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Aaron E. Lefohn

dblp:16/31 · DBLP profile ↗
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28ranked-venue papers
6as first author
4since 2021 · last 2025
0009-0002-6526-0922ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 22 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 9 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-authorSystems, architecture and hardware · 1

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

Computer graphics and multimedia
14 papers
Rendering · 82% Image and video processing · 9% Image and video coding · 6%
Software engineering, system software, and programming languages
1 paper
Programming languages and type systems · 100%

Topics — the 29 heaviest of 32, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
differentiable rendering
1.522025
Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes · ACM Trans. Graph. 2025
SLANG.D: Fast, Modular and Differentiable Shader Programming · ACM Trans. Graph. 2023
Rendering
real-time rendering
1.542024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard Shadows · IEEE Trans. Vis. Comput. Graph. 2016
Aggregate G-Buffer Anti-Aliasing -Extended Version- · IEEE Trans. Vis. Comput. Graph. 2016
Rendering
monte carlo rendering
1.222025
Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes · ACM Trans. Graph. 2025
Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder · ACM Trans. Graph. 2017
Rendering › monte carlo rendering
walk on spheres
0.912025
Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes · ACM Trans. Graph. 2025
Rendering
neural rendering
0.812024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Rendering › differentiable rendering
differentiable path tracing
0.712023
SLANG.D: Fast, Modular and Differentiable Shader Programming · ACM Trans. Graph. 2023
Image and video coding › neural compression
neural texture compression
0.712023
Random-Access Neural Compression of Material Textures · ACM Trans. Graph. 2023
Image and video processing › texture analysis
texture representation
0.712023
Random-Access Neural Compression of Material Textures · ACM Trans. Graph. 2023
Rendering › light transport
direct lighting
0.412020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting · ACM Trans. Graph. 2020
Rendering
monte carlo integration
0.412020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting · ACM Trans. Graph. 2020
Rendering › ray tracing
real-time ray tracing
0.412020
Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting · ACM Trans. Graph. 2020
Rendering
antialiasing
0.322016
Aggregate G-Buffer Anti-Aliasing -Extended Version- · IEEE Trans. Vis. Comput. Graph. 2016
Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard Shadows · IEEE Trans. Vis. Comput. Graph. 2016
Rendering › GPU rendering › shader-based rendering
deferred shading
0.322016
Aggregate G-Buffer Anti-Aliasing -Extended Version- · IEEE Trans. Vis. Comput. Graph. 2016
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography · ACM Trans. Graph. 2005
Image and video processing › image restoration
denoising
0.312017
Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder · ACM Trans. Graph. 2017
Rendering
global illumination
0.312017
Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder · ACM Trans. Graph. 2017
Rendering › perceptual rendering
foveated rendering
0.212016
Towards foveated rendering for gaze-tracked virtual reality · ACM Trans. Graph. 2016
Virtual and augmented reality › immersive display
head-mounted display
0.212016
Towards foveated rendering for gaze-tracked virtual reality · ACM Trans. Graph. 2016
Rendering
material appearance
0.212024
Real-time Neural Appearance Models · ACM Trans. Graph. 2024
Rendering › shadow rendering
shadow mapping
0.122007
Resolution-matched shadow maps · ACM Trans. Graph. 2007
Glift: Generic, efficient, random-access GPU data structures · ACM Trans. Graph. 2006
Image and video processing
image restoration
0.112017
Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder · ACM Trans. Graph. 2017
Rendering › GPU rendering
GPU data structures
0.112006
Glift: Generic, efficient, random-access GPU data structures · ACM Trans. Graph. 2006
Geometric modeling and processing › spatial data structures
quadtree
0.112006
Glift: Generic, efficient, random-access GPU data structures · ACM Trans. Graph. 2006
GPUs and heterogeneous computing
GPU computing
0.112006
S07 - GPGPU: general-purpose computation on graphics hardware · SC 2006
GPUs and heterogeneous computing
GPU performance analysis
0.112006
S07 - GPGPU: general-purpose computation on graphics hardware · SC 2006
GPUs and heterogeneous computing
GPU programming
0.112006
S07 - GPGPU: general-purpose computation on graphics hardware · SC 2006
Image and video processing
image segmentation
0.012004
