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Displaying 1-12 out of 12 total
Real-time lens blur effects and focus control
Found in: ACM Transactions on Graphics (TOG)
By Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee
Issue Date:July 2010
pp. 1-10
We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time s...
     
Saliency-Driven Real-Time Video-to-Tactile Translation
Found in: IEEE Transactions on Haptics
By Myongchan Kim,Sungkil Lee,Seungmoon Choi
Issue Date:July 2014
pp. 394-404
Tactile feedback coordinated with visual stimuli has proven its worth in mediating immersive multimodal experiences, yet its authoring has relied on content artists. This article presents a fully automated framework of generating tactile cues from streamin...
 
Perceptually Driven Visibility Optimization for Categorical Data Visualization
Found in: IEEE Transactions on Visualization and Computer Graphics
By Sungkil Lee,M. Sips,H-P Seidel
Issue Date:October 2013
pp. 1746-1757
Visualization techniques often use color to present categorical differences to a user. When selecting a color palette, the perceptual qualities of color need careful consideration. Large coherent groups visually suppress smaller groups and are often visual...
 
Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Sungkil Lee, Gerard Jounghyun Kim, Seungmoon Choi
Issue Date:May 2009
pp. 453-464
This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts co...
 
Depth-of-field rendering with multiview synthesis
Found in: ACM Transactions on Graphics (TOG)
By Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee
Issue Date:December 2009
pp. 1-2
We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dep...
     
Recursive tessellation
Found in: SIGGRAPH Asia 2013 Posters (SA '13)
By Hyunjin Lee, Sungkil Lee, Yuna Jeong
Issue Date:November 2013
pp. 1-1
Tessellation shaders, available from the latest graphics processing units (GPUs), are increasingly important in high-fidelity real-time rendering. The tessellation shaders allow us to subdivide a coarse input patch to tiny primitives with subdivision schem...
     
Multi-resolution depth-of-field rendering
Found in: ACM SIGGRAPH 2012 Posters (SIGGRAPH '12)
By Kangtae Kim, Sungkil Lee, Yuna Jeong
Issue Date:August 2012
pp. 1-1
Depth of field (DOF) refers to a distance range in which photographic capture yields acceptable sharp imagery. The DOF effect is crucial in improving the perceptual realism of synthetic images and drawing user's attention. In graphics, object-based approac...
     
Physically-based real-time lens flare rendering
Found in: ACM SIGGRAPH 2011 papers (SIGGRAPH '11)
By Elmar Eisemann, Hans-Peter Seidel, Matthias Hullin, Sungkil Lee
Issue Date:August 2011
pp. 287-294
Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased perceived...
     
Physically-based real-time lens flare rendering
Found in: ACM Transactions on Graphics (TOG)
By Elmar Eisemann, Hans-Peter Seidel, Matthias Hullin, Sungkil Lee
Issue Date:July 2011
pp. 1-33
Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased perceived...
     
Real-time lens blur effects and focus control
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee
Issue Date:July 2010
pp. 10-18
We present a novel rendering system for defocus blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time s...
     
Depth-of-field rendering with multiview synthesis
Found in: ACM SIGGRAPH Asia 2009 papers (SIGGRAPH Asia '09)
By Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee
Issue Date:December 2009
pp. 1-6
We present a GPU-based real-time rendering method that simulates high-quality depth-of-field effects, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dep...
     
Distributed processing of time-constrained queries in CASE-DB
Found in: Proceedings of the fifth international conference on Information and knowledge management (CIKM '96)
By Gultekin Ozsoyoglu, SungKil Lee
Issue Date:November 1996
pp. 279-287
This paper describes the design of and experimentation with the Knowledge Query and Manipulation Language (KQML), a new language and protocol for exchanging information and knowledge. This work is part of a larger effort, the ARPA Knowledge Sharing Effort ...
     
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