33 results on '"Miika Aittala"'
Search Results
2. Generative Novel View Synthesis with 3D-Aware Diffusion Models.
- Author
-
Eric R. Chan, Koki Nagano, Matthew A. Chan 0001, Alexander W. Bergman, Jeong Joon Park, Axel Levy, Miika Aittala, Shalini De Mello, Tero Karras, and Gordon Wetzstein
- Published
- 2023
- Full Text
- View/download PDF
3. A Hybrid Generator Architecture for Controllable Face Synthesis.
- Author
-
Dann Mensah, Nam Hee Kim, Miika Aittala, Samuli Laine, and Jaakko Lehtinen
- Published
- 2023
- Full Text
- View/download PDF
4. The Role of ImageNet Classes in Fréchet Inception Distance.
- Author
-
Tuomas Kynkäänniemi, Tero Karras, Miika Aittala, Timo Aila, and Jaakko Lehtinen
- Published
- 2023
5. What You Can Learn by Staring at a Blank Wall.
- Author
-
Prafull Sharma, Miika Aittala, Yoav Y. Schechner, Antonio Torralba 0001, Gregory W. Wornell, William T. Freeman, and Frédo Durand
- Published
- 2021
- Full Text
- View/download PDF
6. Appearance-Driven Automatic 3D Model Simplification.
- Author
-
Jon Hasselgren, Jacob Munkberg, Jaakko Lehtinen, Miika Aittala, and Samuli Laine
- Published
- 2021
- Full Text
- View/download PDF
7. Alias-Free Generative Adversarial Networks.
- Author
-
Tero Karras, Miika Aittala, Samuli Laine, Erik Härkönen, Janne Hellsten, Jaakko Lehtinen, and Timo Aila
- Published
- 2021
8. Analyzing and Improving the Image Quality of StyleGAN.
- Author
-
Tero Karras, Samuli Laine, Miika Aittala, Janne Hellsten, Jaakko Lehtinen, and Timo Aila
- Published
- 2020
- Full Text
- View/download PDF
9. Generating Long Videos of Dynamic Scenes.
- Author
-
Tim Brooks, Janne Hellsten, Miika Aittala, Ting-Chun Wang, Timo Aila, Jaakko Lehtinen, Ming-Yu Liu 0001, Alexei A. Efros, and Tero Karras
- Published
- 2022
10. Elucidating the Design Space of Diffusion-Based Generative Models.
- Author
-
Tero Karras, Miika Aittala, Timo Aila, and Samuli Laine
- Published
- 2022
11. A Dataset of Multi-Illumination Images in the Wild.
- Author
-
Lukas Murmann, Michaël Gharbi, Miika Aittala, and Frédo Durand
- Published
- 2019
- Full Text
- View/download PDF
12. Computational Mirrors: Blind Inverse Light Transport by Deep Matrix Factorization.
- Author
-
Miika Aittala, Prafull Sharma, Lukas Murmann, Adam B. Yedidia, Gregory W. Wornell, Bill Freeman, and Frédo Durand
- Published
- 2019
13. Training Generative Adversarial Networks with Limited Data.
- Author
-
Tero Karras, Miika Aittala, Janne Hellsten, Samuli Laine, Jaakko Lehtinen, and Timo Aila
- Published
- 2020
14. Burst Image Deblurring Using Permutation Invariant Convolutional Neural Networks.
- Author
-
Miika Aittala and Frédo Durand
- Published
- 2018
- Full Text
- View/download PDF
15. Noise2Noise: Learning Image Restoration without Clean Data.
- Author
-
Jaakko Lehtinen, Jacob Munkberg, Jon Hasselgren, Samuli Laine, Tero Karras, Miika Aittala, and Timo Aila
