R. Guerra Marroquim
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46 records found
1
This thesis proposes a neural shadow representation that models a continuous mapping from light rays to occluder depth. Instead of relying on discretized buffers, we represent each object's shadow with a fully connected neural network. Given a ray origin and direction, the network predicts the depth at which the ray intersects geometry. This allows for depth tests similar to shadow mapping while supporting continuous input. The model is trained using ray-traced supervision with a dead-zone loss function that encourages the model to output depth corresponding to a position inside the occluder's geometry. It does not rely on discretized shadow maps and supports fully dynamic scenes, point lights, and directional lights.
Our results show that this method can achieve visual quality comparable to medium-resolution shadow maps while eliminating aliasing. The proposed method also has a unique ability to overfit to restricted light configurations. In scenes such as outdoor scenes where light movement is limited, the model's capacity is concentrated on relevant directions, allowing it to capture finer geometric details. While limitations remain regarding inference speed and high-frequency geometry, the proposed method demonstrates unique strengths that open up new trade-offs, particularly in scenarios with partially restrained lighting configurations and large scale but low-frequency geometry such as landscapes. ...
This thesis proposes a neural shadow representation that models a continuous mapping from light rays to occluder depth. Instead of relying on discretized buffers, we represent each object's shadow with a fully connected neural network. Given a ray origin and direction, the network predicts the depth at which the ray intersects geometry. This allows for depth tests similar to shadow mapping while supporting continuous input. The model is trained using ray-traced supervision with a dead-zone loss function that encourages the model to output depth corresponding to a position inside the occluder's geometry. It does not rely on discretized shadow maps and supports fully dynamic scenes, point lights, and directional lights.
Our results show that this method can achieve visual quality comparable to medium-resolution shadow maps while eliminating aliasing. The proposed method also has a unique ability to overfit to restricted light configurations. In scenes such as outdoor scenes where light movement is limited, the model's capacity is concentrated on relevant directions, allowing it to capture finer geometric details. While limitations remain regarding inference speed and high-frequency geometry, the proposed method demonstrates unique strengths that open up new trade-offs, particularly in scenarios with partially restrained lighting configurations and large scale but low-frequency geometry such as landscapes.
Topological Consistency, Not Fidelity, Bounds the Cost Relief of Simplified EEG Brain Maps
An Evaluation of Five Boundary-Simplification Algorithms Across Six Cortical Atlases
The evaluation shows that the algorithms differ little on fidelity. The axis separating them is topological consistency, specifically whether they allow collapse. This matters for cost because in the evaluated algorithms the dominant predictor of rendering time is the number of faces, not the number of vertices. The algorithms that provide the strongest topological guarantees therefore deliver the least cost relief, since they collapse the fewest faces. On this representation, simplification stays free of gaps and overlaps at a small, bounded fidelity cost. ...
The evaluation shows that the algorithms differ little on fidelity. The axis separating them is topological consistency, specifically whether they allow collapse. This matters for cost because in the evaluated algorithms the dominant predictor of rendering time is the number of faces, not the number of vertices. The algorithms that provide the strongest topological guarantees therefore deliver the least cost relief, since they collapse the fewest faces. On this representation, simplification stays free of gaps and overlaps at a small, bounded fidelity cost.
Vector Rendering of Biomarker Topomaps
A Comparison of Direct Vector Visualization Pipelines Against Raster Visualization Pipelines for Rendering Topomaps of EEG Biomarkers
A benchmark was implemented to measure the server-side cost of both pipelines over 100 iterations across 3 montage sizes and 5 interpolation resolutions using randomized EEG-like data. Within the tests, the vector pipeline was found to have server-side speedups between 2.88× and 5.29× while reducing memory usage between 1.24× and 1.42× dependent on the resolution. Stage-level analysis of the two pipelines showed that the raster pipeline was dominated by the rendering stage, whereas the vector pipeline distributed its cost mainly across interpolation and figure construction. However, improvements in server rendering came at the cost of client-side performance, with latency ratios ranging from 1.03× to 0.50× and memory-reduction ratios ranging from 0.96× to 0.14× depending on the resolution.
