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Dive into the research topics where Thorsten Grosch is active.

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Featured researches published by Thorsten Grosch.


international conference on computer graphics and interactive techniques | 2008

Imperfect shadow maps for efficient computation of indirect illumination

Tobias Ritschel; Thorsten Grosch; Min H. Kim; Hans-Peter Seidel; Carsten Dachsbacher; Jan Kautz

We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature of direct lighting requires accurate visibility, indirect illumination mostly consists of smooth gradations, which tend to mask errors due to incorrect visibility. We exploit this by approximating visibility for indirect illumination with imperfect shadow maps---low-resolution shadow maps rendered from a crude point-based representation of the scene. These are used in conjunction with a global illumination algorithm based on virtual point lights enabling indirect illumination of dynamic scenes at real-time frame rates. We demonstrate that imperfect shadow maps are a valid approximation to visibility, which makes the simulation of global illumination an order of magnitude faster than using accurate visibility.


interactive 3d graphics and games | 2009

Approximating dynamic global illumination in image space

Tobias Ritschel; Thorsten Grosch; Hans-Peter Seidel

Physically plausible illumination at real-time framerates is often achieved using approximations. One popular example is ambient occlusion (AO), for which very simple and efficient implementations are used extensively in production. Recent methods approximate AO between nearby geometry in screen space (SSAO). The key observation described in this paper is, that screen-space occlusion methods can be used to compute many more types of effects than just occlusion, such as directional shadows and indirect color bleeding. The proposed generalization has only a small overhead compared to classic SSAO, approximates direct and one-bounce light transport in screen space, can be combined with other methods that simulate transport for macro structures and is visually equivalent to SSAO in the worst case without introducing new artifacts. Since our method works in screen space, it does not depend on the geometric complexity. Plausible directional occlusion and indirect lighting effects can be displayed for large and fully dynamic scenes at real-time frame rates.


Computer Graphics Forum | 2012

The State of the Art in Interactive Global Illumination

Tobias Ritschel; Carsten Dachsbacher; Thorsten Grosch; Jan Kautz

The interaction of light and matter in the world surrounding us is of striking complexity and beauty. Since the very beginning of computer graphics, adequate modelling of these processes and efficient computation is an intensively studied research topic and still not a solved problem. The inherent complexity stems from the underlying physical processes as well as the global nature of the interactions that let light travel within a scene. This paper reviews the state of the art in interactive global illumination (GI) computation, i.e., methods that generate an image of a virtual scene in less than 1 s with an as exact as possible, or plausible, solution to the light transport. Additionally, the theoretical background and attempts to classify the broad field of methods are described. The strengths and weaknesses of different approaches, when applied to the different visual phenomena, arising from light interaction are compared and discussed. Finally, the paper concludes by highlighting design patterns for interactive GI and a list of open problems.


international conference on computer graphics and interactive techniques | 2009

Micro-rendering for scalable, parallel final gathering

Tobias Ritschel; Thomas Engelhardt; Thorsten Grosch; Hans-Peter Seidel; Jan Kautz; Carsten Dachsbacher

Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination renderings of complex scenes are still limited to methods based on ray tracing. While conceptually simple, these techniques are computationally expensive. We present an efficient and scalable method to compute global illumination solutions at interactive rates for complex and dynamic scenes. Our method is based on parallel final gathering running entirely on the GPU. At each final gathering location we perform micro-rendering: we traverse and rasterize a hierarchical point-based scene representation into an importance-warped micro-buffer, which allows for BRDF importance sampling. The final reflected radiance is computed at each gathering location using the micro-buffers and is then stored in image-space. We can trade quality for speed by reducing the sampling rate of the gathering locations in conjunction with bilateral upsampling. We demonstrate the applicability of our method to interactive global illumination, the simulation of multiple indirect bounces, and to final gathering from photon maps.


international conference on computer graphics and interactive techniques | 2008

3D unsharp masking for scene coherent enhancement

Tobias Ritschel; Kaleigh Smith; Matthias Ihrke; Thorsten Grosch; Karol Myszkowski; Hans-Peter Seidel

We present a new approach for enhancing local scene contrast by unsharp masking over arbitrary surfaces under any form of illumination. Our adaptation of a well-known 2D technique to 3D interactive scenarios is designed to aid viewers in tasks like understanding complex or detailed geometric models, medical visualization and navigation in virtual environments. Our holistic approach enhances the depiction of various visual cues, including gradients from surface shading, surface reflectance, shadows, and highlights, to ease estimation of viewpoint, lighting conditions, shapes of objects and their world-space organization. Motivated by recent perceptual findings on 3D aspects of the Cornsweet illusion, we create scene coherent enhancements by treating cues in terms of their 3D context; doing so has a stronger effect than approaches that operate in a 2D image context and also achieves temporal coherence. We validate our unsharp masking in 3D with psychophysical experiments showing that the enhanced images are perceived to have better contrast and are preferred over unenhanced originals. Our operator runs at real-time rates on a GPU and the effect is easily controlled interactively within the rendering pipeline.


