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Diego F. Nehab

dblp:n/DiegoFNehab · also Diego Nehab · DBLP profile ↗
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27ranked-venue papers
10as first author
1since 2021 · last 2026
0000-0001-9536-0794ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 25 · 9 first-authorArtificial intelligence and machine learning · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 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
18 papers
Rendering · 42% Image and video processing · 25% Geometric modeling and processing · 13%
Artificial intelligence
2 papers
3D vision · 100%

Topics — the 30 heaviest of 44, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.562012
Depth-presorted triangle lists · ACM Trans. Graph. 2012
Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011
Amortized supersampling · ACM Trans. Graph. 2009
Visual content generation and editing › image editing
image morphing
0.422016
New Controls for Combining Images in Correspondence · IEEE Trans. Vis. Comput. Graph. 2016
Automating Image Morphing Using Structural Similarity on a Halfway Domain · ACM Trans. Graph. 2014
Geometric modeling and processing › shape representation
vector graphics
0.412020
Converting stroked primitives to filled primitives · ACM Trans. Graph. 2020
Rendering › geometric rendering
vector graphics rendering
0.432020
Massively-parallel vector graphics · ACM Trans. Graph. 2014
Converting stroked primitives to filled primitives · ACM Trans. Graph. 2020
Random-access rendering of general vector graphics · ACM Trans. Graph. 2008
Image and video processing
image filtering
0.422016
Parallel recursive filtering of infinite input extensions · ACM Trans. Graph. 2016
GPU-efficient recursive filtering and summed-area tables · ACM Trans. Graph. 2011
Image and video processing › image filtering
recursive filtering
0.422016
Parallel recursive filtering of infinite input extensions · ACM Trans. Graph. 2016
GPU-efficient recursive filtering and summed-area tables · ACM Trans. Graph. 2011
Rendering
antialiasing
0.322014
Massively-parallel vector graphics · ACM Trans. Graph. 2014
Amortized supersampling · ACM Trans. Graph. 2009
Image and video processing › video frame interpolation › interpolation
image interpolation
0.212016
New Controls for Combining Images in Correspondence · IEEE Trans. Vis. Comput. Graph. 2016
Image and video processing
image reconstruction
0.212015
Optimized Quasi-Interpolators for Image Reconstruction · IEEE Trans. Image Process. 2015
Rendering
sampling and reconstruction
0.212015
Optimized Quasi-Interpolators for Image Reconstruction · IEEE Trans. Image Process. 2015
Image and video processing
image warping
0.212014
Automating Image Morphing Using Structural Similarity on a Halfway Domain · ACM Trans. Graph. 2014
Image and video coding › image quality assessment › full-reference image quality assessment
structural similarity
0.212014
Automating Image Morphing Using Structural Similarity on a Halfway Domain · ACM Trans. Graph. 2014
Rendering
temporal reprojection
0.222009
Amortized supersampling · ACM Trans. Graph. 2009
Automated reprojection-based pixel shader optimization · ACM Trans. Graph. 2008
Rendering › surface rendering › transparency rendering
order-independent transparency
0.112012
Depth-presorted triangle lists · ACM Trans. Graph. 2012
Virtual and augmented reality › immersive video
360-degree video
0.112011
Scalable motion-aware panoramic videos · SIGGRAPH Asia Sketches 2011
Rendering
image-based rendering
0.112011
Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011
Rendering › sampling and reconstruction
temporal upsampling
0.112011
Image-based bidirectional scene reprojection · ACM Trans. Graph. 2011
Rendering › rendering optimization › rendering acceleration
vertex cache optimization
0.122008
Fast triangle reordering for vertex locality and reduced overdraw · ACM Trans. Graph. 2007
Efficient traversal of mesh edges using adjacency primitives · ACM Trans. Graph. 2008
Rendering › antialiasing
supersampling
0.112009
Amortized supersampling · ACM Trans. Graph. 2009
Computer vision › 3D vision › 3d reconstruction
dense 3d reconstruction
0.112008
Dense 3D reconstruction from specularity consistency · CVPR 2008
Computer vision › 3D vision › 3d shape reconstruction