A Streaming Narrow-Band Algorithm: Interactive Computation and Visualization of Level Sets · IEEE Trans. Vis. Comput. Graph. 2004
Rendering
volume rendering
0.012004
A Streaming Narrow-Band Algorithm: Interactive Computation and Visualization of Level Sets · IEEE Trans. Vis. Comput. Graph. 2004
Rendering › parallel rendering
data-parallel rendering
0.012007
Resolution-matched shadow maps · ACM Trans. Graph. 2007
Rendering
graphics hardware
0.012006
S07 - GPGPU: general-purpose computation on graphics hardware · SC 2006

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

forward and reverse gradient propagation · 1.3automatic differentiation · 1.3warped-area reparameterization · 0.9laplace equation · 0.9cone query · 0.9neural decoder · 0.8microfacet sampling · 0.8importance sampling · 0.8neural network compression · 0.7custom training implementation · 0.7aggregate g-buffer · 0.2MSAA · 0.2performance analysis · 0.1GPU programming · 0.1
YearPublicationVenuePosition
2025 Unbiased Differential Visibility Using Fixed-Step Walk-on-Spherical-Caps And Closest Silhouettes
abstract
Computing derivatives of path integrals under evolving scene geometry is a fundamental problem in physics-based differentiable rendering, which requires differentiating discontinuities in the visibility function. Warped-area reparameterization is a powerful technique to compute differential visibility, and key is construction of a velocity field that is continuous in the domain interior and agrees with defined velocities on boundaries. Robustly and efficiently constructing such fields remains challenging. We present a novel velocity field construction for differential visibility. Inspired by recent Monte Carlo solvers for partial differential equations (PDEs), we formulate the velocity field via Laplace's equation and solve it with a walk-on-spheres (WoS) algorithm. To improve efficiency, we introduce a fixed-step WoS that terminates random walks after a fixed step count, resulting in a continuous but non-harmonic velocity field still valid for warped-area reparameterization. Furthermore, to practically apply our method to complex 3D scenes, we propose an efficient cone query to find the closest silhouettes on a boundary. Our cone query finds the closest point under the geodesic distance on a unit sphere, and is analogous to the closest point query by WoS to compute Euclidean distance. As a result, our method generalizes WoS to perform random walks on spherical caps over the unit sphere. We demonstrate that this enables a more robust and efficient unbiased estimator for differential visibility.
Nathan Morrical, Sai Praveen Bangaru, Rohan Sawhney, Chris Wyman, Ravi Ramamoorthi, Aaron E. Lefohn
ACM Trans. Graph.8
2024 Real-time Neural Appearance Models
abstract
We present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior—transformation of directions into learned shading frames—facilitates accurate reconstruction of mesoscale effects. The second prior—a microfacet sampling distribution—allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews.
Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich, Petrik Clarberg, Jan Novák, Benedikt Bitterli, Alex Evans, Tomás Davidovic, Simon Kallweit, Aaron E. Lefohn
ACM Trans. Graph.10
2023 SLANG.D: Fast, Modular and Differentiable Shader Programming
abstract
We introduce SLANG.D, an extension to the Slang shading language that incorporates first-class automatic differentiation support. The new shading language allows us to transform a Direct3D-based path tracer to be fully differentiable with minor modifications to existing code. SLANG.D enables a shared ecosystem between machine learning frameworks and pre-existing graphics hardware API-based rendering systems, promoting the interchange of components and ideas across these two domains. Our contributions include a differentiable type system designed to ensure type safety and semantic clarity in codebases that blend differentiable and non-differentiable code, language primitives that automatically generate both forward and reverse gradient propagation methods, and a compiler architecture that generates efficient derivative propagation shader code for graphics pipelines. Our compiler supports differentiating code that involves arbitrary control-flow, dynamic dispatch, generics and higher-order differentiation, while providing developers flexible control of checkpointing and gradient aggregation strategies for best performance. Our system allows us to differentiate an existing real-time path tracer, Falcor, with minimal change to its shader code. We show that the compiler-generated derivative kernels perform as efficiently as handwritten ones. In several benchmarks, the SLANG.D code achieves significant speedup when compared to prior automatic differentiation systems.
