Peter Shirley

Peter Shirley
NVIDIA | Nvidia · Department of Research

Doctor of Philosophy

About

230
Publications
84,007
Reads
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12,602
Citations
Introduction
I am a computer graphics researcher at NVIDIA

Publications

Publications (230)
Chapter
Full-text available
The slabs test is the dominant approach to determine if a ray hits an axis-aligned bounding box (axis-aligned 3D rectangle that encloses a region). There is a particularly clean way to code this algorithm that is widely used but not singled out very well in the literature, and this chapter describes it.
Preprint
Full-text available
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer's visual field, especially wit...
Article
Full-text available
Recent rendering advances dramatically reduce the cost of global illumination. But even with hardware acceleration, complex light paths with multiple glossy interactions are still expensive; our new algorithm stores these paths in precomputed light probes and reprojects them at runtime to provide interactivity. Combined with traditional light maps...
Article
We introduce a Monte Carlo importance sampling method for integrands composed of products and show its application to rendering where direct sampling of the product is often difficult. Our method is based on warp functions that operate on the primary samples in [0,1) n , where each warp approximates sampling a single factor of the product distribut...
Conference Paper
An increasingly important part of usuable near-eye displays to allow use by users who use vision correction such as that provided by glasses and contact lenses. Recent research indicates that over 20% of world population is myopic, and this percentage is increasing [Holden et al. 2016]. Commercial prototypes have offered an additional prescription...
Conference Paper
Whenever you start a renderer, you need a way to see an image. The most straightforward way is to write it to a file. The catch is, there are so many formats and many of those are complex. I always start with a plain text ppm file. Here's a nice description from Wikipedia:
Article
Full-text available
We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal...
Chapter
We define a ray, show how to use ray intervals, and demonstrate how to specify a ray using DirectX Raytracing (DXR).
Chapter
We present several formulas and methods for generating samples distributed according to a desired probability density function on a specific domain. Sampling is a fundamental operation in modern rendering, both at runtime and in preprocessing. It is becoming ever more prevalent with the introduction of ray tracing in standard APIs, as many ray trac...
Chapter
This chapter provides background information and definitions for terms used throughout this book.
Book
The Ray Tracing in One Weekend series of books are now available to the public for free online. They are now released under the CC0 license. This means that they are as close to public domain as we can get. (While that also frees you from the requirement of providing attribution, it would help the overall project if you could point back to this web...
Article
Full-text available
We present a new optical design for see-through near-eye displays that is simple, compact, varifocal, and provides a wide field of view with clear peripheral vision and large eyebox. Key to this effort is a novel see-through rear-projection screen. We project an image to the see-through screen using an off-axis path, which is then relayed to the us...
Conference Paper
Full-text available
Augmented reality (AR) has recently gained momentum in the form of a variety of available optical see-through near-eye displays (NEDs) such as the Meta 2and the Microsoft Hololens. These devices are a big step forward towards Sutherland's vision of an ultimate display [Sutherland 1968]. The device we demonstrate attempts to deal with the main limit...
Book
High Dynamic Range Video: Concepts, Technologies and Applications gives an introduction to a full range of topics within the end-to-end HDR video pipeline, covering the issues around capturing HDR and stereo HDR video, such as ghosting and use of legacy LDR systems, how HDR video can be manipulated, including real-time mixing, the very latest desig...
Patent
Full-text available
A bounding box-based method for reducing the number of samples tested for rendering a screen space region of an image includes determining a trajectory of a primitive in screen space for an image which is to be rendered and constructing an axis-aligned bounding box for the screen space region. The axis-aligned bounding box includes a bound in a non...
Book
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by...
Patent
A system, method, and computer program product are provided for performing shadowing utilizing shadow maps and ray tracing. In operation, one or more shadow maps are rendered for at least one light source. Additionally, low confidence pixels associated with the one or more shadow maps are determined. Furthermore, shadow rays associated with the low...
Patent
A system, method, and computer program product are provided for reducing noise in an image using depth-based on sweeping over image samples. In use, each noisy pixel of an image having noise is identified. Additionally, for each noisy pixel, at least one sample included in each of a plurality of neighboring pixels to the noisy pixel is identified....
Patent
Full-text available
The present invention extends to methods, systems, and computer program products for representing polarized light in computer models. A rendering pipeline receives three dimensional modeling data (e.g., geometric primitives) for rendering a two dimensional image are received. The modeling data includes data representing a light source The light ene...
Conference Paper
Full-text available
This tutorial will cover the basics of physically-based rendering such as reflection models (BRDF), volume scattering (phase functions), optical phenomena (dispersion and polarization). It will also cover image formation via basic camera models. A brief summary of popular algorithms will be covered including radiosity, path tracing, photon tracing,...
Article
In this talk we present two different ways to map indirect lighting computation onto the new "pipeline" represented by the Cloud. Some of this new pipeline is familiar, but some is quite different. Given the vast space of possible hardware configurations and the many known algorithms for light transport, we explore two quite different approaches to...
Conference Paper
Full-text available
This tutorial will cover the basics of physically-based rendering such as reflection models (BRDF), volume scattering (phase functions), optical phenomena (dispersion and polarization). It will also cover image formation via basic camera models. A brief summary of popular algorithms will be covered including radiosity, path tracing, photon tracing,...
