Physically-Based Rendering

Publications

Computational Parquetry: Fabricated Style Transfer with Wood Pixels

Julian Iseringhausen, Michael Weinmann, Weizhen Huang, Matthias B. Hullin
arXiv:1904.04769 [cs.GR], Apr. 2019, 2019. Computational Parquetry: Fabricated Style Transfer with Wood Pixels

A new computational woodworking technique enabled by analysis of features found in natural materials.

Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces

Zdravko Velinov*, Sebastian Werner*, Matthias B. Hullin (* joint first authors)
Computer Graphics Forum 37 (2) (Proc. EUROGRAPHICS), 2018. Real-Time Rendering of Wave-Optical Effects on Scratched Surfaces

In this paper, we develop closed-form solutions for illuminating our iridescent scratch model with spherical and polygonal area light sources, bringing this effect within reach of real-time applications for the first time.

A Quantitative Platform for Non-Line-of-Sight Imaging Problems

Jonathan Klein, Martin Laurenzis, Dominik L. Michels, Matthias B. Hullin
In Proceedings of British Machine Vision Conference (BMVC 2018), Northumbria University, Newcastle, UK, September 3-6, 2018, 2018. A Quantitative Platform for Non-Line-of-Sight Imaging Problems

In this paper, we present a reference database of time-resolved light echoes for non-line-of-sight sensing.

Non-Line-of-Sight Reconstruction using Efficient Transient Rendering

Julian Iseringhausen, Matthias B. Hullin
arXiv:1809.08044 [cs.GR], Sept. 2018, 2018. Non-Line-of-Sight Reconstruction using Efficient Transient Rendering

In this paper, we present an efficient renderer for three-bounce indirect transient light transport, and use it to reconstruct objects around corners to unprecedented accuracy.

Scratch Iridescence: Wave-Optical Rendering of Diffractive Surface Structure

Sebastian Werner*, Zdravko Velinov*, Wenzel Jakob, Matthias B. Hullin (* joint first authors)
ACM Transactions on Graphics 36(6) (Proc. SIGGRAPH Asia), 207:1--207:14, 2017. Scratch Iridescence: Wave-Optical Rendering of Diffractive Surface Structure

Many real-world surfaces are covered in fine scratches that diffract light in colorful ways. Our model seamlessly transitions between ray optics and wave optics to recreate this intricate effect.

An Interactive Appearance Model for Microscopic Fiber Surfaces

Zdravko Velinov and Matthias Hullin
Proc. Vision, Modeling and Visualization, Bayreuth, Germany, 2016. An Interactive Appearance Model for Microscopic Fiber Surfaces

A reflectance model for pile fabrics that you can "draw on" using your fingers, like velvet or Alcantara.

Physically-Based Real-Time Lens Flare Rendering

Matthias B. Hullin, Elmar Eisemann, Hans-Peter Seidel, Sungkil Lee
ACM Transactions on Graphics 30 (4) (Proc. SIGGRAPH), 2011. Physically-Based Real-Time Lens Flare Rendering

Our take on this popular effect; to our knowledge, the most complete and most efficient model to date.