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Dive into the research topics where Michael Ashikhmin is active.

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Featured researches published by Michael Ashikhmin.


interactive 3d graphics and games | 2001

Synthesizing natural textures

Michael Ashikhmin

We present a simple texture synthesis algorithm that is well-suited for a specific class of naturally occurring textures. This class includes quasi-repeating patterns consisting of small objects of familiar but irregular size, such as flower fields, pebbles, forest undergrowth, bushes and tree branches. The algorithm starts from a sample image and generates a new image of arbitrary size the appearance of which is similar to that of the original image. This new image does not change the basic spatial frequencies the original image; instead it creates an image that is a visually similar, and is of a size set by the user. This method is fast and its implementation is straightforward. We extend the algorithm to allow direct user input for interactive control over the texture synthesis process. This allows the user to indicate large-scale properties of the texture appearance using a standard painting-style interface, and to choose among various candidate textures the algorithm can create by performing different number of iterations.


eurographics | 2002

A tone mapping algorithm for high contrast images

Michael Ashikhmin

A new method is presented that takes as an input a high dynamic range image and maps it into a limited range of luminance values reproducible by a display device. There is significant evidence that a similar operation is performed by early stages of human visual system (HVS). Our approach follows functionality of HVS without attempting to construct its sophisticated model. The operation is performed in three steps. First, we estimate local adaptation luminance at each point in the image. Then, a simple function is applied to these values to compress them into the required display range. Since important image details can be lost during this process, we then re-introduce details in the final pass over the image.


Journal of Graphics Tools | 2000

An anisotropic phong BRDF model

Michael Ashikhmin; Peter Shirley

Abstract We present a BRDF model that combines several advantages of the various empirical models currently in use. In particular, it has intuitive parameters, is anisotropic, conserves energy, is reciprocal, has an appropriate non-Lambertian diffuse term, and is well-suited for use in Monte Carlo renderers.


Computer Graphics Forum | 2001

Rendering Natural Waters

Simon Premoze; Michael Ashikhmin

Creating and rendering realistic water is one of the most daunting tasks in computer graphics. Realistic rendering of water requires that the sunlight and skylight illumination are correct, the water surface is modeled accurately and that the light transport within water body is properly handled. This paper describes a method for wave generation on a water surface using a physically‐based approach. The wave generation uses data from the oceanographical observations and it is controlled by intuitive parameters such as wind speed and wind direction. The optical behavior of the water surfaces is complex but is well‐described in the ocean science literature. We present a simple and intuitive light transport approach that is easy to use for many different water types such as deep ocean water, muddy coastal water, and fresh water bodies. We demonstrate our model for a number of water and atmospheric conditions.


eurographics symposium on rendering techniques | 2004

Practical rendering of multiple scattering effects in participating media

Simon Premože; Michael Ashikhmin; Jerry Tessendorf; Ravi Ramamoorthi; Shree K. Nayar

Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume. While it is possible to simulate such media using volumetric Monte Carlo or finite element techniques, those methods are very computationally expensive. On the other hand, simple analytic models have so far been limited to homogeneous and/or optically dense media and cannot be easily extended to include strongly directional effects and visibility in spatially varying volumes. We present a practical method for rendering volumetric effects that include multiple scattering. We show an expression for the point spread function that captures blurring of radiance due to multiple scattering. We develop a general framework for incorporating this point spread function, while considering inhomogeneous media - this framework could also be used with other analytic multiple scattering models.


ACM Transactions on Graphics | 2006

The halfway vector disk for BRDF modeling

David Edwards; Solomon Boulos; Jared M. Johnson; Peter Shirley; Michael Ashikhmin; Michael M. Stark; Chris Wyman

We present a mathematical framework for enforcing energy conservation in a bidirectional reflectance distribution function (BRDF) by specifying halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can produce plausible rendered images with accurate reflectance behavior, especially near grazing angles. Using our framework, we create an empirical BRDF that allows easy specification of diffuse, specular, and retroreflective materials. We also present a second BRDF model that is useful for data fitting; although it does not preserve energy, it uses the same halfway vector domain as the first model. We show that this data-fitting BRDF can be used to match measured data extremely well using only a small set of parameters. We believe that this is an improvement over table-based lookups and factored versions of BRDF data.


tests and proofs | 2006

A reality check for tone-mapping operators

Michael Ashikhmin; Jay Goyal

A large number of high-quality tone-mapping operators is currently available. In addition to inherent practical value, comparing their performance is necessary to further advance the field and can provide better understanding of visual realism. In this paper, we show that it becomes very difficult to meaningfully judge relative performance of modern tone-mapping techniques with existing comparison methods and demonstrate that using real environments is crucial in such experiments. We report results of a new study comparing five recent tone-mapping techniques using this approach.


ACM Transactions on Graphics | 2002

Steerable illumination textures

Michael Ashikhmin; Peter Shirley

We introduce a new set of illumination basis functions designed for lighting bumpy surfaces. This lighting includes shadowing and interreflection. To create an image with a new light direction, only a linear combination of precomputed textures is required. This is possible by using a carefully selected set of steerable basis functions. Steerable basis lights have the property that they allow lights to move continuously without jarring visual artifacts. The new basis lights are shown to produce images of high visual quality with as few as 49 basis textures.


interactive 3d graphics and games | 2006

Approximate ambient occlusion for trees

Kyle Hegeman; Simon Premože; Michael Ashikhmin; George Drettakis

Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes.


eurographics | 2003

Path integration for light transport in volumes

Simon Premože; Michael Ashikhmin; Peter Shirley

Simulating the transport of light in volumes such as clouds or objects with subsurface scattering is computationally expensive. We describe an approximation to such transport using path integration. Unlike the more commonly used diffusion approximation, the path integration approach does not explicitly rely on the assumption that the material within the volume is dense. Instead, it assumes the phase function of the volume material is strongly forward scattering and uniform throughout the medium, an assumption that is often the case in nature. We show that this approach is useful for simulating subsurface scattering and scattering in clouds.

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