Simulating the Visual Experience of Very Bright and Very Dark Scenes

The human visual system can operate in a wide range of illumination levels, due to several adaptation processes working in concert. For the most part, these adaptation mechanisms are transparent, leaving the observer unaware of his or her absolute adaptation state. At extreme illumination levels, however, some of these mechanisms produce perceivable secondary effects, or epiphenomena. In bright light, these include bleaching afterimages and adaptation afterimages, while in dark conditions these include desaturation, loss of acuity, mesopic hue shift, and the Purkinje effect.

Locally Non-rigid Registration for Mobile HDR Photography

Image registration for stack-based HDR photography is challenging. If not properly accounted for, camera motion and scene changes result in artifacts in the composite image.

Unfortunately, existing methods to address this problem are either accurate, but too slow for mobile devices, or fast, but prone to failing. We propose a method that fills this void: our approach is extremely fast—under 700ms on a commercial tablet for a pair of 5MP images-and prevents the artifacts that arise from insufficient registration quality.

Retrieving Gray-Level Information from a Binary Sensor and its Application to Gesture Detection

We report on the use of a CMOS Contrast-based Binary Vision Sensor (CBVS), with embedded contrast extraction, for gesture detection applications.
The first advantage of using this sensor over commercial imagers is a dynamic range of 120dB, made possible by a pixel design that effectively performs auto-exposure control.

Apex Point Map for Constant-Time Bounding Plane Approximation

We introduce apex point map, a simple data structure for constructing conservative bounds for rigid objects. The data structure is distilled from a dense k-DOP, and can be queried in constant time to determine a tight bounding plane with any given normal vector. Both precalculation and lookup can be implemented very efficiently on current GPUs. Applications include, e.g., finding tight world-space bounds for transformed meshes, determining per-object shadow map extents, more accurate view frustum culling, and collision detection.

Occluder Simplification using Planar Sections

We present a method for extreme occluder simplification. We take a triangle soup as input, and produce a small set of polygons with closely matching occlusion properties. In contrast to methods that optimize the original geometry, our algorithm has very few requirements for the input—specifically, the input does not need to be a watertight, two-manifold mesh. This robustness is achieved by working on a well-behaved, discretized representation of the input instead of the original, potentially badly structured geometry.

An Adaptive Acceleration Structure for Screen-space Ray Tracing

We propose an efficient acceleration structure for real-time screen-space ray tracing. The hybrid data structure represents the scene geometry by combining a bounding volume hierarchy with local planar approximations. This enables fast empty space skipping while tracing and yields exact intersection points for the planar approximation. In combination with an occlusion-aware ray traversal our algorithm is capable to quickly trace even multiple depth layers.

Decoupled Coverage Anti-Aliasing

State-of-the-art methods for geometric anti-aliasing in real-time rendering are based on Multi-Sample Anti-Aliasing (MSAA), which samples visibility more than shading to reduce the number of expensive shading calculations. However, for high-quality results the number of visibility samples needs to be large (e.g., 64 samples/pixel), which requires significant memory because visibility samples are usually 24-bit depth values.

Parallel Graph Coloring with Applications to the Incomplete-LU Factorization on the GPU

In this technical report we study different parallel graph coloring algorithms and their application to the incomplete-LU factorization. We implement graph coloring based on different heuristics and showcase their performance on the GPU. We also present a comprehensive comparison of level-scheduling and graph coloring approaches for the incomplete-LU factorization and triangular solve. We discuss their tradeoffs and differences from the mathematics and computer science prospective. Finally we present numerical experiments that showcase the performance of both algorithms.

Camera Re-calibration after Zooming based on Sets of Conics

We describe a method to compute the internal parameters (focal and principal point) of a camera with known position and orientation, based on the observation of two or more conics on a known plane. The conics can even be degenerate (e.g., pairs of lines). The proposed method can be used to re-estimate the internal parameters of a fully calibrated camera after zooming to a new, unknown, focal length. It also allows estimating the internal parameters when a second, fully calibrated camera observes the same conics.

Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality

Physically correct rendering of environment illumination has been a long-standing challenge in interactive graphics, since Monte-Carlo ray-tracing requires thousands of rays per pixel. We propose accurate filtering of a noisy Monte-Carlo image using Fourier analysis. Our novel analysis extends previous works by showing that the shape of illumination spectra is not always a line or wedge, as in previous approximations, but rather an ellipsoid.