low light · ACM Trans. Graph. 2019
Burst photography for high dynamic range and low-light imaging on mobile cameras · ACM Trans. Graph. 2016
Image and video processing
image restoration
0.912025
Removing Reflections from RAW Photos · CVPR 2025
Image and video processing › image restoration
reflection removal
0.912025
Removing Reflections from RAW Photos · CVPR 2025
Image and video processing
image enhancement
0.822019
Handheld multi-frame super-resolution · ACM Trans. Graph. 2019
Handheld mobile photography in very low light · ACM Trans. Graph. 2019
Computational photography and imaging
high dynamic range imaging
0.642016
Burst photography for high dynamic range and low-light imaging on mobile cameras · ACM Trans. Graph. 2016
Simulating the Visual Experience of Very Bright and Very Dark Scenes · ACM Trans. Graph. 2015
Veiling glare in high dynamic range imaging · ACM Trans. Graph. 2007
Image and video processing
image alignment and fusion
0.412019
Handheld mobile photography in very low light · ACM Trans. Graph. 2019
Computational photography and imaging › low-light imaging
low-light photography
0.412019
Handheld mobile photography in very low light · ACM Trans. Graph. 2019
Image and video processing › super-resolution
multi-frame super-resolution
0.412019
Handheld multi-frame super-resolution · ACM Trans. Graph. 2019
Computational photography and imaging
tone mapping
0.412019
Handheld mobile photography in very low light · ACM Trans. Graph. 2019
Image and video processing › image restoration
image denoising
0.322016
Burst photography for high dynamic range and low-light imaging on mobile cameras · ACM Trans. Graph. 2016
Gaussian KD-trees for fast high-dimensional filtering · ACM Trans. Graph. 2009
Computer vision › Segmentation and scene understanding › object segmentation
human segmentation
0.312018
Synthetic depth-of-field with a single-camera mobile phone · ACM Trans. Graph. 2018
Computational photography and imaging › depth of field
depth-of-field rendering
0.312018
Synthetic depth-of-field with a single-camera mobile phone · ACM Trans. Graph. 2018
Image and video processing › image restoration › image denoising › camera noise removal
burst denoising
0.212016
Burst photography for high dynamic range and low-light imaging on mobile cameras · ACM Trans. Graph. 2016
Rendering
perceptual rendering
0.212015
Simulating the Visual Experience of Very Bright and Very Dark Scenes · ACM Trans. Graph. 2015
Image and video processing › image stabilization
camera shake removal
0.212014
Gyro-Based Multi-image Deconvolution for Removing Handshake Blur · CVPR 2014
Image and video processing › image restoration
image deblurring
0.212014
Gyro-Based Multi-image Deconvolution for Removing Handshake Blur · CVPR 2014
Computer vision › 3D vision
depth estimation
0.232018
Synthetic depth-of-field with a single-camera mobile phone · ACM Trans. Graph. 2018
Reconstructing Occluded Surfaces Using Synthetic Apertures: Stereo, Focus and Robust Measures · CVPR (2) 2006
Better Optical Triangulation Through Spacetime Analysis · ICCV 1995
Computational photography and imaging
image signal processing
0.112012
Decoupling algorithms from schedules for easy optimization of image processing pipelines · ACM Trans. Graph. 2012
Compilers and program optimization
domain-specific compilation
0.112012
Decoupling algorithms from schedules for easy optimization of image processing pipelines · ACM Trans. Graph. 2012
Compilers and program optimization › domain-specific compilation
image processing DSL
0.112012
Decoupling algorithms from schedules for easy optimization of image processing pipelines · ACM Trans. Graph. 2012
Computational photography and imaging
light field imaging
0.122006
Light field microscopy · ACM Trans. Graph. 2006
Reconstructing Occluded Surfaces Using Synthetic Apertures: Stereo, Focus and Robust Measures · CVPR (2) 2006
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.122006
Reconstructing Occluded Surfaces Using Synthetic Apertures: Stereo, Focus and Robust Measures · CVPR (2) 2006
Using Plane + Parallax for Calibrating Dense Camera Arrays · CVPR (1) 2004
Computational photography and imaging › image acquisition › imaging system design › camera design
computational camera design
0.112010
The Frankencamera: an experimental platform for computational photography · ACM Trans. Graph. 2010
Computational photography and imaging › multi-perspective imaging
synthetic aperture imaging
0.122005
High performance imaging using large camera arrays · ACM Trans. Graph. 2005
Synthetic aperture confocal imaging · ACM Trans. Graph. 2004
Computer vision › 3D vision › depth estimation › focus-based depth estimation
dual-pixel depth estimation
0.112018
Synthetic depth-of-field with a single-camera mobile phone · ACM Trans. Graph. 2018
Image and video processing › image filtering
high-dimensional filtering
0.112009
Gaussian KD-trees for fast high-dimensional filtering · ACM Trans. Graph. 2009
Image and video processing
image filtering
0.112009
Gaussian KD-trees for fast high-dimensional filtering · ACM Trans. Graph. 2009
Image and video processing › image restoration › image denoising › patch-based denoising
non-local means
0.112009
Gaussian KD-trees for fast high-dimensional filtering · ACM Trans. Graph. 2009
Rendering
volume rendering
0.142006
Light field microscopy · ACM Trans. Graph. 2006
Fast volume rendering using a shear-warp factorization of the viewing transformation · SIGGRAPH 1994
Frequency domain volume rendering · SIGGRAPH 1993
Image and video processing
image registration
0.112016
Burst photography for high dynamic range and low-light imaging on mobile cameras · ACM Trans. Graph. 2016

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

synthetic data simulation · 0.9neural network · 0.9person segmentation network · 0.7dual-pixel autofocus · 0.7defocus rendering · 0.7robust alignment · 0.4multi-frame alignment · 0.4motion metering · 0.4learning-based auto white balancing · 0.4CFA raw merging · 0.4vectorization · 0.1tiling · 0.1fusion · 0.1SIMD · 0.1sensor synchronization · 0.1image processing pipeline control · 0.1synthetic aperture · 0.1entropy-based cost · 0.1
YearPublicationVenuePosition
2025 Removing Reflections from RAW Photos
abstract
We describe a system to remove real-world reflections from images for consumer photography. Our system operates on linear (RAW) photos, and accepts an optional contextual photo looking in the opposite direction (e.g. the "selfie" camera on a mobile device). This optional photo disambiguates what should be considered the reflection. The system is trained solely on synthetic mixtures of real RAW photos, which we combine using a reflection simulation that is photometrically and geometrically accurate. Our system comprises a base model that accepts the captured photo and optional context photo as input, and runs at 256p, followed by an up-sampling model that transforms 256p images to full resolution. The system produces preview images at 1K in 4.5-6.5s on a MacBook or iPhone 14 Pro. We show SOTA results on RAW photos that were captured in the field to embody typical consumer photos, and show that training on RAW simulation data improves performance more than the architectural variations among prior works.
