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- research-articleMay 2024
Interactive Calculation of Light Refraction and Caustics Using a Graphics Processor
Programming and Computing Software (KLU-PACS), Volume 50, Issue 1Pages 63–72https://doi.org/10.1134/S0361768824010122AbstractWhile modern rendering systems are efficient for modeling complex light paths in complex environments, the rendering of refractive caustics still takes a long time. Caustics are light patterns that occur when light is refracted and reflected from ...
- research-articleDecember 2023
Shadow Harmonization for Realistic Compositing
SA '23: SIGGRAPH Asia 2023 Conference PapersArticle No.: 32, Pages 1–12https://doi.org/10.1145/3610548.3618227Compositing virtual objects into real background images requires one to carefully match the scene’s camera parameters, surface geometry, textures, and lighting to obtain plausible renderings. Recent learning approaches have shown many scene properties ...
- Work in ProgressOctober 2021
Better Frame Rates or Better Visuals? An Early Report of Esports Player Practice in Dota 2
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in PlayPages 174–178https://doi.org/10.1145/3450337.3483484Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work studying how ...
- invited-talkAugust 2021
Shadows Optimizations in Cyberpunk 2077
SIGGRAPH '21: ACM SIGGRAPH 2021 TalksArticle No.: 49, Pages 1–2https://doi.org/10.1145/3450623.3464679This talk presents significant rendering-related CPU and GPU optimizations concerning shadows in Cyberpunk 2077. Given the scale of the game and the variety of platforms that it has to support, different solutions had to be implemented and coupled in ...
- demonstrationNovember 2020
ShadowSparrow: An Ambient Display for Information Visualization and Notification
MUM '20: Proceedings of the 19th International Conference on Mobile and Ubiquitous MultimediaPages 351–353https://doi.org/10.1145/3428361.3431197We present the design and prototype of ShadowSparrow, an ambient display utilizing lights & shadows. The concept uses illustrative bird images and other relevant visuals (e.g., dishwasher and e-mail icons) cast on the surroundings for ambient ...
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- research-articleJune 2020
Perceptions of human shadow manipulation as an ambient display
PerDis '20: Proceedings of the 9TH ACM International Symposium on Pervasive DisplaysPages 71–77https://doi.org/10.1145/3393712.3395180This paper explores the concept of using human shadows as an ambient information display. As shadows are an integral part of the physical world, consisting of non-illuminated and dynamic shapes, they provide a potential basis for the design of ...
- posterNovember 2019
Plant shadow morphing as a peripheral display
MUM '19: Proceedings of the 18th International Conference on Mobile and Ubiquitous MultimediaArticle No.: 41, Pages 1–5https://doi.org/10.1145/3365610.3368410The amount of status and notification information available to people is increasing beyond the capacity of the current primary delivery channel of smartphones. Ambient displays, e.g. embedded in the home or work environment present an alternative ...
- research-articleAugust 2018
Robust tracking of multiple objects in video by adaptive fusion of subband particle filters
IET Computer Vision (CVI2), Volume 12, Issue 8Pages 1207–1218https://doi.org/10.1049/iet-cvi.2018.5376Tracking of moving objects in video sequences is an important research problem because of its many industrial, biomedical, and security applications. Significant progress has been made on this topic in the last few decades. However, the ability to track ...
- research-articleAugust 2018
Multi‐layer fusion techniques using a CNN for multispectral pedestrian detection
IET Computer Vision (CVI2), Volume 12, Issue 8Pages 1179–1187https://doi.org/10.1049/iet-cvi.2018.5315In this study, a novel multi‐layer fused convolution neural network (MLF‐CNN) is proposed for detecting pedestrians under adverse illumination conditions. Currently, most existing pedestrian detectors are very likely to be stuck under adverse illumination ...
- research-articleAugust 2018
Virtual shadows for real humans in a CAVE: influence on virtual embodiment and 3D interaction
SAP '18: Proceedings of the 15th ACM Symposium on Applied PerceptionArticle No.: 1, Pages 1–8https://doi.org/10.1145/3225153.3225165In immersive projection systems (IPS), the presence of the user's real body limits the possibility to elicit a virtual body ownership illusion. But, is it still possible to embody someone else in an IPS even though the users are aware of their real body?...
