
Sascha FrickeTechnische Universität Braunschweig · Department of Computer Science
Sascha Fricke
Master of Science
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10
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Publications
Publications (10)
This paper presents a novel method for accelerating the computationally intensive process of point-based holography using consumer grade hardware. By leveraging the parallel processing capabilities of graphics processing units (GPUs) and implementing optimization techniques, the proposed method significantly reduces the time required to generate co...
In this paper, we propose a wavelet-based video codec specifically designed for VR displays that enables real-time playback of high-resolution 360° videos. Our codec exploits the fact that only a fraction of the full 360° video frame is visible on the display at any time. To load and decode the video viewport-dependently in real time, we make use o...
Ours Reference HEVC AV1 Fig. 1: In this paper, we propose a wavelet-based video codec that is able to load and decode the data of 360°videos viewport-dependently by exploiting the properties of the wavelet transform. While the quality is on par with state-of-the-art video codecs, we can achieve significantly faster playback times. Here, a visual co...
In this paper we propose a wavelet-based video codec specifically designed for VR displays that enables real-time playback of high-resolution 360{\deg} videos. Our codec exploits the fact that only a fraction of the full 360{\deg} video frame is visible on the display at any time. To load and decode the video viewport-dependently in real-time, we m...
Restricting path tracing to a small number of paths per pixel in order to render images faster rarely achieves a satisfactory image quality for scenes of interest. However, path space filtering may dramatically improve the visual quality by sharing information across vertices of paths classified as proximate. Unlike screen space approaches, these p...
To achieve better quality and generation speed, we generate holograms from adaptively sized and placed points, modeled as 2D Gaussians. We compute them with a Rayleigh-Sommerfeld convolution directly in a compact, radially symmetric look-up table.
We present a novel fast method to compute point-based Computer Generated Holograms with occlusion on the GPU, using modern hardware capabilities. Our method offers a promising new route towards real-time calculation of high-resolution holograms.
Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality for scenes of interest. However, path space filtering may dramatically improve the visual quality by sharing information across vertices of paths classified as proximate. Unlike screen space-based approaches, these path...
Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality for scenes of interest. However, path space filtering may dramatically improve the visual quality by sharing information across vertices of paths classified as "nearby". While thus contributions can be filtered in path...