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Dive into the research topics where Wenzel Jakob is active.

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Featured researches published by Wenzel Jakob.


international conference on computer graphics and interactive techniques | 2012

Manifold exploration: a Markov Chain Monte Carlo technique for rendering scenes with difficult specular transport

Wenzel Jakob; Steve Marschner

It is a long-standing problem in unbiased Monte Carlo methods for rendering that certain difficult types of light transport paths, particularly those involving viewing and illumination along paths containing specular or glossy surfaces, cause unusably slow convergence. In this paper we introduce Manifold Exploration, a new way of handling specular paths in rendering. It is based on the idea that sets of paths contributing to the image naturally form manifolds in path space, which can be explored locally by a simple equation-solving iteration. This paper shows how to formulate and solve the required equations using only geometric information that is already generally available in ray tracing systems, and how to use this method in in two different Markov Chain Monte Carlo frameworks to accurately compute illumination from general families of paths. The resulting rendering algorithms handle specular, near-specular, glossy, and diffuse surface interactions as well as isotropic or highly anisotropic volume scattering interactions, all using the same fundamental algorithm. An implementation is demonstrated on a range of challenging scenes and evaluated against previous methods.


international conference on computer graphics and interactive techniques | 2011

Building volumetric appearance models of fabric using micro CT imaging

Shuang Zhao; Wenzel Jakob; Steve Marschner; Kavita Bala

The appearance of complex, thick materials like textiles is determined by their 3D structure, and they are incompletely described by surface reflection models alone. While volume scattering can produce highly realistic images of such materials, creating the required volume density models is difficult. Procedural approaches require significant programmer effort and intuition to design specialpurpose algorithms for each material. Further, the resulting models lack the visual complexity of real materials with their naturally-arising irregularities. This paper proposes a new approach to acquiring volume models, based on density data from X-ray computed tomography (CT) scans and appearance data from photographs under uncontrolled illumination. To model a material, a CT scan is made, resulting in a scalar density volume. This 3D data is processed to extract orientation information and remove noise. The resulting density and orientation fields are used in an appearance matching procedure to define scattering properties in the volume that, when rendered, produce images with texture statistics that match the photographs. As our results show, this approach can easily produce volume appearance models with extreme detail, and at larger scales the distinctive textures and highlights of a range of very different fabrics like satin and velvet emerge automatically---all based simply on having accurate mesoscale geometry.


eurographics | 2011

Goal-based Caustics

Marios Papas; Wojciech Jarosz; Wenzel Jakob; Szymon Rusinkiewicz; Wojciech Matusik; Tim Weyrich

We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian kernels. We utilize this decomposition to construct an array of continuous surface patches, each of which focuses light onto one of the Gaussian kernels, either through refraction or reflection. We show how to derive the shape of each continuous patch and arrange them by performing a discrete assignment of patches to kernels in the desired caustic. Our decomposition provides for high fidelity reconstruction of natural images using a small collection of patches. We demonstrate our approach on a wide variety of caustic images by manufacturing physical surfaces with a small number of patches.


international conference on computer graphics and interactive techniques | 2015

Instant field-aligned meshes

Wenzel Jakob; Marco Tarini; Daniele Panozzo; Olga Sorkine-Hornung

We present a novel approach to remesh a surface into an isotropic triangular or quad-dominant mesh using a unified local smoothing operator that optimizes both the edge orientations and vertex positions in the output mesh. Our algorithm produces meshes with high isotropy while naturally aligning and snapping edges to sharp features. The method is simple to implement and parallelize, and it can process a variety of input surface representations, such as point clouds, range scans and triangle meshes. Our full pipeline executes instantly (less than a second) on meshes with hundreds of thousands of faces, enabling new types of interactive workflows. Since our algorithm avoids any global optimization, and its key steps scale linearly with input size, we are able to process extremely large meshes and point clouds, with sizes exceeding several hundred million elements. To demonstrate the robustness and effectiveness of our method, we apply it to hundreds of models of varying complexity and provide our cross-platform reference implementation in the supplemental material.


international conference on computer graphics and interactive techniques | 2009

Capturing hair assemblies fiber by fiber

Wenzel Jakob; Jonathan T. Moon; Steve Marschner

Hair models for computer graphics consist of many curves representing individual hair fibers. In current practice these curves are generated by ad hoc random processes, and in close-up views their arrangement appears plainly different from real hair. To begin improving this situation, this paper presents a new method for measuring the detailed arrangement of fibers in a hair assembly. Many macrophotographs with shallow depth of field are taken of a sample of hair, sweeping the plane of focus through the hairs volume. The shallow depth of field helps isolate the fibers and reduces occlusion. Several sweeps are performed with the hair at different orientations, resulting in multiple observations of most of the clearly visible fibers. The images are filtered to detect the fibers, and the resulting feature data from all images is used jointly in a hair growing process to construct smooth curves along the observed fibers. Finally, additional hairs are generated to fill in the unseen volume inside the hair. The method is demonstrated on both straight and wavy hair, with results suitable for realistic close-up renderings. These models provide the first views we know of into the 3D arrangement of hair fibers in real hair assemblies.


international conference on computer graphics and interactive techniques | 2014

Rendering glints on high-resolution normal-mapped specular surfaces

Ling-Qi Yan; Miloš Hašan; Wenzel Jakob; Jason Lawrence; Steve Marschner; Ravi Ramamoorthi