Eric Kee, Adam Pikielny, Kevin Matzen, Marc Levoy
CVPR4
2019 Handheld mobile photography in very low light
abstract
Taking photographs in low light using a mobile phone is challenging and rarely produces pleasing results. Aside from the physical limits imposed by read noise and photon shot noise, these cameras are typically handheld, have small apertures and sensors, use mass-produced analog electronics that cannot easily be cooled, and are commonly used to photograph subjects that move, like children and pets. In this paper we describe a system for capturing clean, sharp, colorful photographs in light as low as 0.3 lux, where human vision becomes monochromatic and indistinct. To permit handheld photography without flash illumination, we capture, align, and combine multiple frames. Our system employs "motion metering", which uses an estimate of motion magnitudes (whether due to handshake or moving objects) to identify the number of frames and the per-frame exposure times that together minimize both noise and motion blur in a captured burst. We combine these frames using robust alignment and merging techniques that are specialized for high-noise imagery. To ensure accurate colors in such low light, we employ a learning-based auto white balancing algorithm. To prevent the photographs from looking like they were shot in daylight, we use tone mapping techniques inspired by illusionistic painting: increasing contrast, crushing shadows to black, and surrounding the scene with darkness. All of these processes are performed using the limited computational resources of a mobile device. Our system can be used by novice photographers to produce shareable pictures in a few seconds based on a single shutter press, even in environments so dim that humans cannot see clearly.
Orly Liba, Kiran Murthy, Yun-Ta Tsai, Tim Brooks, Tianfan Xue, Nikhil Karnad, Qiurui He 0001, Jonathan T. Barron, Dillon Sharlet, Ryan Geiss, Samuel W. Hasinoff, Yael Pritch, Marc Levoy
ACM Trans. Graph.13
2019 Handheld multi-frame super-resolution
abstract
Compared to DSLR cameras, smartphone cameras have smaller sensors, which limits their spatial resolution; smaller apertures, which limits their light gathering ability; and smaller pixels, which reduces their signal-to-noise ratio. The use of color filter arrays (CFAs) requires demosaicing, which further degrades resolution. In this paper, we supplant the use of traditional demosaicing in single-frame and burst photography pipelines with a multiframe super-resolution algorithm that creates a complete RGB image directly from a burst of CFA raw images. We harness natural hand tremor, typical in handheld photography, to acquire a burst of raw frames with small offsets. These frames are then aligned and merged to form a single image with red, green, and blue values at every pixel site. This approach, which includes no explicit demosaicing step, serves to both increase image resolution and boost signal to noise ratio. Our algorithm is robust to challenging scene conditions: local motion, occlusion, or scene changes. It runs at 100 milliseconds per 12-megapixel RAW input burst frame on mass-produced mobile phones. Specifically, the algorithm is the basis of the Super-Res Zoom feature, as well as the default merge method in Night Sight mode (whether zooming or not) on Google's flagship phone.
Bartlomiej Wronski, Ignacio Garcia-Dorado, Manfred Ernst, Damien Kelly, Michael Krainin, Chia-Kai Liang, Marc Levoy, Peyman Milanfar
ACM Trans. Graph.7
2018 Synthetic depth-of-field with a single-camera mobile phone
abstract
Shallow depth-of-field is commonly used by photographers to isolate a subject from a distracting background. However, standard cell phone cameras cannot produce such images optically, as their short focal lengths and small apertures capture nearly all-in-focus images. We present a system to computationally synthesize shallow depth-of-field images with a single mobile camera and a single button press. If the image is of a person, we use a person segmentation network to separate the person and their accessories from the background. If available, we also use dense dual-pixel auto-focus hardware, effectively a 2-sample light field with an approximately 1 millimeter baseline, to compute a dense depth map. These two signals are combined and used to render a defocused image. Our system can process a 5.4 megapixel image in 4 seconds on a mobile phone, is fully automatic, and is robust enough to be used by non-experts. The modular nature of our system allows it to degrade naturally in the absence of a dual-pixel sensor or a human subject.
Neal Wadhwa, Rahul Garg 0002, David E. Jacobs, Bryan E. Feldman, Nori Kanazawa, Robert Carroll, Yair Movshovitz-Attias, Jonathan T. Barron, Yael Pritch, Marc Levoy
ACM Trans. Graph.10
2016 Burst photography for high dynamic range and low-light imaging on mobile cameras
abstract
Cell phone cameras have small apertures, which limits the number of photons they can gather, leading to noisy images in low light. They also have small sensor pixels, which limits the number of electrons each pixel can store, leading to limited dynamic range. We describe a computational photography pipeline that captures, aligns, and merges a burst of frames to reduce noise and increase dynamic range. Our system has several key features that help make it robust and efficient. First, we do not use bracketed exposures. Instead, we capture frames of constant exposure, which makes alignment more robust, and we set this exposure low enough to avoid blowing out highlights. The resulting merged image has clean shadows and high bit depth, allowing us to apply standard HDR tone mapping methods. Second, we begin from Bayer raw frames rather than the demosaicked RGB (or YUV) frames produced by hardware Image Signal Processors (ISPs) common on mobile platforms. This gives us more bits per pixel and allows us to circumvent the ISP's unwanted tone mapping and spatial denoising. Third, we use a novel FFT-based alignment algorithm and a hybrid 2D/3D Wiener filter to denoise and merge the frames in a burst. Our implementation is built atop Android's Camera2 API, which provides per-frame camera control and access to raw imagery, and is written in the Halide domain-specific language (DSL). It runs in 4 seconds on device (for a 12 Mpix image), requires no user intervention, and ships on several mass-produced cell phones.