- Published
- 2018
16. Gradient-Domain Bidirectional Path Tracing.
- Author
-
Marco Manzi, Markus Kettunen, Miika Aittala, Jaakko Lehtinen, Frédo Durand, and Matthias Zwicker
- Published
- 2015
- Full Text
- View/download PDF
17. Sample-based Monte Carlo denoising using a kernel-splatting network
- Author
-
Frédo Durand, Tzu-Mao Li, Miika Aittala, Jaakko Lehtinen, Michaël Gharbi, MIT CSAIL, Massachusetts Institute of Technology (MIT), Professorship Lehtinen Jaakko, Department of Computer Science, Aalto-yliopisto, and Aalto University
- Subjects
Monte Carlo denoising ,Pixel ,Computer science ,business.industry ,Noise reduction ,Deep learning ,Motion blur ,Monte Carlo method ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,deep learning ,020207 software engineering ,Pattern recognition ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Convolutional neural network ,Rendering (computer graphics) ,data-driven methods ,Kernel (image processing) ,Computer Science::Computer Vision and Pattern Recognition ,convolutional neural networks ,0202 electrical engineering, electronic engineering, information engineering ,Artificial intelligence ,Invariant (mathematics) ,business ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Denoising has proven to be useful to efficiently generate high-quality Monte Carlo renderings. Traditional pixel-based denoisers exploit summary statistics of a pixel's sample distributions, which discards much of the samples' information and limits their denoising power. On the other hand, sample-based techniques tend to be slow and have difficulties handling general transport scenarios. We present the first convolutional network that can learn to denoise Monte Carlo renderings directly from the samples. Learning the mapping between samples and images creates new challenges for the network architecture design: the order of the samples is arbitrary, and they should be treated in a permutation invariant manner. To address these challenges, we develop a novel kernel-predicting architecture that splats individual samples onto nearby pixels. Splatting is a natural solution to situations such as motion blur, depth-of-field and many light transport paths, where it is easier to predict which pixels a sample contributes to, rather than a gather approach that needs to figure out, for each pixel, which samples (or nearby pixels) are relevant. Compared to previous state-of-the-art methods, ours is robust to the severe noise of low-sample count images (e.g. 8 samples per pixel) and yields higher-quality results both visually and numerically. Our approach retains the generality and efficiency of pixel-space methods while enjoying the expressiveness and accuracy of the more complex sample-based approaches.
- Published
- 2019
18. Differentiable Monte Carlo ray tracing through edge sampling
- Author
-
Frédo Durand, Jaakko Lehtinen, Miika Aittala, Tzu-Mao Li, MIT CSAIL, Professorship Lehtinen Jaakko, Department of Computer Science, Aalto-yliopisto, and Aalto University
- Subjects
ta113 ,ray tracing ,Artificial neural network ,Computer science ,Global illumination ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,02 engineering and technology ,Inverse problem ,Computer Graphics and Computer-Aided Design ,Rendering (computer graphics) ,Computer graphics ,Computer Science::Graphics ,inverse rendering ,computer graphics ,Inverse rendering ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Ray tracing (graphics) ,Differentiable function ,Algorithm ,Importance sampling ,Distributed ray tracing ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Gradient-based methods are becoming increasingly important for computer graphics, machine learning, and computer vision. The ability to compute gradients is crucial to optimization, inverse problems, and deep learning. In rendering, the gradient is required with respect to variables such as camera parameters, light sources, scene geometry, or material appearance. However, computing the gradient of rendering is challenging because the rendering integral includes visibility terms that are not differentiable. Previous work on differentiable rendering has focused on approximate solutions. They often do not handle secondary effects such as shadows or global illumination, or they do not provide the gradient with respect to variables other than pixel coordinates. We introduce a general-purpose differentiable ray tracer, which, to our knowledge, is the first comprehensive solution that is able to compute derivatives of scalar functions over a rendered image with respect to arbitrary scene parameters such as camera pose, scene geometry, materials, and lighting parameters. The key to our method is a novel edge sampling algorithm that directly samples the Dirac delta functions introduced by the derivatives of the discontinuous integrand. We also develop efficient importance sampling methods based on spatial hierarchies. Our method can generate gradients in times running from seconds to minutes depending on scene complexity and desired precision. We interface our differentiable ray tracer with the deep learning library PyTorch and show prototype applications in inverse rendering and the generation of adversarial examples for neural networks.
