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Displaying 1-50 out of 50 total
Acquisition and analysis of bispectral bidirectional reflectance and reradiation distribution functions
Found in: ACM Transactions on Graphics (TOG)
By Boris Ajdin, Hans-Peter Seidel, Hendrik P. A. Lensch, Jan Kautz, Johannes Hanika, Matthias B. Hullin, Boris Ajdin, Hans-Peter Seidel, Hendrik P. A. Lensch, Jan Kautz, Johannes Hanika, Matthias B. Hullin, Boris Ajdin, Hans-Peter Seidel, Hendrik P. A. Lensch, Jan Kautz, Johannes Hanika, Matthias B. Hullin, Boris Ajdin, Hans-Peter Seidel, Hendrik P. A. Lensch, Jan Kautz, Johannes Hanika, Matthias B. Hullin
Issue Date:July 2010
pp. 1-10
In fluorescent materials, light from a certain band of incident wavelengths is reradiated at longer wavelengths, i.e., with a reduced per-photon energy. While fluorescent materials are common in everyday life, they have received little attention in compute...
     
Visio-lization: generating novel facial images
Found in: ACM Transactions on Graphics (TOG)
By Jan Kautz, Simon J. D. Prince, Umar Mohammed, Jan Kautz, Simon J. D. Prince, Umar Mohammed, Jan Kautz, Simon J. D. Prince, Umar Mohammed, Jan Kautz, Simon J. D. Prince, Umar Mohammed
Issue Date:July 2009
pp. 1-2
Our goal is to generate novel realistic images of faces using a model trained from real examples. This model consists of two components: First we consider face images as samples from a texture with spatially varying statistics and describe this texture wit...
     
Modeling human color perception under extended luminance levels
Found in: ACM Transactions on Graphics (TOG)
By Jan Kautz, Min H. Kim, Tim Weyrich, Jan Kautz, Min H. Kim, Tim Weyrich, Jan Kautz, Min H. Kim, Tim Weyrich, Jan Kautz, Min H. Kim, Tim Weyrich
Issue Date:July 2009
pp. 1-2
Display technology is advancing quickly with peak luminance increasing significantly, enabling high-dynamic-range displays. However, perceptual color appearance under extended luminance levels has not been studied, mainly due to the unavailability of psych...
     
Perceptual influence of approximate visibility in indirect illumination
Found in: ACM Transactions on Applied Perception (TAP)
By Andrew Cox, Carsten Dachsbacher, Insu Yu, Jan Kautz, Min H. Kim, Thorsten Grosch, Tobias Ritschel, Andrew Cox, Carsten Dachsbacher, Insu Yu, Jan Kautz, Min H. Kim, Thorsten Grosch, Tobias Ritschel
Issue Date:September 2009
pp. 1-14
In this article we evaluate the use of approximate visibility for efficient global illumination. Traditionally, accurate visibility is used in light transport. However, the indirect illumination we perceive on a daily basis is rarely of high-frequency natu...
     
Efficient Light Transport Using Precomputed Visibility
Found in: IEEE Computer Graphics and Applications
By Katja Daubert, Jan Kautz, Hans-Peter Seidel, Wolfgang Heidrich, Jean-Michel Dischler
Issue Date:May 2003
pp. 28-37
<p>Visibility computations are the most time-consuming part of global illumination algorithms. The cost is amplified by the fact that identical or similar information is often recomputed multiple times. In particular, this is the case when multiple i...
 
Towards Moment Imagery: Automatic Cinemagraphs
Found in: Visual Media Production, Conference for
By James Tompkin,Fabrizio Pece,Kartic Subr,Jan Kautz
Issue Date:November 2011
pp. 87-93
The imagination of the online photographic community has recently been sparked by so-called cinema graphs: short, seamlessly looping animated GIF images created from video in which only parts of the image move. These cinema graphs capture the dynamics of o...
 
Bitmap Movement Detection: HDR for Dynamic Scenes
Found in: Visual Media Production, Conference for
By Fabrizio Pece, Jan Kautz
Issue Date:November 2010
pp. 1-8
Exposure Fusion and other HDR techniques generate well-exposed images from a bracketed image sequence while reproducing a large dynamic range that far exceeds the dynamic range of a single exposure. Common to all these techniques is the problem that the sm...
 