Samuel W. Hasinoff, Dillon Sharlet, Ryan Geiss, Andrew Adams, Jonathan T. Barron, Florian Kainz, Jiawen Chen 0001, Marc Levoy
ACM Trans. Graph.8
2015 Simulating the Visual Experience of Very Bright and Very Dark Scenes
abstract
The human visual system can operate in a wide range of illumination levels due to several adaptation processes working in concert. For the most part, these adaptation mechanisms are transparent, leaving the observer unaware of his or her absolute adaptation state. At extreme illumination levels, however, some of these mechanisms produce perceivable secondary effects, or epiphenomena. In bright light, these include bleaching afterimages and adaptation afterimages, while in dark conditions these include desaturation, loss of acuity, mesopic hue shift, and the Purkinje effect. In this work we examine whether displaying these effects explicitly can be used to extend the apparent dynamic range of a conventional computer display. We present phenomenological models for each effect, describe efficient computer graphics methods for rendering our models, and propose a gaze-adaptive display that injects the effects into imagery on a standard computer monitor. Finally, we report the results of psychophysical experiments which reveal that, while mesopic epiphenomena are a strong cue that a stimulus is very dark, afterimages have little impact on the perception that a stimulus is very bright.
David E. Jacobs, Orazio Gallo, Emily A. Cooper, Kari Pulli, Marc Levoy
ACM Trans. Graph.5
2014 Gyro-Based Multi-image Deconvolution for Removing Handshake Blur
abstract
Image deblurring to remove blur caused by camera shake has been intensively studied. Nevertheless, most methods are brittle and computationally expensive. In this paper we analyze multi-image approaches, which capture and combine multiple frames in order to make deblurring more robust and tractable. In particular, we compare the performance of two approaches: align-and-average and multi-image deconvolution. Our deconvolution is non-blind, using a blur model obtained from real camera motion as measured by a gyroscope. We show that in most situations such deconvolution outperforms align-and-average. We also show, perhaps surprisingly, that deconvolution does not benefit from increasing exposure time beyond a certain threshold. To demonstrate the effectiveness and efficiency of our method, we apply it to still-resolution imagery of natural scenes captured using a mobile camera with flexible camera control and an attached gyroscope.
Sung Hee Park, Marc Levoy
CVPR2
2013 WYSIWYG computational photography via viewfinder editing
abstract
Digital cameras with electronic viewfinders provide a relatively faithful depiction of the final image, providing a WYSIWYG experience. If, however, the image is created from a burst of differently captured images, or non-linear interactive edits significantly alter the final outcome, then the photographer cannot directly see the results, but instead must imagine the post-processing effects. This paper explores the notion of viewfinder editing , which makes the viewfinder more accurately reflect the final image the user intends to create. We allow the user to alter the local or global appearance (tone, color, saturation, or focus) via stroke-based input, and propagate the edits spatiotemporally. The system then delivers a real-time visualization of these modifications to the user, and drives the camera control routines to select better capture parameters.
Jongmin Baek, Dawid Pajak, Kari Pulli, Marc Levoy
ACM Trans. Graph.5
2012 Unstructured Light Fields
abstract
Abstract 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. Forum2
2012 Decoupling algorithms from schedules for easy optimization of image processing pipelines
abstract
Using 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.4
2010 The Frankencamera: an experimental platform for computational photography
abstract
Although there has been much interest in computational photography within the research and photography communities, progress has been hampered by the lack of a portable, programmable camera with sufficient image quality and computing power. To address this problem, we have designed and implemented an open architecture and API for such cameras: the Frankencamera. It consists of a base hardware specification, a software stack based on Linux, and an API for C++. Our architecture permits control and synchronization of the sensor and image processing pipeline at the microsecond time scale, as well as the ability to incorporate and synchronize external hardware like lenses and flashes. This paper specifies our architecture and API, and it describes two reference implementations we have built. Using these implementations we demonstrate six computational photography applications: HDR viewfinding and capture, low-light viewfinding and capture, automated acquisition of extended dynamic range panoramas, foveal imaging, IMU-based hand shake detection, and rephotography. Our goal is to standardize the architecture and distribute Frankencameras to researchers and students, as a step towards creating a community of photographer-programmers who develop algorithms, applications, and hardware for computational cameras.
Andrew Adams, David E. Jacobs, Jennifer Dolson, Marius Tico, Kari Pulli, Eino-Ville Talvala, Boris Ajdin, Daniel A. Vaquero, Hendrik P. A. Lensch, Mark Horowitz, Sung Hee Park, Natasha Gelfand, Jongmin Baek, Wojciech Matusik, Marc Levoy
ACM Trans. Graph.15
2009 Gaussian KD-trees for fast high-dimensional filtering
abstract
We propose a method for accelerating a broad class of non-linear filters that includes the bilateral, non-local means, and other related filters. These filters can all be expressed in a similar way: First, assign each value to be filtered a position in some vector space. Then, replace every value with a weighted linear combination of all values, with weights determined by a Gaussian function of distance between the positions. If the values are pixel colors and the positions are ( x, y ) coordinates, this describes a Gaussian blur. If the positions are instead ( x, y, r, g, b ) coordinates in a five-dimensional space-color volume, this describes a bilateral filter. If we instead set the positions to local patches of color around the associated pixel, this describes non-local means. We describe a Monte-Carlo kd-tree sampling algorithm that efficiently computes any filter that can be expressed in this way, along with a GPU implementation of this technique. We use this algorithm to implement an accelerated bilateral filter that respects full 3D color distance; accelerated non-local means on single images, volumes, and unaligned bursts of images for denoising; and a fast adaptation of non-local means to geometry. If we have n values to filter, and each is assigned a position in a d -dimensional space, then our space complexity is O(dn ) and our time complexity is O(dn log n ), whereas existing methods are typically either exponential in d or quadratic in n .
