Piotr Dubla

Piotr Dubla
The University of Warwick · Warwick Manufacturing Group

PhD Computer Graphics

About

17
Publications
5,454
Reads
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125
Citations
Additional affiliations
July 2006 - November 2009
The University of Warwick

Publications

Publications (17)
Article
Full-text available
Parallelizing rendering algorithms to exploit multiprocessor and multicore machines isn't straightforward. Certain methods require frequent synchronization among threads to obtain benefits similar to the sequential algorithm. One such algorithm is the irradiance cache (IC), an acceleration data structure that caches indirect diffuse irradiance valu...
Thesis
Full-text available
Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-...
Article
Full-text available
Traditionally, high computational costs have restricted high-fidelity interactive rendering to expensive shared-memory or dedicated distributed processors. Desktop grids offer a low-cost alternative by combining arbitrary computational resources connected to a network, such as the resources in a laboratory or an office. However, the prevalent inter...
Article
Full-text available
The ability to interactively render dynamic scenes with global illumination is one of the main challenges in computer graphics. The improvement in performance of interactive ray tracing brought about by significant advances in hardware and careful exploitation of coherence has rendered the potential of interactive global illumination a reality. How...
Article
Full-text available
Recent advances have made interactive ray tracing (IRT) possible on consumer desktop machines. These advances have brought about the potential for interactive global illumination (IGI) with enhanced realism through physically based lighting. IGI, unlike IRT, has a much higher computational complexity. Furthermore, since non-primary rays constitute...
Conference Paper
The natural world presents our visual system with a wide, ever-changing range of colors and intensities. Existing video cameras are only capable of capturing a limited part of this wide range with sufficient resolution. High-dynamic-range (HDR) images can represent most of the real world's luminances, but until now capturing HDR images with a linea...
Conference Paper
Full-text available
High-fidelity computer graphics offer the possibility for archaeologists to put excavated cultural heritage artefacts virtually back into their original setting and illumination conditions. This enables hypotheses about the perception of objects and their environments to be investigated in a safe and controlled manner. This paper presents a case st...
Conference Paper
Full-text available
High-fidelity virtual reconstructions can be used as accurate 3D representations of historical environments. After modelling the site to high precision, physically-based and historically correct light models must be implemented to complete an authentic visualisation. Sunlight has a major visual impact on a site; from directly lit areas to sections...
Conference Paper
Parallel computing has been frequently used for reducing the rendering time of high-fidelity images, since the generation of such images has a high computational cost. Numerous algorithms have been proposed for parallel rendering but they primarily focus on utilising shared memory machines or dedicated distributed clusters. A local desktop grid, co...
Conference Paper
Full-text available
The irradiance cache (IC) is an acceleration data structure which caches indirect diffuse irradiance values within the context of a ray tracing algorithm. In multi-threaded shared memory parallel systems the IC must be shared among rendering threads in order to achieve high efficiency levels. Since all threads read and write from it an access contr...
Article
Full-text available
Knowledge of the Human Visual System (HVS) may be exploited in computer graphics to significantly reduce rendering times with-out the viewer being aware of any resultant image quality differ-ence. Furthermore, cross-modal effects, that is the influence of one sensory input on another, for example sound and visuals, have also recently been shown to...
Article
Full-text available
Interactive high-fidelity rendering is one of the major goals of computer graphics. Algorithms based on ray tracing are usually used to drive high-fidelity renderers. While ray tracing is often thought to be impractical for real time performance, recent algorithmic advances in the field have led to the development of interactive ray tracers which l...
Article
Full-text available
Current parallel graphics algorithms minimise memory access la-tency by tracing packets of coherent rays. This coherency, however, breaks down after several bounces, and is unsuited to acceleration techniques such as selective rendering. This paper presents an unbi-ased path tracing algorithm which is insensitive to the coherency of the rays traced...
Conference Paper
Full-text available
Mobile devices, also known as small-form-factor (SFF) devices such as mobile phones, PDAs and ultra mobile PCs have continued to grow in popularity. Improvements in SFF hardware has enabled a range of suitable applications such as gaming, interactive visualisation and mobile mapping. Although high-fidelity graphic systems typically have significant...
Article
Full-text available
Figure 1: Benchmarker, toolbar (centre), perceptual error (left) and pixel error (right) ABSTRACT We present a new means of comparing visibility algorithms by means of the implementation of a standard reference solution against which visibility algorithms may be tested. This will allow new and existing visibility algorithms to be objectively tested...

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