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Ray tracing has long been the holy grail of real time rendering. This technique, commonly used for photo realism, simulates the physical behavior of light, at the cost of being computationally heavy. With the introduction of Nvidia RTX…
Search-based texture synthesis algorithms are sensitive to the order in which texture samples are generated; different synthesis orders yield different textures. Unfortunately, most polygon rasterizers and ray tracers do not guarantee the…
An approach to textures pattern recognition based on inverse resonance filtration (IRF) is considered. A set of principal resonance harmonics of textured image signal fluctuations eigen harmonic decomposition (EHD) is used for the IRF…
Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle…
3D Gaussian splatting (3DGS) is a popular radiance field method, with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats then rasterizing in primitive order. This ensures…
This paper considers the problem of generating an HDR image of a scene from its LDR images. Recent studies employ deep learning and solve the problem in an end-to-end fashion, leading to significant performance improvements. However, it is…
Recent advances in 3D deep learning have shown that it is possible to train highly effective deep models for 3D shape generation, directly from 2D images. This is particularly interesting since the availability of 3D models is still limited…
In computer vision, image processing and computer graphics, image smoothing filtering is a very basic and important task and to be expected possessing good edge-preserving smoothing property. Here we address the problem that the…
Particle filters are applicable to a wide range of nonlinear, non-Gaussian state-space models and have already been applied to a variety of problems. However, there is a problem in the calculation of smoothed distributions, where particles…
We consider multiscale stochastic systems that are partially observed at discrete points of the slow time scale. We introduce a particle filter that takes advantage of the multiscale structure of the system to efficiently approximate the…
We develop a supervised-learning-based approach for monitoring and diagnosing texture-related defects in manufactured products characterized by stochastic textured surfaces that satisfy the locality and stationarity properties of Markov…
In a traditional convolutional layer, the learned filters stay fixed after training. In contrast, we introduce a new framework, the Dynamic Filter Network, where filters are generated dynamically conditioned on an input. We show that this…
Generating high-quality textures for 3D assets is a challenging task. Existing multiview texture generation methods suffer from the multiview inconsistency and missing textures on unseen parts, while UV inpainting texture methods do not…
In this work, we tackle the problem of estimating a camera capability to preserve fine texture details at a given lighting condition. Importantly, our texture preservation measurement should coincide with human perception. Consequently, we…
Twenty-five years ago, Crow published the shadow volume approach for determining shadowed regions in a scene. A decade ago, Heidmann described a hardware-accelerated stencil buffer-based shadow volume algorithm. Unfortunately…
Research in texture recognition often concentrates on the problem of material recognition in uncluttered conditions, an assumption rarely met by applications. In this work we conduct a first study of material and describable texture at-…
In computed tomography, the approximation quality of a scan of a physical object is typically limited by the acquisition modalities, especially the hardware including X-ray detectors. To improve upon this, we experiment with a…
Rendering volumetric scattering media, including clouds, fog, smoke, and other complex materials, is crucial for realism in computer graphics. Traditional path tracing, while unbiased, requires many long path samples to converge in scenes…
Implicit neural representation (INR) has proven to be accurate and efficient in various domains. In this work, we explore how different neural networks can be designed as a new texture INR, which operates in a continuous manner rather than…
We develop a multiexposure image fusion method based on texture features, which exploits the edge preserving and intraregion smoothing property of nonlinear diffusion filters based on partial differential equations (PDE). With the captured…