Andrew Adams, Natasha Gelfand, Jennifer Dolson, Marc Levoy
ACM Trans. Graph.4
2008 Combining Confocal Imaging and Descattering
abstract
Abstract In translucent objects, light paths are affected by multiple scattering, which is polluting any observation. Confocal imaging reduces the influence of such global illumination effects by carefully focusing illumination and viewing rays from a large aperture to a specific location within the object volume. The selected light paths still contain some global scattering contributions, though. Descattering based on high frequency illumination serves the same purpose. It removes the global component from observed light paths. We demonstrate that confocal imaging and descattering are orthogonal and propose a novel descattering protocol that analyzes the light transport in a neighborhood of light transport paths. In combination with confocal imaging, our descattering method achieves optical sectioning in translucent media with higher contrast and better resolution.
Christian Fuchs 0004, Michael Heinz 0001, Marc Levoy, Hans-Peter Seidel, Hendrik P. A. Lensch
Comput. Graph. Forum3
2007 General Linear Cameras with Finite Aperture
Andrew Adams, Marc Levoy
Rendering Techniques2
2007 Veiling glare in high dynamic range imaging
abstract
The ability of a camera to record a high dynamic range image, whether by taking one snapshot or a sequence, is limited by the presence of veiling glare - the tendency of bright objects in the scene to reduce the contrast everywhere within the field of view. Veiling glare is a global illumination effect that arises from multiple scattering of light inside the camera's body and lens optics. By measuring separately the direct and indirect components of the intra-camera light transport, one can increase the maximum dynamic range a particular camera is capable of recording. In this paper, we quantify the presence of veiling glare and related optical artifacts for several types of digital cameras, and we describe two methods for removing them: deconvolution by a measured glare spread function, and a novel direct-indirect separation of the lens transport using a structured occlusion mask. In the second method, we selectively block the light that contributes to veiling glare, thereby attaining significantly higher signal-to-noise ratios than with deconvolution. Finally, we demonstrate our separation method for several combinations of cameras and realistic scenes.
Eino-Ville Talvala, Andrew Adams, Mark Horowitz, Marc Levoy
ACM Trans. Graph.4
2006 Reconstructing Occluded Surfaces Using Synthetic Apertures: Stereo, Focus and Robust Measures
abstract
Most algorithms for 3D reconstruction from images use cost functions based on SSD, which assume that the surfaces being reconstructed are visible to all cameras. This makes it difficult to reconstruct objects which are partially occluded. Recently, researchers working with large camera arrays have shown it is possible to "see through" occlusions using a technique called synthetic aperture focusing. This suggests that we can design alternative cost functions that are robust to occlusions using synthetic apertures. Our paper explores this design space. We compare classical shape from stereo with shape from synthetic aperture focus. We also describe two variants of multi-view stereo based on color medians and entropy that increase robustness to occlusions. We present an experimental comparison of these cost functions on complex light fields, measuring their accuracy against the amount of occlusion.
Vaibhav Vaish, Marc Levoy, Richard Szeliski, C. Lawrence Zitnick, Sing Bing Kang
CVPR (2)2
2006 Symmetric Photography: Exploiting Data-sparseness in Reflectance Fields
abstract
We present a novel technique called symmetric photography to capture real world reflectance fields. The technique models the 8D reflectance field as a transport matrix between the 4D incident light field and the 4D exitant light field. It is a challenging task to acquire this transport matrix due to its large size. Fortunately, the transport matrix is symmetric and often data-sparse. Symmetry enables us to measure the light transport from two sides simultaneously, from the illumination directions and the view directions. Data-sparseness refers to the fact that sub-blocks of the matrix can be well approximated using low-rank representations. We introduce the use of hierarchical tensors as the underlying data structure to capture this data-sparseness, specifically through local rank-1 factorizations of the transport matrix. Besides providing an efficient representation for storage, it enables fast acquisition of the approximated transport matrix and fast rendering of images from the captured matrix. Our prototype acquisition system consists of an array of mirrors and a pair of coaxial projector and camera.We demonstrate the effectiveness of our system with scenes rendered from reflectance fields that were captured by our system. In these renderings we can change the viewpoint as well as relight using arbitrary incident light fields.
Eino-Ville Talvala, Marc Levoy, Hendrik P. A. Lensch
Rendering Techniques3
2006 Light field microscopy
abstract
By inserting a microlens array into the optical train of a conventional microscope, one can capture light fields of biological specimens in a single photograph. Although diffraction places a limit on the product of spatial and angular resolution in these light fields, we can nevertheless produce useful perspective views and focal stacks from them. Since microscopes are inherently orthographic devices, perspective views represent a new way to look at microscopic specimens. The ability to create focal stacks from a single photograph allows moving or light-sensitive specimens to be recorded. Applying 3D deconvolution to these focal stacks, we can produce a set of cross sections, which can be visualized using volume rendering. In this paper, we demonstrate a prototype light field microscope (LFM), analyze its optical performance, and show perspective views, focal stacks, and reconstructed volumes for a variety of biological specimens. We also show that synthetic focusing followed by 3D deconvolution is equivalent to applying limited-angle tomography directly to the 4D light field.
Marc Levoy, Ren Ng, Andrew Adams, Matthew Footer, Mark Horowitz
ACM Trans. Graph.1
2005 Interactive deformation of light fields
abstract
We present a software pipeline that enables an animator to deform light fields. The pipeline can be used to deform complex objects, such as furry toys, while maintaining photo-realistic quality. Our pipeline consists of three stages. First, we split the light field into sub-light fields. To facilitate splitting of complex objects, we employ a novel technique based on projected light patterns. Second, we deform each sub-light field. To do this, we provide the animator with controls similar to volumetric free-form deformation. Third, we recombine and render each sub-light field. Our rendering technique properly handles visibility changes due to occlusion among sub-light fields. To ensure consistent illumination of objects after they have been deformed, our light fields are captured with the light source fixed to the camera, rather than being fixed to the object. We demonstrate our deformation pipeline using synthetic and photographically acquired light fields. Potential applications include animation, interior design, and interactive gaming.
