Carsten Dachsbacher

ORCID: 0000-0003-4690-3574
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About
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Research Areas
  • Computer Graphics and Visualization Techniques
  • Advanced Vision and Imaging
  • 3D Shape Modeling and Analysis
  • Data Visualization and Analytics
  • Image Enhancement Techniques
  • Color Science and Applications
  • Computational Geometry and Mesh Generation
  • Remote Sensing and LiDAR Applications
  • Optical measurement and interference techniques
  • 3D Surveying and Cultural Heritage
  • Advanced Optical Imaging Technologies
  • Advanced Numerical Analysis Techniques
  • Advanced Image and Video Retrieval Techniques
  • Advanced Measurement and Metrology Techniques
  • Industrial Vision Systems and Defect Detection
  • Augmented Reality Applications
  • Image and Video Quality Assessment
  • Surface Roughness and Optical Measurements
  • Video Surveillance and Tracking Methods
  • Image Processing and 3D Reconstruction
  • Music Technology and Sound Studies
  • Topological and Geometric Data Analysis
  • 3D Modeling in Geospatial Applications
  • Image and Signal Denoising Methods
  • Medical Image Segmentation Techniques

Karlsruhe Institute of Technology
2015-2024

Fraunhofer Institute of Optronics, System Technologies and Image Exploitation
2016

University of Stuttgart
2008-2010

Vetenskap I Skolan
2010

Max Planck Society
2009

Institut national de recherche en informatique et en automatique
2007-2008

Friedrich-Alexander-Universität Erlangen-Nürnberg
2003-2006

In this paper we present "reflective shadow maps", an algorithm for interactive rendering of plausible indirect illumination. A reflective map is extension to a standard map, where every pixel considered as light source. The illumination due these lights evaluated on-the-fly using adaptive sampling in fragment shader. By screen-space interpolation the lighting, achieve rates, even complex scenes. Since mainly work screen space, additional effort largely independent scene complexity....

10.1145/1053427.1053460 article EN 2005-04-03

We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature direct lighting requires accurate visibility, mostly consists smooth gradations, which tend to mask errors due incorrect visibility. exploit this by approximating with imperfect shadow maps ---low-resolution rendered from crude point-based representation scene. These are used conjunction global algorithm virtual...

10.1145/1409060.1409082 article EN ACM Transactions on Graphics 2008-12-01

Abstract The interaction of light and matter in the world surrounding us is striking complexity beauty. Since very beginning computer graphics, adequate modelling these processes efficient computation an intensively studied research topic still not a solved problem. inherent stems from underlying physical as well global nature interactions that let travel within scene. This paper reviews state art interactive illumination (GI) computation, i.e., methods generate image virtual scene less than...

10.1111/j.1467-8659.2012.02093.x article EN Computer Graphics Forum 2012-02-01

This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes real-time applications, such as video games. We use lattices and spherical harmonics to represent the spatial angular distribution of light scene. Our does not require any precomputation handles large with nested lattices. It is primarily targeted at rendering single-bounce occlusion, but can be extended handle multiple bounces participating media. demonstrate that our method...

10.1145/1730804.1730821 article EN 2010-02-19

Abstract Recent years have seen increasing attention and significant progress in many‐light rendering, a class of methods for efficient computation global illumination. The formulation offers unified mathematical framework the problem reducing full lighting transport simulation to calculation direct illumination from many virtual light sources. These are unrivaled their scalability: they able produce plausible images fraction second but also converge solution over time. In this...

10.1111/cgf.12256 article EN Computer Graphics Forum 2013-11-14

We introduce a reconstruction algorithm that generates temporally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accumulation to increase the effective sample count and spatiotemporal luminance variance estimates drive hierarchical, image-space wavelet filter [Dammertz et al. 2010]. This hierarchy allows us distinguish between noise detail at multiple scales using local variance.

10.1145/3105762.3105770 article EN 2017-07-26

Modeling multiple scattering in microfacet theory is considered an important open problem because a non-negligible portion of the energy leaving rough surfaces due to paths that bounce times. In this paper we derive missing multiple-scattering components popular family BSDFs based on Smith microsurface model. Our derivations are solely original assumptions We validate our using raytracing simulations explicit random Beckmann surfaces. main insight for with model can be derived as special...