- Published
- 2018
19. Video‐Based Rendering of Dynamic Stationary Environments from Unsynchronized Inputs
- Author
-
Theo Thonat, Frédo Durand, Miika Aittala, George Drettakis, Sylvain Paris, Yagiz Aksoy, GRAPHics and DEsign with hEterogeneous COntent (GRAPHDECO), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Université Côte d'Azur (UCA), Adobe Research, Computer Vision Laboratory - ETHZ [Zurich], Eidgenössische Technische Hochschule - Swiss Federal Institute of Technology [Zürich] (ETH Zürich), Massachusetts Institute of Technology (MIT), NVIDIA (NVIDIA), and European Project: 788065,H2020 Pilier ERC,FUNGRAPH(2018)
- Subjects
business.industry ,Computer science ,Volume (computing) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,02 engineering and technology ,Variable bitrate ,Image-based modeling and rendering ,Computer Graphics and Computer-Aided Design ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] ,Rendering (computer graphics) ,Image (mathematics) ,Dimension (vector space) ,Rippling ,Simplicity (photography) ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Computer vision ,Artificial intelligence ,Image-Based Rendering ,business ,Video-Based Rendering ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
International audience; Image-Based Rendering allows users to easily capture a scene using a single camera and then navigate freely with realistic results. However, the resulting renderings are completely static, and dynamic effects – such as fire, waterfalls or small waves – cannot be reproduced. We tackle the challenging problem of enabling free-viewpoint navigation including such stationary dynamic effects, but still maintaining the simplicity of casual capture. Using a single camera – instead of previous complex synchronized multi-camera setups – means that we have unsynchronized videos of the dynamic effect from multiple views, making it hard to blend them when synthesizing novel views. We present a solution that allows smooth free-viewpoint video-based rendering (VBR) of such scenes using temporal Laplacian pyramid decomposition video, enabling spatio-temporal blending. For effects such as fire and waterfalls, that are semi-transparent and occupy 3D space, we first estimate their spatial volume. This allows us to create per-video geometries and alpha-matte videos that we can blend using our frequency-dependent method. We also extend Laplacian blending to the temporal dimension to remove additional temporal seams. We show results on scenes containing fire, waterfalls or rippling waves at the seaside, bringing these scenes to life.
- Published
- 2021
- Full Text
- View/download PDF
20. Light-weight marker hiding for augmented reality.
- Author
-
Otto Korkalo, Miika Aittala, and Sanni Siltanen
- Published
- 2010
- Full Text
- View/download PDF
21. A Dataset of Multi-Illumination Images in the Wild
- Author
-
Michaël Gharbi, Miika Aittala, Lukas Murmann, Frédo Durand, Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory, and Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
- Subjects
FOS: Computer and information sciences ,business.industry ,Computer science ,Computer Vision and Pattern Recognition (cs.CV) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Computer Science - Computer Vision and Pattern Recognition ,Color balance ,020207 software engineering ,02 engineering and technology ,Inverse problem ,Image (mathematics) ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Segmentation ,Computer vision ,Artificial intelligence ,Scale (map) ,business ,High dynamic range ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Collections of images under a single, uncontrolled illumination have enabled the rapid advancement of core computer vision tasks like classification, detection, and segmentation. But even with modern learning techniques, many inverse problems involving lighting and material understanding remain too severely ill-posed to be solved with single-illumination datasets. The data simply does not contain the necessary supervisory signals. Multi-illumination datasets are notoriously hard to capture, so the data is typically collected at small scale, in controlled environments, either using multiple light sources, or robotic gantries. This leads to image collections that are not representative of the variety and complexity of real world scenes. We introduce a new multi-illumination dataset of more than 1000 real scenes, each captured in high dynamic range and high resolution, under 25 lighting conditions. We demonstrate the richness of this dataset by training state-of-the-art models for three challenging applications: Single-image illumination estimation, image relighting, and mixed-illuminant white balance., United States. Defense Advanced Research Projects Agency. Revolutionary Enhancement of Visibility by Exploiting Active Light-fields Program (Contract HR0011- 16-C-0030)