Interactive Global Illumination Using Implicit Visibility
Found in: Computer Graphics and Applications, Pacific Conference on
By Zhao Dong, Jan Kautz, Christian Theobalt, Hans-Peter Seidel
Issue Date:November 2007
pp. 77-86
Rendering global illumination effects for dynamic scenes at interactive frame rates is a computationally challenging task. Much of the computation time needed is spent during visibility queries between individual scene elements, and it is almost illusive t...
 
Exposure Fusion
Found in: Computer Graphics and Applications, Pacific Conference on
By Tom Mertens, Jan Kautz, Frank Van Reeth
Issue Date:November 2007
pp. 382-390
We propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to HDR first. Skipping the physically-based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration a...
 
Efficient Rendering of Local Subsurface Scattering
Found in: Computer Graphics and Applications, Pacific Conference on
By Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth, Hans-Peter Seidel
Issue Date:October 2003
pp. 51
A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image...
 
Modeling the World: The Virtualization Pipeline
Found in: Image Analysis and Processing, International Conference on
By Jan Kautz, Hendrik P.A. Lensch, Michael Goesele, Jochen Lang, Hans-Peter Seidel
Issue Date:September 2003
pp. 166
<p>High quality, virtual 3D models are quickly emerging as a new multimedia data type with applications in such diverse areas as e-commerce, online encyclopaedias, or virtual museums, to name just a few.</p> <p>This paper presents new alg...
 
Virtualizing Real-World Objects
Found in: Computer Graphics International Conference
By Hendrik P.A. Lensch, Jan Kautz, Michael Goesele, Jochen Lang, Hans-Peter Seidel
Issue Date:July 2003
pp. 134
High quality, virtual 3D models are quickly emerging as a new multimedia data type with applications in such diverse areas as e-commerce, online encyclopaedias, or virtual museums, to name just a few.<div></div> This paper presents new algorith...
 
Interactive Rendering of Translucent Objects
Found in: Computer Graphics and Applications, Pacific Conference on
By Hendrik P.A. Lensch, Michael Goesele, Philippe Bekaert, Jan Kautz, Marcus A. Magnor, Jochen Lang, Hans-Peter Seidel
Issue Date:October 2002
pp. 214
This paper presents a rendering method for translucent objects, in which view point and illumination can be modified at interactive rates. In a preprocessing step the impulse response to incoming light impinging at each surface point is computed and stored...
 
3D-Printing Spatially Varying BRDFs
Found in: IEEE Computer Graphics and Applications
By Olivier Rouiller,Bernd Bickel,Jan Kautz,Wojciech Matusik,Marc Alexa
Issue Date:November 2013
pp. 48-57
A new method fabricates custom surface reflectance and spatially varying bidirectional reflectance distribution functions (svBRDFs). Researchers optimize a microgeometry for a range of normal distribution functions and simulate the resulting surface's effe...
 
Fully-Connected CRFs with Non-Parametric Pairwise Potential
Found in: 2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)
By Neill D.F. Campbell,Kartic Subr,Jan Kautz
Issue Date:June 2013
pp. 1658-1665
Conditional Random Fields (CRFs) are used for diverse tasks, ranging from image denoising to object recognition. For images, they are commonly defined as a graph with nodes corresponding to individual pixels and pairwise links that connect nodes to their i...
 
The shading probe: fast appearance acquisition for mobile AR
Found in: SIGGRAPH Asia 2013 Technical Briefs (SA '13)
By Derek Nowrouzezahrai, Kenny Mitchell, Dan A. Calian, Jan Kautz
Issue Date:November 2013
pp. 1-4
The ubiquity of mobile devices with powerful processors and integrated video cameras is re-opening the discussion on practical augmented reality (AR). Despite this technological convergence, several issues prevent reliable and immersive AR on these platfor...
     
Video collections in panoramic contexts
Found in: Proceedings of the 26th annual ACM symposium on User interface software and technology (UIST '13)
By Christian Theobalt, Fabrizio Pece, James Tompkin, Jan Kautz, Rajvi Shah, Shahram Izadi
Issue Date:October 2013
pp. 131-140
Video collections of places show contrasts and changes in our world, but current interfaces to video collections make it hard for users to explore these changes. Recent state-of-the-art interfaces attempt to solve this problem for 'outside->in' collect...
     
Preference and artifact analysis for video transitions of places
Found in: ACM Transactions on Applied Perception (TAP)
By Christian Theobalt, James Tompkin, Jan Kautz, Kwang In Kim, Min H. Kim
Issue Date:August 2013
pp. 1-19
Emerging interfaces for video collections of places attempt to link similar content with seamless transitions. However, the automatic computer vision techniques that enable these transitions have many failure cases which lead to artifacts in the final rend...
     