10.1145/2897824.2925943 article EN ACM Transactions on Graphics 2016-07-11

In this paper we present sequential point trees, a data structure that allows adaptive rendering of clouds completely on the graphics processor. Sequential trees are based hierarchical representation, but traversal is replaced by processing processor, while CPU available for other tasks. Smooth transition to triangle optimized performance integrated. We describe optimizations backface culling and texture selection. Finally, discuss implementation issues show results.

10.1145/1201775.882321 article EN 2003-07-01

In this paper we present a novel method for plausible real-time rendering of indirect illumination effects diffuse and non-diffuse surfaces. The scene geometry causing is captured by an extended shadow map, as proposed in previous work, secondary light sources are distributed on directly lit One novelty the these lights' contribution splatting deferred shading process, which decouples time from complexity. An importance sampling strategy, implemented entirely GPU, allows efficient selection...

10.1145/1111411.1111428 article EN 2006-01-01

The path integral formulation of light transport is the basis for (Markov chain) Monte Carlo global illumination methods. In this paper we present half vector space (HSLT) , a novel approach to sampling and integrating paths on surfaces. key partitioning into subspaces in which represented by its start end point constraints sequence generalized vectors. We show that representation has several benefits. It enables importance all interactions along between two endpoints. Based this, propose...

10.1145/2601097.2601108 article EN ACM Transactions on Graphics 2014-07-22

We introduce the Symmetric GGX (SGGX) distribution to represent spatially-varying properties of anisotropic microflake participating media. Our key theoretical insight is a by projected area microflakes. use parameterize shape an ellipsoid, from which we recover normals. The representation based on allows for robust linear interpolation and prefiltering, thanks its geometric interpretation, derive closed form expressions all operations used in framework. also incorporate microflakes with...

10.1145/2766988 article EN ACM Transactions on Graphics 2015-07-27

Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality renderings of complex are still limited methods based on ray tracing. While conceptually simple, these techniques computationally expensive. We present an efficient scalable method compute solutions at scenes. Our is parallel final gathering running entirely the GPU. At each...

10.1145/1618452.1618478 article EN ACM Transactions on Graphics 2009-12-01

We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices random-walk paths, we a continuous generalization that places ray (VRLs) along each path segment in the medium. Furthermore, instead evaluating lighting independently points medium, calculate contribution VRL to entire camera rays through medium using Monte Carlo product sampling technique. prove by spreading...

10.1145/2185520.2185556 article EN ACM Transactions on Graphics 2012-07-01

Global illumination algorithms using Markov chain Monte Carlo (MCMC) sampling are well-known for their efficiency in scenes with complex light transport. Samples such generated as a history of states so that they distributed according to the contributions image. The whole process is done based only on information path and user-defined transition probabilities from one state others. In transport simulation, however, there more can be used improve sampling. A notable example multiple...

10.1145/2601097.2601138 article EN ACM Transactions on Graphics 2014-07-22

This article introduces a novel locally adaptive progressive photon mapping technique which optimally balances noise and bias in rendered images to minimize the overall error. It is result of an analysis radiance estimation mapping. As first step, we establish connection field recursive regression statistics derive optimal parameters for asymptotic convergence existing approaches. Next, show how reformulate as spatial measurement equation light transport. reformulation allows us data-driven...

10.1145/2451236.2451242 article EN ACM Transactions on Graphics 2013-04-01

Abstract In this work we detail a method that leverages the two color heads of recent low‐end fused deposition modeling (FDM) 3D printers to produce continuous tone imagery. The challenge behind producing such two‐tone imagery is how finely interleave colors while minimizing switching between print heads, making each printed span as long and possible avoid artifacts associated with printing short segments. key insight our by applying small geometric offsets, can be varied without need switch...