- Published
- 2019
22. Flexible SVBRDF Capture with a Multi-Image Deep Network
- Author
-
Frédo Durand, Adrien Bousseau, Miika Aittala, Valentin Deschaintre, George Drettakis, GRAPHics and DEsign with hEterogeneous COntent (GRAPHDECO), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Massachusetts Institute of Technology (MIT), and Massachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratory
- Subjects
FOS: Computer and information sciences ,I.3 ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Image processing ,02 engineering and technology ,Variation (game tree) ,Material capture ,Flash (photography) ,Computer Science - Graphics ,0202 electrical engineering, electronic engineering, information engineering ,Appearance capture ,Computer vision ,business.industry ,Deep learning ,Multi-image ,020207 software engineering ,SVBRDF ,Computer Graphics and Computer-Aided Design ,Graphics (cs.GR) ,[INFO.INFO-TI]Computer Science [cs]/Image Processing [eess.IV] ,020201 artificial intelligence & image processing ,Artificial intelligence ,business ,Mobile device ,Reflectance modeling - Abstract
Empowered by deep learning, recent methods for material capture can estimate a spatially-varying reflectance from a single photograph. Such lightweight capture is in stark contrast with the tens or hundreds of pictures required by traditional optimization-based approaches. However, a single image is often simply not enough to observe the rich appearance of real-world materials. We present a deep-learning method capable of estimating material appearance from a variable number of uncalibrated and unordered pictures captured with a handheld camera and flash. Thanks to an order-independent fusing layer, this architecture extracts the most useful information from each picture, while benefiting from strong priors learned from data. The method can handle both view and light direction variation without calibration. We show how our method improves its prediction with the number of input pictures, and reaches high quality reconstructions with as little as 1 to 10 images -- a sweet spot between existing single-image and complex multi-image approaches., Comment: Accepted to EGSR 2019 in the CGF track
- Published
- 2019
23. Analyzing and Improving the Image Quality of StyleGAN
- Author
-
Jaakko Lehtinen, Timo Aila, Samuli Laine, Tero Karras, Miika Aittala, and Janne Hellsten
- Subjects
Normalization (statistics) ,FOS: Computer and information sciences ,Computer Science - Machine Learning ,Computer science ,Image quality ,Computer Vision and Pattern Recognition (cs.CV) ,Normalization (image processing) ,Computer Science - Computer Vision and Pattern Recognition ,Machine Learning (stat.ML) ,02 engineering and technology ,computer.software_genre ,Machine Learning (cs.LG) ,Data visualization ,Statistics - Machine Learning ,0202 electrical engineering, electronic engineering, information engineering ,FOS: Electrical engineering, electronic engineering, information engineering ,Neural and Evolutionary Computing (cs.NE) ,Image resolution ,business.industry ,Image and Video Processing (eess.IV) ,Computer Science - Neural and Evolutionary Computing ,020207 software engineering ,Electrical Engineering and Systems Science - Image and Video Processing ,Unsupervised learning ,020201 artificial intelligence & image processing ,Artificial intelligence ,Data mining ,business ,computer - Abstract
The style-based GAN architecture (StyleGAN) yields state-of-the-art results in data-driven unconditional generative image modeling. We expose and analyze several of its characteristic artifacts, and propose changes in both model architecture and training methods to address them. In particular, we redesign the generator normalization, revisit progressive growing, and regularize the generator to encourage good conditioning in the mapping from latent codes to images. In addition to improving image quality, this path length regularizer yields the additional benefit that the generator becomes significantly easier to invert. This makes it possible to reliably attribute a generated image to a particular network. We furthermore visualize how well the generator utilizes its output resolution, and identify a capacity problem, motivating us to train larger models for additional quality improvements. Overall, our improved model redefines the state of the art in unconditional image modeling, both in terms of existing distribution quality metrics as well as perceived image quality.
