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Tom Cuypers

dblp:82/6690 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorArtificial intelligence and machine learning · 2

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
2 papers
Rendering · 88% Computational photography and imaging · 12%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › appearance modeling › reflectance and appearance modeling
BSDF model
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Rendering › physically based rendering › wave optics
diffraction
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Rendering
physically based rendering
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Rendering
reflectance modeling
0.112012
Reflectance model for diffraction · ACM Trans. Graph. 2012
Computer vision › 3D vision › range sensing
depth sensing
0.112009
Depth from sliding projections · CVPR 2009
Computer vision › 3D vision › range sensing
structured light
0.112009
Depth from sliding projections · CVPR 2009
Rendering › reflectance modeling
specular reflection
0.012008
High quality mesostructure acquisition using specularities · CVPR 2008

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

wigner distribution function · 0.1ray-based rendering · 0.1per-pixel analysis · 0.1frequency decomposition · 0.1specularity analysis · 0.1coded illumination · 0.1
YearPublicationVenuePosition
2012 Reflectance model for diffraction
abstract
We present a novel method of simulating wave effects in graphics using ray-based renderers with a new function: the Wave BSDF (Bidirectional Scattering Distribution Function). Reflections from neighboring surface patches represented by local BSDFs are mutually independent. However, in many surfaces with wavelength-scale microstructures, interference and diffraction requires a joint analysis of reflected wavefronts from neighboring patches. We demonstrate a simple method to compute the BSDF for the entire microstructure, which can be used independently for each patch. This allows us to use traditional ray-based rendering pipelines to synthesize wave effects. We exploit the Wigner Distribution Function (WDF) to create transmissive, reflective, and emissive BSDFs for various diffraction phenomena in a physically accurate way. In contrast to previous methods for computing interference, we circumvent the need to explicitly keep track of the phase of the wave by using BSDFs that include positive as well as negative coefficients. We describe and compare the theory in relation to well-understood concepts in rendering and demonstrate a straightforward implementation. In conjunction with standard raytracers, such as PBRT, we demonstrate wave effects for a range of scenarios such as multibounce diffraction materials, holograms, and reflection of high-frequency surfaces.
Tom Cuypers, Tom Haber, Philippe Bekaert, Se Baek Oh, Ramesh Raskar
ACM Trans. Graph.1
2011 Validity of Wigner Distribution Function for ray-based imaging
abstract
In this work we provide an introduction to the Wigner Distribution Function (WDF) using geometric optics principles. The WDF provides a useful model of wave-fields, allowing simulation of diffraction and interference effects. We attempt to explain these Fourier optics concepts to computational photography researchers by clarifying the relationship between the WDF and position-angle representations. We demonstrate how the WDF can be used to simulate diffraction effects using a light field representation and discuss its validity in the near-field, far-field, and under the paraxial approximation. Finally, we demonstrate that although the WDF representation contains negative values, any projection always yields a non-negative intensity value.
Tom Cuypers, Roarke Horstmeyer, Se Baek Oh, Philippe Bekaert, Ramesh Raskar
ICCP1
2009 Depth from sliding projections
abstract
In this paper we present a novel method for 3D structure acquisition, based on structured light. Unlike classical structured light methods, in which a static projector illuminates a scene with time-varying illumination patterns, our technique makes use of a moving projector emitting a static striped illumination pattern. This projector is translated at a constant velocity, in the direction of the projector's horizontal axis. Illuminating the object in this manner allows us to perform a per pixel analysis, in which we decompose the recorded illumination sequence into a corresponding set of frequency components. The dominant frequency in this set can be directly converted into a corresponding depth value. This per pixel analysis allows us to preserve sharp edges in the depth image. Unlike classical structured light methods, the quality of our results is not limited by projector or camera resolution, but is solely dependent on the temporal sampling density of the captured image sequence. Additional benefits include a significant robustness against common problems encountered with structured light methods, such as occlusions, specular reflections, subsurface scattering, interreflections, and to a certain extent projector defocus.
Chris Hermans, Yannick Francken, Tom Cuypers, Philippe Bekaert
CVPR3
2008 High quality mesostructure acquisition using specularities
abstract
We propose a technique for cheap and efficient acquisition of mesostructure normal maps from specularities, which only requires a simple LCD monitor and a digital camera. Coded illumination enables us to capture subtle surface details with only a handful of images. In addition, our method can deal with heterogeneous surfaces, and high albedo materials. We are able to recover highly detailed mesostructures, which was previously only possible with an expensive hardware setup.
Yannick Francken, Tom Cuypers, Tom Mertens, Jo Gielis, Philippe Bekaert
CVPR2