The results indicate that direct vector SVG rendering can significantly reduce server-side latency and memory usage. However, since the vector approach shifts part of the rendering work to the browser, the client impact remains an important concern. Overall, the proposed vector-based pipeline is a promising approach for modernizing EEG biomarker topomap visualization, but its benefits are dependent on its usage and the consideration of the client-side performance costs. ...
A benchmark was implemented to measure the server-side cost of both pipelines over 100 iterations across 3 montage sizes and 5 interpolation resolutions using randomized EEG-like data. Within the tests, the vector pipeline was found to have server-side speedups between 2.88× and 5.29× while reducing memory usage between 1.24× and 1.42× dependent on the resolution. Stage-level analysis of the two pipelines showed that the raster pipeline was dominated by the rendering stage, whereas the vector pipeline distributed its cost mainly across interpolation and figure construction. However, improvements in server rendering came at the cost of client-side performance, with latency ratios ranging from 1.03× to 0.50× and memory-reduction ratios ranging from 0.96× to 0.14× depending on the resolution.
The results indicate that direct vector SVG rendering can significantly reduce server-side latency and memory usage. However, since the vector approach shifts part of the rendering work to the browser, the client impact remains an important concern. Overall, the proposed vector-based pipeline is a promising approach for modernizing EEG biomarker topomap visualization, but its benefits are dependent on its usage and the consideration of the client-side performance costs.
Minimising Data-Layout and Copy Overhead
A Memory-Management Study of an EEG Biomarker Pipeline
We evaluate three memory-management strategies (zero-copy array views, layout pinning, and lazy materialisation) against an unmodified baseline, verifying that every variant reproduces the baseline’s statistical outputs exactly. Zero-copy views remove the duplicate, cutting reduce-stage peak memory from gigabytes to near zero; this lowers worst-case (tail) latency and, under the parallel load of a cohort sweep, lifts throughput by up to 4.4× by keeping concurrent workers out of swap. Layout pinning and lazy materialisation act only when subjects have repeated sessions, where lazy materialisation cuts reduce-stage peak memory by two orders of magnitude.
The reduce stage is thus effectively eliminated as a cost. The end-to-end speedup is a more modest 1.3×, bounded not by the optimisation but by a separate, arithmetic-bound statistics step that lies outside this paper’s scope and which we flag as the natural next target. The practical recommendation is to eliminate eager deep copies first: a small change that removes the memory doubling and, under parallel load, keeps a cohort sweep out of swap. ...
We evaluate three memory-management strategies (zero-copy array views, layout pinning, and lazy materialisation) against an unmodified baseline, verifying that every variant reproduces the baseline’s statistical outputs exactly. Zero-copy views remove the duplicate, cutting reduce-stage peak memory from gigabytes to near zero; this lowers worst-case (tail) latency and, under the parallel load of a cohort sweep, lifts throughput by up to 4.4× by keeping concurrent workers out of swap. Layout pinning and lazy materialisation act only when subjects have repeated sessions, where lazy materialisation cuts reduce-stage peak memory by two orders of magnitude.
The reduce stage is thus effectively eliminated as a cost. The end-to-end speedup is a more modest 1.3×, bounded not by the optimisation but by a separate, arithmetic-bound statistics step that lies outside this paper’s scope and which we flag as the natural next target. The practical recommendation is to eliminate eager deep copies first: a small change that removes the memory doubling and, under parallel load, keeps a cohort sweep out of swap.
Visualizing EEG data in cloud environments
How to downsample large EEG signals, keeping clinically relevant waveforms while minimizing end-to-end latency
Memory-aware optimization of mass-univariate statistical inference on EEG datasets
Accelerating the statistical testing pipeline of the Neurophysiological Biomarker Toolbox using memory-aware data layouts, vectorization, and native execution
...
Investigating Narratives of Social Intention in Restaurant Interactions
Researching scenarios for Intention Prediction
The Three Flatland Problem
HUD content for Augmented Reality Multiplicative Light Field Displays
Light field displays (LFDs) stand out as a potential foundation for AR. Several AR applications use simple HUDs, primarily projecting 2D elements (e.i. outlines, text, glyphs) to deliver critical information. Despite this, most approaches still employ complex 3D rendering techniques to display the content.
Our approach, by contrast, leverages the content's 2D nature to achieve lower sampling times, more efficient memory representation and can be extended to support 2D animated content.