specular surface reconstruction
0.112008
Dense 3D reconstruction from specularity consistency · CVPR 2008
Computer vision › 3D vision
stereo vision
0.112008
Dense 3D reconstruction from specularity consistency · CVPR 2008
Computational photography and imaging
3d scanning
0.112008
A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings · ACM Trans. Graph. 2008
Geometric modeling and processing › shape matching
fragment reassembly
0.112008
A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings · ACM Trans. Graph. 2008
Geometric modeling and processing › point cloud processing › range image processing
range image registration
0.112008
A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings · ACM Trans. Graph. 2008
Rendering › rendering optimization
shader optimization
0.112008
Automated reprojection-based pixel shader optimization · ACM Trans. Graph. 2008
Geometric modeling and processing
shape matching
0.112008
A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings · ACM Trans. Graph. 2008
Rendering › rendering optimization
overdraw reduction
0.112007
Fast triangle reordering for vertex locality and reduced overdraw · ACM Trans. Graph. 2007
Parallel and multicore computing › parallel computing
parallel rendering
0.112014
Massively-parallel vector graphics · ACM Trans. Graph. 2014
Computer vision › 3D vision
depth estimation
0.112005
Spacetime Stereo: A Unifying Framework for Depth from Triangulation · IEEE Trans. Pattern Anal. Mach. Intell. 2005

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

edge-aware decomposition · 0.5correspondence map interpolation · 0.5offset curve computation · 0.4evolute computation · 0.4sample scheduler · 0.4adaptive acceleration structure · 0.4closed-form initial feedback computation · 0.2block-parallel filtering · 0.2piecewise-polynomial kernel design · 0.2digital filter optimization · 0.2shortcut tree · 0.2matching cost aggregation · 0.1anisotropic diffusion · 0.1
YearPublicationVenuePosition
2026 Dave: A Decentralized, Secure, and Lively Fraud-Proof Algorithm
abstract
In this article, we introduce a new fraud-proof algorithm that offers an excellent balance between decentralization, security, and liveness. The resources that must be mobilized by an honest participant to defeat an adversary grow logarithmically relative to the adversary’s ultimate losses. Therefore, there is no need to introduce high bonds to prevent an adversary from creating too many Sybils. This design ensures broad accessibility, freeing participants from the need to pool resources among themselves to engage with the protocol. Additionally, the maximum delay to finalization grows only logarithmically with total adversarial expenditure. Moreover, the factor multiplying the logarithm is the smallest to date. In summary, the entire dispute completes within at most two to five challenge periods; the only way to break consensus is to censor the honest party for more than one challenge period, and the costs of engaging in the dispute are minimal.
Diego F. Nehab, Gabriel Coutinho De Paula, Augusto Teixeira
Distributed Ledger Technol. Res. Pract.1
2020 Converting stroked primitives to filled primitives
abstract
Vector graphics formats offer support for both filled and stroked primitives. Filled primitives paint all points in the region bounded by a set of outlines. Stroked primitives paint all points covered by a line drawn over the outlines. Editors allow users to convert stroked primitives to the outlines of equivalent filled primitives for further editing. Likewise, renderers typically convert stroked primitives to equivalent filled primitives prior to rendering. This conversion problem is deceivingly difficult to solve. Surprisingly, it has received little to no attention in the literature. Existing implementations output too many segments, do not satisfy accuracy requirements, or fail under a variety of conditions, often spectacularly. In this paper, we present a solution to the stroke-to-fill conversion problem that addresses these issues. One of our key insights is to take into account the evolutes of input outlines, in addition to their offsets, in regions of high curvature. Furthermore, our approach strives to maintain continuity between the input and the set of painted points. Our implementation is available in open source.