- Published
- 2019
- Full Text
- View/download PDF
24. Reflectance modeling by neural texture synthesis
- Author
-
Jaakko Lehtinen, Miika Aittala, and Timo Aila
- Subjects
ta113 ,Computer science ,business.industry ,Texture Descriptor ,Contrast (statistics) ,020207 software engineering ,Pattern recognition ,Material appearance ,02 engineering and technology ,SVBRDF ,Computer Graphics and Computer-Aided Design ,Convolutional neural network ,texture synthesis ,law.invention ,Image (mathematics) ,Lens (optics) ,law ,0202 electrical engineering, electronic engineering, information engineering ,Appearance capture ,020201 artificial intelligence & image processing ,Computer vision ,Convolutional neural networks ,Artificial intelligence ,business ,Texture synthesis - Abstract
We extend parametric texture synthesis to capture rich, spatially varying parametric reflectance models from a single image. Our input is a single head-lit flash image of a mostly flat, mostly stationary (textured) surface, and the output is a tile of SVBRDF parameters that reproduce the appearance of the material. No user intervention is required. Our key insight is to make use of a recent, powerful texture descriptor based on deep convolutional neural network statistics for "softly" comparing the model prediction and the examplars without requiring an explicit point-to-point correspondence between them. This is in contrast to traditional reflectance capture that requires pointwise constraints between inputs and outputs under varying viewing and lighting conditions. Seen through this lens, our method is an indirect algorithm for fitting photorealistic SVBRDFs. The problem is severely ill-posed and non-convex. To guide the optimizer towards desirable solutions, we introduce a soft Fourier-domain prior for encouraging spatial stationarity of the reflectance parameters and their correlations, and a complementary preconditioning technique that enables efficient exploration of such solutions by L-BFGS, a standard non-linear numerical optimizer.
- Published
- 2016
25. Burst Image Deblurring Using Permutation Invariant Convolutional Neural Networks
- Author
-
Frédo Durand and Miika Aittala
- Subjects
Deblurring ,Computer science ,business.industry ,Noise reduction ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,Image processing ,02 engineering and technology ,Convolutional neural network ,Computer Science::Computer Vision and Pattern Recognition ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Computer vision ,Artificial intelligence ,Invariant (mathematics) ,business ,Image restoration - Abstract
We propose a neural approach for fusing an arbitrary-length burst of photographs suffering from severe camera shake and noise into a sharp and noise-free image. Our novel convolutional architecture has a simultaneous view of all frames in the burst, and by construction treats them in an order-independent manner. This enables it to effectively detect and leverage subtle cues scattered across different frames, while ensuring that each frame gets a full and equal consideration regardless of its position in the sequence. We train the network with richly varied synthetic data consisting of camera shake, realistic noise, and other common imaging defects. The method demonstrates consistent state of the art burst image restoration performance for highly degraded sequences of real-world images, and extracts accurate detail that is not discernible from any of the individual frames in isolation.
- Published
- 2018
26. Single-image SVBRDF capture with a rendering-aware deep network
- Author
-
Valentin Deschaintre, Miika Aittala, George Drettakis, Adrien Bousseau, Frédo Durand, GRAPHics and DEsign with hEterogeneous COntent (GRAPHDECO), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), COMUE Université Côte d'Azur (2015-2019) (COMUE UCA), and Massachusetts Institute of Technology (MIT)
- Subjects
