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Dive into the research topics where Ralf Habel is active.

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Featured researches published by Ralf Habel.


Computer Graphics Forum | 2009

Physically Guided Animation of Trees

Ralf Habel; Alexander Kusternig; Michael Wimmer

This paper presents a new method to animate the interaction of a tree with wind both realistically and in real time. The main idea is to combine statistical observations with physical properties in two major parts of tree animation. First, the interaction of a single branch with the forces applied to it is approximated by a novel efficient two step nonlinear deformation method, allowing arbitrary continuous deformations and circumventing the need to segment a branch to model its deformation behavior. Second, the interaction of wind with the dynamic system representing a tree is statistically modeled. By precomputing the response function of branches to turbulent wind in frequency space, the motion of a branch can be synthesized efficiently by sampling a 2D motion texture.


eurographics | 2013

Photon beam diffusion: a hybrid Monte Carlo method for subsurface scattering

Ralf Habel; Per H. Christensen; Wojciech Jarosz

We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems.


Computer Graphics Forum | 2012

Practical Spectral Photography

Ralf Habel; Michael W. Kudenov; Michael Wimmer

We introduce a low‐cost and compact spectral imaging camera design based on unmodified consumer cameras and a custom camera objective. The device can be used in a high‐resolution configuration that measures the spectrum of a column of an imaged scene with up to 0.8 nm spectral resolution, rivalling commercial non‐imaging spectrometers, and a mid‐resolution hyper spectral mode that allows the spectral measurement of a whole image, with up to 5 nm spectral resolution and 120×120 spatial resolution. We develop the necessary calibration methods based on halogen/fluorescent lamps and laser pointers to acquire all necessary information about the optical system. We also derive the mathematical methods to interpret and reconstruct spectra directly from the Bayer array images of a standard RGGB camera. This objective design introduces accurate spectral remote sensing to computational photography, with numerous applications in color theory, colorimetry, vision and rendering, making the acquisition of a spectral image as simple as taking a high‐dynamic‐range image.


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.


ACM Transactions on Graphics | 2017

Spectral and decomposition tracking for rendering heterogeneous volumes

Peter Kutz; Ralf Habel; Yining Karl Li; Jan Novák

We present two novel unbiased techniques for sampling free paths in heterogeneous participating media. Our decomposition tracking accelerates free-path construction by splitting the medium into a control component and a residual component and sampling each of them separately. To minimize expensive evaluations of spatially varying collision coefficients, we define the control component to allow constructing free paths in closed form. The residual heterogeneous component is then homogenized by adding a fictitious medium and handled using weighted delta tracking, which removes the need for computing strict bounds of the extinction function. Our second contribution, spectral tracking, enables efficient light transport simulation in chromatic media. We modify free-path distributions to minimize the fluctuation of path throughputs and thereby reduce the estimation variance. To demonstrate the correctness of our algorithms, we derive them directly from the radiative transfer equation by extending the integral formulation of null-collision algorithms recently developed in reactor physics. This mathematical framework, which we thoroughly review, encompasses existing trackers and postulates an entire family of new estimators for solving transport problems; our algorithms are examples of such. We analyze the proposed methods in canonical settings and on production scenes, and compare to the current state of the art in simulating light transport in heterogeneous participating media.


interactive 3d graphics and games | 2010

Efficient irradiance normal mapping

Ralf Habel; Michael Wimmer

Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination allows using low-resolution light caching on surfaces with only a few coefficients which are evaluated by normal maps to render spatial high-frequency changes in the lighting. Though there are dedicated bases for this purpose such as the Half-Life 2 basis, higher order basis functions such as quadratic Spherical Harmonics are needed for an accurate representation. However, a full spherical basis is not needed since the irradiance is stored on the surface of a scene. In order to represent the irradiance signals efficiently, we propose a novel polynomial, hemispherically orthonormal basis function set that is specifically designed to carry a directional irradiance signal on the hemisphere and which makes optimal use of the number of coefficients. To compare our results with previous work, we analyze the relations and attributes of previously proposed basis systems and show that 6 coefficients are sufficient to accurately represent an irradiance signal on the hemisphere. To create the necessary irradiance signals, we use Spherical Harmonics as an intermediate basis due to their fast filtering capabilities.


eurographics | 2008

Efficient Spherical Harmonics Lighting with the Preetham Skylight Model

Ralf Habel; Bogdan Mustata; Michael Wimmer

We present a fast and compact representation of a skylight model for spherical harmonics lighting, especially for outdoor scenes. This representation allows dynamically changing the sun position and weather conditions on a per frame basis. We chose the most used model in real-time graphics, the Preetham skylight model, because it can deliver both realistic colors and dynamic range and its extension into spherical harmonics can be used to realistically light a scene. We separate the parameters of the Preetham skylight models’ spherical harmonics extension and perform a polynomial two-dimensional non-linear least squares fit for the principal parameters to achieve both negligible memory and computation costs. Additionally, we execute a domain specific Gibbs phenomena suppression to remove ringing artifacts.


eurographics symposium on rendering techniques | 2007

Physically based real-time translucency for leaves

Ralf Habel; Alexander Kusternig; Michael Wimmer

This paper presents a new shading model for real-time rendering of plant leaves that reproduces all important attributes of a leaf and allows for a large number of leaves to be shaded. In particular, we use a physically based model for accurate subsurface scattering on the translucent side of directly lit leaves. For real-time rendering of this model, we formulate it as an image convolution process and express the result in an efficient directional basis that is fast to evaluate. We also propose a data acquisition method for leaves that uses off-the-shelf devices.


interactive 3d graphics and games | 2013

Fast light-map computation with virtual polygon lights

Christian Luksch; Robert F. Tobler; Ralf Habel; Michael Schwärzler; Michael Wimmer

We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time. In our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times.


international conference on computer graphics and interactive techniques | 2017

Production volume rendering: SIGGRAPH 2017 course

Julian Fong; Magnus Wrenninge; Christopher D. Kulla; Ralf Habel

This document might be out of date, please check online for an updated version. With significant advances in techniques, along with increasing computational power, path tracing has now become the predominant rendering method used in movie production. Thanks to these advances, volume rendering can now take full advantage of the path tracing revolution, allowing the creation of photoreal images that would not have been feasible only a few years ago. However, volume rendering also provides its own set of unique challenges that can be daunting to path tracer developers and researchers accustomed to dealing only with surfaces. While recent texts and materials have covered some of these challenges, to the best of our knowledge none have comprehensively done so, especially when confronted with the complexity and scale demands required by production. For example, the last volume rendering course at SIGGRAPH in 2011 discussed ray marching and precomputed lighting and shadowing, none of which are techniques advisable for production purposes in 2017.

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Michael Wimmer

Vienna University of Technology

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Peter Kutz

Walt Disney Animation Studios

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Yining Karl Li

Walt Disney Animation Studios

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Alexey Stomakhin

Walt Disney Animation Studios

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Brent Burley

Walt Disney Animation Studios

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David Adler

Walt Disney Animation Studios

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David Hutchins

Walt Disney Animation Studios

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Jonathan Garcia

Walt Disney Animation Studios

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