Billy Chen, Eyal Ofek, Harry Shum, Marc Levoy
SI3D4
2005 Dual photography
abstract
We present a novel photographic technique called dual photography, which exploits Helmholtz reciprocity to interchange the lights and cameras in a scene. With a video projector providing structured illumination, reciprocity permits us to generate pictures from the viewpoint of the projector, even though no camera was present at that location. The technique is completely image-based, requiring no knowledge of scene geometry or surface properties, and by its nature automatically includes all transport paths, including shadows, inter-reflections and caustics. In its simplest form, the technique can be used to take photographs without a camera; we demonstrate this by capturing a photograph using a projector and a photo-resistor. If the photo-resistor is replaced by a camera, we can produce a 4D dataset that allows for relighting with 2D incident illumination. Using an array of cameras we can produce a 6D slice of the 8D reflectance field that allows for relighting with arbitrary light fields. Since an array of cameras can operate in parallel without interference, whereas an array of light sources cannot, dual photography is fundamentally a more efficient way to capture such a 6D dataset than a system based on multiple projectors and one camera. As an example, we show how dual photography can be used to capture and relight scenes.
Pradeep Sen, Billy Chen, Steve Marschner, Mark Horowitz, Marc Levoy, Hendrik P. A. Lensch
ACM Trans. Graph.6
2005 High performance imaging using large camera arrays
abstract
The advent of inexpensive digital image sensors and the ability to create photographs that combine information from a number of sensed images are changing the way we think about photography. In this paper, we describe a unique array of 100 custom video cameras that we have built, and we summarize our experiences using this array in a range of imaging applications. Our goal was to explore the capabilities of a system that would be inexpensive to produce in the future. With this in mind, we used simple cameras, lenses, and mountings, and we assumed that processing large numbers of images would eventually be easy and cheap. The applications we have explored include approximating a conventional single center of projection video camera with high performance along one or more axes, such as resolution, dynamic range, frame rate, and/or large aperture, and using multiple cameras to approximate a video camera with a large synthetic aperture. This permits us to capture a video light field, to which we can apply spatiotemporal view interpolation algorithms in order to digitally simulate time dilation and camera motion. It also permits us to create video sequences using custom non-uniform synthetic apertures.
Bennett Wilburn, Neel Joshi, Vaibhav Vaish, Eino-Ville Talvala, Emilio R. Antúnez, Adam Barth, Andrew Adams, Mark Horowitz, Marc Levoy
ACM Trans. Graph.9
2004 Using Plane + Parallax for Calibrating Dense Camera Arrays
Vaibhav Vaish, Bennett Wilburn, Neel Joshi, Marc Levoy
CVPR (1)4
2004 High-Speed Videography Using a Dense Camera Array
Bennett Wilburn, Neel Joshi, Vaibhav Vaish, Marc Levoy, Mark Horowitz
CVPR (2)4
2004 Lightfield completion
Liron Yatziv, Guillermo Sapiro, Marc Levoy
ICIP3
2004 Interactive Design of Multi-Perspective Images for Visualizing Urban Landscapes
abstract
Multiperspective images are a useful way to visualize extended, roughly planar scenes such as landscapes or city blocks. However, constructing effective multiperspective images is something of an art. We describe an interactive system for creating multiperspective images composed of serially blended cross-slits images. Beginning with a sideways-looking video of the scene as might be captured from a moving vehicle, we allow the user to interactively specify a set of cross-slits cameras, possibly with gaps between them. In each camera, one of the slits is defined to be the camera path, which is typically horizontal, and the user is left to choose the second slit, which is typically vertical. The system then generates intermediate views between these cameras using a novel interpolation scheme, thereby producing a multiperspective image with no seams. The user can also choose the picture surface in space onto which viewing rays are projected, thereby establishing a parameterization for the image. We show how the choice of this surface can be used to create interesting visual effects. We demonstrate our system by constructing multiperspective images that summarize city blocks, including corners, blocks with deep plazas and other challenging urban situations.
Augusto Román, Marc Levoy
IEEE Visualization3
2004 Protected interactive 3D graphics via remote rendering
abstract
Valuable 3D graphical models, such as high-resolution digital scans of cultural heritage objects, may require protection to prevent piracy or misuse, while still allowing for interactive display and manipulation by a widespread audience. We have investigated techniques for protecting 3D graphics content, and we have developed a remote rendering system suitable for sharing archives of 3D models while protecting the 3D geometry from unauthorized extraction. The system consists of a 3D viewer client that includes low-resolution versions of the 3D models, and a rendering server that renders and returns images of high-resolution models according to client requests. The server implements a number of defenses to guard against 3D reconstruction attacks, such as monitoring and limiting request streams, and slightly perturbing and distorting the rendered images. We consider several possible types of reconstruction attacks on such a rendering server, and we examine how these attacks can be defended against without excessively compromising the interactive experience for non-malicious users.
David Koller, Michael Turitzin, Marc Levoy, Marco Tarini, Giuseppe Croccia, Paolo Cignoni, Roberto Scopigno
ACM Trans. Graph.3
2004 Synthetic aperture confocal imaging
abstract
Confocal microscopy is a family of imaging techniques that employ focused patterned illumination and synchronized imaging to create cross-sectional views of 3D biological specimens. In this paper, we adapt confocal imaging to large-scale scenes by replacing the optical apertures used in microscopy with arrays of real or virtual video projectors and cameras. Our prototype implementation uses a video projector, a camera, and an array of mirrors. Using this implementation, we explore confocal imaging of partially occluded environments, such as foliage, and weakly scattering environments, such as murky water. We demonstrate the ability to selectively image any plane in a partially occluded environment, and to see further through murky water than is otherwise possible. By thresholding the confocal images, we extract mattes that can be used to selectively illuminate any plane in the scene.