Sai Praveen Bangaru, Tzu-Mao Li, Jacob Munkberg, Gilbert Louis Bernstein, Jonathan Ragan-Kelley, Frédo Durand, Aaron E. Lefohn
ACM Trans. Graph.8
2023 Random-Access Neural Compression of Material Textures
abstract
The continuous advancement of photorealism in rendering is accompanied by a growth in texture data and, consequently, increasing storage and memory demands. To address this issue, we propose a novel neural compression technique specifically designed for material textures. We unlock two more levels of detail, i.e., 16× more texels, using low bitrate compression, with image quality that is better than advanced image compression techniques, such as AVIF and JPEG XL. At the same time, our method allows on-demand, real-time decompression with random access similar to block texture compression on GPUs, enabling compression on disk and memory. The key idea behind our approach is compressing multiple material textures and their mipmap chains together, and using a small neural network, that is optimized for each material, to decompress them. Finally, we use a custom training implementation to achieve practical compression speeds, whose performance surpasses that of general frameworks, like PyTorch, by an order of magnitude.
Karthikeyan Vaidyanathan, Marco Salvi, Bartlomiej Wronski, Tomas Akenine-Möller, Pontus Ebelin, Aaron E. Lefohn
ACM Trans. Graph.6
2020 Neural Temporal Adaptive Sampling and Denoising
abstract
Abstract Despite recent advances in Monte Carlo path tracing at interactive rates, denoised image sequences generated with few samples per‐pixel often yield temporally unstable results and loss of high‐frequency details. We present a novel adaptive rendering method that increases temporal stability and image fidelity of low sample count path tracing by distributing samples via spatio‐temporal joint optimization of sampling and denoising. Adding temporal optimization to the sample predictor enables it to learn spatio‐temporal sampling strategies such as placing more samples in disoccluded regions, tracking specular highlights, etc; adding temporal feedback to the denoiser boosts the effective input sample count and increases temporal stability. The temporal approach also allows us to remove the initial uniform sampling step typically present in adaptive sampling algorithms. The sample predictor and denoiser are deep neural networks that we co‐train end‐to‐end over multiple consecutive frames. Our approach is scalable, allowing trade‐off between quality and performance, and runs at near real‐time rates while achieving significantly better image quality and temporal stability than previous methods.
Jon Hasselgren, Jacob Munkberg, Marco Salvi, Anjul Patney, Aaron E. Lefohn
Comput. Graph. Forum5
2020 Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting
abstract
Efficiently rendering direct lighting from millions of dynamic light sources using Monte Carlo integration remains a challenging problem, even for off-line rendering systems. We introduce a new algorithm---ReSTIR---that renders such lighting interactively, at high quality, and without needing to maintain complex data structures. We repeatedly resample a set of candidate light samples and apply further spatial and temporal resampling to leverage information from relevant nearby samples. We derive an unbiased Monte Carlo estimator for this approach, and show that it achieves equal-error 6×-60× faster than state-of-the-art methods. A biased estimator reduces noise further and is 35×-65× faster, at the cost of some energy loss. We implemented our approach on the GPU, rendering complex scenes containing up to 3.4 million dynamic, emissive triangles in under 50 ms per frame while tracing at most 8 rays per pixel.
Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron E. Lefohn, Wojciech Jarosz
ACM Trans. Graph.5
2017 Interactive reconstruction of Monte Carlo image sequences using a recurrent denoising autoencoder
abstract
We describe a machine learning technique for reconstructing image sequences rendered using Monte Carlo methods. Our primary focus is on reconstruction of global illumination with extremely low sampling budgets at interactive rates. Motivated by recent advances in image restoration with deep convolutional networks, we propose a variant of these networks better suited to the class of noise present in Monte Carlo rendering. We allow for much larger pixel neighborhoods to be taken into account, while also improving execution speed by an order of magnitude. Our primary contribution is the addition of recurrent connections to the network in order to drastically improve temporal stability for sequences of sparsely sampled input images. Our method also has the desirable property of automatically modeling relationships based on auxiliary per-pixel input channels, such as depth and normals. We show significantly higher quality results compared to existing methods that run at comparable speeds, and furthermore argue a clear path for making our method run at realtime rates in the near future.
Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Christoph Schied, Marco Salvi, Aaron E. Lefohn, Derek Nowrouzezahrai, Timo Aila
ACM Trans. Graph.5
2016 Towards foveated rendering for gaze-tracked virtual reality
abstract
Foveated rendering synthesizes images with progressively less detail outside the eye fixation region, potentially unlocking significant speedups for wide field-of-view displays, such as head mounted displays, where target framerate and resolution is increasing faster than the performance of traditional real-time renderers. To study and improve potential gains, we designed a foveated rendering user study to evaluate the perceptual abilities of human peripheral vision when viewing today's displays. We determined that filtering peripheral regions reduces contrast, inducing a sense of tunnel vision. When applying a postprocess contrast enhancement, subjects tolerated up to 2× larger blur radius before detecting differences from a non-foveated ground truth. After verifying these insights on both desktop and head mounted displays augmented with high-speed gaze-tracking, we designed a perceptual target image to strive for when engineering a production foveated renderer. Given our perceptual target, we designed a practical foveated rendering system that reduces number of shades by up to 70% and allows coarsened shading up to 30° closer to the fovea than Guenter et al. [2012] without introducing perceivable aliasing or blur. We filter both pre- and post-shading to address aliasing from undersampling in the periphery, introduce a novel multiresolution- and saccade-aware temporal antialising algorithm, and use contrast enhancement to help recover peripheral details that are resolvable by our eye but degraded by filtering. We validate our system by performing another user study. Frequency analysis shows our system closely matches our perceptual target. Measurements of temporal stability show we obtain quality similar to temporally filtered non-foveated renderings.
Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David P. Luebke, Aaron E. Lefohn
ACM Trans. Graph.8
2016 Aggregate G-Buffer Anti-Aliasing -Extended Version-
abstract
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. Our goal is to make high per-pixel sampling rates practical for real-time applications by substantially reducing shading costs and per-pixel storage compared to traditional deferred shading. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We shade this representation at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with two aggregates per-pixel generates results comparable to 32 × MSAA, but requires 54 percent less memory and is up to 2.6 × faster ( -30 percent memory and 1.7 × faster for 8 × MSAA).
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron E. Lefohn
IEEE Trans. Vis. Comput. Graph.4
2016 Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel Accurate Hard Shadows
abstract
We further describe and analyze a real-time system for rendering antialiased hard shadows using irregular z-buffers (IZBs) that we first presented in Wyman et al. [1]. We focus on identifying bottlenecks, exploring these from an algorithmic complexity standpoint, and presenting techniques to improve performance. Our system remains interactive on a variety of game assets and CAD models while running at resolutions 1920 1080 and above and imposes no constraints on light, camera or geometry, allowing fully dynamic scenes without precomputation. We render sub-pixel accurate, 32 sample per pixel hard shadows at roughly twice the cost of a single sample per pixel. This allows us to smoothly animate even subpixel shadows from grass or wires without introducing spatial or temporal aliasing. Prior algorithms for irregular z-buffer shadows rely heavily on the GPU's compute pipeline. Instead we leverage the standard rasterization-based graphics pipeline, including hardware conservative raster and early-z culling. Our key observation is noting a duality between irregular z-buffer performance and shadow map quality; irregular z-buffering is most costly exactly where shadow maps exhibit the worst aliasing. This allows us to use common shadow map algorithms, which typically improve aliasing, to instead reduce our cost. Compared to state of the art ray tracers, we spawn similar numbers of triangle intersections per pixel yet completely rebuild our data structure in under 1 ms per frame.
