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- Jeppe Revall Frisvad, Niels Jørgen Christensen, Henrik Wann Jensen
- ACM Trans. Graph.
- 2007

This paper introduces a theoretical model for computing the scattering properties of participating media and translucent materials. The model takes as input a description of the components of a medium and computes all the parameters necessary to render it. These parameters are the extinction and scattering coefficients, the phase function, and the index of… (More)

- Tobias Ritschel, Matthias Ihrke, Jeppe Revall Frisvad, Joris Coppens, Karol Myszkowski, Hans-Peter Seidel
- Comput. Graph. Forum
- 2009

Glare is a consequence of light scattered within the human eye when looking at bright light sources. This effect can be exploited for tone mapping since adding glare to the depiction of high-dynamic range (HDR) imagery on a low-dynamic range (LDR) medium can dramatically increase perceived contrast. Even though most, if not all, subjects report perceiving… (More)

- Jeppe Revall Frisvad, Toshiya Hachisuka, Thomas Kim Kjeldsen
- ACM Trans. Graph.
- 2014

Rendering translucent materials using Monte Carlo ray tracing is computationally expensive due to a large number of subsurface scattering events. Faster approaches are based on analytical models derived from diffusion theory. While such analytical models are efficient, they miss out on some translucency effects in the rendered result. We present an improved… (More)

- Lars Schjøth, Kenny Erleben, Nanna Glerup, Jeppe Revall Frisvad
- 2009

Density estimation employed in multi-pass global illumination algorithms gives cause to a trade-off problem between bias and noise. The problem is seen most evident as blurring of strong illumination features. This thesis addresses the problem, presenting four methods that reduce both noise and bias in estimates. Good results are obtained by the use of… (More)

- Tobias Grønbeck Andersen, Viggo Falster, Jeppe Revall Frisvad, Niels Jørgen Christensen
- The Visual Computer
- 2016

Hair is typically modeled and rendered using either explicitly defined hair strand geometry or a volume texture of hair densities. Taken each on their own, these two hair representations have difficulties in the case of animal fur as it consists of very dense and thin undercoat hairs in combination with coarse guard hairs. Explicit hair strand geometry is… (More)

- Lars Schjøth, Jeppe Revall Frisvad, Kenny Erleben, Jon Sporring
- GRAPHITE
- 2007

A number of popular global illumination algorithms uses density estimation to approximate indirect illumination. The density estimate is performed on finite points -- particles -- generated by a stochastic sampling of the scene. In the course of the sampling, particles, representing light, are stochastically emitted from the light sources and reflected… (More)

- Otto H A Abildgaard, Faisal Kamran, +6 authors Jeppe R Frisvad
- Applied spectroscopy
- 2015

The quality of a dairy product is largely determined by its microstructure which also affects its optical properties. Consequently, an assessment of the optical properties during production may be part of a feedback system for ensuring the quality of the production process. This paper presents a novel camera-based measurement technique that enables robust… (More)

- Jeppe Revall Frisvad
- Applied optics
- 2009

The refractive index of freezing brine is important in order to, for example, estimate oceanic scattering as sea ice develops. Previously, no simple continuous expression was available for estimating the refractive index of brine at subzero temperatures. I show that extrapolation of the empirical formula for the refractive index of seawater by Quan and Fry… (More)

- Jeppe Revall Frisvad
- J. Graphics Tools
- 2012

I present two tools that save the computation of a dot product and a reciprocal square root in operations that are used frequently in the core of many rendering programs. The first tool is a formula for rotating a direction sampled around the z-axis to a direction sampled around an arbitrary unit vector. This is useful in Monte Carlo rendering techniques,… (More)

- Jeppe Revall Frisvad, Rasmus Revall Frisvad, Niels Jørgen Christensen, Peter Falster
- International 2005 Computer Graphics
- 2005

A novel method for real-time simulation of indirect illumination is presented in this paper. The method, which we call direct radiance mapping (DRM), is based on basal radiance calculations and does not impose any restrictions on scene geometry or dynamics. This makes the method tractable for real-time rendering of arbitrary dynamic environments and for… (More)