10.1111/cgf.12319 article EN Computer Graphics Forum 2014-05-01

We address the problem of modeling and rendering granular materials---such as large structures made sand, snow, or sugar---where an aggregate object is composed many randomly oriented, but discernible grains. These materials pose a particular challenge complex scattering properties individual grains, their packing arrangement, can have dramatic effect on large-scale appearance object. propose multi-scale framework that adapts to structure scattered light at different scales. rely path...

10.1145/2766949 article EN ACM Transactions on Graphics 2015-07-27

With the push towards physically based rendering, stochastic sampling of shading, e.g. using path tracing, is becoming increasingly important in real-time rendering. To achieve high performance, only low sample counts are viable, which necessitates use sophisticated reconstruction filters. Recent research on such filters has shown dramatic improvements both quality and performance. They exploit coherence consecutive frames by reusing temporal information to stable, denoised results. However,...

10.1145/3233301 article EN Proceedings of the ACM on Computer Graphics and Interactive Techniques 2018-08-24

In this paper we present sequential point trees, a data structure that allows adaptive rendering of clouds completely on the graphics processor. Sequential trees are based hierarchical representation, but traversal is replaced by processing processor, while CPU available for other tasks. Smooth transition to triangle optimized performance integrated. We describe optimizations backface culling and texture selection. Finally, discuss implementation issues show results.

10.1145/882262.882321 article EN ACM Transactions on Graphics 2003-07-01

We reformulate the rendering equation to alleviate need for explicit visibility computation, thus enabling interactive global illumination on graphics hardware. This is achieved by treating implicitly and propagating an additional quantity, called antiradiance, compensate light transmitted extraneously. Our new algorithm shifts computation simple local iterations maintaining directional antiradiance information with samples in scene. It easy parallelize a GPU. By correctly discretization...

10.1145/1275808.1276453 article EN 2007-07-29

Abstract We propose a simple yet powerful regularization framework for robust light transport simulation. It builds on top of existing unbiased methods and resorts to consistent estimation using only paths which cannot be sampled in an way. To introduce as little bias possible, we selectively regularize individual interactions along paths, also derive the consistency conditions. Our approach is compatible with majority methods, e.g. (bidirectional) path tracing Metropolis (MLT), modification...

10.1111/cgf.12026 article EN Computer Graphics Forum 2013-05-01

Abstract We introduce an efficient Two‐Level Monte Carlo (subset of Multi‐Level Carlo, MLMC) estimator for real‐time rendering scenes with global illumination. Using MLMC we split the shading integral into two parts: radiance cache and residual error that compensates bias first one. For part, developed Neural Incident Radiance Cache (NIRC) leveraging power tiny neural networks [MRNK21] as a building block, which is trained on fly. The designed to provide fast reasonable approximation...

10.1111/cgf.70050 article EN cc-by Computer Graphics Forum 2025-04-18

Abstract Compared to classic ray marching‐based approaches, Monte Carlo tracing for volume visualization can provide faster frame times through progressive rendering, improved image quality, and allows advanced illumination models more easily. Techniques such as the view‐dependent optimization of visibility important regions, however, have been formulated marching rely on stepwise sampling along rays, are thus incompatible with free‐flight distance state‐of‐the‐art methods. In this paper we...

10.1111/cgf.70064 article EN cc-by Computer Graphics Forum 2025-04-18

Shadow maps are a very efficient means to add shadows arbitrary scenes. In this paper, we introduce Translucent Maps, an extension shadow which allows rendering of sub-surface scattering. Maps contain depth and incident light information. Sub-surface scattering is computed on-the-fly during by filtering the map neighborhood. This done efficiently using hierarchical approach. We describe optimizations for implementation on contemporary graphics hardware, that can render complex translucent...

10.5555/882404.882433 article EN Eurographics 2003-06-25

We reformulate the rendering equation to alleviate need for explicit visibility computation, thus enabling interactive global illumination on graphics hardware. This is achieved by treating implicitly and propagating an additional quantity, called antiradiance , compensate light transmitted extraneously. Our new algorithm shifts computation simple local iterations maintaining directional information with samples in scene. It easy parallelize a GPU. By correctly discretization filtering, we...

10.1145/1276377.1276453 article EN ACM Transactions on Graphics 2007-07-29
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