Chris Wyman, Rama Hoetzlein, Aaron E. Lefohn
IEEE Trans. Vis. Comput. Graph.3
2015 Aggregate G-buffer anti-aliasing
abstract
We present Aggregate G-Buffer Anti-Aliasing (AGAA), a new technique for efficient anti-aliased deferred rendering of complex geometry using modern graphics hardware. In geometrically complex situations, where many surfaces intersect a pixel, current rendering systems shade each contributing surface at least once per pixel. As the sample density and geometric complexity increase, the shading cost becomes prohibitive for real-time rendering. Under deferred shading, so does the required framebuffer memory. AGAA uses the rasterization pipeline to generate a compact, pre-filtered geometric representation inside each pixel. We then shade this at a fixed rate, independent of geometric complexity. By decoupling shading rate from geometric sampling rate, the algorithm reduces the storage and bandwidth costs of a geometry buffer, and allows scaling to high visibility sampling rates for anti-aliasing. AGAA with 2 aggregate surfaces per-pixel generates results comparable to 8x MSAA, but requires 30% less memory (45% savings for 16x MSAA), and is up to 1.3x faster.
Cyril Crassin, Morgan McGuire, Kayvon Fatahalian, Aaron E. Lefohn
I3D4
2015 Frustum-traced raster shadows: revisiting irregular z-buffers
abstract
We present a real-time system that renders antialiased hard shadows using irregular z-buffers (IZBs). For subpixel accuracy, we use 32 samples per pixel at roughly twice the cost of a single sample. Our system remains interactive on a variety of game assets and CAD models while running at 1080p and 2160p and imposes no constraints on light, camera or geometry, allowing fully dynamic scenes without precomputation. Unlike shadow maps we introduce no spatial or temporal aliasing, smoothly animating even subpixel shadows from grass or wires.
Chris Wyman, Rama Hoetzlein, Aaron E. Lefohn
I3D3
2011 Sample distribution shadow maps
abstract
Figure 1: A comparison of standard, scene-independent Parallel-Split Shadow Maps (PSSMs, left) with sample distribution shadow maps (SDSMs, right). Even with partitions tweaked to a specific camera view, PSSMs still produce lower quality shadows than SDSMs, which are fully automatic. Furthermore, the tighter SDSM shadow frusta enable more aggressive culling causing the algorithm to run faster than scene-independent schemes for complex geometry, such as this scene from Left for Dead 2 (courtesy of Valve Corporation). This paper introduces Sample Distribution Shadow Maps (SDSMs), a new algorithm for hard and soft-edged shadows that greatly reduces undersampling, oversampling, and geometric aliasing errors compared to other shadow map techniques. SDSMs fall into the space between scene-dependent, variable-performance shadow algorithms and scene-independent, fixed-performance shadow algorithms. They provide a fully automated solution to shadow map aliasing by optimizing the placement and size of a fixed number of Z-partitions using the distribution of the light space samples required by the current frame. SDSMs build on the advantages of current state of the art techniques, including predictable performance and constant memory usage, while removing tedious and ultimately suboptimal parameter tuning. We compare SDSMs to Parallel-Split Shadow Maps (PSSMs, a state of the art Z-partitioning scheme) and show that SDSMs produce higher quality shadows. Finally, we demonstrate that SDSMs outperform PSSMs in a large 2009 game scene at high resolutions, making them suitable for games and other interactive applications.
Andrew Lauritzen, Marco Salvi, Aaron E. Lefohn
SI3D3
2010 Adaptive Volumetric Shadow Maps
abstract
Abstract We introduce adaptive volumetric shadow maps (AVSM), a real‐time shadow algorithm that supports high‐quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on‐chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground‐truth correct solution and performs competitively to existing real‐time rendering techniques while providing higher quality volumetric shadows.
Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron E. Lefohn
Comput. Graph. Forum4
2007 Multi-fragment effects on the GPU using the k-buffer
abstract
Many interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches.
