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Notable Publications
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An Integrated 6DoF Video Camera and System Design
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Designing a fully integrated 360° video camera supporting 6DoF
head motion parallax requires overcoming many technical
hurdles, including camera placement, optical design, sensor
resolution, system calibration, real-time video capture, depth
reconstruction, and real-time novel view synthesis. While
there is a large body of work describing various system
components, such as multi-view depth estimation, our paper is
the first to describe a complete, reproducible system that
considers the challenges arising when designing, building, and
deploying a full end-to-end 6DoF video camera and playback
environment. Our system includes a computational imaging
software pipeline supporting online markerless calibration,
high-quality reconstruction, and real-time streaming and
rendering. Most of our exposition is based on a professional
16-camera configuration, which will be commercially available
to film producers. However, our software pipeline is generic
and can handle a variety of camera geometries and
configurations. The entire calibration and reconstruction
software pipeline along with example datasets is open sourced
to encourage follow-up research in high-quality 6DoF video
reconstruction and rendering.
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Reflection Space Image Based Rendering
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We extended the notion of plenoptic, image-based
rendering, into reflection space by merging
sphere maps and radially isotropic BRDF into the
a series of relfection maps defined. One each
defined on each vertex of an object enclosing
geodesic. We introduced the notion of spherical
barycentric interpolation to blend adjancent
reflection maps to get intermediate reflection
maps. This paper was the first to generalize
the notion of barycentric interpolation onto a
spherical manifold.
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Efficient Bump Mapping Hardware
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We recognized that bump mapping can be done in
"flat" tangent space (tangent fiber bundle) and
thus ammenable to computation in a plane of
pixel processors. This work lead directly to
the first pixel shader compiler for graphics HW.
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Accelerated Volume Rendering and Tomographic Reconstruction Using Texture Mapping Hardware
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We introduced the notion of using texture mapping
hardware to perform volume rendering. However,
the real touchstone of this paper was the insight
that fan and cone beam back projection used in
tomographic reconstuction (i.e. to perform a
Radon Transform using the central projection
slice theorem) was essentially the same as the
forward projection used in volume rendering and
thus could use the same texture mapping HW with a
projective interpolation term.
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Imaging Vector Fields Using Line Integral Convolution
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Line Integral Connvolution (LIC) is a vector
visualization imaging operator. It takes a vector
field, an image, and a 1-D convolution kernal and
convolves the image along the vector field lines
by the kernel. It represents a seminal work in
this arena spawning substantive research and
a number Ph.D. thesis based directly on this
technique.
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Bidirectional Reflection Functions From Surface Bump Maps
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In this paper we used micro-facet simulations to
build up BRDF sample points. The sampled data
was then fit using spherical harmonics
(orthogonal wave basis functions defined on a
spherical manifold). It was early work in BRDFs
introducing the notion of spherical harmonics to
approximate BRDFs and the use of mirco-facet
simulations. It became the basis of my Master
thesis. It also was first to use ANSI standard
illumination notation to the computer graphics
community.
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