Ivan Neulander |
SIGGRAPH 2013 TalkWe
explain how Rhythm & Hues's proprietary renderer was used to create
a photorealistic, stereoscopic rendition of Richard Parker, the
lifelike Bengal tiger featured in Ang Lee's Oscar-winning feature
film, |
slides recorded presentation |
SIGGRAPH 2011 TalkWe describe an unbiased noise reduction method for integrating incident radiance at a fixed position. |
slides recorded presentation |
SIGGRAPH 2010 TalkWe
present several techniques for efficiently gathering diffuse and
specular reflection rays from strand-based fur geometry, recently put
into production at Rhythm & Hues. |
slides recorded presentation |
SIGGRAPH 2009 Talk
We
enhance the Langlands & Mertens smoothing technique for
subsurface scattering
in order to produce more accurate shadow boundaries, and allow for
continuous
variation in mean free path. |
SIGGRAPH 2008 Talk
Pismo is a technique for
smoothly blending among multiple shadow maps
created on the surface of an area light, in order to produce accurate
soft shadows. The result rivals the precision of ray-traced shadows at
a significantly lower cost. |
one-page abstract |
SIGGRAPH 2007 Sketch
Pixmotor
is a 2D motion blur technique, which
incorporates several heuristics to fill holes created by
hidden pixels that become visible during motion. It is used extensively
at Rhythm
& Hues as a much faster and more flexible alternative to
standard 3D
motion blur. |
SIGGRAPH 2006 Sketch
We present a tracking technique that uses an occlusion-tested
texture-space camera projection technique called primitex to
generate
an error metric, which drives rigging parameters. This method relies on
the fact that a properly tracked model has a
consistent texture projection over multiple frames of animation.
|
one-page abstract |
SIGGRAPH 2005 Sketch
Here we present a purely image-based yet physically accurate method for
constructing a
detailed normal map of a displacement-mapped polygonal model. We
accomplish this without
tessellating the model or otherwise modifying the polygon mesh.We
represent the surface geometry in texture space only. |
SIGGRAPH 2004 Sketch
This
sketch extends an inexpensive self-occlusion formula we
developed
earlier for point-lit fur, and uses it for approximating directional
occlusion in the context of image-based lighting. The result is
essentially real-time environment lighting of fur, including localized
self-shadowing, without the need for any shadow maps. |
SIGGRAPH 2003 Sketch
This sketch introduces the visibility
map: a
4-channel texture containing an average unoccluded
surface direction ("bent normal") and an average visibility value over
a hemisphere of directions around the surface normal ("ambient
occlusion"). We use visiblity maps for fast environment lookups into a
cosine-filtered environment texture, in order to approximate
environmental diffuse lighting. |
one-page abstract |
SIGGRAPH 2001 Sketch
This was my first sketch at Rhythm & Hues. My colleagues
discuss the hair modelling and animation techniques used in the movie Cats & Dogs,
while I cover the rendering. |
Graphics Interface 1998 Paper
This paper is based on my Masters Thesis work on a rendering primitive
for generalized cylinders, the paintstroke.
It lays the foundation for my subsequent the hair rendering work. |
SIGGRAPH 1997 Sketch
This is my first SIGGRAPH
sketch, where I discuss my Masters research on the paintstroke
primitive for efficiently rendering generalized cylinders. This serves
as the basis for my subsequent implementation of the hair rendering
pipeline at Rhythm & Hues. |
Master of Science Thesis, 1997
This
is my Master of Science thesis from University of Toronto. The subject
is a rendering primitive for efficiently rendering
antialiased,
semitransparent generalized cylinders using the A-Buffer. This
primitive uses view-adaptive dynamic tessellation to miminize the
polygon count for a given level of detail. |
ArXiV (2015)A
Deep Learning technique to synthesize novel camera views from a sparse
set of inputs. This can be used to build stereoscopic views from
mono imagery, and also to smooth out animations by interpolating frames. |
Internal Presentation (2014)Techniques
for generating different styles of animated painterly renderings from
still images. This incorporates a multi-scale approach for placing
paint droplets onto a virtual canvas, and a way to animate the droplets
time-coherently. |