Fourier analysis of stochastic sampling strategies for assessing bias and variance in integration
Found in: ACM Transactions on Graphics (TOG)
By Jan Kautz, Kartic Subr
Issue Date:July 2013
pp. 1-12
Each pixel in a photorealistic, computer generated picture is calculated by approximately integrating all the light arriving at the pixel, from the virtual scene. A common strategy to calculate these high-dimensional integrals is to average the estimates a...
     
Content-adaptive lenticular prints
Found in: ACM Transactions on Graphics (TOG)
By James Tompkin, Jan Kautz, Simon Heinzle, Wojciech Matusik
Issue Date:July 2013
pp. 1-10
Lenticular prints are a popular medium for producing automultiscopic glasses-free 3D images. The light field emitted by such prints has a fixed spatial and angular resolution. We increase both perceived angular and spatial resolution by modifying the lensl...
     
Panoinserts: mobile spatial teleconferencing
Found in: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13)
By Anthony Steed, Fabian Wanner, Fabrizio Pece, Jan Kautz, Simon Julier, Tim Weyrich, William Steptoe
Issue Date:April 2013
pp. 1319-1328
We present PanoInserts: a novel teleconferencing system that uses smartphone cameras to create a surround representation of meeting places. We take a static panoramic image of a location into which we insert live videos from smartphones. We use a combinati...
     
Two-frame stereo photography in low-light settings: a preliminary study
Found in: Proceedings of the 9th European Conference on Visual Media Production (CVMP '12)
By Gwyneth Bradbury, Jan Kautz, Kartic Subr
Issue Date:December 2012
pp. 84-93
Image-pairs captured from a rig of two, carefully arranged cameras are increasingly used to reconstruct partial 3D information. A crucial step in this reconstruction is the matching of points in the two images that are projections of the same 3D point thro...
     
Interactive viewpoint video textures
Found in: Proceedings of the 9th European Conference on Visual Media Production (CVMP '12)
By James Tompkin, Jan Kautz, Philippe Levieux
Issue Date:December 2012
pp. 11-17
We propose an approach to interactively explore video textures from different viewpoints. Scenes can be played back continuously and in a temporally coherent fashion from any camera location along a path. Our algorithm takes as input short videos from a se...
     
Shadow supported building reconstruction
Found in: SIGGRAPH Asia 2012 Posters (SA '12)
By Fabian Wanner, Jan Kautz, Niloy Mitra
Issue Date:November 2012
pp. 1-1
Accurate reconstruction of urban façades remain a popular and important research topic. Usually, structure from motion (SFM) and multi-view stereo are used to obtain a sparse or dense 3D point cloud from a set of images. The sparse point set is then i...
     
3D-printing of non-assembly, articulated models
Found in: ACM Transactions on Graphics (TOG)
By Anthony Steed, Cristina Amati, Dan A. Calian, Jacques Calì, Jan Kautz, Rebecca Kleinberger, Tim Weyrich
Issue Date:November 2012
pp. 1-8
Additive manufacturing (3D printing) is commonly used to produce physical models for a wide variety of applications, from archaeology to design. While static models are directly supported, it is desirable to also be able to print models with functional art...
     
Interactive light field painting
Found in: ACM SIGGRAPH 2012 Emerging Technologies (SIGGRAPH '12)
By James Tompkin, Jan Kautz, Jim McCann, Marc Alexa, Samuel Muff, Stanislav Jakuschevskij, Wojciech Matusik
Issue Date:August 2012
pp. 1-1
Since the seminal SketchPad work of Sutherland [1964], direct interaction with a computer has been compelling: we can directly touch, move, and change what we see. Direct interaction is a major contribution to the success of smartphones and tablets; yet, t...
     
Videoscapes: exploring sparse, unstructured video collections
Found in: ACM Transactions on Graphics (TOG)
By Christian Theobalt, James Tompkin, Jan Kautz, Kwang In Kim
Issue Date:July 2012
pp. 1-12
The abundance of mobile devices and digital cameras with video capture makes it easy to obtain large collections of video clips that contain the same location, environment, or event. However, such an unstructured collection is difficult to comprehend and e...
     
