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Dive into the research topics where Pat Hanrahan is active.

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Featured researches published by Pat Hanrahan.


international conference on computer graphics and interactive techniques | 1996

Light field rendering

Marc Levoy; Pat Hanrahan

A number of techniques have been proposed for flying through scenes by redisplaying previously rendered or digitized views. Techniques have also been proposed for interpolating between views by warping input images, using depth information or correspondences between multiple images. In this paper, we describe a simple and robust method for generating new views from arbitrary camera positions without depth information or feature matching, simply by combining and resampling the available images. The key to this technique lies in interpreting the input images as 2D slices of a 4D function the light field. This function completely characterizes the flow of light through unobstructed space in a static scene with fixed illumination. We describe a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views. We hav e created light fields from large arrays of both rendered and digitized images. The latter are acquired using a video camera mounted on a computer-controlled gantry. Once a light field has been created, new views may be constructed in real time by extracting slices in appropriate directions. Since the success of the method depends on having a high sample rate, we describe a compression system that is able to compress the light fields we have generated by more than a factor of 100:1 with very little loss of fidelity. We also address the issues of antialiasing during creation, and resampling during slice extraction. CR Categories: I.3.2 [Computer Graphics]: Picture/Image Generation — Digitizing and scanning, Viewing algorithms; I.4.2 [Computer Graphics]: Compression — Approximate methods Additional keywords: image-based rendering, light field, holographic stereogram, vector quantization, epipolar analysis


international conference on computer graphics and interactive techniques | 2004

Brook for GPUs: stream computing on graphics hardware

Ian Buck; Tim Foley; Daniel Reiter Horn; Jeremy Sugerman; Kayvon Fatahalian; Mike Houston; Pat Hanrahan

In this paper, we present Brook for GPUs, a system for general-purpose computation on programmable graphics hardware. Brook extends C to include simple data-parallel constructs, enabling the use of the GPU as a streaming co-processor. We present a compiler and runtime system that abstracts and virtualizes many aspects of graphics hardware. In addition, we present an analysis of the effectiveness of the GPU as a compute engine compared to the CPU, to determine when the GPU can outperform the CPU for a particular algorithm. We evaluate our system with five applications, the SAXPY and SGEMV BLAS operators, image segmentation, FFT, and ray tracing. For these applications, we demonstrate that our Brook implementations perform comparably to hand-written GPU code and up to seven times faster than their CPU counterparts.


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.


international conference on computer graphics and interactive techniques | 2002

Ray tracing on programmable graphics hardware

Timothy John Purcell; Ian Buck; William R. Mark; Pat Hanrahan

Recently a breakthrough has occurred in graphics hardware: fixed function pipelines have been replaced with programmable vertex and fragment processors. In the near future, the graphics pipeline is likely to evolve into a general programmable stream processor capable of more than simply feed-forward triangle rendering.In this paper, we evaluate these trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware. Using our simulator, we analyze the performance of a ray casting implementation on next generation programmable graphics hardware. In addition, we compare the performance difference between non-branching programmable hardware using a multipass implementation and an architecture that supports branching. We also show how this approach is applicable to other ray tracing algorithms such as Whitted ray tracing, path tracing, and hybrid rendering algorithms. Finally, we demonstrate that ray tracing on graphics hardware could prove to be faster than CPU based implementations as well as competitive with traditional hardware accelerated feed-forward triangle rendering.


international conference on computer graphics and interactive techniques | 1991

A rapid hierarchical radiosity algorithm

Pat Hanrahan; David Salzman; Larry Aupperle

This paper presents a rapid hierarchical radiosity algorithm for illuminating scenes containing large polygonal patches. The algorithm constructs a hierarchical representation of the form factor matrix by adaptively subdividing patches into subpatches according to a user-supplied error bound. The algorithm guarantees that all form factors are calculated to the same precision, removing many common image artifacts due to inaccurate form factors. More importantly, the algorithm decomposes the form factor matrix into at most O(n) blocks (where n is the number of elements). Previous radiosity algorithms represented the element-to-element transport interactions with n2 form factors. Visibility algorithms are given that work well with this approach. Standard techniques for shooting and gathering can be used with the hierarchical representation to solve for equilibrium radiosities, but we also discuss using a brightness-weighted error criteria, in conjunction with multigridding, to even more rapidly progressively refine the image.


