All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation
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: Bidirectional Importance Sampling for Unstructured Direct Illumination
abstract: Recent research in bidirectional importance sampling has focused primarily on structured illumination sources such as distant environment maps, while unstructured illumination has received little attention. In this paper, we present a method for bidirectional importance sampling of unstructured illumination, allowing us to use the same method for sampling both distant as well as local/indirect sources. Building upon recent work in [WFA*05], we model complex illumination as a large set of point lights. The subsequent sampling process draws samples only from this point set. We start by constructing a piecewise constant approximation for the lighting using an illumination cut [CPWAP08]. We show that this cut can be used directly for illumination importance sampling. We then use BRDF importance sampling followed by sample counting to update the cut, resulting in a bidirectional distribution that closely approximates the product of the illumination and BRDF. Drawing visibility samples from this new distribution significantly reduces the sampling variance. As a main advance over previous work, our method allows for unstructured sources, including arbitrary local direct lighting and one-bounce of indirect lighting.

title: Precomputed Visibility Cuts for Interactive Relighting with Dynamic BRDFs
abstract: This paper presents a novel PRT-based method that uses precomputed visibility cuts for interactive relighting with all-frequency environment maps and arbitrary dynamic BRDFs. Our method is inspired by the recent Lightcuts approach  and we parameterize distant environment lighting onto uniformly distributed sample points over the sphere. Using a binary tree structure of the points, we precompute and approximate each vertex's visibility function into clusters that we call the precomputed visibility cuts. These cuts are iteratively selected with bounded approximation error and confined cluster size. At run-time, a GPU-based relighting algorithm quickly computes the view-dependent shading color by accessing a dynamically built light tree, the precomputed visibility cuts, and a direct sampling of an arbitrary BRDF using each visibility cluster's average direction and the dynamic view direction. Compared to existing PRT techniques, our method guarantees uniform sampling of the lighting, requires no precomputed BRDF data, and can be easily extended to handle one-bounce glossy indirect transfer effects in real-time.

title: Real-time editing and relighting of homogeneous translucent materials
abstract: Existing techniques for fast, high-quality rendering of translucent materials often fix BSSRDF parameters at precomputation time. We present a novel method for accurate rendering and relighting of translucent materials that also enables real-time editing and manipulation of homogeneous diffuse BSSRDFs. We first apply PCA analysis on diffuse multiple scattering to derive a compact basis set, consisting of only twelve 1D functions. We discovered that this small basis set is accurate enough to approximate a general diffuse scattering profile. For each basis, we then precompute light transport data representing the translucent transfer from a set of local illumination samples to each rendered vertex. This local transfer model allows our system to integrate a variety of lighting models in a single framework, including environment lighting, local area lights, and point lights. To reduce the PRT data size, we compress both the illumination and spatial dimensions using efficient nonlinear wavelets. To edit material properties in real-time, a user-defined diffuse BSSRDF is dynamically projected onto our precomputed basis set, and is then multiplied with the translucent transfer information on the fly. Using our system, we demonstrate realistic, real-time translucent material editing and relighting effects under a variety of complex, dynamic lighting scenarios.

title: Precomputed Radiance Transfer Field for Rendering Interreflections in Dynamic Scenes
abstract: In this paper, we introduce a new representation – radiance transfer fields (RTF) – for rendering interreflections in dynamic scenes under low frequency illumination. The RTF describes the radiance transferred by an individual object to its surrounding space as a function of the incident radiance. An important property of RTF is its independence of the scene configuration, enabling interreflection computation in dynamic scenes. Secondly, RTFs naturally fit in with the rendering framework of precomputed shadow fields, incurring negligible cost to add interreflection effects. In addition, RTFs can be used to compute interreflections for both diffuse and glossy objects. We also show that RTF data can be highly compressed by clustered principal component analysis (CPCA), which not only reduces the memory cost but also accelerates rendering. Finally, we present some experimental results demonstrating our techniques.

title: Transaction Time Support Inside a Database Engine
abstract: Transaction time databases retain and provide access to prior states of a database. An update "inserts" a new record while preserving the old version. Immortal DB builds transaction time database support into a database engine, not in middleware. It supports as of queries returning records current at the specified time. It also supports snapshot isolation concurrency control. Versions are stamped with the "clock times" of their updating transactions. The timestamp order agrees with transaction serialization order. Lazy timestamping propagates timestamps to transaction updates after commit. Versions are kept in an integrated storage structure, with historical versions initially stored with current data. Time-splits of pages permit large histories to be maintained, and enable time based indexing, which is essential for high performance historical queries. Experiments show that Immortal DB introduces little overhead for accessing recent database states while providing access to past states.

title: DFKI-LT at QAST 2007: Adapting QA Components to Mine Answers in Speech Transcripts
abstract: The paper describes QAst-v1 a robust question answering system for answering factoid questions in manual and automatic transcriptions of speech. The system is an adaptation of our text---based crosslingual open---domain QA system that we used for the CLEF main tasks.

title: Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation
abstract: Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing low-frequency visibility of blockers in the spherical harmonic basis. Blocking geometry is modeled as a set of spheres; relatively few spheres capture the low-frequency blocking effect of complicated geometry. At each receiver point, we compute the product of visibility vectors for these blocker spheres as seen from the point. Instead of computing an expensive SH product per blocker as in previous work, we perform inexpensive vector sums to accumulate the log of blocker visibility. SH exponentiation then yields the product visibility vector over all blockers. We show how the SH exponentiation required can be approximated accurately and efficiently for low-order SH, accelerating previous CPU-based methods by a factor of 10 or more, depending on blocker complexity, and allowing real-time GPU implementation.

title: Distributive subband allocation, power and rate control for relay-assisted OFDMA cellular system with imperfect system state knowledge
abstract: In this paper, we consider distributive subband, power and rate allocation for a two-hop downlink transmission in an orthogonal frequency-division multiple-access (OFDMA) cellular system with fixed relays which operate in decode-and-forward strategy. We take into account of the penalty of packet errors due to imperfect CSIT and system fairness by considering weighted sum goodput as our optimization objective. Based on the cluster-based architecture, we obtain a fast-converging distributive solution with only local imperfect CSIT by using decomposition of the optimization problem. To further reduce the signaling overhead and computational complexity, we propose a reduced feedback distributive solution, which can achieve asymptotically optimal performance for large number of users with arbitrarily small feedback overhead per user.We also derive asymptotic average system throughput so as to obtain useful design insights.