Diego F. Nehab
ACM Trans. Graph.1
2016 Parallel recursive filtering of infinite input extensions
abstract
Filters with slowly decaying impulse responses have many uses in computer graphics. Recursive filters are often the fastest option for such cases. In this paper, we derive closed-form formulas for computing the exact initial feedbacks needed for recursive filtering infinite input extensions. We provide formulas for the constant-padding (e.g. clamp-to-edge), periodic (repeat) and even-periodic (mirror or reflect) extensions. These formulas were designed for easy integration into modern block-parallel recursive filtering algorithms. Our new modified algorithms are state-of-the-art, filtering images faster even than previous methods that ignore boundary conditions.
Diego F. Nehab, André Maximo
ACM Trans. Graph.1
2016 New Controls for Combining Images in Correspondence
abstract
When interpolating images, for instance in the context of morphing, there are myriad approaches for defining correspondence maps that align structurally similar elements. However, the actual interpolation usually involves simple functions for both geometric paths and color blending. In this paper we explore new types of controls for combining two images related by a correspondence map. Our insight is to apply recent edge-aware decomposition techniques, not just to the image content but to the map itself. Our framework establishes an intuitive low-dimensional parameter space for merging the shape and color from the two source images at both low and high frequencies. A gallery-based user interface enables interactive traversal of this rich space, to either define a morph path or synthesize new hybrid images. Extrapolation of the shape parameters achieves compelling effects. Finally we demonstrate an extension of the framework to videos.
Jing Liao 0001, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander
IEEE Trans. Vis. Comput. Graph.2
2015 Forward to the special section on SIBGRAPI 2014
Derek Nowrouzezahrai, Diego F. Nehab
Comput. Graph.2
2015 Optimized Quasi-Interpolators for Image Reconstruction
abstract
We propose new quasi-interpolators for the continuous reconstruction of sampled images, combining a narrowly supported piecewise-polynomial kernel and an efficient digital filter. In other words, our quasi-interpolators fit within the generalized sampling framework and are straightforward to use. We go against standard practice and optimize for approximation quality over the entire Nyquist range, rather than focusing exclusively on the asymptotic behavior as the sample spacing goes to zero. In contrast to previous work, we jointly optimize with respect to all degrees of freedom available in both the kernel and the digital filter. We consider linear, quadratic, and cubic schemes, offering different tradeoffs between quality and computational cost. Experiments with compounded rotations and translations over a range of input images confirm that, due to the additional degrees of freedom and the more realistic objective function, our new quasi-interpolators perform better than the state of the art, at a similar computational cost.
Leonardo Sacht, Diego F. Nehab
IEEE Trans. Image Process.2
2014 Semi-Automated Video Morphing
abstract
Abstract We explore creating smooth transitions between videos of different scenes. As in traditional image morphing, good spatial correspondence is crucial to prevent ghosting, especially at silhouettes. Video morphing presents added challenges. Because motions are often unsynchronized, temporal alignment is also necessary. Applying morphing to individual frames leads to discontinuities, so temporal coherence must be considered. Our approach is to optimize a full spatiotemporal mapping between the two videos. We reduce tedious interactions by letting the optimization derive the fine‐scale map given only sparse user‐specified constraints. For robustness, the optimization objective examines structural similarity of the video content. We demonstrate the approach on a variety of videos, obtaining results using few explicit correspondences.
Jing Liao 0001, Rodolfo S. Lima, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander
Comput. Graph. Forum3
2014 Massively-parallel vector graphics
abstract
We present a massively parallel vector graphics rendering pipeline that is divided into two components. The preprocessing component builds a novel adaptive acceleration data structure, the shortcut tree . Tree construction is efficient and parallel at the segment level, enabling dynamic vector graphics. The tree allows efficient random access to the color of individual samples, so the graphics can be warped for special effects. The rendering component processes all samples and pixels in parallel. It was optimized for wide antialiasing filters and a large number of samples per pixel to generate sharp, noise-free images. Our sample scheduler allows pixels with overlapping antialiasing filters to share samples. It groups together samples that can be computed with the same vector operations using little memory or bandwidth. The pipeline is feature-rich, supporting multiple layers of filled paths, each defined by curved outlines (with linear, rational quadratic, and integral cubic Bézier segments), clipped against other paths, and painted with semi-transparent colors, gradients, or textures. We demonstrate renderings of complex vector graphics in state-of-the-art quality and performance. Finally, we provide full source-code for our implementation as well as the input data used in the paper.