Marc Levoy, Billy Chen, Vaibhav Vaish, Mark Horowitz, Ian McDowall, Mark T. Bolas
ACM Trans. Graph.1
2002 Real-time 3D model acquisition
abstract
The digitization of the 3D shape of real objects is a rapidly expanding field, with applications in entertainment, design, and archaeology. We propose a new 3D model acquisition system that permits the user to rotate an object by hand and see a continuously-updated model as the object is scanned. This tight feedback loop allows the user to find and fill holes in the model in real time, and determine when the object has been completely covered. Our system is based on a 60 Hz. structured-light rangefinder, a real-time variant of ICP (iterative closest points) for alignment, and point-based merging and rendering algorithms. We demonstrate the ability of our prototype to scan objects faster and with greater ease than conventional model acquisition pipelines.
Szymon Rusinkiewicz, Olaf A. Hall-Holt, Marc Levoy
ACM Trans. Graph.3
2001 Streaming QSplat: a viewer for networked visualization of large, dense models
abstract
Steady growth in the speeds of network links and graphics accelerator cards has brought increasing interest in streaming transmission of three-dimensional data sets. We demonstrate how streaming visualization can be made practical for data sets containing hundreds of millions of samples. Our system is based on QSplat, a multiresolution rendering system for dense polygon meshes that employs a bounding sphere hierarchy data structure and splat rendering. We show how to incorporate view-dependent progressive transmission into QSplat, by having the client request visible portions of the model in order from coarse to fine resolution. In addition, we investigate interaction techniques for improving the eectiveness of streaming data visualization. In particular, we explore color-coding streamed data by resolution, examine the order in which data should be transmitted in order to minimize visual distraction, and propose tools for giving the user fine control over download order.
Szymon Rusinkiewicz, Marc Levoy
SI3D2
2001 A practical model for subsurface light transport
abstract
This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow boundaries. The technique is efficient even for anisotropic, highly scattering media that are expensive to simulate using existing methods. The model combines an exact solution for single scattering with a dipole point source diffusion approximation for multiple scattering. We also have designed a new, rapid image-based measurement technique for determining the optical properties of translucent materials. We validate the model by comparing predicted and measured values and show how the technique can be used to recover the optical properties of a variety of materials, including milk, marble, and skin. Finally, we describe sampling techniques that allow the model to be used within a conventional ray tracer.
Henrik Wann Jensen, Steve Marschner, Marc Levoy, Pat Hanrahan
SIGGRAPH3
2001 Texture synthesis over arbitrary manifold surfaces
abstract
Algorithms exist for synthesizing a wide variety of textures over rectangular domains. However, it remains difficult to synthesize general textures over arbitrary manifold surfaces. In this paper, we present a solution to this problem for surfaces defined by dense polygon meshes. Our solution extends Wei and Levoy's texture synthesis method [25] by generalizing their definition of search neighborhoods. For each mesh vertex, we establish a local parameterization surrounding the vertex, use this parameterization to create a small rectangular neighborhood with the vertex at its center, and search a sample texture for similar neighborhoods. Our algorithm requires as input only a sample texture and a target model. Notably, it does not require specification of a global tangent vector field; it computes one as it goes - either randomly or via a relaxation process. Despite this, the synthesized texture contains no discontinuities, exhibits low distortion, and is perceived to be similar to the sample texture. We demonstrate that our solution is robust and is applicable to a wide range of textures. Keywords: Texture Synthesis, Texture Mapping, Curves & Surfaces 1
Li-Yi Wei, Marc Levoy
SIGGRAPH2
2000 The digital Michelangelo project: 3D scanning of large statues
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller, Lucas Pereira, Matt Ginzton, Sean E. Anderson, James Davis 0001, Jeremy Ginsberg, Jonathan Shade, Duane Fulk
SIGGRAPH1
2000 QSplat: a multiresolution point rendering system for large meshes
abstract
Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
Szymon Rusinkiewicz, Marc Levoy
SIGGRAPH2
2000 Fast texture synthesis using tree-structured vector quantization
abstract
Figure 1: Our texture generation process takes an example texture patch (left) and a random noise (middle) as input, and modifies this random noise to make it look like the given example texture. The synthesized texture (right) can be of arbitrary size, and is perceived as very similar to the given example. Using our algorithm, textures can be generated within seconds, and the synthesized results are always tileable. Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a sample texture as input. It generates textures with perceived quality equal to or better than those produced by previous techniques, but runs two orders of magnitude faster. This permits us to apply texture synthesis to problems where it has traditionally been considered impractical. In particular, we have applied it to constrained synthesis for image editing and temporal texture generation. Our algorithm is derived from Markov Random Field texture models and generates textures through a deterministic searching process. We accelerate this synthesis process using tree-structured vector quantization.