We build on top of work in light field displays, allowing us to maintain correct focus cues and stereoscopy.
More specifically, we report a 100-fold improvement in sampling times, and a minor improvement in rendering time. ...
Light field displays (LFDs) stand out as a potential foundation for AR. Several AR applications use simple HUDs, primarily projecting 2D elements (e.i. outlines, text, glyphs) to deliver critical information. Despite this, most approaches still employ complex 3D rendering techniques to display the content.
Our approach, by contrast, leverages the content's 2D nature to achieve lower sampling times, more efficient memory representation and can be extended to support 2D animated content.
We build on top of work in light field displays, allowing us to maintain correct focus cues and stereoscopy.
More specifically, we report a 100-fold improvement in sampling times, and a minor improvement in rendering time.
The Pyramidic Microfacet BRDF
Rendering pyramidically textured photovoltaics
Camera Lens Design and Optimisation for Flare Rendering
Making Lens Flare Rendering Accessible
Research on physically accurate lens flare rendering has come far and produced convincing results by considering the inner construction of the lens and how light interacts with it. However, obtaining a specific flare signature through these algorithms requires lens design expertise that the typical artist does not possess.
This thesis demonstrates how to obtain optical lens systems that achieve a desired flare effect, without requiring prior knowledge of lens construction. We achieve this through simplified controls and evolutionary algorithms. With this method, existing lenses can be tweaked, or even new ones can be built from scratch. The process abstracts the lens and algorithmic parameters, making these rendering algorithms accessible to a wider range of users. ...
Research on physically accurate lens flare rendering has come far and produced convincing results by considering the inner construction of the lens and how light interacts with it. However, obtaining a specific flare signature through these algorithms requires lens design expertise that the typical artist does not possess.
This thesis demonstrates how to obtain optical lens systems that achieve a desired flare effect, without requiring prior knowledge of lens construction. We achieve this through simplified controls and evolutionary algorithms. With this method, existing lenses can be tweaked, or even new ones can be built from scratch. The process abstracts the lens and algorithmic parameters, making these rendering algorithms accessible to a wider range of users.
In this thesis, we propose a stochastic rendering approach that significantly improves performance in large scenes, by integrating principles from stochastic transparency and compute-based point cloud rendering. Each frame, we first compute a weight for each Gaussian based on its screen footprint and opacity. These weights are then used to construct an alias table on the GPU. We then splat points, each sampled from a Gaussian selected in proportion to its weight using the alias table, onto an interleaved depth-and-color buffer. By using an atomic operation, we ensure that the points closest to the camera are kept without sorting. To construct the final image, we average multiple samples per pixel, obtained across multiple point cloud passes. Although our approach introduces noise at low sample counts and minor artifacts due to the independent and identically distributed nature of the sampling, these effects can be mitigated using temporal anti-aliasing and rejection sampling respectively.
Our evaluations indicate that the render time of our method depends primarily on the density of Gaussians near the camera, rather than the total number in the scene. This allows our method to efficiently handle large-scale scenes. ...
In this thesis, we propose a stochastic rendering approach that significantly improves performance in large scenes, by integrating principles from stochastic transparency and compute-based point cloud rendering. Each frame, we first compute a weight for each Gaussian based on its screen footprint and opacity. These weights are then used to construct an alias table on the GPU. We then splat points, each sampled from a Gaussian selected in proportion to its weight using the alias table, onto an interleaved depth-and-color buffer. By using an atomic operation, we ensure that the points closest to the camera are kept without sorting. To construct the final image, we average multiple samples per pixel, obtained across multiple point cloud passes. Although our approach introduces noise at low sample counts and minor artifacts due to the independent and identically distributed nature of the sampling, these effects can be mitigated using temporal anti-aliasing and rejection sampling respectively.
Our evaluations indicate that the render time of our method depends primarily on the density of Gaussians near the camera, rather than the total number in the scene. This allows our method to efficiently handle large-scale scenes.
