Publications by authors named "Jaroslav Krivanek"

Classification of 3D objects - the selection of a category in which each object belongs - is of great interest in the field of machine learning. Numerous researchers use deep neural networks to address this problem, altering the network architecture and representation of the 3D shape used as an input. To investigate the effectiveness of their approaches, we conduct an extensive survey of existing methods and identify common ideas by which we categorize them into a taxonomy.

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Volumetric light transport is a pervasive physical phenomenon, and therefore its accurate simulation is important for a broad array of disciplines. While suitable mathematical models for computing the transport are now available, obtaining the necessary material parameters needed to drive such simulations is a challenging task: direct measurements of these parameters from material samples are seldom possible. Building on the inverse scattering paradigm, we present a novel measurement approach which indirectly infers the transport parameters from extrinsic observations of multiple-scattered radiance.

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Two decades have passed since the introduction of Markov chain Monte Carlo (MCMC) into light transport simulation by Veach and Guibas, and numerous follow-up works have been published since then. However, up until now no survey has attempted to cover the majority of these methods. The aim of this paper is therefore to offer a first comprehensive survey of MCMC algorithms for light transport simulation.

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Thanks to its ability to improve the realism of computer-generated imagery, the use of global illumination has recently become widespread among digital lighting artists. It remains unclear, though, what impact it has on the lighting design workflows, especially for novice users. In this paper we present a user study which investigates the use of global illumination, large area lights, and non-physical fill lights in lighting design tasks, where 26 novice subjects design lighting with these tools.

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Progressive rendering is becoming a popular alternative to precomputational approaches to appearance design. However, progressive algorithms create images exhibiting visual artifacts at early stages. A user study investigated these artifacts' effects on user performance in appearance design tasks.

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In this paper, we present a ray tracing-based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular, we extend the irradiance caching scheme proposed by Ward et al.

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