- research-articleJuly 2018
Moment-Based Order-Independent Transparency
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 1, Issue 1Article No.: 7, Pages 1–20https://doi.org/10.1145/3203206Compositing transparent surfaces rendered in an arbitrary order requires techniques for order-independent transparency. Each surface color needs to be multiplied by the appropriate transmittance to the eye to incorporate occlusion. Building upon moment ...
- short-paperMay 2018Best Paper
Combining analytic direct illumination and stochastic shadows
I3D '18: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 2, Pages 1–11https://doi.org/10.1145/3190834.3190852In this paper, we propose a ratio estimator of the direct-illumination equation that allows us to combine analytic illumination techniques with stochastic raytraced shadows while maintaining correctness. Our main contribution is to show that the ...
- posterJuly 2017
Semi-dynamic light maps
SIGGRAPH '17: ACM SIGGRAPH 2017 PostersArticle No.: 49, Pages 1–2https://doi.org/10.1145/3102163.3102202Light mapping is an important optimization technique, in which the lighting of a scene is precomputed into a texture during a stage known as light baking. However, the primary drawback of this technique is that lights and objects must be static. Our ...
- research-articleJuly 2017
Non-linearly quantized moment shadow maps
HPG '17: Proceedings of High Performance GraphicsArticle No.: 15, Pages 1–11https://doi.org/10.1145/3105762.3105775Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this information enables a heuristic ...
- posterJuly 2016
Optimized mobile rendering techniques based on local cubemaps
SIGGRAPH '16: ACM SIGGRAPH 2016 PostersArticle No.: 35, Pages 1–2https://doi.org/10.1145/2945078.2945113Local cubemaps (LC) were introduced for the first time more than ten years ago for rendering reflections [Bjorke 2004]. Nevertheless it is only in recent years that major game engines have incorporated this technique. In this paper we introduce a ...
- invited-talkJuly 2016
Sparse shadow tree
SIGGRAPH '16: ACM SIGGRAPH 2016 TalksArticle No.: 14, Pages 1–2https://doi.org/10.1145/2897839.2927418Lighting large outdoor scenes continues to present a challenge for realtime rendering. While techniques such as Parallel Split Shadow Maps [Zhang 2006] work well for a subset of the view frustum they fail to account for all shadowing in an outdoor ...
- research-articleJuly 2016
Shadow theatre: discovering human motion from a sequence of silhouettes
ACM Transactions on Graphics (TOG), Volume 35, Issue 4Article No.: 147, Pages 1–12https://doi.org/10.1145/2897824.2925869Shadow theatre is a genre of performance art in which the actors are only visible as shadows projected on the screen. The goal of this study is to generate animated characters, the shadows of which match a sequence of target silhouettes. This poses ...
- research-articleFebruary 2015
Frustum-traced raster shadows: revisiting irregular z-buffers
i3D '15: Proceedings of the 19th Symposium on Interactive 3D Graphics and GamesPages 15–23https://doi.org/10.1145/2699276.2699280We 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 ...
- research-articleSeptember 2014
Exposing Photo Manipulation from Shading and Shadows
ACM Transactions on Graphics (TOG), Volume 33, Issue 5Article No.: 165, Pages 1–21https://doi.org/10.1145/2629646We describe a method for detecting physical inconsistencies in lighting from the shading and shadows in an image. This method imposes a multitude of shading- and shadow-based constraints on the projected location of a distant point light source. The ...
- articleSeptember 2014
SATO: Surface Area Traversal Order for Shadow Ray Tracing
Computer Graphics Forum (COMGRAFOR), Volume 33, Issue 6Pages 167–177https://doi.org/10.1111/cgf.12341We present the surface area traversal order SATO metric to accelerate shadow ray traversal. Our formulation uses the surface area of each child node to compute the TO. In this metric, we give a traversal priority to the child node with the larger ...