Francisco Ganacim, Rodolfo S. Lima, Luiz Henrique de Figueiredo, Diego F. Nehab
ACM Trans. Graph.4
2014 Automating Image Morphing Using Structural Similarity on a Halfway Domain
abstract
The main challenge in achieving good image morphs is to create a map that aligns corresponding image elements. Our aim is to help automate this often tedious task. We compute the map by optimizing the compatibility of corresponding warped image neighborhoods using an adaptation of structural similarity. The optimization is regularized by a thin-plate spline and may be guided by a few user-drawn points. We parameterize the map over a halfway domain and show that this representation offers many benefits. The map is able to treat the image pair symmetrically, model simple occlusions continuously, span partially overlapping images, and define extrapolated correspondences. Moreover, it enables direct evaluation of the morph in a pixel shader without mesh rasterization. We improve the morphs by optimizing quadratic motion paths and by seamlessly extending content beyond the image boundaries. We parallelize the algorithm on a GPU to achieve a responsive interface and demonstrate challenging morphs obtained with little effort.
Jing Liao 0001, Rodolfo S. Lima, Diego F. Nehab, Hugues Hoppe, Pedro V. Sander
ACM Trans. Graph.3
2014 Errata for GPU-Efficient Recursive Filtering and Summed-Area Tables
abstract
No abstract available.
Diego F. Nehab, André Maximo, Rodolfo S. Lima, Hugues Hoppe
ACM Trans. Graph.1
2012 Temporal Coherence Methods in Real-Time Rendering
abstract
Abstract Nowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real‐time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high‐quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit TC for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high‐end graphics applications to lower‐spec consumer‐level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image‐space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data‐reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real‐time rendering.
Daniel Scherzer, Lei Yang 0006, Oliver Mattausch, Diego F. Nehab, Pedro V. Sander, Michael Wimmer 0001, Elmar Eisemann
Comput. Graph. Forum4
2012 Depth-presorted triangle lists
abstract
We present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any viewpoint outside its bounding volume. The approach renders depth-sorted triangles using a single draw-call. At run-time, we replace the traditional sorting strategy of existing algorithms with a faster triangle selection strategy. The selection process operates on an extended sequence of triangles annotated by test planes, created by our off-line preprocessing stage. Based on these test planes, a simple run-time procedure uses the given viewpoint to select a subsequence of triangles for rasterization. Selected subsequences are statically presorted by depth and contain each input triangle exactly once. Our method runs on legacy hardware and renders depth-sorted static models significantly faster than previous approaches. We conclude demonstrating the real-time rendering of order-independent transparency effects.
Pedro V. Sander, Diego F. Nehab, Lei Yang 0006
ACM Trans. Graph.3
2011 Scalable motion-aware panoramic videos
abstract
This work presents a method for obtaining perceptually natural panoramic videos, that is, videos composed of wide-angle frames where straight lines and object shapes are preserved. The shape preservation for moving objects has a special treatment that ensures temporal coherence. Energies describing these properties are obtained for the case of a fixed omni-directional camera, and an optimization procedure is presented. Our optimization works per-frame, which makes the method scalable for arbitrarily long scenes.
