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Dive into the research topics where Marios Papas is active.

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Featured researches published by Marios Papas.


eurographics | 2011

Goal-based Caustics

Marios Papas; Wojciech Jarosz; Wenzel Jakob; Szymon Rusinkiewicz; Wojciech Matusik; Tim Weyrich

We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.


international conference on computer graphics and interactive techniques | 2012

The magic lens: refractive steganography

Marios Papas; Thomas Houit; Derek Nowrouzezahrai; Markus H. Gross; Wojciech Jarosz

We present an automatic approach to design and manufacture passive display devices based on optical hidden image decoding. Motivated by classical steganography techniques we construct Magic Lenses, composed of refractive lenslet arrays, to reveal hidden images when placed over potentially unstructured printed or displayed source images. We determine the refractive geometry of these surfaces by formulating and efficiently solving an inverse light transport problem, taking into account additional constraints imposed by the physical manufacturing processes. We fabricate several variants on the basic magic lens idea including using a single source image to encode several hidden images which are only revealed when the lens is placed at prescribed orientations on the source image or viewed from different angles. We also present an important special case, the universal lens, that forms an injection mapping from the lens surface to the source image grid, allowing it to be used with arbitrary source images. We use this type of lens to generate hidden animation sequences. We validate our simulation results with many real-world manufactured magic lenses, and experiment with two separate manufacturing processes.


international conference on computer graphics and interactive techniques | 2013

Fabricating translucent materials using continuous pigment mixtures

Marios Papas; Christian Regg; Wojciech Jarosz; Bernd Bickel; Philip J. B. Jackson; Wojciech Matusik; Steve Marschner; Markus H. Gross

We present a method for practical physical reproduction and design of homogeneous materials with desired subsurface scattering. Our process uses a collection of different pigments that can be suspended in a clear base material. Our goal is to determine pigment concentrations that best reproduce the appearance and subsurface scattering of a given target material. In order to achieve this task we first fabricate a collection of material samples composed of known mixtures of the available pigments with the base material. We then acquire their reflectance profiles using a custom-built measurement device. We use the same device to measure the reflectance profile of a target material. Based on the database of mappings from pigment concentrations to reflectance profiles, we use an optimization process to compute the concentration of pigments to best replicate the target material appearance. We demonstrate the practicality of our method by reproducing a variety of different translucent materials. We also present a tool that allows the user to explore the range of achievable appearances for a given set of pigments.


international conference on computer graphics and interactive techniques | 2015

Multi-scale modeling and rendering of granular materials

Johannes Meng; Marios Papas; Ralf Habel; Carsten Dachsbacher; Steve Marschner; Markus H. Gross; Wojciech Jarosz

We address the problem of modeling and rendering granular materials---such as large structures made of sand, snow, or sugar---where an aggregate object is composed of many randomly oriented, but discernible grains. These materials pose a particular challenge as the complex scattering properties of individual grains, and their packing arrangement, can have a dramatic effect on the large-scale appearance of the aggregate object. We propose a multi-scale modeling and rendering framework that adapts to the structure of scattered light at different scales. We rely on path tracing the individual grains only at the finest scale, and---by decoupling individual grains from their arrangement---we develop a modular approach for simulating longer-scale light transport. We model light interactions within and across grains as separate processes and leverage this decomposition to derive parameters for classical radiative transport, including standard volumetric path tracing and a diffusion method that can quickly summarize the large scale transport due to many grain interactions. We require only a one-time precomputation per exemplar grain, which we can then reuse for arbitrary aggregate shapes and a continuum of different packing rates and scales of grains. We demonstrate our method on scenes containing mixtures of tens of millions of individual, complex, specular grains that would be otherwise infeasible to render with standard techniques.