interactive 3d graphics and games | 2011

Voxel-based global illumination

Sinje Thiedemann; Niklas Henrich; Thorsten Grosch; Stefan Müller

Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization algorithm and an extension to a fast ray-voxel intersection test. Similar to screen-space illumination methods, VGI is independent of the scene complexity. Using voxels for indirect visibility enables real-time near-field illumination without the screen-space artifacts of alternative methods. Furthermore, VGI can be extended to interactive, multi-bounce global illumination solutions like path tracing and instant radiosity.


virtual reality software and technology | 2007

Consistent interactive augmentation of live camera images with correct near-field illumination

Thorsten Grosch; Tobias Eble; Stefan Mueller

Inserting virtual objects in real camera images with correct lighting is an active area of research. Current methods use a high dynamic range camera with a fish-eye lens to capture the incoming illumination. The main problem with this approach is the limitation to distant illumination. Therefore, the focus of our work is a real-time description of both near - and far-field illumination for interactive movement of virtual objects in the camera image of a real room. The daylight, which is coming in through the windows, produces a spatially varying distribution of indirect light in the room; therefore a near-field description of incoming light is necessary. Our approach is to measure the daylight from outside and to simulate the resulting indirect light in the room. To accomplish this, we develop a special dynamic form of the irradiance volume for real-time updates of indirect light in the room and combine this with importance sampling and shadow maps for light from outside. This separation allows object movements with interactive frame rates (10--17 fps). To verify the correctness of our approach, we compare images of synthetic objects with real objects.


tests and proofs | 2009

Perceptual influence of approximate visibility in indirect illumination

Insu Yu; Andrew Cox; Min H. Kim; Tobias Ritschel; Thorsten Grosch; Carsten Dachsbacher; Jan Kautz

In this article we evaluate the use of approximate visibility for efficient global illumination. Traditionally, accurate visibility is used in light transport. However, the indirect illumination we perceive on a daily basis is rarely of high-frequency nature, as the most significant aspect of light transport in real-world scenes is diffuse, and thus displays a smooth gradation. This raises the question of whether accurate visibility is perceptually necessary in this case. To answer this question, we conduct a psychophysical study on the perceptual influence of approximate visibility on indirect illumination. This study reveals that accurate visibility is not required and that certain approximations may be introduced.


eurographics symposium on rendering techniques | 2007

Interactive illumination with coherent shadow maps

Tobias Ritschel; Thorsten Grosch; Jan Kautz; Stefan Mueller

We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. Precomputing all visibility events, for instance in the form of many shadow maps, enables fast queries and allows for real-time computation of illumination but requires prohibitive amounts of storage. We propose a lossless compression scheme for visibility information based on shadow maps that efficiently exploits coherence. We demonstrate a Monte Carlo renderer for direct lighting using CSMs that runs entirely on graphics hardware. We support spatially varying BRDFs, normal maps, and environment maps — all with high frequencies, spatial as well as angular. Multiple dynamic rigid objects can be combined in a scene. As opposed to precomputed radiance transfer techniques, that assume distant lighting, our method includes distant lighting as well as local area lights of arbitrary shape, varying intensity, or anisotropic light distribution that can freely vary over time.


eurographics | 2005

Differential Photon Mapping - Consistent Augmentation of Photographs with Correction of all Light Paths

Thorsten Grosch

Augmenting images with consistent lighting is possible with differential rendering. This composition technique requires two lighting simulations, one simulation with only real geometry and another one with additional virtual objects. The difference of the two simulations can be used to modify the original pixel colors. The main drawback of differential rendering is that not all modied light paths can be displayed: The result of the lighting simulation is visible in a reective object instead of the real environment, augmented with virtual objects. Moreover, many regions in the photograph remain unchanged and the same work is done twice without any visual effect. In this paper we present a new approach for augmenting a photograph with only a single photon mapping simulation. The changes in lighting introduced by a virtual object are directly simulated using a differential photon map. All light paths intersecting the virtual object are corrected. To demonstrate the correctness of our approach, we compare our simulation results with real photographs.

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Tobias Ritschel

University College London

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Jan Kautz

University College London

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Kai Rohmer

Clausthal University of Technology

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Stefan Müller

University of Koblenz and Landau

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Carsten Dachsbacher

Karlsruhe Institute of Technology

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Johannes Jendersie

Otto-von-Guericke University Magdeburg

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Niklas Henrich

University of Koblenz and Landau

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