2020 Fiscal Year Annual Research Report
Project/Area Number |
19F19759
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Research Institution | The University of Tokyo |
Principal Investigator |
梅谷 信行 東京大学, 大学院情報理工学系研究科, 准教授 (10893604)
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Co-Investigator(Kenkyū-buntansha) |
MEISTER DANIEL 東京大学, 情報理工学(系)研究科, 外国人特別研究員
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Project Period (FY) |
2019-10-11 – 2022-03-31
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Keywords | Computer Graphics / Collision Detection / Ray Tracing |
Outline of Annual Research Achievements |
Last year, a paper about ray sorting for ray tracing on the GPU [1] was accepted and presented at the Symposium on Interactive 3D Graphics and Games. This year, two publications have been successfully accepted. A survey on bounding volume hierarchies for ray tracing [2] has been accepted and will be presented at the Eurographics conference. Note that this paper will be also published in a special issue of the Computer Graphics Forum. A paper about time-varying materials [3] has been accepted to the Computers & Graphics journal. This project started before my postdoctoral stay; however, it was finished during my stay, and thus JSPS is also acknowledged in this paper.
[1] Daniel Meister, Jakub Boksansky, Michael Guthe, and Jiri Bittner; On Ray Reordering Techniques for Faster GPU Ray Tracing; In Proceedings of Symposium on Interactive 3D Graphics and Games; 2020 [2] Daniel Meister, Shinji Ogaki, Carsten Benthin, Michael J. Doyle, Michael Guthe, and Jiri Bittner; A Survey on Bounding Volume Hierarchies for Ray Tracing; Computer Graphics Forum (Proceedings of Eurographics - State of the Art Reports); 2021 [3] Daniel Meister, Adam Pospisil, Imari Sato, and Jiri Bittner. Spatio-Temporal BRDF: Modeling and Synthesis; Computers and Graphics; 2021
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Current Status of Research Progress |
Current Status of Research Progress
2: Research has progressed on the whole more than it was originally planned.
Reason
I have submitted a paper about multidimensional adaptive sampling [4] to the High-Performance Graphics conference; the reviews will be available on 17 May. I was also invited to the International Program Committee (IPC) of High-Performance Graphics to coordinate the review process.
[4] Daniel Meister and Toshiya Hachisuka; Multidimensional Adaptive Sampling for High-Performance Rendering, submitted to High-Performance Graphics; 2021
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Strategy for Future Research Activity |
In the remaining months of my postdoctoral stay at the University of Tokyo, I would like to finish my project addressing the optimization of bounding volume hierarchies. The idea is to extend the insertion-based optimization algorithm to support spatial splitting to better handle diagonal or overlapping scene primitives. I plan also to incorporate a stochastic approach known as simulated annealing to avoid getting stuck in a local minimum. Depending on the results, the paper will be submitted either to the Journal of Computer Graphics Techniques or Computer Graphics Forum.
I also participate in a project addressing the Monte Carlo integration as a co-author. In this project, we leverage deep neural networks to transform a sequence of partial Monte Carlo estimates in order to improve the convergence of the integration. The plan is to write a paper and submit it to the Pacific Graphics conference.
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