Computer Graphics Forum | 2015

Recent Advances in Facial Appearance Capture

Oliver Klehm; Fabrice Rousselle; Marios Papas; Derek Bradley; Christophe Hery; Bernd Bickel; Wojciech Jarosz; Thabo Beeler

Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture.


international conference on computer graphics and interactive techniques | 2016

Efficient rendering of heterogeneous polydisperse granular media

Thomas Müller; Marios Papas; Markus H. Gross; Wojciech Jarosz; Jan Novák

We address the challenge of efficiently rendering massive assemblies of grains within a forward path-tracing framework. Previous approaches exist for accelerating high-order scattering for a limited, and static, set of granular materials, often requiring scene-dependent precomputation. We significantly expand the admissible regime of granular materials by considering heterogeneous and dynamic granular mixtures with spatially varying grain concentrations, pack rates, and sizes. Our method supports both procedurally generated grain assemblies and dynamic assemblies authored in off-the-shelf particle simulation tools. The key to our speedup lies in two complementary aggregate scattering approximations which we introduced to jointly accelerate construction of short and long light paths. For low-order scattering, we accelerate path construction using novel grain scattering distribution functions (GSDF) which aggregate intra-grain light transport while retaining important grain-level structure. For high-order scattering, we extend prior work on shell transport functions (STF) to support dynamic, heterogeneous mixtures of grains with varying sizes. We do this without a scene-dependent precomputation and show how this can also be used to accelerate light transport in arbitrary continuous heterogeneous media. Our multi-scale rendering automatically minimizes the usage of explicit path tracing to only the first grain along a light path, or can avoid it completely, when appropriate, by switching to our aggregate transport approximations. We demonstrate our technique on animated scenes containing heterogeneous mixtures of various types of grains that could not previously be rendered efficiently. We also compare to previous work on a simpler class of granular assemblies, reporting significant computation savings, often yielding higher accuracy results.


eurographics | 2014

A Physically-Based BSDF for Modeling the Appearance of Paper

Marios Papas; Krystle de Mesa; Henrik Wann Jensen

We present a novel appearance model for paper. Based on our appearance measurements for matte and glossy paper, we find that paper exhibits a combination of subsurface scattering, specular reflection, retroreflection, and surface sheen. Classic microfacet and simple diffuse reflection models cannot simulate the double‐sided appearance of a thin layer. Our novel BSDF model matches our measurements for paper and accounts for both reflection and transmission properties. At the core of the BSDF model is a method for converting a multi‐layer subsurface scattering model (BSSRDF) into a BSDF, which allows us to retain physically‐based absorption and scattering parameters obtained from the measurements. We also introduce a method for computing the amount of light available for subsurface scattering due to transmission through a rough dielectric surface. Our final model accounts for multiple scattering, single scattering, and surface reflection and is capable of rendering paper with varying levels of roughness and glossiness on both sides.


Computer Graphics Forum | 2017

2017 Cover Image: Mixing Bowl

Alessia Marra; Maurizio Nitti; Marios Papas; Thomas Müller; Markus H. Gross; Wojciech Jarosz; Jan ovák

Description: This is a frame of an animation sequence where white sugar, brown sugar, and cinnamon are mixed inside a wooden bowl (full animation: https://vimeo. com/192458481). Our algorithm accurately preserves the important global illumination grain appearance such as glints, translucency, and occlusion in this scene. The grain placement was simulated in Houdini and given as input to our method which handles rendering and hallucinates temporally consistent grain orientations.


Archive | 2011

REFLECTIVE AND REFRACTIVE SURFACES CONFIGURED TO PROJECT DESIRED CAUSTIC PATTERN

Marios Papas; Wojciech Jarosz; Wenzel Jakob; Szymon Rusinkiewicz; Wojciech Matusik; Tim Weyrich


Archive | 2013

METHOD OF FABRICATING TRANSLUCENT MATERIALS WITH DESIRED APPEARANCE

Marios Papas; Christian Regg; Steve Marschner; Wojciech Jarosz; Wojciech Matusik; Philip J. B. Jackson; Bernd Bickel

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Wojciech Matusik

Massachusetts Institute of Technology

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Bernd Bickel

Institute of Science and Technology Austria

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Ralf Habel

Walt Disney Animation Studios

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