Article
Full-text available
Simple tone reproduction methods, such as the Reinhard global photographic tone-mapping operator, are popular methods for mapping high-dynamic range images to a low-dynamic range display. However, these methods deal mainly with how luminance is mapped; much less attention has been paid to how a full RGB color is produced. We introduce a simple meth...
Conference Paper
Full-text available
Stochastic renderers produce unbiased but noisy images of scenes that include the advanced camera effects of motion and defocus blur and possibly other effects such as transparency. We present a simple algorithm that selectively adds bias in the form of image space blur to pixels that are unlikely to have high frequency content in the final image....
Article
Full-text available
Stochastic transparency provides a unified approach to order-independent transparency, antialiasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-ble...
Conference Paper
This paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates---for the first time, with a full stochastic technique---real-time performance on conventional GPU architectures for complex scenes at 1920x1080 HD resolution. The algorithm operates on dynamic tria...
Article
Full-text available
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real-time ray tracing is finally within reach. However, real-time capability also opens up new problems that do not exist in an off-line environment...
Article
Full-text available
Panorama maps are aerial view paintings that depict complex, three-dimensional landscapes in a pleasing and understandable way. Painters and cartographers have developed techniques to create such artistic landscapes for centuries, but the process remains difficult and time-consuming. In this work, we derive principles and heuristics for panorama ma...
Article
Full-text available
The class of all natural images is an infinitely small fraction of all possible images. The structure of natural images can be statisti- cally modeled, revealing striking regularities. The human visual system appears to be optimized to view natural images, as opposed to any possible image, and therefore expects to interpret images which conform to...
Article
Abstract This work introduces a technique for interactive walk-throughs of non-photorealistically rendered (NPR) scenes using three-dimensional (3D) line primitives to define architectural features of the model, as well as indicate textural qualities. Line primitives are not typically used in this manner in favour of texture mapping techniques whic...
Article
Full-text available
Designed for computer graphics, oRGB is a new color model based on opponent color theory. It works well for both HSV-style color selection and computational applications such as color transfer. oRGB also enables new applications such as a quantitative cool-to-warm metric, intuitive color manipulation and variations, and simple gamut mapping.
Conference Paper
Automatic generation of well-composed and purposeful images is useful in a variety of computer graphics applications. In this work, we explore a set of criteria based on utility, perception, and aesthetics applicable to natural outdoor scenes. We also propose a method that uses the criteria to produce renderings of terrain scenes automatically.
Conference Paper
Soft shadows, glossy reflections and depth of field are valuable effects for realistic rendering and are often computed using distribution ray tracing (DRT). These "blurry" effects often need not be accurate and are sometimes simulated by blurring an image with sharper effects, such as blurring hard shadows to simulate soft shadows. One of the most...
Conference Paper
This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context while handling general single-bounce global illumination effects. The radiance estimates computed during the rendering process are cached in an adaptive per-pixel structure that defines dynamic predicate fun...
Conference Paper
Full-text available
We prefilter occlusion of aggregate geometry, e.g., foliage or hair, storing local occlusion as a directional opacity in each node of a bounding volume hierarchy (BVH). During intersection, we terminate rays early at BVH nodes based on ray differential, and composite the stored opacities. This makes intersection cost independent of geometric comple...
Conference Paper
Ray tracing has been an active area of computer graphics research for about three decades. While somewhat quiet in the 1990s, ray tracing has seen a resurgence in the last few years. According to google’s scholar database, Whitted’s classic paper received more citations in 2007 than in any previous year. This is in spite of the decreasing likelihoo...
Article
The modern graphics processing units (GPUs), found on almost every personal computer, use the z-buffer algorithm to compute visibility. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm but has historically been too slow for interactive use. However, ray tracing has benefited from impr...
Chapter
Some computer graphics applications, such as architectural design, generate visually realistic images of computer models. This is accomplished by either explicitly or implicitly solving the light transport equations. Accurate solutions involve high-dimensional equations, and Monte Carlo (MC) techniques are used with an emphasis on importance sampli...
Conference Paper
Both theoretical analysis and practical experience have shown that when ray tracing a well-behaved model with N geometric primitives, the lowest ray tracing times using a grid acceleration structure occurs when the grid has 0(N) cells. This paper extends the theoretical analysis in two ways and then experimentally verifies that analysis for several...
Article
Full-text available
Almost all current games are implemented using the graphics processing units (GPUs) found on almost every PC. These GPUs use the z-buffer algorithm to do visibility calculations. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm but has historically been too slow for interactive use. H...
Conference Paper
ABSTRACT Our computer graphics (CG) programming,class uses games development as a means,to help students understand CG concepts. Many students mistakenly thought this CG class was a games programming,class. We present a simple framework for discussing games programming,classes. Based on the framework, the paper describes our eorts in integrating co...
Article
Full-text available
The most significant deficiency of most of today's interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration structures used. While the best reported frame rates for static geometric models have been achieved using carefully constructed kd-trees, this article shows t...
Conference Paper
Full-text available