Louis Bavoil, Steven P. Callahan, Aaron E. Lefohn, João Luiz Dihl Comba, Cláudio T. Silva
SI3D3
2007 Resolution-matched shadow maps
abstract
This article presents resolution-matched shadow maps (RMSM), a modified adaptive shadow map (ASM) algorithm, that is practical for interactive rendering of dynamic scenes. Adaptive shadow maps, which build a quadtree of shadow samples to match the projected resolution of each shadow texel in eye space, offer a robust solution to projective and perspective aliasing in shadow maps. However, their use for interactive dynamic scenes is plagued by an expensive iterative edge-finding algorithm that takes a highly variable amount of time per frame and is not guaranteed to converge to a correct solution. This article introduces a simplified algorithm that is up to ten times faster than ASMs, has more predictable performance, and delivers more accurate shadows. Our main contribution is the observation that it is more efficient to forgo the iterative refinement analysis in favor of generating all shadow texels requested by the pixels in the eye-space image. The practicality of this approach is based on the insight that, for surfaces continuously visible from the eye, adjacent eye-space pixels map to adjacent shadow texels in quadtree shadow space. This means that the number of contiguous regions of shadow texels (which can be efficiently generated with a rasterizer) is proportional to the number of continuously visible surfaces in the scene. Moreover, these regions can be coalesced to further reduce the number of render passes required to shadow an image. The secondary contribution of this paper is demonstrating the design and use of data-parallel algorithms inseparably mixed with traditional graphics programming to implement a novel interactive rendering algorithm. For the scenes described in this paper, we achieve 60--80 frames per second on static scenes and 20--60 frames per second on dynamic scenes for 512 2 and 1024 2 images with a maximum effective shadow resolution of 32,768 2 texels.
Aaron E. Lefohn, Shubhabrata Sengupta, John D. Owens
ACM Trans. Graph.1
2006 S07 - GPGPU: general-purpose computation on graphics hardware
abstract
The graphics processor (GPU) on today's commodity video cards has evolved into an extremely powerful and flexible processor. Modern graphics architectures provide tremendous memory bandwidth and computational horsepower, with dozens of fully programmable shading units that support vector operations and IEEE floating point precision. High-level languages have emerged for graphics hardware, making this computational power accessible. GPGPU stands for "General-Purpose Computation on GPUs". GPGPU researchers have achieved over an order of magnitude speedup over modern CPUs on some non-graphics problems.This course provides detailed coverage of general-purpose computation on graphics hardware. We emphasize core computational building blocks, ranging from linear algebra to database queries, and review the tools, perils, and strategies in GPU programming. We present analysis of GPU performance characteristics, and use this analysis to provide insight into how to build efficient GPGPU algorithms. Finally we present a set of case studies on general-purpose applications of graphics hardware.
David P. Luebke, Mark J. Harris, Naga K. Govindaraju, Aaron E. Lefohn, Mike Houston, John D. Owens, Mark Segal, Matthew Papakipos, Ian Buck
SC4
2006 Glift: Generic, efficient, random-access GPU data structures
abstract
This article presents Glift, an abstraction and generic template library for defining complex, random-access graphics processor (GPU) data structures. Like modern CPU data structure libraries, Glift enables GPU programmers to separate algorithms from data structure definitions; thereby greatly simplifying algorithmic development and enabling reusable and interchangeable data structures. We characterize a large body of previously published GPU data structures in terms of our abstraction and present several new GPU data structures. The structures, a stack, quadtree, and octree, are explained using simple Glift concepts and implemented using reusable Glift components. We also describe two applications of these structures not previously demonstrated on GPUs: adaptive shadow maps and octree three-dimensional paint. Last, we show that our example Glift data structures perform comparably to handwritten implementations while requiring only a fraction of the programming effort.
Aaron E. Lefohn, Shubhabrata Sengupta, Joe Michael Kniss, Robert Strzodka, John D. Owens
ACM Trans. Graph.1
2005 High-Quality Rendering of Compressed Volume Data Formats
abstract
Rendering directly from packed or compressed volume data formats using graphics hardware has advantages in terms of memory consumption and bandwidth, but results in lower-quality images due to the prohibitive cost of performing interpolation and gradient-based shading on the reconstructed data. The problem with the existing method lies in its close coupling of decompression and interpolation. We demonstrate that deferred filtering overcomes this problem by using a two-pass decompression and rendering strategy. With this method interpolation and gradient calculations are very efficient, allowing high quality rendering directly from packed or compressed volume data. We evaluate the cost of creating interpolated, gradient-shaded renderings using traditional on-the-fly decompression and deferred filtering, and show that deferred filtering can provide up to twenty times speed-up for high quality rendering.