Leonardo Sacht, Luiz Velho 0001, Diego F. Nehab, Marcelo Cicconet
SIGGRAPH Asia Sketches3
2011 GPU-efficient recursive filtering and summed-area tables
abstract
Image processing operations like blurring, inverse convolution, and summed-area tables are often computed efficiently as a sequence of 1D recursive filters. While much research has explored parallel recursive filtering, prior techniques do not optimize across the entire filter sequence. Typically, a separate filter (or often a causal-anticausal filter pair) is required in each dimension. Computing these filter passes independently results in significant traffic to global memory, creating a bottleneck in GPU systems. We present a new algorithmic framework for parallel evaluation. It partitions the image into 2D blocks, with a small band of additional data buffered along each block perimeter. We show that these perimeter bands are sufficient to accumulate the effects of the successive filters. A remarkable result is that the image data is read only twice and written just once, independent of image size, and thus total memory bandwidth is reduced even compared to the traditional serial algorithm. We demonstrate significant speedups in GPU computation.
Diego F. Nehab, André Maximo, Rodolfo S. Lima, Hugues Hoppe
ACM Trans. Graph.1
2011 Image-based bidirectional scene reprojection
abstract
We introduce a method for increasing the framerate of real-time rendering applications. Whereas many existing temporal upsampling strategies only reuse information from previous frames, our bidirectional technique reconstructs intermediate frames from a pair of consecutive rendered frames. This significantly improves the accuracy and efficiency of data reuse since very few pixels are simultaneously occluded in both frames. We present two versions of this basic algorithm. The first is appropriate for fill-bound scenes as it limits the number of expensive shading calculations, but involves rasterization of scene geometry at each intermediate frame. The second version, our more significant contribution, reduces both shading and geometry computations by performing reprojection using only image-based buffers. It warps and combines the adjacent rendered frames using an efficient iterative search on their stored scene depth and flow. Bidirectional reprojection introduces a small amount of lag. We perform a user study to investigate this lag, and find that its effect is minor. We demonstrate substantial performance improvements (3--4x) for a variety of applications, including vertex-bound and fill-bound scenes, multi-pass effects, and motion blur.
Lei Yang 0006, Yu-Chiu Tse, Pedro V. Sander, Jason Lawrence, Diego F. Nehab, Hugues Hoppe, Clara L. Wilkins
ACM Trans. Graph.5
2010 Fast capacity constrained Voronoi tessellation
abstract
Capacity constrained Voronoi tessellation (CCVT) [Balzer et al. 2009] addresses a crucial quality issue of Lloyd relaxation but at the expense of slower computation, which could hinder its potential wide adoption. We present a fast capacity constrained Voronoi tessellation algorithm which is orders of magnitude faster than the original method proposed by Balzer et al. [2009] (and 10x faster than a previous accelerated implementation of the same technique) while maintaining excellent distribution quality and scaling very well as the number of points increase.
Hongwei Li 0004, Diego F. Nehab, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
SI3D2
2009 Amortized supersampling
abstract
We present a real-time rendering scheme that reuses shading samples from earlier time frames to achieve practical antialiasing of procedural shaders. Using a reprojection strategy, we maintain several sets of shading estimates at subpixel precision, and incrementally update these such that for most pixels only one new shaded sample is evaluated per frame. The key difficulty is to prevent accumulated blurring during successive reprojections. We present a theoretical analysis of the blur introduced by reprojection methods. Based on this analysis, we introduce a nonuniform spatial filter, an adaptive recursive temporal filter, and a principled scheme for locally estimating the spatial blur. Our scheme is appropriate for antialiasing shading attributes that vary slowly over time. It works in a single rendering pass on commodity graphics hardware, and offers results that surpass 4x4 stratified supersampling in quality, at a fraction of the cost.
Lei Yang 0006, Diego F. Nehab, Pedro V. Sander, Pitchaya Sitthi-amorn, Jason Lawrence, Hugues Hoppe
ACM Trans. Graph.2
2008 Dense 3D reconstruction from specularity consistency
abstract
In this work, we consider the dense reconstruction of specular objects. We propose the use of a specularity constraint, based on surface normal/depth consistency, to define a matching cost function that can drive standard stereo reconstruction methods. We discuss the types of ambiguity that can arise, and suggest an aggregation method based on anisotropic diffusion that is particularly suitable for this matching cost function. We also present a controlled illumination setup that includes a pair of cameras and one LCD monitor, which is used as a calibrated, variable-position light source. We use this setup to evaluate the proposed method on real data, and demonstrate its capacity to recover high-quality depth and orientation from specular objects.
