PB

P. Bauszat

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10 records found

Journal article (2020) - Thorsten Roth, Martin Weier, Pablo Bauszat, André Hinkenjann, Yongmin Li
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering. ...
Journal article (2018) - Victor Petitjean, Pablo Bauszat, Elmar Eisemann
Spectral Monte-Carlo methods are currently the most powerful techniques for simulating light transport with wavelength-dependent phenomena (e.g., dispersion, colored particle scattering, or diffraction gratings). Compared to trichromatic rendering, sampling the spectral domain requires significantly more samples for noise-free images. Inspired by gradient-domain rendering, which estimates image gradients, we propose spectral gradient sampling to estimate the gradients of the spectral distribution inside a pixel. These gradients can be sampled with a significantly lower variance by carefully correlating the path samples of a pixel in the spectral domain, and we introduce a mapping function that shifts paths with wavelength-dependent interactions. We compute the result of each pixel by integrating the estimated gradients over the spectral domain using a one-dimensional screened Poisson reconstruction. Our method improves convergence and reduces chromatic noise from spectral sampling, as demonstrated by our implementation within a conventional path tracer. ...
Journal article (2018) - Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann
Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high-level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort. ...
Conference paper (2018) - Jerry Jinfeng Guo, Pablo Bauszat, Jacco Bikker, Elmar Eisemann
We present a scheme for unbiased path guiding. Different from existing methods that focus on constructing structures in spatial-directional domain, we work in primary sample space. We collect records containing a few dimensions of random numbers as well as the luminance that the resulting path contributes. A multiple dimensional structure is built with collected information. After this, random numbers are drawn from this structure and is used to feed the path tracer. Using this scheme, we are able to work completely outside the rendering kernel. We demonstrate that our method is practical and can be efficient. We manage to reduce variance and reduce zero radiance paths by only working in the primary sample space. ...

Scalable Many-View Rendering With Concurrent Scene-View Hierarchy Traversal

Journal article (2018) - Timothy R. Kol, Pablo Bauszat, Sungkil Lee, Elmar Eisemann
We present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and scene complexity. By concurrently traversing the hierarchies, we efficiently find shared information among views to amortize rendering costs. One example application is many-light global illumination. Our solution accelerates shadow map generation for virtual point lights, whose number can now be raised to over a million while maintaining interactive rates. ...
We propose a novel framework for photometric stereo (PS) under low-light conditions using uncalibrated near-light illumination. It operates on free-form video sequences captured with a minimalistic and affordable setup. We address issues such as albedo variations, shadowing, perspective projections, and camera noise. Our method uses specular spheres detected with a perspective-correcting Hough transform to robustly triangulate light positions in the presence of outliers via a least-squares approach. Furthermore, we propose an iterative reweighting scheme in combination with an ℓp-norm minimizer to robustly solve the calibrated near-light PS problem. In contrast to other approaches, our framework reconstructs depth, albedo (relative to light source intensity), and normals simultaneously and is demonstrated on synthetic and real-world scenes. ...
Journal article (2017) - Pablo Bauszat, Victor Petitjean, Elmar Eisemann
Monte-Carlo rendering algorithms have traditionally a high computational cost, because they rely on tracing up to billions of light paths through a scene to physically simulate light transport. Traditional path reusing amortizes the cost of path sampling over multiple pixels, but introduces visually unpleasant correlation artifacts and cannot handle scenes with specular light transport. We present gradient-domain path reusing, a novel unbiased Monte-Carlo rendering technique, which merges the concept of path reusing with the recently introduced idea of gradient-domain rendering. Since correlation is a key element in gradient sampling, it is a natural fit to be performed together with path reusing and we show that the typical artifacts of path reusing are significantly reduced by exploiting the gradient domain. Further, by employing the tools for shifting paths that were designed in the context of gradient-domain rendering over the last years, we can generalize path reusing to support arbitrary scenes including specular light transport. Our method is unbiased and currently the fastest converging unidirectional rendering technique outperforming conventional and gradient-domain path tracing by up to almost an order of magnitude. ...
Journal article (2016) - Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann
The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous regions of shadow maps at coarser levels, but require many nodes for fine details. By conservatively adapting the depth map, we can significantly reduce the tree complexity. Our proposed method offers high compression rates, avoids quantization errors, exploits coherency along all data dimensions, and is well-suited for GPU architectures. Our approach can be applied for coherent shadow maps as well, enabling several applications, including high-quality soft shadows and dynamic lights moving on fixed-trajectories.
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Journal article (2016) - B Dado, Timothy R. Kol, Pablo Bauszat, Jean-Marc Thiery, Elmar Eisemann
Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to compress arbitrary data, such as colors, normals, or reflectance information. By decoupling geometry and voxel data via a novel mapping scheme, we are able to apply the DAG principle to encode the topology, while using a palette-based compression for the voxel attributes, leading to a drastic memory reduction. Our method outperforms existing state-of-the-art techniques and is well-suited for GPU architectures. We achieve real-time performance on commodity hardware for colored scenes with up to 17 hierarchical levels (a 128K3voxel resolution), which are stored fully in core.
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Journal article (2016) - Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann
Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high-resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH leverages both hierarchical homogeneity exploited in MHs, as well as topological similarities exploited in DAG representations. We propose an efficient hash-based technique to quickly identify and remove redundant subtree instances in a modified relative MH representation. Our solution remains lossless and significantly improves the compression rate compared to both preceding shadow map compression algorithms, while retaining the full run-time performance of traditional MH representations. ...