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John Snyder

Bio: John Snyder is an academic researcher from Microsoft. The author has contributed to research in topics: Rendering (computer graphics) & Texture mapping. The author has an hindex of 47, co-authored 109 publications receiving 8997 citations. Previous affiliations of John Snyder include California Institute of Technology.


Papers
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Proceedings ArticleDOI
01 Jul 2002
TL;DR: A new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics and introduces functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space.
Abstract: We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the object's surface representing transfer of arbitrary, low-frequency incident lighting into transferred radiance which includes global effects like shadows and interreflections from the object onto itself. At run-time, these transfer functions are applied to actual incident lighting. Dynamic, local lighting is handled by sampling it close to the object every frame; the object can also be rigidly rotated with respect to the lighting and vice versa. Lighting and transfer functions are represented using low-order spherical harmonics. This avoids aliasing and evaluates efficiently on graphics hardware by reducing the shading integral to a dot product of 9 to 25 element vectors for diffuse receivers. Glossy objects are handled using matrices rather than vectors. We further introduce functions for radiance transfer from a dynamic lighting environment through a preprocessed object to neighboring points in space. These allow soft shadows and caustics from rigidly moving objects to be cast onto arbitrary, dynamic receivers. We demonstrate real-time global lighting effects with this approach.

1,044 citations

Proceedings ArticleDOI
01 Aug 2001
TL;DR: This work presents a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization, and demonstrates using such atlases to sample color and normal maps over several models.
Abstract: Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and directions on the surface. It also minimizes texture deviation (“slippage” error based on parametric correspondence) to obtain accurate textured mesh approximations. The method begins by partitioning the mesh into charts using planarity and compactness heuristics. It creates a stretch-minimizing parametrization within each chart, and resizes the charts based on the resulting stretch. Next, it simplifies the mesh while respecting the chart boundaries. The parametrization is re-optimized to reduce both stretch and deviation over the whole PM sequence. Finally, the charts are packed into a texture atlas. We demonstrate using such atlases to sample color and normal maps over several models.

710 citations

Journal ArticleDOI
Brian Guenter1, Mark Finch1, Steven M. Drucker1, Desney S. Tan1, John Snyder1 
01 Nov 2012
TL;DR: This work exploits the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display, and develops a general and efficient antialiasing algorithm easily retrofitted into existing graphics code to minimize "twinkling" artifacts in the lower-resolution layers.
Abstract: We exploit the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display (1920x1080). Our method tracks the user's gaze point and renders three image layers around it at progressively higher angular size but lower sampling rate. The three layers are then magnified to display resolution and smoothly composited. We develop a general and efficient antialiasing algorithm easily retrofitted into existing graphics code to minimize "twinkling" artifacts in the lower-resolution layers. A standard psychophysical model for acuity falloff assumes that minimum detectable angular size increases linearly as a function of eccentricity. Given the slope characterizing this falloff, we automatically compute layer sizes and sampling rates. The result looks like a full-resolution image but reduces the number of pixels shaded by a factor of 10-15.We performed a user study to validate these results. It identifies two levels of foveation quality: a more conservative one in which users reported foveated rendering quality as equivalent to or better than non-foveated when directly shown both, and a more aggressive one in which users were unable to correctly label as increasing or decreasing a short quality progression relative to a high-quality foveated reference. Based on this user study, we obtain a slope value for the model of 1.32-1.65 arc minutes per degree of eccentricity. This allows us to predict two future advantages of foveated rendering: (1) bigger savings with larger, sharper displays than exist currently (e.g. 100 times speedup at a field of view of 70° and resolution matching foveal acuity), and (2) a roughly linear (rather than quadratic or worse) increase in rendering cost with increasing display field of view, for planar displays at a constant sharpness.

374 citations

Proceedings ArticleDOI
23 Jun 2003
TL;DR: This work introduces multi-chart geometry images, a new representation for arbitrary surfaces created by resampling a surface onto a regular 2D grid that provides greater geometric fidelity, particularly for shapes with long extremities, high genus, or disconnected components.
Abstract: We introduce multi-chart geometry images, a new representation for arbitrary surfaces. It is created by resampling a surface onto a regular 2D grid. Whereas the original scheme of Gu et al. maps the entire surface onto a single square, we use an atlas construction to map the surface piecewise onto charts of arbitrary shape. We demonstrate that this added flexibility reduces parametrization distortion and thus provides greater geometric fidelity, particularly for shapes with long extremities, high genus, or disconnected components. Traditional atlas constructions suffer from discontinuous reconstruction across chart boundaries, which in our context create unacceptable surface cracks. Our solution is a novel zippering algorithm that creates a watertight surface. In addition, we present a new atlas chartification scheme based on clustering optimization.

370 citations

Journal ArticleDOI
01 Jul 2005
TL;DR: A novel technique for large deformations on 3D meshes using the volumetric graph Laplacian is presented, allowing novice users to create pleasing deformations with little effort in a 2D curve-based deformation system.
Abstract: We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the difference between each point in the graph and the average of its neighbors. Preserving these volumetric details during deformation imposes a volumetric constraint that prevents unnatural changes in volume. We also include in the graph points a short distance outside the mesh to avoid local self-intersections. Volumetric detail preservation is represented by a quadric energy function. Minimizing it preserves details in a least-squares sense, distributing error uniformly over the whole deformed mesh. It can also be combined with conventional constraints involving surface positions, details or smoothness, and efficiently minimized by solving a sparse linear system.We apply this technique in a 2D curve-based deformation system allowing novice users to create pleasing deformations with little effort. A novel application of this system is to apply nonrigid and exaggerated deformations of 2D cartoon characters to 3D meshes. We demonstrate our system's potential with several examples.

