All-frequency interactive relighting of translucent objects with single and multiple scattering
We present a technique, based on precomputed light transport, for interactive rendering of translucent objects under all-frequency environment maps. We consider the complete BSSRDF model proposed by Jensen et al. [2001]. which includes both single and diffuse multiple scattering components. The challenge is how to efficiently precompute all-frequency light transport functions due to subsurface scattering. We apply the two-pass hierarchical technique by Jensen et al. [2002] in the space of non-linearly approximated transport vectors, which allows us to efficiently evaluate transport vectors due to diffuse multiple scattering. We then include an approximated single scattering term in the precomputation, which previous interactive systems have ignored. For an isotropic phase function, this approximation produces a diffuse transport vector per vertex, and is combined with the multiple scattering component. For a general phase function, we introduce a technique from BRDF rendering to factor the phase function using a separable decomposition to allow for view-dependent rendering. We show that our rendering results qualitatively match the appearance of translucent objects, achieving a high level of realism at interactive rates.

title: All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation
abstract: This paper presents a technique, based on pre-computed light transport and separable BRDF approximation, for interactive rendering of non-diffuse objects under all-frequency environment illumination. Existing techniques using spherical harmonics to represent environment maps and transport functions are limited to low-frequency light transport effects. Non-linear wavelet lighting approximation is able to capture all-frequency illumination and shadows for geometry relighting, but interactive rendering is currently limited to diffuse objects. Our work extends the wavelet-based approach to relighting of non-diffuse objects. We factorize the BRDF using separable decomposition and keep only a few low-order approximation terms, each consisting of a 2D light map paired with a 2D view map. We then pre-compute light transport matrices corresponding to each BRDF light map, and compress the data with a non-linear wavelet approximation. We use modern graphics hardware to accelerate precomputation. At run-time, a sparse light vector is multiplied by the sparse transport matrix at each vertex, and the results are further combined with texture lookups of the view direction into the BRDF view maps to produce view-dependent color. Using our technique, we demonstrate rendering of objects with several non-diffuse BRDFs under all-frequency, dynamic environment lighting at interactive rates.

title: Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware

title: Efficient reconstruction of indoor scenes with color
abstract: We present an efficient and general approach to computing and integrating 3D distance fields directly from multiple range images. We compute normal and confidence values directly from a 2D range image. We then approximate 3D Euclidean distance by correcting the line-of-sight distance. To integrate multiple scans, we efficiently transform voxels of the target distance field to each scan's local coordinate system, then update voxels with computed distance and confidence values. Finally, we extract an iso-surface from the weighted distance field using the marching cubes algorithm. We extend the same idea to the assignment of weighted colors or texture coordinates to the reconstructed model. Experiments show that our approach is fast, has reasonable storage requirements, and can produce high-quality surfaces from multiple range scans.

title: An efficient GPU-based approach for interactive global illumination
abstract: This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling and interpolation on the GPU. We start with raytraced shading points and partition them into coherent shading clusters using adaptive seeding followed by k-means. At each cluster center we apply final gather to evaluate its incident irradiance using GPU-based photon mapping. We approximate the entire photon tree as a compact illumination cut, thus reducing the final gather cost for each ray. The sampled irradiance values are then interpolated at all shading points to produce rendering. Our method exploits the spatial coherence of illumination to reduce sampling cost. We sample sparsely and the distribution of sample points conforms with the underlying illumination changes. Therefore our method is both fast and preserves high rendering quality. Although the same property has been exploited by previous caching and adaptive sampling methods, these methods typically require sequential computation of sample points, making them ill-suited for the GPU. In contrast, we select sample points adaptively in a single pass, enabling parallel computation. As a result, our algorithm runs entirely on the GPU, achieving interactive rates for scenes with complex illumination effects.

title: Towards automatic reverse engineering of software security configurations
abstract: The specifications of an application's security configuration are crucial for understanding its security policies, which can be very helpful in security-related contexts such as misconfiguration detection. Such specifications, however, are often ill-documented, or even close because of the increasing use of graphic user interfaces to set program options. In this paper, we propose ConfigRE, a new technique for automatic reverse engineering of an application's access-control configurations. Our approach first partitions a configuration input into fields, and then identifies the semantic relations among these fields and the roles they play in enforcing an access control policy. Based upon such knowledge, ConfigRE automatically generates a specification language to describe the syntactic relations of these fields. The language can be converted into a scanner using standard parser generators for scanning configuration files and discovering the security policies specified in an application. We implemented ConfigRE in our research and evaluated it against real applications. The experiment results demonstrate the efficacy of our approach.

title: Optimal Gossiping in Square Meshes in All-Port Mode and with Short Packets
abstract: We present optimal solutions for the gossiping problem in square meshes under the all-port, full-duplex (F*) and the all-port, half-duplex (H*) models. We assume packets are of finite size, each carrying at most one message.

title: Perceptually-motivated shape exaggeration
abstract: Image communication would appear more efficient if the visual cases of the concerned parts can be enhanced. One way to achieve this is by local shape exaggeration in rendering. In this paper, we present an interactive scheme for controllable local shape exaggeration. Our approach achieves local, direct, and consistent appearance enhancement by modifying the surface orientation in an intuitive and globally optimized manner with sparse user-specified constraints. Compared with previous approaches, the main contribution of this paper is the introduction of adaptive exaggeration function (AEF), which is capable of modulating the extent of detail enhancement to obtain a satisfactory shape exaggeration result. The AEF model is derived based on a series of experiments. We complement our new approach with a variety of examples, user studies, and provide comparisons with recent approaches.

title: Real-time KD-tree construction on graphics hardware
abstract: We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs.
 As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling.