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Dive into the research topics where Henrik Wann Jensen is active.

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Featured researches published by Henrik Wann Jensen.


international conference on computer graphics and interactive techniques | 2001

Visual simulation of smoke

Ronald Fedkiw; Jos Stam; Henrik Wann Jensen

In this paper, we propose a new approach to numerical smoke simulation for computer graphics applications. The method proposed here exploits physics unique to smoke in order to design a numerical method that is both fast and efficient on the relatively coarse grids traditionally used in computer graphics applications (as compared to the much finer grids used in the computational fluid dynamics literature). We use the inviscid Euler equations in our model, since they are usually more appropriate for gas modeling and less computationally intensive than the viscous Navier-Stokes equations used by others. In addition, we introduce a physically consistent vorticity confinement term to model the small scale rolling features characteristic of smoke that are absent on most coarse grid simulations. Our model also correctly handles the inter-action of smoke with moving objects.


international conference on computer graphics and interactive techniques | 2001

A practical model for subsurface light transport

Henrik Wann Jensen; Stephen R. Marschner; Marc Levoy; Pat Hanrahan

This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across shadow boundaries. The technique is efficient even for anisotropic, highly scattering media that are expensive to simulate using existing methods. The model combines an exact solution for single scattering with a dipole point source diffusion approximation for multiple scattering. We also have designed a new, rapid image-based measurement technique for determining the optical properties of translucent materials. We validate the model by comparing predicted and measured values and show how the technique can be used to recover the optical properties of a variety of materials, including milk, marble, and skin. Finally, we describe sampling techniques that allow the model to be used within a conventional ray tracer.


eurographics symposium on rendering techniques | 1996

Global illumination using photon maps

Henrik Wann Jensen

This paper presents a two pass global illumination method based on the concept of photon maps. It represents a significant improvement of a previously described approach both with respect to speed, accuracy and versatility. In the first pass two photon maps are created by emitting packets of energy (photons) from the light sources and storing these as they hit surfaces within the scene. We use one high resolution caustics photon map to render caustics that are visualized directly and one low resolution photon map that is used during the rendering step. The scene is rendered using a distribution ray tracing algorithm optimized by using the information in the photon maps. Shadow photons are used to render shadows more efficiently and the directional information in the photon map is used to generate optimized sampling directions and to limit the recursion in the distribution ray tracer by providing an estimate of the radiance on all surfaces with the exception of specular and highly glossy surfaces.


international conference on computer graphics and interactive techniques | 1998

Efficient simulation of light transport in scenes with participating media using photon maps

Henrik Wann Jensen; Per H. Christensen

This paper presents a new method for computing global illumination in scenes with participating media. The method is based on bidirectional Monte Carlo ray tracing and uses photon maps to increase efficiency and reduce noise. We remove previous restrictions limiting the photon map method to surfaces by introducing a volume photon map containing photons in participating media. We also derive a new radiance estimate for photons in the volume photon map. The method is fast and simple, but also general enough to handle nonhomogeneous media and anisotropic scattering. It can efficiently simulate effects such as multiple volume scattering, color bleeding between volumes and surfaces, and volume caustics (light reflected from or transmitted through specular surfaces and then scattered by a medium). The photon map is decoupled from the geometric representation of the scene, making the method capable of simulating global illumination in scenes containing complex objects. These objects do not need to be tessellated; they can be instanced, or even represented by an implicit function. Since the method is based on a bidirectional simulation, it automatically adapts to illumination and view. Furthermore, because the use of photon maps reduces noise and aliasing, the method is suitable for rendering of animations. CR Descriptors: I.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism — color, shading, shadowing, and texture; raytracing; I.6.8 [Simulation and Modeling]: Types of Simulation — Monte Carlo. Additional keywords: participating media, light transport, global illumination, multiple scattering, volume caustics, nonhomogeneous media, anisotropic scattering, rendering, photo-realism, photon tracing, photon map, ray marching. ∗mental images GmbH & Co. KG, Fasanenstraße 81, D-10623 Berlin, Germany. E-mail: {henrik,per}@mental.com.


international conference on computer graphics and interactive techniques | 2002

Physically based modeling and animation of fire

Duc Quang Nguyen; Ronald Fedkiw; Henrik Wann Jensen

We present a physically based method for modeling and animating fire. Our method is suitable for both smooth (laminar) and turbulent flames, and it can be used to animate the burning of either solid or gas fuels. We use the incompressible Navier-Stokes equations to independently model both vaporized fuel and hot gaseous products. We develop a physically based model for the expansion that takes place when a vaporized fuel reacts to form hot gaseous products, and a related model for the similar expansion that takes place when a solid fuel is vaporized into a gaseous state. The hot gaseous products, smoke and soot rise under the influence of buoyancy and are rendered using a blackbody radiation model. We also model and render the blue core that results from radicals in the chemical reaction zone where fuel is converted into products. Our method allows the fire and smoke to interact with objects, and flammable objects can catch on fire.


international conference on computer graphics and interactive techniques | 2003

Light scattering from human hair fibers

Stephen R. Marschner; Henrik Wann Jensen; Mike Cammarano; Steve Worley; Pat Hanrahan

Light scattering from hair is normally simulated in computer graphics using Kajiya and Kay’s classic phenomenological model. We have made new measurements that exhibit visually significant effects not predicted by Kajiya and Kay’s model. Our measurements go beyond previous hair measurements by examining out-of-plane scattering, and together with this previous work they show a multiple specular highlight and variation in scattering with rotation about the fiber axis. We explain the sources of these effects using a model of a hair fiber as a transparent elliptical cylinder with an absorbing interior and a surface covered with tilted scales. Based on an analytical scattering function for a circular cylinder, we propose a practical shading model for hair that qualitatively matches the scattering behavior shown in the measurements. In a comparison between a photograph and rendered images, we demonstrate the new model’s ability to match the appearance of real hair. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Shading


international conference on computer graphics and interactive techniques | 2002

A rapid hierarchical rendering technique for translucent materials

Henrik Wann Jensen; Juan Buhler

This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scattering inside the material. This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradianceat the surface from the evaluation of scattering inside the material.This is done by splitting the evaluation into two passes, where the first pass consists of computing the irradiance at selected points on the surface. The second pass uses a rapid hierarchical integration technique to evaluate a diffusion approximation based on the irradiance samples. This approach is substantially faster than previous methods for rendering translucent materials, and it has the advantage that it integrates seamlessly with both scanline rendering and global illumination methods. We show several images and animations from our implementation that demonstrate that the approach is both fast and robust, making it suitable for rendering translucent materials in production.


international conference on computer graphics and interactive techniques | 2006

Analysis of human faces using a measurement-based skin reflectance model

Tim Weyrich; Wojciech Matusik; Hanspeter Pfister; Bernd Bickel; Craig Donner; Chien Tu; Janet McAndless; Jinho Lee; Addy Ngan; Henrik Wann Jensen; Markus H. Gross

We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and -- since we do not use the original measured data -- easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.


international conference on computer graphics and interactive techniques | 2005

Light diffusion in multi-layered translucent materials

Craig Donner; Henrik Wann Jensen

This paper introduces a shading model for light diffusion in multi-layered translucent materials. Previous work on diffusion in translucent materials has assumed smooth semi-infinite homogeneous materials and solved for the scattering of light using a dipole diffusion approximation. This approximation breaks down in the case of thin translucent slabs and multi-layered materials. We present a new efficient technique based on multiple dipoles to account for diffusion in thin slabs. We enhance this multipole theory to account for mismatching indices of refraction at the top and bottom of of translucent slabs, and to model the effects of rough surfaces. To model multiple layers, we extend this single slab theory by convolving the diffusion profiles of the individual slabs. We account for multiple scattering between slabs by using a variant of Kubelka-Munk theory in frequency space. Our results demonstrate diffusion of light in thin slabs and multi-layered materials such as paint, paper, and human skin.


international conference on computer graphics and interactive techniques | 2008

Progressive photon mapping

Toshiya Hachisuka; Shinji Ogaki; Henrik Wann Jensen

This paper introduces a simple and robust progressive global illumination algorithm based on photon mapping. Progressive photon mapping is a multi-pass algorithm where the first pass is ray tracing followed by any number of photon tracing passes. Each photon tracing pass results in an increasingly accurate global illumination solution that can be visualized in order to provide progressive feedback. Progressive photon mapping uses a new radiance estimate that converges to the correct radiance value as more photons are used. It is not necessary to store the full photon map, and unlike standard photon mapping it possible to compute a global illumination solution with any desired accuracy using a limited amount of memory. Compared with existing Monte Carlo ray tracing methods progressive photon mapping provides an efficient and robust alternative in the presence of complex light transport such as caustics and in particular reflections of caustics.

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Craig Donner

University of California

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Iman Sadeghi

University of California

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Henrik Mosegaard

Technical University of Denmark

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