366 citations


Cited by
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Book
30 Sep 2010
TL;DR: Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images and takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene.
Abstract: Humans perceive the three-dimensional structure of the world with apparent ease. However, despite all of the recent advances in computer vision research, the dream of having a computer interpret an image at the same level as a two-year old remains elusive. Why is computer vision such a challenging problem and what is the current state of the art? Computer Vision: Algorithms and Applications explores the variety of techniques commonly used to analyze and interpret images. It also describes challenging real-world applications where vision is being successfully used, both for specialized applications such as medical imaging, and for fun, consumer-level tasks such as image editing and stitching, which students can apply to their own personal photos and videos. More than just a source of recipes, this exceptionally authoritative and comprehensive textbook/reference also takes a scientific approach to basic vision problems, formulating physical models of the imaging process before inverting them to produce descriptions of a scene. These problems are also analyzed using statistical models and solved using rigorous engineering techniques Topics and features: structured to support active curricula and project-oriented courses, with tips in the Introduction for using the book in a variety of customized courses; presents exercises at the end of each chapter with a heavy emphasis on testing algorithms and containing numerous suggestions for small mid-term projects; provides additional material and more detailed mathematical topics in the Appendices, which cover linear algebra, numerical techniques, and Bayesian estimation theory; suggests additional reading at the end of each chapter, including the latest research in each sub-field, in addition to a full Bibliography at the end of the book; supplies supplementary course material for students at the associated website, http://szeliski.org/Book/. Suitable for an upper-level undergraduate or graduate-level course in computer science or engineering, this textbook focuses on basic techniques that work under real-world conditions and encourages students to push their creative boundaries. Its design and exposition also make it eminently suitable as a unique reference to the fundamental techniques and current research literature in computer vision.

4,146 citations

Proceedings ArticleDOI
01 Aug 1996
TL;DR: A new method for capturing the complete appearance of both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions.
Abstract: This paper discusses a new method for capturing the complete appearance of both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used in computer vision and the rendering process traditionally used in computer graphics, our approach does not rely on geometric representations. Instead we sample and reconstruct a 4D function, which we call a Lumigraph. The Lumigraph is a subset of the complete plenoptic function that describes the flow of light at all positions in all directions. With the Lumigraph, new images of the object can be generated very quickly, independent of the geometric or illumination complexity of the scene or object. The paper discusses a complete working system including the capture of samples, the construction of the Lumigraph, and the subsequent rendering of images from this new representation.

2,986 citations

Journal ArticleDOI
TL;DR: While the book is a standard fixture in most chemical and physical laboratories, including those in medical centers, it is not as frequently seen in the laboratories of physician's offices (those either in solo or group practice), and I believe that the Handbook can be useful in those laboratories.
Abstract: There is a special reason for reviewing this book at this time: it is the 50th edition of a compendium that is known and used frequently in most chemical and physical laboratories in many parts of the world. Surely, a publication that has been published for 56 years, withstanding the vagaries of science in this century, must have had something to offer. There is another reason: while the book is a standard fixture in most chemical and physical laboratories, including those in medical centers, it is not as frequently seen in the laboratories of physician's offices (those either in solo or group practice). I believe that the Handbook can be useful in those laboratories. One of the reasons, among others, is that the various basic items of information it offers may be helpful in new tests, either physical or chemical, which are continuously being published. The basic information may relate

2,493 citations

Journal ArticleDOI
TL;DR: This paper shows how to arrange physical lighting so that the acquired images of each object can be directly used as the basis vectors of a low-dimensional linear space and that this subspace is close to those acquired by the other methods.
Abstract: Previous work has demonstrated that the image variation of many objects (human faces in particular) under variable lighting can be effectively modeled by low-dimensional linear spaces, even when there are multiple light sources and shadowing. Basis images spanning this space are usually obtained in one of three ways: a large set of images of the object under different lighting conditions is acquired, and principal component analysis (PCA) is used to estimate a subspace. Alternatively, synthetic images are rendered from a 3D model (perhaps reconstructed from images) under point sources and, again, PCA is used to estimate a subspace. Finally, images rendered from a 3D model under diffuse lighting based on spherical harmonics are directly used as basis images. In this paper, we show how to arrange physical lighting so that the acquired images of each object can be directly used as the basis vectors of a low-dimensional linear space and that this subspace is close to those acquired by the other methods. More specifically, there exist configurations of k point light source directions, with k typically ranging from 5 to 9, such that, by taking k images of an object under these single sources, the resulting subspace is an effective representation for recognition under a wide range of lighting conditions. Since the subspace is generated directly from real images, potentially complex and/or brittle intermediate steps such as 3D reconstruction can be completely avoided; nor is it necessary to acquire large numbers of training images or to physically construct complex diffuse (harmonic) light fields. We validate the use of subspaces constructed in this fashion within the context of face recognition.

2,472 citations

Proceedings ArticleDOI
01 Aug 1996
TL;DR: A data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion that can robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates are presented.
Abstract: We present a data structure and an algorithm for efficient and exact interference detection amongst complex models undergoing rigid motion. The algorithm is applicable to all general polygonal models. It pre-computes a hierarchical representation of models using tight-fitting oriented bounding box trees (OBBTrees). At runtime, the algorithm traverses two such trees and tests for overlaps between oriented bounding boxes based on a separating axis theorem, which takes less than 200 operations in practice. It has been implemented and we compare its performance with other hierarchical data structures. In particular, it can robustly and accurately detect all the contacts between large complex geometries composed of hundreds of thousands of polygons at interactive rates. CR

2,278 citations