ISITLeap
Infrared Surgical Instrument Tracking System Using Magic Leap 2 in Augmented Reality
This thesis addresses these challenges through the development, implementation, and evaluation of ISITLeap, a novel system designed specifically for IR instrument tracking on the Magic Leap 2 platform. The system employs a stereo vision approach, utilizing the Magic Leap 2's built-in World Cameras configured with short exposure times, synergistically combined with a custom-designed external 760 nm IR illumination module to detect standard passive retro-reflective markers. A comprehensive software pipeline was developed, incorporating image undistortion adapted for the Magic Leap 2's equidistant projection model, marker detection involving binarization, connected components analysis, and area filtering, 3D marker reconstruction using stereo triangulation with empirically derived coordinate system corrections to reconcile Magic Leap 2 SDK data with geometric requirements, and finally, 6-DoF tool pose estimation via point-based registration. Crucially, the entire software pipeline, from image acquisition to pose estimation, operates directly on the Magic Leap 2 headset, requiring no external computing hardware.
Experimental validation successfully demonstrated the feasibility of the ISITLeap system for real-time tracking. Static evaluations characterized the system's performance, identifying an optimal working range of approximately 25-50 cm. Dynamic tracking experiments, evaluated against an NDI optical tracker using an ArUco marker as a common reference frame, yielded an overall Mean Absolute Error (MAE) of approximately 7 mm. Crucially, error analysis revealed that the measured accuracy was significantly influenced by limitations inherent in the ArUco marker-based evaluation methodology, likely masking the intrinsic performance capabilities of the ISITLeap core tracking system.
This work presents a complete, functional hardware and software solution tailored to overcome the specific sensor constraints of the Magic Leap 2, enabling IR marker tracking on this platform. It provides a crucial performance benchmark under the defined evaluation conditions and demonstrates a viable technical pathway for developing precise AR surgical navigation applications for the Magic Leap 2 headset. While the achieved referenced accuracy highlights the need for improved evaluation techniques and further system refinement (e.g., via dynamic filtering and optimized hardware), ISITLeap establishes a foundational system for future advancements in Magic Leap 2-based AR surgical guidance. ...
This thesis addresses these challenges through the development, implementation, and evaluation of ISITLeap, a novel system designed specifically for IR instrument tracking on the Magic Leap 2 platform. The system employs a stereo vision approach, utilizing the Magic Leap 2's built-in World Cameras configured with short exposure times, synergistically combined with a custom-designed external 760 nm IR illumination module to detect standard passive retro-reflective markers. A comprehensive software pipeline was developed, incorporating image undistortion adapted for the Magic Leap 2's equidistant projection model, marker detection involving binarization, connected components analysis, and area filtering, 3D marker reconstruction using stereo triangulation with empirically derived coordinate system corrections to reconcile Magic Leap 2 SDK data with geometric requirements, and finally, 6-DoF tool pose estimation via point-based registration. Crucially, the entire software pipeline, from image acquisition to pose estimation, operates directly on the Magic Leap 2 headset, requiring no external computing hardware.
Experimental validation successfully demonstrated the feasibility of the ISITLeap system for real-time tracking. Static evaluations characterized the system's performance, identifying an optimal working range of approximately 25-50 cm. Dynamic tracking experiments, evaluated against an NDI optical tracker using an ArUco marker as a common reference frame, yielded an overall Mean Absolute Error (MAE) of approximately 7 mm. Crucially, error analysis revealed that the measured accuracy was significantly influenced by limitations inherent in the ArUco marker-based evaluation methodology, likely masking the intrinsic performance capabilities of the ISITLeap core tracking system.
This work presents a complete, functional hardware and software solution tailored to overcome the specific sensor constraints of the Magic Leap 2, enabling IR marker tracking on this platform. It provides a crucial performance benchmark under the defined evaluation conditions and demonstrates a viable technical pathway for developing precise AR surgical navigation applications for the Magic Leap 2 headset. While the achieved referenced accuracy highlights the need for improved evaluation techniques and further system refinement (e.g., via dynamic filtering and optimized hardware), ISITLeap establishes a foundational system for future advancements in Magic Leap 2-based AR surgical guidance.
Shape Correspondences and Example-Based Modelling for Boomerang Design
A Framework for Alignment, Parameterization, Modelling and Analysis of Aerodynamic Boomerang Shapes
To address this, the proposed pipeline integrates multiple components: landmark-based pre-alignment, boundary extraction using alpha shapes, curve parameterization, and Least Squares Conformal Mapping (LSCM) to compute surface correspondences. Building on these correspondences, the framework further incorporates principal component analysis (PCA) and Free-Form Deformation (FFD) to enable the generation of new shapes.