Local Laplacian filters: edge-aware image processing with a Laplacian pyramid
Found in: ACM SIGGRAPH 2011 papers (SIGGRAPH '11)
By Jan Kautz, Samuel W. Hasinoff, Sylvain Paris
Issue Date:August 2011
pp. 287-294
The Laplacian pyramid is ubiquitous for decomposing images into multiple scales and is widely used for image analysis. However, because it is constructed with spatially invariant Gaussian kernels, the Laplacian pyramid is widely believed as being unable to...
     
Video-based characters: creating new human performances from a multi-view video database
Found in: ACM SIGGRAPH 2011 papers (SIGGRAPH '11)
By Carsten Stoll, Christian Theobalt, Feng Xu, Gaurav Bharaj, Hans-Peter Seidel, James Tompkin, Jan Kautz, Qionghai Dai, Yebin Liu
Issue Date:August 2011
pp. 287-294
We present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs t...
     
Local Laplacian filters: edge-aware image processing with a Laplacian pyramid
Found in: ACM Transactions on Graphics (TOG)
By Jan Kautz, Samuel W. Hasinoff, Sylvain Paris
Issue Date:July 2011
pp. 1-33
The Laplacian pyramid is ubiquitous for decomposing images into multiple scales and is widely used for image analysis. However, because it is constructed with spatially invariant Gaussian kernels, the Laplacian pyramid is widely believed as being unable to...
     
Video-based characters: creating new human performances from a multi-view video database
Found in: ACM Transactions on Graphics (TOG)
By Carsten Stoll, Christian Theobalt, Feng Xu, Gaurav Bharaj, Hans-Peter Seidel, James Tompkin, Jan Kautz, Qionghai Dai, Yebin Liu
Issue Date:July 2011
pp. 1-33
We present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs t...
     
Edge-aware color appearance
Found in: ACM Transactions on Graphics (TOG)
By Jan Kautz, Min H. Kim, Tobias Ritschel
Issue Date:April 2011
pp. 1-9
Color perception is recognized to vary with surrounding spatial structure, but the impact of edge smoothness on color has not been studied in color appearance modeling. In this work, we study the appearance of color under different degrees of edge smoothne...
     
Screen-space Percentage-Closer Soft Shadows
Found in: ACM SIGGRAPH 2010 Posters (SIGGRAPH '10)
By Cyril Soler, Jan Kautz, Mahdi MohammadBagher, Nicolas Holzschuch
Issue Date:July 2010
pp. 1-1
We present an algorithm for computing Percentage-Closer Soft Shadows inside a screen-space rendering loop. Our algorithm is faster than traditional soft shadows based on percentage closer filtering, while providing soft shadows of similar visual quality. I...
     
Dynamic ambient occlusion from volumetric proxies
Found in: ACM SIGGRAPH 2010 Posters (SIGGRAPH '10)
By Andrew Cox, Jan Kautz
Issue Date:July 2010
pp. 1-2
Real-time applications require simple techniques that enable predictable high performance rendering, but illumination methods for GPUs tend either to be complex and fragile on the one hand or very limited and offering poor visual quality on the other. The ...
     
Acquisition and analysis of bispectral bidirectional reflectance and reradiation distribution functions
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Boris Ajdin, Hans-Peter Seidel, Hendrik P. A. Lensch, Jan Kautz, Johannes Hanika, Matthias B. Hullin
Issue Date:July 2010
pp. 10-18
In fluorescent materials, light from a certain band of incident wavelengths is reradiated at longer wavelengths, i.e., with a reduced per-photon energy. While fluorescent materials are common in everyday life, they have received little attention in compute...
     
Real-time global illumination for dynamic scenes
Found in: ACM SIGGRAPH 2009 Courses (SIGGRAPH '09)
By Carsten Dachsbacher, Jan Kautz
Issue Date:August 2009
pp. 1-217
Global illumination is an important factor in creating realistic scenes and provides visual cues for understanding scene geometry. However, global illumination is very costly and only recently has it become viable to render scenes with global-illumination ...
     
Visio-lization: generating novel facial images
Found in: ACM SIGGRAPH 2009 papers (SIGGRAPH '09)
By Jan Kautz, Simon J. D. Prince, Umar Mohammed
Issue Date:August 2009
pp. 3-3
Our goal is to generate novel realistic images of faces using a model trained from real examples. This model consists of two components: First we consider face images as samples from a texture with spatially varying statistics and describe this texture wit...
     