FOS: Computer and information sciences ,I.3 ,Similarity (geometry) ,Computer science ,Feature extraction ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,02 engineering and technology ,[INFO.INFO-NE]Computer Science [cs]/Neural and Evolutionary Computing [cs.NE] ,Material capture ,ACM: I.: Computing Methodologies/I.4: IMAGE PROCESSING AND COMPUTER VISION/I.4.1: Digitization and Image Capture/I.4.1.4: Reflectance ,Rendering (computer graphics) ,Computer graphics ,Valentin Deschaintre ,Computer Science - Graphics ,Image processing ,0202 electrical engineering, electronic engineering, information engineering ,Appearance capture ,Computer vision ,Miika Aittala ,Inria ,Sensory cue ,ComputingMethodologies_COMPUTERGRAPHICS ,MIT CSAIL ,Ground truth ,business.industry ,Optis ,020207 software engineering ,Deep learning ,SVBRDF ,Université Côte d'Azur ,Computer Graphics and Computer-Aided Design ,Adrien Bousseau ,Graphics (cs.GR) ,Network planning and design ,Fredo Durand ,[INFO.INFO-TI]Computer Science [cs]/Image Processing [eess.IV] ,Metric (mathematics) ,020201 artificial intelligence & image processing ,Artificial intelligence ,business ,George Drettakis - Abstract
Texture, highlights, and shading are some of many visual cues that allow humans to perceive material appearance in single pictures. Yet, recovering spatially-varying bi-directional reflectance distribution functions (SVBRDFs) from a single image based on such cues has challenged researchers in computer graphics for decades. We tackle lightweight appearance capture by training a deep neural network to automatically extract and make sense of these visual cues. Once trained, our network is capable of recovering per-pixel normal, diffuse albedo, specular albedo and specular roughness from a single picture of a flat surface lit by a hand-held flash. We achieve this goal by introducing several innovations on training data acquisition and network design. For training, we leverage a large dataset of artist-created, procedural SVBRDFs which we sample and render under multiple lighting directions. We further amplify the data by material mixing to cover a wide diversity of shading effects, which allows our network to work across many material classes. Motivated by the observation that distant regions of a material sample often offer complementary visual cues, we design a network that combines an encoder-decoder convolutional track for local feature extraction with a fully-connected track for global feature extraction and propagation. Many important material effects are view-dependent, and as such ambiguous when observed in a single image. We tackle this challenge by defining the loss as a differentiable SVBRDF similarity metric that compares the renderings of the predicted maps against renderings of the ground truth from several lighting and viewing directions. Combined together, these novel ingredients bring clear improvement over state of the art methods for single-shot capture of spatially varying BRDFs., Comment: 15 pages, presented at Siggraph 2018
- Published
- 2018
- Full Text
- View/download PDF
27. Two-shot SVBRDF capture for stationary materials
- Author
-
Tim Weyrich, Jaakko Lehtinen, and Miika Aittala
- Subjects
ta113 ,Ground truth ,reflectance ,synthesis ,Computer science ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,SVBRDF ,Computer Graphics and Computer-Aided Design ,Reflectivity ,Sample (graphics) ,appearance capture ,computer graphics ,Normal mapping ,Computer vision ,Point (geometry) ,Bidirectional reflectance distribution function ,Artificial intelligence ,Specular reflection ,Representation (mathematics) ,business ,texture ,Texture synthesis - Abstract
Material appearance acquisition usually makes a trade-off between acquisition effort and richness of reflectance representation. In this paper, we instead aim for both a light-weight acquisition procedure and a rich reflectance representation simultaneously, by restricting ourselves to one, but very important, class of appearance phenomena: texture-like materials. While such materials' reflectance is generally spatially varying, they exhibit self-similarity in the sense that for any point on the texture there exist many others with similar reflectance properties. We show that the texturedness assumption allows reflectance capture using only two images of a planar sample, taken with and without a headlight flash. Our reconstruction pipeline starts with redistributing reflectance observations across the image, followed by a regularized texture statistics transfer and a non-linear optimization to fit a spatially-varying BRDF (SVBRDF) to the resulting data. The final result describes the material as spatially-varying, diffuse and specular, anisotropic reflectance over a detailed normal map. We validate the method by side-by-side and novel-view comparisons to photographs, comparing normal map resolution to sub-micron ground truth scans, as well as simulated results. Our method is robust enough to use handheld, JPEG-compressed photographs taken with a mobile phone camera and built-in flash.