Li-Yi Wei, Marc Levoy
SIGGRAPH2
1999 The Digital Michelangelo Project
Marc Levoy
Comput. Graph. Forum1
1997 Image-based rendering: really new or déjà vu? (panel)
abstract
Article Free Access Share on Image-based rendering (panel): really new or déjà vu? Authors: Michael Cohen Microsoft Research Microsoft ResearchView Profile , Marc Levoy Stanford University Stanford UniversityView Profile , Jitendra Malik University of California, Berkeley University of California, BerkeleyView Profile , Leonard McMillan Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile , Eric Chen Live Picture Live PictureView Profile Authors Info & Claims SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniquesAugust 1997 Pages 468–470https://doi.org/10.1145/258734.258911Published:03 August 1997Publication History 5citation426DownloadsMetricsTotal Citations5Total Downloads426Last 12 Months7Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Michael F. Cohen, Marc Levoy, Jitendra Malik, Leonard McMillan
SIGGRAPH2
1996 A Volumetric Method for Building Complex Models from Range Images
abstract
A number of techniques have been developed for reconstructing surfaces by integrating groups of aligned range images. A desirable set of properties for such algorithms includes: incremental updating, representation of directional uncertainty, the ability to fill gaps in the reconstruction, and robustness in the presence of outliers. Prior algorithms possess subsets of these properties. In this paper, we present a volumetric method for integrating range images that possesses all of these properties. Our volumetric representation consists of a cumulative weighted signed distance function. Working with one range image at a time, we first scan-convert it to a distance function, then combine this with the data already acquired using a simple additive scheme. To achieve space efficiency, we employ a run-length encoding of the volume. To achieve time efficiency, we resample the range image to align with the voxel grid and traverse the range and voxel scanlines synchronously. We generate the final manifold by extracting an isosurface from the volumetric grid. We show that under certain assumptions, this isosurface is optimal in the least squares sense. To fill gaps in the model, we tessellate over the boundaries between regions seen to be empty and regions never observed. Using this method, we are able to integrate a large number of range images (as many as 70) yielding seamless, high-detail models of up to 2.6 million triangles. CR Categories: I.3.5 [Computer Graphics] Computational Geometry and Object Modeling Additional keywords: Surface fitting, three-dimensional shape recovery, range image integration, isosurface extraction 1
Brian Curless, Marc Levoy
SIGGRAPH2
1996 Fitting Smooth Surfaces to Dense Polygon Meshes
abstract
Recent progress in acquiring shape from range data permits the acquisition of seamless million-polygon meshes from physical models.In this paper, we present an algorithm and system for converting dense irregular polygon meshes of arbitrary topology into tensor product B-spline surface patches with accompanying displacement maps.This choice of representation yields a coarse but efficient model suitable for animation and a fine but more expensive model suitable for rendering.The first step in our process consists of interactively painting patch boundaries over a rendering of the mesh.In many applications, interactive placement of patch boundaries is considered part of the creative process and is not amenable to automation.The next step is gridded resampling of each bounded section of the mesh.Our resampling algorithm lays a grid of springs across the polygon mesh, then iterates between relaxing this grid and subdividing it.This grid provides a parameterization for the mesh section, which is initially unparameterized.Finally, we fit a tensor product B-spline surface to the grid.We also output a displacement map for each mesh section, which represents the error between our fitted surface and the spring grid.These displacement maps are images; hence this representation facilitates the use of image processing operators for manipulating the geometric detail of an object.They are also compatible with modern photo-realistic rendering systems.Our resampling and fitting steps are fast enough to surface a million polygon mesh in under 10 minutes -important for an interactive system.
Venkat Krishnamurthy, Marc Levoy
SIGGRAPH2
1996 Light Field Rendering
abstract
A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function - the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination. We describe a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views. We have created light fields from large arrays of both rendered and digitized images. The latter are acquired using a...
Marc Levoy, Pat Hanrahan
SIGGRAPH1
1995 Better Optical Triangulation Through Spacetime Analysis
abstract
The standard methods for extracting range data from optical triangulation scanners are accurate only for planar objects of uniform reflectance illuminated by an incoherent source. Using these methods, curved surfaces, discontinuous surfaces, and surfaces of varying reflectance cause systematic distortions of the range data. Coherent light sources such as lasers introduce speckle artifacts that further degrade the data. We present a new ranging method based on analyzing the time evolution of the structured light reflections. Using our spacetime analysis, we can correct for each of these artifacts, thereby attaining significantly higher accuracy using existing technology. We present results that demonstrate the validity of our method using a commercial laser stripe triangulation scanner.>
Brian Curless, Marc Levoy
ICCV2
1995 3D Painting on Scanned Surfaces
abstract
We present an intuitive interface for painting on unparameterized three-dimensional polygon meshes using a 6D Polhemus space tracker as an input device. Given a physical object we first acquire its surface geometry using a Cyberware scanner. We then treat the sensor of the space tracker as a paintbrush. As we move the sensor over the surface of the physcial object we color the corresponding locations on the scanned mesh. The physical object provides a natural force-feedback guide for painting on the mesh, making it intuitive and easy to accurately place color on the mesh.
Maneesh Agrawala, Andrew C. Beers, Marc Levoy
SI3D3
1995 Feature-based volume metamorphosis
abstract
Image metamorphosis, or image morphing, is a popular technique for creating a smooth transition between two images. For synthetic images, transforming and rendering the underlying three-dimensional (3D) models has a number of advantages over morphing between two pre-rendered images. In this paper we consider 3D metamorphosis applied to volume-based representations of objects. We discuss the issues which arise in volume morphing and present a method for creating morphs. Our morphing method has two components: first a warping of the two input volumes, then a blending of the resulting warped volumes. The warping component, an extension of Beier and Neely's image warping technique to 3D, is feature-based and allows fine user control, thus ensuring realistic looking intermediate objects. In addition, our warping method is amenable to an efficient approximation which gives a 50 times speedup and is computable to arbitrary accuracy. Also, our technique corrects the ghosting problem present in Beier and Neely's technique. The second component of the morphing process, blending, is also under user control; this guarantees smooth transitions in the renderings.
Apostolos Lerios, Chase D. Garfinkle, Marc Levoy
SIGGRAPH3
1995 Polygon-assisted JPEG and MPEG compression of synthetic images
abstract
Recent advances in realtime image compression and decompression hardware make it possible for a high-performance graphics engine to operate as a rendering server in a networked environment.If the client is a low-end workstation or set-top box, then the rendering task can be split across the two devices.In this paper, we explore one strategy for doing this.For each frame, the server generates a high-quality rendering and a low-quality rendering, subtracts the two, and sends the difference in compressed form.The client generates a matching low quality rendering, adds the decompressed difference image, and displays the composite.Within this paradigm, there is wide latitude to choose what constitutes a high-quality versus low-quality rendering.We have experimented with textured versus untextured surfaces, fine versus coarse tessellation of curved surfaces, Phong versus Gouraud interpolated shading, and antialiased versus nonantialiased edges.In all cases, our polygon-assisted compression looks subjectively better for a fixed network bandwidth than compressing and sending the high-quality rendering.We describe a software simulation that uses JPEG and MPEG-1 compression, and we show results for a variety of scenes.