IEEE Transactions on Visualization and Computer Graphics | 2002

Polaris: a system for query, analysis, and visualization of multidimensional relational databases

Chris Stolte; Diane Tang; Pat Hanrahan

In the last several years, large multidimensional databases have become common in a variety of applications, such as data warehousing and scientific computing. Analysis and exploration tasks place significant demands on the interfaces to these databases. Because of the size of the data sets, dense graphical representations are more effective for exploration than spreadsheets and charts. Furthermore, because of the exploratory nature of the analysis, it must be possible for the analysts to change visualizations rapidly as they pursue a cycle involving first hypothesis and then experimentation. In this paper, we present Polaris, an interface for exploring large multidimensional databases that extends the well-known pivot table interface. The novel features of Polaris include an interface for constructing visual specifications of table-based graphical displays and the ability to generate a precise set of relational queries from the visual specifications. The visual specifications can be rapidly and incrementally developed, giving the analyst visual feedback as he constructs complex queries and visualizations.


international conference on computer graphics and interactive techniques | 2001

An efficient representation for irradiance environment maps

Ravi Ramamoorthi; Pat Hanrahan

We consider the rendering of diffuse objects under distant illumination, as specified by an environment map. Using an analytic expression for the irradiance in terms of spherical harmonic coefficients of the lighting, we show that one needs to compute and use only 9 coefficients, corresponding to the lowest-frequency modes of the illumination, in order to achieve average errors of only 1%. In other words, the irradiance is insensitive to high frequencies in the lighting, and is well approximated using only 9 parameters. In fact, we show that the irradiance can be procedurally represented simply as a quadratic polynomial in the cartesian components of the surface normal, and give explicit formulae. These observations lead to a simple and efficient procedural rendering algorithm amenable to hardware implementation, a prefiltering method up to three orders of magnitude faster than previous techniques, and new representations for lighting design and image-based rendering.


conference on high performance computing (supercomputing) | 2006

Sequoia: programming the memory hierarchy

Kayvon Fatahalian; Daniel Reiter Horn; Timothy J. Knight; Larkhoon Leem; Mike Houston; Ji Young Park; Mattan Erez; Manman Ren; Alex Aiken; William J. Dally; Pat Hanrahan

We present Sequoia, a programming language designed to facilitate the development of memory hierarchy aware parallel programs that remain portable across modern machines featuring different memory hierarchy configurations. Sequoia abstractly exposes hierarchical memory in the programming model and provides language mechanisms to describe communication vertically through the machine and to localize computation to particular memory locations within it. We have implemented a complete programming system, including a compiler and runtime systems for cell processor-based blade systems and distributed memory clusters, and demonstrate efficient performance running Sequoia programs on both of these platforms


international conference on computer graphics and interactive techniques | 1991

Hierarchical splatting: a progressive refinement algorithm for volume rendering

David M. Laur; Pat Hanrahan

This paper presents a progressive refinement algorithm for volume rendering which uses a pyramidal volume representation. Besides storing average values, the pyramid stores estimated error, so an octtree can be fit to the pyramid given a user-supplied precision. This octtree is then drawn using a set of splats, or footprints, each scaled to match the size of the projection of a cell. The splats themselves are approximated with RGBA Gouraud-shaded polygons, so that they can be drawn efficiently on modern graphics workstations. The result is a real-time rendering algorithm suitable for interactive applications.


international conference on computer graphics and interactive techniques | 2001

A signal-processing framework for inverse rendering

Ravi Ramamoorthi; Pat Hanrahan

Realism in computer-generated images requires accurate input models for lighting, textures and BRDFs. One of the best ways of obtaining high-quality data is through measurements of scene attributes from real photographs by inverse rendering. However, inverse rendering methods have been largely limited to settings with highly controlled lighting. One of the reasons for this is the lack of a coherent mathematical framework for inverse rendering under general illumination conditions. Our main contribution is the introduction of a signal-processing framework which describes the reflected light field as a convolution of the lighting and BRDF, and expresses it mathematically as a product of spherical harmonic coefficients of the BRDF and the lighting. Inverse rendering can then be viewed as deconvolution. We apply this theory to a variety of problems in inverse rendering, explaining a number of previous empirical results. We will show why certain problems are ill-posed or numerically ill-conditioned, and why other problems are more amenable to solution. The theory developed here also leads to new practical representations and algorithms. For instance, we present a method to factor the lighting and BRDF from a small number of views, i.e. to estimate both simultaneously when neither is known.

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Kayvon Fatahalian

Carnegie Mellon University

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