Diego F. Nehab, Tim Weyrich, Szymon Rusinkiewicz
CVPR1
2008 A system for high-volume acquisition and matching of fresco fragments: reassembling Theran wall paintings
abstract
Although mature technologies exist for acquiring images, geometry, and normals of small objects, they remain cumbersome and time-consuming for non-experts to employ on a large scale. In an archaeological setting, a practical acquisition system for routine use on every artifact and fragment would open new possibilities for archiving, analysis, and dissemination. We present an inexpensive system for acquiring all three types of information, and associated metadata, for small objects such as fragments of wall paintings. The acquisition system requires minimal supervision, so that a single, non-expert user can scan at least 10 fragments per hour. To achieve this performance, we introduce new algorithms to robustly and automatically align range scans, register 2-D scans to 3-D geometry, and compute normals from 2-D scans. As an illustrative application, we present a novel 3-D matching algorithm that efficiently searches for matching fragments using the scanned geometry.
Benedict J. Brown, Corey Toler-Franklin, Diego F. Nehab, Michael Burns, David P. Dobkin, Andreas Vlachopoulos, Christos Doumas, Szymon Rusinkiewicz, Tim Weyrich
ACM Trans. Graph.3
2008 Random-access rendering of general vector graphics
abstract
We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple layers of semitransparent filled and stroked shapes, with quadratic outlines and color gradients. Our approach is to create a coarse lattice in which each cell contains a variable-length encoding of the graphics primitives it overlaps. These cell-specialized encodings are interpreted at runtime within a pixel shader. Advantages include localized memory access and the ability to map vector graphics onto arbitrary surfaces, or under arbitrary deformations. Most importantly, we perform both prefiltering and supersampling within a single pixel shader invocation, achieving inter-primitive antialiasing at no added memory bandwidth cost. We present an efficient encoding algorithm, and demonstrate high-quality real-time rendering of complex, real-world examples.
Diego F. Nehab, Hugues Hoppe
ACM Trans. Graph.1
2008 Efficient traversal of mesh edges using adjacency primitives
abstract
Processing of mesh edges lies at the core of many advanced realtime rendering techniques, ranging from shadow and silhouette computations, to motion blur and fur rendering. We present a scheme for efficient traversal of mesh edges that builds on the adjacency primitives and programmable geometry shaders introduced in recent graphics hardware. Our scheme aims to minimize the number of primitives while maximizing SIMD parallelism. These objectives reduce to a set of discrete optimization problems on the dual graph of the mesh, and we develop practical solutions to these graph problems. In addition, we extend two existing vertex cache optimization algorithms to produce cache-efficient traversal orderings for adjacency primitives. We demonstrate significant runtime speedups for several practical real-time rendering algorithms.
Pedro V. Sander, Diego F. Nehab, Eden Chlamtác, Hugues Hoppe
ACM Trans. Graph.2
2008 Automated reprojection-based pixel shader optimization
abstract
We present a framework and supporting algorithms to automate the use of temporal data reprojection as a general tool for optimizing procedural shaders. Although the general strategy of caching and reusing expensive intermediate shading calculations across consecutive frames has previously been shown to provide an effective trade-off between speed and accuracy, the critical choices of what to reuse and at what rate to refresh cached entries have been left to a designer. The fact that these decisions require a deep understanding of a procedure's semantic structure makes it challenging to select optimal candidates among possibly hundreds of alternatives. Our automated approach relies on parametric models of the way possible caching decisions affect the shader's performance and visual fidelity. These models are trained using a sample rendering session and drive an interactive profiler in which the user can explore the error/performance trade-offs associated with incorporating temporal reprojection. We evaluate the proposed models and selection algorithm with a prototype system used to optimize several complex shaders and compare our approach to current alternatives.
