Bret Victor – Seeing Space

Following on his previous talks on data visualization and programming interfaces, Bret Victor presents the idea of what he calls a “seeing space”, meant to improve understanding of problems in the context of collaborative engineering.

Seeing Spaces from Bret Victor on Vimeo.

First-photon imaging

The compressive sensing blog Nuit-Blanche reports this publication: First-photon imaging. The technique allows to capture depth and (limited) reflectivity information using only a small number of photons (virtually in the dark).

Abstract:

Imagers that use their own illumination can capture 3D structure and reflectivity information. With photon-counting detectors, images can be acquired at extremely low photon fluxes. To suppress the Poisson noise inherent in low-flux operation, such imagers typically require hundreds of detected photons per pixel for accurate range and reflectivity determination. We introduce a low-flux imaging technique, called first-photon imaging, which is a computational imager that exploits spatial correlations found in real-world scenes and the physics of low-flux measurements. Our technique recovers 3D structure and reflectivity from the first detected photon at each pixel. We demonstrate simultaneous acquisition of sub-pulse duration range and 4-bit reflectivity information in the presence of high background noise. First-photon imaging may be of considerable value to both microscopy and remote sensing.

A list of important graphics research papers

This is an announcement that got all my attention. Since Twitter is a mess to find anything older than a day, here is the list so far:

  1. A Characterization of Ten Hidden-Surface Algorithms, Sutherland et al., ACM Computing Surveys, 1974
  2. Survey of Texture Mapping, Paul Heckbert, IEEE Computer Graphics and Applications, 1986
  3. Rendering Complex Scenes with Memory-Coherent Ray Tracing, Matt Pharr et al., proceedings of SIGGRAPH, 1997
  4. An Efficient Representation for Irradiance Environment Maps, Ramamoorthi & Hanrahan, proceedings of SIGGRAPH, 2001
  5. Decoupled Sampling for Graphics Pipelines, Ragan-Kelley et al. ACM Transactions on Graphics, 2011
  6. The Aliasing Problem in Computer-Generated Shaded Images, Franklin C. Crow, Communications of the ACM, 1977
  7. Ray Tracing Complex Scenes, Kay & Kajiya, proceedings of SIGGRAPH, 1986
  8. Hierarchical Z-buffer Visibility, Greene et al., proceedings of SIGGRAPH, 1993
  9. Geometry Images, Gu et al., ACM Transactions on Graphics, 2002
  10. A Hidden-Surface Algorithm with Anti-Aliasing, Edwin Catmull, proceedings of SIGGRAPH, 1978
  11. Modeling the Interaction of Light Between Diffuse Surfaces, Goral et al., proceedings of SIGGRAPH, 1984
    “The first radiosity paper, with the real physical Cornell box (which I’ve actually have seen in real life!)”
  12. Pyramidal Parametrics, Lance Williams, proceedings of SIGGRAPH, 1983
  13. Rendering synthetic objects into real scenes: bridging traditional and image-based graphics with global illumination and high dynamic range photography, Paul Debevec, proceedings of SIGGRAPH 2008
    “Influence on gfx proportional to title length!”
  14. A parallel algorithm for polygon rasterization, Juan Pineda, proceedings of SIGGRAPH, 1988
  15. Rendering from compressed textures, Beers et al., proceedings of SIGGRAPH 1996
    “This one (out of 3) of the 1st texture compression papers ever! Uses VQ so probably not something you want today, but major eye opener!”
  16. A general version of Crow’s shadow volumes, P. Bergeron, IEEE Computer Graphics and Applications, 1986
    “Generalized SV. Nice trick”
  17. Reality engine graphics, Kurt Akeley, proceedings of SIGGRAPH 1993
    “Paper describes MSAA, guard bands, etc etc”
  18. The design and analysis of a cache architecture for texture mapping, Hakura and Gupta, proceedings of ISCA 1997
    “Classic texture $ paper!”
  19. Deep shadow maps, Lokovic and Veach, proceedings of SIGGRAPH 2000
    “Lots of inspiration here!”
  20. The Reyes image rendering architecture, Cook et al., proceedings of SIGGRAPH 1987
    “Sooo good & mega-influential!”
  21. A practical model for subsurface light transport, Jensen et al., proceedings of SIGGRAPH 2001
  22. Casting curved shadows on curved surfaces, Lance Williams, proceedings of SIGGRAPH 1978
    “*the* shadow map paper!”
  23. On the design of display processors, Myer and Sutherland, Communications of the ACM 1968
    “Wheel of reincarnation”
  24. Ray tracing Jell-O brand gelatin, Paul S. Heckbert, Communications of the ACM 1988
  25. Talisman: Commodity realtime 3D graphics for the PC, Torborg and Kajiya, Proceedings of SIGGRAPH 1996
  26. A Frequency Analysis of Light Transport, Durand et al., Proceedings of SIGGRAPH 2005
    “Very influential!!”
  27. An Ambient Light Illumination Mode (behind a paywall), S. Zhukov, A. Iones, G. Kronin, Eurographics 1998
    “First paper on ambient occlusion, AFAIK. Not that old…”

Making the subtle obvious, follow-up

A couple of months ago I was posting here about this SIGGRAPH publication on amplification of details in a video. Yesterday the New York Times put online a story as well as a video on the topic, with explanations from the authors and some new examples.