- Published
- 2015
28. Inverse lighting and photorealistic rendering for augmented reality
- Author
-
Miika Aittala
- Subjects
l1-regularization ,Computer science ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Image-based modeling and rendering ,Computer Graphics and Computer-Aided Design ,Graphics pipeline ,3D rendering ,Real-time rendering ,Rendering (computer graphics) ,Image processing ,Unbiased rendering ,Image-based lighting ,Inverse rendering ,Computer graphics (images) ,Ambient occlusion ,Computer vision ,Computer Vision and Pattern Recognition ,Artificial intelligence ,business ,Sparsity ,Software ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We present a practical and robust photorealistic rendering pipeline for augmented reality. We solve the real world lighting conditions from observations of a diffuse sphere or a rotated marker. The solution method is based on l1-regularized least squares minimization, yielding a sparse set of light sources readily usable with most rendering methods. The framework also supports the use of more complex light source representations. Once the lighting conditions are solved, we render the image using modern real-time rendering methods such as shadow maps with variable softness, ambient occlusion, advanced BRDF’s and approximate reflections and refractions. Finally, we perform post-processing on the resulting images in order to match the various aberrations and defects typically found in the underlying real-world video.
- Published
- 2010
29. CAVE for collaborative patient room design
- Author
-
Helinä Kotilainen, Tiina Yli-Karhu, Miika Aittala, Mikael Wahlström, Esa Nykänen, and Janne Porkka
- Subjects
Decision support system ,Concurrent engineering ,End user ,Computer science ,Collaborative design ,CAVE ,Environmental design ,Workspace ,Virtual reality ,computer.software_genre ,Computer Graphics and Computer-Aided Design ,Human-Computer Interaction ,Patient room design ,Human–computer interaction ,Virtual machine ,Distraction ,End-user participation ,computer ,Software ,Simulation - Abstract
Several studies indicate that virtual reality (VR) systems are useful for end-user participation in an environmental design process. However, these systems can be costly and thus support for the decision whether to invest in a VR of some type is useful. This study presents a novel method for analysing the usefulness of a VR system for the purpose of end-user participation. We collected qualitative end-user opinion data in the real environment and then contrasted this data with the capabilities of a VR system. Additionally, to better understand the capabilities of the VR used, we examined how the end-users perceive the used virtual environment, which in this case was CAVE, an immersive VR system where projectors are directed to the walls of a room-sized cube. In this way, we analysed whether the same functions and elements identified by end-users on the actual wards could also be evaluated in the CAVE. Eleven nurses and 11 patients participated in the study by evaluating a bathroom and/or four patient rooms modelled by the CAVE and the actual hospital wards. The CAVE was convenient for evaluating most issues identified by the study participants in the actual hospital wards, i.e. aesthetics; correct location of equipment, supplies and materials; distraction by or the good companion of other patients as well as window position and size and living/workspace. However, it was not possible to evaluate with full certainty the possibilities for bracing against grab bars or other objects in the VR, and this was found to be relevant to the independent functioning of patients with limited mobility. Also, due to the relatively low luminance levels of projectors, evaluations regarding lighting were considered unreliable. Moreover, end-users were not always certain about the sizes and sufficiency of space in the CAVE. Solutions to overcome these limitations were proposed.
- Published
- 2010
30. Gradient-domain Path Tracing
- Author
-
Frédo Durand, Markus Kettunen, Miika Aittala, Matthias Zwicker, Jaakko Lehtinen, and Marco Manzi
- Subjects
Photon mapping ,Computer science ,Global illumination ,Monte Carlo method ,Beam tracing ,Metropolis light transport ,Rendering (computer graphics) ,510 Mathematics ,Computer vision ,light transport ,path tracing ,000 Computer science, knowledge & systems ,ta113 ,business.industry ,Sampling (statistics) ,Computer Graphics and Computer-Aided Design ,Image synthesis ,gradient-domain ,global illumination ,computer graphics ,Path tracing ,Ray tracing (graphics) ,Cone tracing ,Artificial intelligence ,business ,Algorithm ,Distributed ray tracing - Abstract
We introduce gradient-domain rendering for Monte Carlo image synthesis. While previous gradient-domain Metropolis Light Transport sought to distribute more samples in areas of high gradients, we show, in contrast, that estimating image gradients is also possible using standard (non-Metropolis) Monte Carlo algorithms, and furthermore, that even without changing the sample distribution, this often leads to significant error reduction. This broadens the applicability of gradient rendering considerably. To gain insight into the conditions under which gradient-domain sampling is beneficial, we present a frequency analysis that compares Monte Carlo sampling of gradients followed by Poisson reconstruction to traditional Monte Carlo sampling. Finally, we describe Gradient-Domain Path Tracing (G-PT), a relatively simple modification of the standard path tracing algorithm that can yield far superior results. Copyright is held by the owner/author(s). Publication rights licensed to ACM.