Experimental results show that the method achieves low Hausdorff and Chamfer distances and has been evaluated using area- and shear-based distortion metrics. Nonetheless, some localized inaccuracies - particularly near high-curvature regions - highlight areas for improvement in boundary handling and local control. Additional limitations include the reliance on manual landmark selection, the linearity of PCA, and the sensitivity of the pipeline to alpha shape parameters.
By combining elements of computational geometry with principles of aerodynamic design, this research bridges the gap between empirical craftsmanship and formal shape analysis. The resulting methodology not only enables the comparison and modeling of boomerangs but also lays the groundwork for future tools in boomerang shape exploration and design.
...
To address this, the proposed pipeline integrates multiple components: landmark-based pre-alignment, boundary extraction using alpha shapes, curve parameterization, and Least Squares Conformal Mapping (LSCM) to compute surface correspondences. Building on these correspondences, the framework further incorporates principal component analysis (PCA) and Free-Form Deformation (FFD) to enable the generation of new shapes.
Experimental results show that the method achieves low Hausdorff and Chamfer distances and has been evaluated using area- and shear-based distortion metrics. Nonetheless, some localized inaccuracies - particularly near high-curvature regions - highlight areas for improvement in boundary handling and local control. Additional limitations include the reliance on manual landmark selection, the linearity of PCA, and the sensitivity of the pipeline to alpha shape parameters.
By combining elements of computational geometry with principles of aerodynamic design, this research bridges the gap between empirical craftsmanship and formal shape analysis. The resulting methodology not only enables the comparison and modeling of boomerangs but also lays the groundwork for future tools in boomerang shape exploration and design.
As temperature is defined in space, while a typical standard rasterization pipeline only processes surfaces, these phenomena are difficult to reproduce.
Approximating the nonlinear ray path with ray marching becomes taxing due to the long light paths.
Current approaches use acceleration structures and have not been implemented in a rasterizer.
We present two methods that make dynamic real-time rendering of mirages possible, which fit well in the rasterization pipeline.
The first solution uses a second camera to capture surface temperature and normal information below the view ray, and approximates the nonlinear path of the ray in as few steps as possible.
The second method obtains the surface information in screen space instead, making it faster, but potentially less accurate in heterogeneous scenes.
Results show that both methods are capable of rendering mirages dynamically and in real-time when the surface is relatively flat.
Therefore, both methods, especially the second, faster method, could be used for the rendering of mirages on relatively flat faces, enabling real-time dynamic rendering of mirages in video games on those types of surfaces. ...
As temperature is defined in space, while a typical standard rasterization pipeline only processes surfaces, these phenomena are difficult to reproduce.
Approximating the nonlinear ray path with ray marching becomes taxing due to the long light paths.
Current approaches use acceleration structures and have not been implemented in a rasterizer.
We present two methods that make dynamic real-time rendering of mirages possible, which fit well in the rasterization pipeline.
The first solution uses a second camera to capture surface temperature and normal information below the view ray, and approximates the nonlinear path of the ray in as few steps as possible.
The second method obtains the surface information in screen space instead, making it faster, but potentially less accurate in heterogeneous scenes.
Results show that both methods are capable of rendering mirages dynamically and in real-time when the surface is relatively flat.
Therefore, both methods, especially the second, faster method, could be used for the rendering of mirages on relatively flat faces, enabling real-time dynamic rendering of mirages in video games on those types of surfaces.
From Colors to Spectra and Back Again
Concepts and Methods for Practical Spectral Rendering
Reducing lag in a distributed physics system through ahead-of-time simulation
An initial implementation
This architecture seems promising and handles predictable cases with almost no noticeable lag. This architecture does not handle external events well, as the lag is noticeable. The `healing' process for unexpected external events should be researched further to make this architecture viable. ...
This architecture seems promising and handles predictable cases with almost no noticeable lag. This architecture does not handle external events well, as the lag is noticeable. The `healing' process for unexpected external events should be researched further to make this architecture viable.