Nathaniel Fout, Hiroshi Akiba, Kwan-Liu Ma, Aaron E. Lefohn, Joe Michael Kniss
EuroVis4
2005 Level Set and PDE Methods for Visualization
David E. Breen, Robert M. Kirby, Aaron E. Lefohn, Ken Museth, Tobias Preußer, Guillermo Sapiro, Ross T. Whitaker
IEEE Visualization3
2005 General Purpose Computation on Graphics Hardware
Aaron E. Lefohn, Ian Buck, Patrick S. McCormick, John D. Owens, Timothy J. Purcell, Robert Strzodka
IEEE Visualization1
2005 Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
abstract
In computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because lighting artists receive poor feedback from existing tools: interactive previews have very poor quality, while final-quality images often take hours to render.This paper presents an interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. Our system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware.Our system has been successfully used in the production of two feature-length animated films, dramatically accelerating lighting tasks. In our experience interactivity fundamentally changes an artist's workflow, improving both productivity and artistic expressiveness.
Fabio Pellacini, Kiril Vidimce, Aaron E. Lefohn, Alex Mohr, Mark Leone, John Warren
ACM Trans. Graph.3
2004 GIST: an interactive, GPU-based level set segmentation tool for 3D medical images
Joshua E. Cates, Aaron E. Lefohn, Ross T. Whitaker
Medical Image Anal.2
2004 A Streaming Narrow-Band Algorithm: Interactive Computation and Visualization of Level Sets
abstract
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization and computer graphics for applications such as segmentation, surface processing, and physically-based modeling. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. The proposed solution is based on a new, streaming implementation of the narrow-band algorithm. The new algorithm packs the level-set isosurface data into 2D texture memory via a multidimensional virtual memory system. As the level set moves, this texture-based representation is dynamically updated via a novel GPU-to-CPU message passing scheme. By integrating the level-set solver with a real-time volume renderer, a user can visualize and intuitively steer the level-set surface as it evolves. We demonstrate the capabilities of this technology for interactive volume segmentation and visualization.
Aaron E. Lefohn, Joe Michael Kniss, Charles D. Hansen, Ross T. Whitaker
IEEE Trans. Vis. Comput. Graph.1
2003 Interactive, GPU-Based Level Sets for 3D Segmentation
Aaron E. Lefohn, Joshua E. Cates, Ross T. Whitaker
MICCAI (1)1
2003 Gaussian Transfer Functions for Multi-Field Volume Visualization
abstract
Volume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are precomputed and stored in lookup tables. For multidimensional transfer functions applied to multivariate data, these lookup tables become prohibitively large. We propose the direct evaluation of a particular type of transfer functions based on a sum of Gaussians. Because of their simple form (in terms of number of parameters), these functions and their analytic integrals along line segments can be evaluated efficiently on current graphics hardware, obviating the need for precomputed lookup tables. We have adopted these transfer functions because they are well suited for classification based on a unique combination of multiple data values that localize features in the transfer function domain. We apply this technique to the visualization of several multivariate datasets (CT, cryosection) that are difficult to classify and render accurately at interactive rates using traditional approaches.
Joe Michael Kniss, Simon Premoze, Milan Ikits, Aaron E. Lefohn, Charles D. Hansen, Emil Praun
IEEE Visualization4
2003 Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware
abstract
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based on algorithms for solving and visualizing level-set solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation.
Aaron E. Lefohn, Joe Michael Kniss, Charles D. Hansen, Ross T. Whitaker
IEEE Visualization1
2003 Particle-Based Simulation of Fluids
abstract
Abstract Due to our familiarity with how fluids move and interact, as well as their complexity, plausible animation of fluidsremains a challenging problem. We present a particle interaction method for simulating fluids. The underlyingequations of fluid motion are discretized using moving particles and their interactions. The method allows simulationand modeling of mixing fluids with different physical properties, fluid interactions with stationary objects, andfluids that exhibit significant interface breakup and fragmentation. The gridless computational method is suitedfor medium scale problems since computational elements exist only where needed. The method fits well into thecurrent user interaction paradigm and allows easy user control over the desired fluid motion.
Simon Premoze, Tolga Tasdizen, James Bigler, Aaron E. Lefohn, Ross T. Whitaker
Comput. Graph. Forum4