- Published
- 2015
- Full Text
- View/download PDF
31. Light-weight marker hiding for augmented reality
- Author
-
Sanni Siltanen, Miika Aittala, and Otto Korkalo
- Subjects
Computer science ,business.industry ,Feature extraction ,Inpainting ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Computer graphics ,Image texture ,Motion estimation ,Computer vision ,Augmented reality ,Artificial intelligence ,Image sensor ,business ,Pose ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In augmented reality, marker-based tracking is the most common method for camera pose estimation. Most of the markers are black and white patterns that are visually obtrusive, but they can be hidden from the video using image inpainting methods. In this paper, we present a computationally efficient approach to achieve this. We use a high-resolution hiding texture, which is captured and generated only once. To capture continuous changes in illumination, reflections and exposure, we also compute a very low-resolution texture at each frame. The coarse and fine textures are combined to obtain a detailed hiding texture which reacts to changing conditions and runs efficiently in mobile phone environments.
- Published
- 2010
32. Gradient-Domain Metropolis Light Transport
- Author
-
Samuli Laine, Miika Aittala, Tero Karras, Timo Aila, Frédo Durand, and Jaakko Lehtinen
- Subjects
Mathematical optimization ,Global illumination ,Computer science ,Rejection sampling ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Sampling (statistics) ,Markov chain Monte Carlo ,Metropolis sanpling ,Computer Graphics and Computer-Aided Design ,Metropolis light transport ,Computer graphics ,symbols.namesake ,global illumination ,computer graphics ,Path tracing ,symbols ,Dynamic Monte Carlo method ,Markov Chain Monte Carlo ,Poisson's equation ,light transport ,Algorithm - Abstract
We introduce a novel Metropolis rendering algorithm that directly computes image gradients, and reconstructs the final image from the gradients by solving a Poisson equation. The reconstruction is aided by a low-fidelity approximation of the image computed during gradient sampling. As an extension of path-space Metropolis light transport, our algorithm is well suited for difficult transport scenarios. We demonstrate that our method outperforms the state-of-the-art in several well-known test scenes. Additionally, we analyze the spectral properties of gradient-domain sampling, and compare it to the traditional image-domain sampling.
- Published
- 2013
33. Practical SVBRDF Capture In The Frequency Domain
- Author
-
Jaakko Lehtinen, Miika Aittala, and Tim Weyrich
- Subjects
Image formation ,Liquid-crystal display ,reflectance ,Computer science ,business.industry ,realistic image synthesis ,020207 software engineering ,02 engineering and technology ,Computer Graphics and Computer-Aided Design ,Reflectivity ,law.invention ,Computer graphics ,Range (mathematics) ,law ,Frequency domain ,Computer graphics (images) ,computer graphics ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Computer vision ,Specular reflection ,Artificial intelligence ,business ,material properties - Abstract
Spatially-varying reflectance and small geometric variations play a vital role in the appearance of real-world surfaces. Consequently, robust, automatic capture of such models is highly desirable; however, current systems require either specialized hardware, long capture times, user intervention, or rely heavily on heuristics. We describe an acquisition setup that utilizes only portable commodity hardware (an LCD display, an SLR camera) and contains no moving parts. In particular, a laptop screen can be used for illumination. Our setup, aided by a carefully constructed image formation model, automatically produces realistic spatially-varying reflectance parameters over a wide range of materials from diffuse to almost mirror-like specular surfaces, while requiring relatively few photographs. We believe our system is the first to offer such generality, while requiring only standard office equipment and no user intervention or parameter tuning. Our results exhibit a good qualitative match to photographs taken under novel viewing and lighting conditions for a range of materials.
- Published
- 2013
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.