Complex specular surfaces under sharp point lighting show a fascinating glinty appearance, but rendering it is an unsolved problem. Using Monte Carlo pixel sampling for this purpose is impractical: the energy is concentrated in tiny highlights that take up a minuscule fraction of the pixel. We instead compute an accurate solution using a completely different deterministic approach. Our method considers the true distribution of normals on a surface patch seen through a single pixel, which can be highly complex. We show how to evaluate this distribution efficiently, assuming a Gaussian pixel footprint and Gaussian intrinsic roughness. We also take advantage of hierarchical pruning of position-normal space to rapidly find texels that might contribute to a given normal distribution evaluation. Our results show complex, temporally varying glints from materials such as bumpy plastics, brushed and scratched metals, metallic paint and ocean waves.


international conference on computer graphics and interactive techniques | 2014

A comprehensive framework for rendering layered materials

Wenzel Jakob; Eugene d'Eon; Otto Jakob; Steve Marschner

We present a general and practical method for computing BSDFs of layered materials. Its ingredients are transport-theoretical models of isotropic or anisotropic scattering layers and smooth or rough boundaries of conductors and dielectrics. Following expansion into a directional basis that supports arbitrary composition, we are able to efficiently and accurately synthesize BSDFs for a great variety of layered structures. Reflectance models created by our system correctly account for multiple scattering within and between layers, and in the context of a rendering system they are efficient to evaluate and support texturing and exact importance sampling. Although our approach essentially involves tabulating reflectance functions in a Fourier basis, the generated models are compact to store due to the inherent sparsity of our representation, and are accurate even for narrowly peaked functions. While methods for rendering general layered surfaces have been investigated in the past, ours is the first system that supports arbitrary layer structures while remaining both efficient and accurate. We validate our model by comparing to measurements of real-world examples of layered materials, and we demonstrate an interactive visual design tool that enables easy exploration of the space of layered materials. We provide a fully practical, high-performance implementation in an open-source rendering system.


international conference on computer graphics and interactive techniques | 2012

Structure-aware synthesis for predictive woven fabric appearance

Shuang Zhao; Wenzel Jakob; Steve Marschner; Kavita Bala

Woven fabrics have a wide range of appearance determined by their small-scale 3D structure. Accurately modeling this structural detail can produce highly realistic renderings of fabrics and is critical for predictive rendering of fabric appearance. But building these yarn-level volumetric models is challenging. Procedural techniques are manually intensive, and fail to capture the naturally arising irregularities which contribute significantly to the overall appearance of cloth. Techniques that acquire the detailed 3D structure of real fabric samples are constrained only to model the scanned samples and cannot represent different fabric designs. This paper presents a new approach to creating volumetric models of woven cloth, which starts with user-specified fabric designs and produces models that correctly capture the yarn-level structural details of cloth. We create a small database of volumetric exemplars by scanning fabric samples with simple weave structures. To build an output model, our method synthesizes a new volume by copying data from the exemplars at each yarn crossing to match a weave pattern that specifies the desired output structure. Our results demonstrate that our approach generalizes well to complex designs and can produce highly realistic results at both large and small scales.


international conference on computer graphics and interactive techniques | 2014

Discrete stochastic microfacet models

Wenzel Jakob; Miloš Hašan; Ling-Qi Yan; Jason Lawrence; Ravi Ramamoorthi; Steve Marschner

This paper investigates rendering glittery surfaces, ones which exhibit shifting random patterns of glints as the surface or viewer moves. It applies both to dramatically glittery surfaces that contain mirror-like flakes and also to rough surfaces that exhibit more subtle small scale glitter, without which most glossy surfaces appear too smooth in close-up. These phenomena can in principle be simulated by high-resolution normal maps, but maps with tiny features create severe aliasing problems under narrow-angle illumination. In this paper we present a stochastic model for the effects of random subpixel structures that generates glitter and spatial noise that behave correctly under different illumination conditions and viewing distances, while also being temporally coherent so that they look right in motion. The model is based on microfacet theory, but it replaces the usual continuous microfacet distribution with a discrete distribution of scattering particles on the surface. A novel stochastic hierarchy allows efficient evaluation in the presence of large numbers of random particles, without ever having to consider the particles individually. This leads to a multiscale procedural BRDF that is readily implemented in standard rendering systems, and which converges back to the smooth case in the limit.


eurographics | 2011

Progressive expectation-maximization for hierarchical volumetric photon mapping

Wenzel Jakob; Christian Regg; Wojciech Jarosz

State‐of‐the‐art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel‐based approaches is the excessive number of photons that are required in practice to resolve fine illumination details, while controlling the amount of noise. In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture. We efficiently obtain the coefficients of this mixture using a progressive and accelerated form of the Expectation‐Maximization algorithm. After this step, we are able to create noise‐free renderings of high‐frequency illumination using only a few thousand Gaussian terms, where millions of photons are traditionally required. Temporal coherence is trivially supported within this framework, and the compact footprint is also useful in the context of real‐time visualization. We demonstrate a hierarchical ray tracing‐based implementation, as well as a fast splatting approach that can interactively render animated volume caustics.

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Marco Tarini

Istituto di Scienza e Tecnologie dell'Informazione

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