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Dive into the research topics where Thomas Annen is active.

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Featured researches published by Thomas Annen.


eurographics | 2003

Adaptive Logarithmic Mapping For Displaying High Contrast Scenes

Frédéric Drago; Karol Myszkowski; Thomas Annen; Norishige Chiba

We propose a fast, high quality tone mapping technique to display high contrast images on devices with limited dynamicrange of luminance values. The method is based on logarithmic compression of luminance values, imitatingthe human response to light. A bias power function is introduced to adaptively vary logarithmic bases, resultingin good preservation of details and contrast. To improve contrast in dark areas, changes to the gamma correctionprocedure are proposed. Our adaptive logarithmic mapping technique is capable of producing perceptually tunedimages with high dynamic content and works at interactive speed. We demonstrate a successful application of ourtone mapping technique with a high dynamic range video player enabling to adjust optimal viewing conditions forany kind of display while taking into account user preference concerning brightness, contrast compression, anddetail reproduction.


international conference on computer graphics and interactive techniques | 2008

Real-time, all-frequency shadows in dynamic scenes

Thomas Annen; Zhao Dong; Tom Mertens; Philippe Bekaert; Hans-Peter Seidel; Jan Kautz

Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates.


eurographics symposium on rendering techniques | 2007

Convolution shadow maps

Thomas Annen; Tom Mertens; Philippe Bekaert; Hans-Peter Seidel; Jan Kautz

We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the binary shadow test. We linearize the problem by approximating shadow test as a weighted summation of basis terms. We demonstrate the usefulness of this representation, and show that hardware-accelerated anti-aliasing techniques, such as tri-linear filtering, can be applied naturally to Convolution Shadow Maps. Our approach can be implemented very efficiently in current generation graphics hardware, and offers real-time frame rates.


computer graphics international | 2002

Shadow Mapping for Hemispherical and Omnidirectional Light Sources

Stefan Brabec; Thomas Annen; Hans-Peter Seidel; John Vince; Rae A. Earnshaw

In this paper we present a shadow mapping technique for hemispherical and omnidirectional light sources using dual-paraboloid mapping. In contrast to the traditional perspective projection this parameterization has the benefit that only a minimal number of rendering passes is needed during generation of the shadow maps, making the method suitable for dynamic environments and real time applications. By utilizing programmable features available on state-of-the-art graphics cards we show how the algorithm can be efficiently mapped to hardware.


eurographics symposium on rendering techniques | 2004

Spherical harmonic gradients for mid-range illumination

Thomas Annen; Jan Kautz; Hans-Peter Seidel

Spherical harmonics are often used for compact description of incident radiance in low-frequency but distant lighting environments. For interaction with nearby emitters, computing the incident radiance at the center of an object only is not sufficient. Previous techniques then require expensive sampling of the incident radiance field at many points distributed over the object. Our technique alleviates this costly requirement using a first-order Taylor expansion of the spherical-harmonic lighting coefficients around a point. We propose an interpolation scheme based on these gradients requiring far fewer samples (one is often sufficient). We show that the gradient of the incident-radiance spherical harmonics can be computed for little additional cost compared to the coefficients alone. We introduce a semi-analytical formula to calculate this gradient at run-time and describe how a simple vertex shader can interpolate the shading. The interpolated representation of the incident radiance can be used with any low-frequency light-transfer technique.


Journal of Graphics Tools | 2002

Practical shadow mapping

Stefan Brabec; Thomas Annen; Hans-Peter Seidel

Abstract In this paper, we present several methods that can greatly improve image quality when using the shadow mapping algorithm. Shadow artifacts introduced by shadow mapping are mainly due to low resolution shadow maps and/or the limited numerical precision used when performing the shadow test. These problems especially arise when the light sources viewing frustum, from which the shadow map is generated, is not adjusted to the actual camera view. We show how a tight-fitting frustum can be computed such that the shadow mapping algorithm concent rates on the visible parts of the scene and takes advantage of nearly the full available precision. Furthermore, we recommend uniformly spaced depth values in contrast to perspectively spaced depths in order to equally sample the scene seen from the light source.


virtual reality software and technology | 2004

A CAVE system for interactive modeling of global illumination in car interior

Kirill Dmitriev; Thomas Annen; Grzegorz Krawczyk; Karol Myszkowski; Hans-Peter Seidel

Global illumination dramatically improves realistic appearance of rendered scenes, but usually it is neglected in VR systems due to its high costs. In this work we present an efficient global illumination solution specifically tailored for those CAVE applications, which require an immediate response for dynamic light changes and allow for free motion of the observer, but involve scenes with static geometry. As an application example we choose the car interior modeling under free driving conditions. We illuminate the car using dynamically changing High Dynamic Range (HDR) environment maps and use the Precomputed Radiance Transfer (PRT) method for the global illumination computation. We leverage the PRT method to handle scenes with non-trivial topology represented by complex meshes. Also, we propose a hybrid of PRT and final gathering approach for high-quality rendering of objects with complex Bi-directional Reflectance Distribution Function (BRDF). We use this method for predictive rendering of the navigation LCD panel based on its measured BRDF. Since the global illumination computation leads to HDR images we propose a tone mapping algorithm tailored specifically for the CAVE. We employ head tracking to identify the observed screen region and derive for it proper luminance adaptation conditions, which are then used for tone mapping on all walls in the CAVE. We distribute our global illumination and tone mapping computation on all CPUs and CPUs available in the CAVE, which enables us to achieve interactive performance even for the costly final gathering approach.


international conference on computer graphics and interactive techniques | 2004

Spherical harmonic gradients

Thomas Annen; Jan Kautz; Hans-Peter Seidel

Spherical Harmonics (SH) are best suited for shading objects illuminated by infinitely-distant low-frequency environments. The main idea is to split the shading integral into two parts. Visibility (times diffuse BRDF) is precomputed at every vertex and projected into the SH basis resulting in the coefficient vector T. At run-time incident radiance is sampled at the object’s center and represented in SH as the coefficient vector L = (c0,c1, . . .)T . Objects can then be shaded in real-time by simply computing the dot-product L ·T at every vertex.


graphics interface | 2008

Exponential shadow maps

Thomas Annen; Tom Mertens; Hans-Peter Seidel; Eddy Flerackers; Jan Kautz


Untitled Event | 2004

A CAVE System for Interactive Modeling of Global Illumination in Car Interior

Kirill Dmitriev; Thomas Annen; Grzegorz Krawczyk; Karol Myszkowski; Hans-Peter Seidel; Rynson Lau; George Baciu

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Jan Kautz

University College London

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Holger Theisel

Otto-von-Guericke University Magdeburg

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