Marc Levoy
SIGGRAPH1
1994 Fast volume rendering using a shear-warp factorization of the viewing transformation
abstract
Several existing volume rendering algorithms operate by factoring the viewing transformation into a 3D shear parallel to the data slices, a projection to form an intermediate but distorted image, and a 2D warp to form an undistorted final image. We extend this class of algorithms in three ways. First, we describe a new object-order rendering algorithm based on the factorization that is significantly faster than published algorithms with minimal loss of image quality. Shear-warp factorizations have the property that rows of voxels in the volume are aligned with rows of pixels in the intermediate image. We use this fact to construct a scanline-based algorithm that traverses the volume and the intermediate image in synchrony, taking advantage of the spatial coherence present in both. We use spatial data structures based on run-length encoding for both the volume and the intermediate image. Our implementation running on an SGI Indigo workstation renders a 2563 voxel medical data set in one second. Our second extension is a shear-warp factorization for perspective viewing transformations, and we show how our rendering algorithm can support this extension. Third, we introduce a data structure for encoding spatial coherence in unclassified volumes (i.e. scalar fields with no precomputed opacity). When combined with our shear-warp rendering algorithm this data structure allows us to classify and render a 2563 voxel volume in three seconds. The method extends to support mixed volumes and geometry and is parallelizable.
Philippe Lacroute, Marc Levoy
SIGGRAPH2
1994 Spreadsheets for images
abstract
We describe a data visualization system based on spreadsheets. Cells in our spreadsheet contain graphical objects such as images, volumes, or movies. Cells may also contain widgets such as buttons, sliders, or curve editors. Objects are displayed in miniature inside each cell. Formulas for cells are written in a general-purpose programming language (Tcl) augmented with operators for array manipulation, image processing, and rendering.
Marc Levoy
SIGGRAPH1
1994 Zippered polygon meshes from range images
abstract
Range imaging offers an inexpensive and accurate means for digitizing the shape of three-dimensional objects. Because most objects self occlude, no single range image suffices to describe the entire object. We present a method for combining a collection of range images into a single polygonal mesh that completely describes an object to the extent that it is visible from the outside.The steps in our method are: 1) align the meshes with each other using a modified iterated closest-point algorithm, 2) zipper together adjacent meshes to form a continuous surface that correctly captures the topology of the object, and 3) compute local weighted averages of surface positions on all meshes to form a consensus surface geometry.Our system differs from previous approaches in that it is incremental; scans are acquired and combined one at a time. This approach allows us to acquire and combine large numbers of scans with minimal storage overhead. Our largest models contain up to 360,000 triangles. All the steps needed to digitize an object that requires up to 10 range scans can be performed using our system with five minutes of user interaction and a few hours of compute time. We show two models created using our method with range data from a commercial rangefinder that employs laser stripe technology.
Greg Turk, Marc Levoy
SIGGRAPH2
1993 Frequency domain volume rendering
abstract
The Fourier projection-slice theorem allows projections of volume data to be generated in O(n 2 log n) time for a volume of size n 3 .The method operates by extracting and inverse Fourier transforming 2D slices from a 3D frequency domain representation of the volume.Unfortunately, these projections do not exhibit the occlusion that is characteristic of conventional volume renderings.We present a new frequency domain volume rendering algorithm that replaces much of the missing depth and shape cues by performing shading calculations in the frequency domain during slice extraction.In particular, we demonstrate frequency domain methods for computing linear or nonlinear depth cueing and directional diffuse reflection.The resulting images can be generated an order of magnitude faster than volume renderings and may be more useful for many applications.
Takashi Totsuka, Marc Levoy
SIGGRAPH2
1990 Gaze-directed volume rendering
abstract
We direct our gaze at an object by rotating our eyes or head until the object's projection falls on the fovea, a small region of enhanced spatial acuity near the center of the retina. In this paper, we explore methods for encorporating gaze direction into rendering algorithms. This approach permits generation of images exhibiting continuously varying resolution, and allows these images to be displayed on conventional television monitors. Specifically, we describe a ray tracer for volume data in which the number of rays cast per unit area on the image plane and the number of samples drawn per unit length along each ray are functions of local retinal acuity. We also describe an implementation using 2D and 3D mip maps, an eye tracker, and the Pixel-Planes 5 massively parallel raster display system. Pending completion of Pixel-Planes 5 in the spring of 1990, we have written a simulator on a Stellar graphics supercomputer. Preliminary results indicate that while users are aware of the variable-resolution structure of the image, the high-resolution sweet spot follows their gaze well and promises to be useful in practice.
Marc Levoy, Ross T. Whitaker
I3D1
1990 Efficient ray tracing of volume data
abstract
Volume rendering is a technique for visualizing sampled scalar or vector fields of three spatial dimensions without fitting geometric primitives to the data. A subset of these techniques generates images by computing 2-D projections of a colored semitransparent volume, where the color and opacity at each point are derived from the data using local operators. Since all voxels participate in the generation of each image, rendering time grows linearly with the size of the dataset. This paper presents a front-to-back image-order volume-rendering algorithm and discusses two techniques for improving its performance. The first technique employs a pyramid of binary volumes to encode spatial coherence present in the data, and the second technique uses an opacity threshold to adaptively terminate ray tracing. Although the actual time saved depends on the data, speedups of an order of magnitude have been observed for datasets of useful size and complexity. Examples from two applications are given: medical imaging and molecular graphics.
Marc Levoy
ACM Trans. Graph.1
1990 Volume rendering by adaptive refinement
Marc Levoy
Vis. Comput.1
1980 Synthetic texturing using digital filters
abstract
Aliasing artifacts are eliminated from computer generated images of textured polygons by equivalently filtering both the texture and the edges of the polygons. Different filters can be easily compared because the weighting functions that define the shape of the filters are pre-computed and stored in lookup tables. A polygon subdivision algorithm removes the hidden surfaces so that the polygons are rendered sequentially to minimize accessing the texture definition files. An implementation of the texture rendering procedure is described.
Eliot Feibush, Marc Levoy, Robert L. Cook 0001
SIGGRAPH2
1977 A color animation system: based on the multiplane technique
abstract
This paper describes an animation package currently under development at the Cornell Program of Computer Graphics.The basic algorithm employed is linear or non-linear interpolation between successive pairs of key frames. These key frames are composed of artwork input by the animator on a graphic tablet and displayed on either a black and white vector scope or a color halftone CRT. The initial working environment is two-dimensional, and the individual images are combined using a multiplane cel animation technique to produce depth and motion illusions. Real-time film previewing, utilizing an on-the-fly interpolation algorithm, provides the artist with instant playback of animated sequences.
Marc Levoy
SIGGRAPH1