Pitchaya Sitthi-amorn, Jason Lawrence, Lei Yang 0006, Pedro V. Sander, Diego F. Nehab, Jiahe Xi
ACM Trans. Graph.5
2007 Fast triangle reordering for vertex locality and reduced overdraw
abstract
We present novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. The resulting triangle orders perform on par with previous methods, but are orders magnitude faster to compute. The improvements in processing speed allow us to perform the optimization right after a model is loaded, when more information on the host hardware is available. This allows our vertex cache optimization to often outperform other methods. In fact, our algorithms can even be executed interactively, allowing for re-optimization in case of changes to geometry or topology, which happen often in CAD/CAM applications. We believe that most real-time rendering applications will immediately benefit from these new results.
Pedro V. Sander, Diego F. Nehab, Joshua Barczak
ACM Trans. Graph.2
2006 Triangle order optimization for graphics hardware computation culling
abstract
We describe an automatic preprocessing algorithm that reorders triangles in a mesh so as to enable the graphics hardware to efficiently cull vertex and pixel processing at rendering time.Our method starts by dividing the mesh into planar clusters which are subsequently sorted into a view-independent order which greatly reduces overdraw. The result is an increase in the opportunities for early Z-culling, reducing pixel processing time. The clusters are then optimized for mesh locality. This produces high rates of vertex cache hits, reducing vertex processing time.We have found that our method brings the overdraw rates of a wide range of models close to that of front-to-back order, while preserving state of the art vertex cache performance. This results in higher frame rates for pixel-bound applications with no penalty to vertex-bound applications.
Diego F. Nehab, Joshua Barczak, Pedro V. Sander
SI3D1
2005 Improved Sub-pixel Stereo Correspondences through Symmetric Refinement
abstract
Most dense stereo correspondence algorithms start by establishing discrete pixel matches and later refine these matches to sub-pixel precision. Traditional sub-pixel refinement methods attempt to determine the precise location of points, in the secondary image, that correspond to discrete positions in the reference image. We show that this strategy can lead to a systematic bias associated with the violation of the general symmetry of matching cost functions. This bias produces random or coherent noise in the final reconstruction, but can be avoided by refining both image coordinates simultaneously, in a symmetric way. We demonstrate that the symmetric sub-pixel refinement strategy results in more accurate correspondences by avoiding bias while preserving detail.
Diego F. Nehab, Szymon Rusinkiewicz, James Davis 0001
ICCV1
2005 Spacetime Stereo: A Unifying Framework for Depth from Triangulation
abstract
Depth from triangulation has traditionally been investigated in a number of independent threads of research, with methods such as stereo, laser scanning, and coded structured light considered separately. In this paper, we propose a common framework called spacetime stereo that unifies and generalizes many of these previous methods. To show the practical utility of the framework, we develop two new algorithms for depth estimation: depth from unstructured illumination change and depth estimation in dynamic scenes. Based on our analysis, we show that methods derived from the spacetime stereo framework can be used to recover depth in situations in which existing methods perform poorly.
James Davis 0001, Diego F. Nehab, Ravi Ramamoorthi, Szymon Rusinkiewicz
IEEE Trans. Pattern Anal. Mach. Intell.2
2005 Efficiently combining positions and normals for precise 3D geometry
abstract
Range scanning, manual 3D editing, and other modeling approaches can provide information about the geometry of surfaces in the form of either 3D positions (e.g., triangle meshes or range images) or orientations (normal maps or bump maps). We present an algorithm that combines these two kinds of estimates to produce a new surface that approximates both. Our formulation is linear, allowing it to operate efficiently on complex meshes commonly used in graphics. It also treats high-and low-frequency components separately, allowing it to optimally combine outputs from data sources such as stereo triangulation and photometric stereo, which have different error-vs.-frequency characteristics. We demonstrate the ability of our technique to both recover high-frequency details and avoid low-frequency bias, producing surfaces that are more widely applicable than position or orientation data alone.
Diego F. Nehab, Szymon Rusinkiewicz, James Davis 0001, Ravi Ramamoorthi
ACM Trans. Graph.1