Modeling human color perception under extended luminance levels
Found in: ACM SIGGRAPH 2009 papers (SIGGRAPH '09)
By Jan Kautz, Min H. Kim, Tim Weyrich
Issue Date:August 2009
pp. 3-3
Display technology is advancing quickly with peak luminance increasing significantly, enabling high-dynamic-range displays. However, perceptual color appearance under extended luminance levels has not been studied, mainly due to the unavailability of psych...
     
Real-time, all-frequency shadows in dynamic scenes
Found in: ACM Transactions on Graphics (TOG)
By Hans-Peter Seidel, Jan Kautz, Philippe Bekaert, Thomas Annen, Tom Mertens, Zhao Dong
Issue Date:August 2008
pp. 1-49
Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with...
     
Is accurate occlusion of glossy reflections necessary?
Found in: Proceedings of the 4th symposium on Applied perception in graphics and visualization (APGV '07)
By Jan Kautz, Oscar Kozlowski
Issue Date:July 2007
pp. 91-98
Much research in recent times has been conducted towards real-time rendering of accurate glossy reflections under direct, natural illumination including correct occlusions. The view dependent nature of these reflections will always cause this computation t...
     
Packet-based whitted and distribution ray tracing
Found in: Proceedings of the 2007 Conference on Graphics Interface (GI '07)
By Dave Edwards, Ingo Wald, J. Dylan Lacewell, Jan Kautz, Joe Kniss, Peter Shirley, Solomon Boulos
Issue Date:May 2007
pp. 177-184
Much progress has been made toward interactive ray tracing, but most research has focused specifically on ray casting. A common approach is to use "packets" of rays to amortize cost across sets of rays. Whether "packets" can be used to speed up the cost of...
     
Precomputed radiance transfer: theory and practice
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Jaakko Lehtinen, Jan Kautz, Peter-Pike Sloan
Issue Date:July 2005
pp. 1-es
Interactive rendering of realistic objects under general lighting models poses three principal challenges. Handling complex light transport phenomena like shadows, inter-reflections, caustics and sub-surface scattering is difficult to do in real time. Inte...
     
Real-time shadowing techniques
Found in: Proceedings of the conference on SIGGRAPH 2004 course notes (GRAPH '04)
By Eric Chan, Jan Kautz, Marc Stamminger, Mark Kilgard, Tomas Akenine-Moeller, Wolfgang Heidrich
Issue Date:August 2004
pp. 27-es
Shadows heighten realism and provide important visual cues about the spatial relationships between objects. But integration of robust shadow shadowing techniques in real-time rendering is not an easy task. In this course on how shadows are incorporated in ...
     
Matrix radiance transfer
Found in: Proceedings of the 2003 symposium on Interactive 3D graphics (SI3D '03)
By Jaakko Lehtinen, Jan Kautz
Issue Date:April 2003
pp. 59-64
Precomputed Radiance Transfer allows interactive rendering of objects illuminated by low-frequency environment maps, including self-shadowing and interreflections. The expensive integration of incident lighting is partially precomputed and stored as matric...
     
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Jan Kautz, John Snyder, Peter-Pike Sloan
Issue Date:July 2002
pp. 581
We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the ob...
     
Real-time bump map synthesis
Found in: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (HWWS '01)
By Hans-Peter Seidel, Jan Kautz, Wolfgang Heidrich
Issue Date:August 2001
pp. 109-114
In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to that function. It is also used to sha...
     
Towards interactive bump mapping with anisotropic shift-variant BRDFs
Found in: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (HWWS '00)
By Hans-Peter Seidel, Jan Kautz
Issue Date:August 2000
pp. 51-58
In this paper a technique is presented that combines interactive hardware accelerated bump mapping with shift-variant anisotropic reflectance models. An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates on ...
     
Interactive rendering with arbitrary BRDFs using separable approximations
Found in: ACM SIGGRAPH 99 Conference abstracts and applications (SIGGRAPH '99)
By Jan Kautz, Michael D. McCool
Issue Date:August 1999
pp. 253
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Image-based reconstruction of spatial appearance and geometric detail
Found in: ACM Transactions on Graphics (TOG)
By Hans-Peter Seidel, Hendrik P. A. Lensch, Jan Kautz, Michael Goesele, Wolfgang Heidrich
Issue Date:January 1991
pp. 234-257
Real-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate measurements of the reflection properties of each material, ...
     
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments
Found in: ACM Transactions on Graphics (TOG)
By Jan Kautz, John Snyder, Peter-Pike Sloan
Issue Date:January 1991
pp. 230-230
We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the ob...
     
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