Me
I'm currently in my fourth year of graduate study at Columbia University, co-advised
by Profs. Eitan Grinspun and Ravi Ramamoorthi in the
Computer Graphics Group. Before this, I did my
undergrad at MIT and also spent
some time as a pirate.
I am interested in computer graphics; specifically, in finding
elegant representations and algorithms that work well across many
visual scales.
If you're still reading this section, you must be looking for my CV.
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Publications
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Multiscale Texture Synthesis
Charles Han, Eric Risser, Ravi Ramamoorthi, Eitan Grinspun
SIGGRAPH 2008
[Project]
[PDF]
[BibTeX]
[Video]
Example-based texture synthesis algorithms have gained widespread
popularity for their ability to take a single input image and create a
perceptually similar non-periodic texture. However, previous methods
rely on single input exemplars that can capture only a limited band of
spatial scales. For example, synthesizing a continent-like appearance
at a variety of zoom levels would require an impractically high input
resolution. In this paper, we develop a multiscale texture synthesis
algorithm. We propose a novel example-based representation, which we
call an exemplar graph, that simply requires a few low-resolution
input exemplars at different scales. Moreover, by allowing loops in the
graph, we can create infinite zooms and infinitely detailed textures
that are impossible with current example-based methods. We also
introduce a technique that ameliorates inconsistencies in the user’s
input, and show that the application of this method yields improved
interscale coherence and higher visual quality. We demonstrate
optimizations for both CPU and GPU implementations of our method, and
use them to produce animations with zooming and panning at multiple
scales, as well as static gigapixel-sized images with features
spanning many spatial scales.
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Frequency Domain Normal Map Filtering
Charles Han, Bo Sun, Ravi Ramamoorthi, Eitan Grinspun
SIGGRAPH 2007
[Project]
[PDF]
[BibTeX]
[Video]
[Trailer]
Filtering is critical for representing image-based detail, such as textures or normal maps,
across a variety of scales. While mipmapping textures is commonplace, accurate normal map
filtering remains a challenging problem because of nonlinearities in shading--we cannot
simply average nearby surface normals. In this paper, we show analytically that normal map
filtering can be formalized as a spherical convolution of the normal distribution function
(NDF) and the BRDF, for a large class of common BRDFs such as Lambertian, microfacet and
factored measurements. This theoretical result explains many previous filtering techniques
as special cases, and leads to a generalization to a broader class of measured and analytic
BRDFs. Our practical algorithms leverage a significant body of previous work that has
studied lighting-BRDF convolution. We show how spherical harmonics can be used to filter
the NDF for Lambertian and low-frequency specular BRDFs, while spherical von Mises-Fisher
distributions can be used for high-frequency materials.
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