Kavita Bala's Projects
| Perception of Complex Scenes |
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Rendering and modeling complex scenes is challenging. Understanding and exploiting how humans perceive complex scenes is an important area in graphics. We have worked on multiple projects in this area.
Understanding how we perceive complex geometric aggregates is
an open problem. We study the perception of aggregates to
derive metrics for scene simplification (SIG '08).
Aggregate Perception Project page
Standard image fidelity qualities are limiting and do not necessarily capture what is visually important to a graphics practitioner. Visual Equivalence (SIG '07) aims at a new standard of image fidelity that captures what is important in preserving the appearance of objects in a scene.
Visual Equivalence Project page
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| Scalable high-complexity rendering |
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Rendering high complexity scenes including complex
illumination and rendering effects such as motion blur,
participating media, global illumination, and depth-of-field, is
challenging. Multidimensional lightcuts (SIG '06) and lightcuts (SIG '05) present a
unified, scalable rendering framework to efficiently render
complex scenes with such effects. By unifying complex illumination into one framework we achieve high scalability and accurate imagery.
Multidimensional
Lightcuts Project page
Lightcuts Project
page
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| Scene Editing and Cinematic Relighting |
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Lighting designers and modelers need interactive feedback
while designing scenes. Direct-to-indirect transfer (SIG '06), is
an interactive relighting engine that uses GPUs to compute indirect
illumination as a designer moves lights in a scene. Efficient
precomputation and rendering enable high performance, while
supporting arbitrary light shaders and high complexity scenes.
Direct-to-Indirect Light Transport Project page
When a user changes the scene (but not the
lighting), rapidly identifying the parts of the radiance
computation that are affected by user manipulation is difficult.
5D Ray Segment Trees (EGRW '99) efficiently identify
affected radiance interpolants and incrementally ray trace images.
Ray segment trees Project
page
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| Feature-Based Graphics |

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The human visual system is sensitive to features such as silhouettes and shadows.
Edge-and-point rendering (SIG '03) identifies visually
important features (edges) and combines them with sparse,
expensive shading samples to achieve interactive rendering with
global illumination. This approach bridges the gap between
expensive, high-quality rendering and fast, interactive display. Project
page, GPU
implementation project page (GI '06)
Feature-based textures (EGSR '04) are a
resolution-independent representation of textures that capture
visually important features. FBT Project page
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| Detail Synthesis
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Detail synthesis (I3D '03) adds visually plausible detail to
textures created by image-based modeling. This approach identifies
areas of poor detail in extracted textures and automatically
creates higher resolution detail for uniformly high-quality
textures. Project
page
Constrained Minimization Synthesis (TVCG '06) casts detail
synthesis and image analogies as an energy minimization problem,
and uses graph cut techniques to synthesize textures while satisfying constraints. Project
page
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| Direct Illumination
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Adaptive shadow maps (SIG '01) address the
fundamental problem of shadow map aliasing by adaptively changing
shadow map resolution based on viewpoint. ASM
Project page
Local illumination environments (EGSR '02) capture the part of the
environment that influences shading at each part of a scene. This approach
enables rendering with complex direct illumination including hundreds of lights. LIE
Project
page
Iterative adaptive sampling (TVCG '06) efficiently renders
scenes with many lights by adapting the sampling distribution of the
lights in a multipass algorithm.
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| Radiance Interpolants |
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Expensive shading is often smooth and can be often interpolated from sparse samples. Radiance interpolants (TOG '99) are 4D
radiance samples that are quadrilinearly interpolated to
rapidly approximate radiance with bounded approximation
error. Radiance interpolants capture object-space, ray-space,
image-space and temporal coherence in the radiance
function.
Radiance interpolants
Project page
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| Unpublished research
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I have implemented a new
rendering model to capture the fine lighting effects of stalactites
and stalagmites. Satyan Coorg worked on creating the models
of the stalactites and stalagmites. |
Complete
list of publications...
Acknowledgments: National Science Foundation (NSF),
Intel Corporation, NVidia for equipment donations.
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