Piotr Didyk

CV
h-index24
12papers
234citations
Novelty51%
AI Score47

12 Papers

GRApr 9, 2022
Noise-based Enhancement for Foveated Rendering

Taimoor Tariq, Cara Tursun, Piotr Didyk

Human visual sensitivity to spatial details declines towards the periphery. Novel image synthesis techniques, so-called foveated rendering, exploit this observation and reduce the spatial resolution of synthesized images for the periphery, avoiding the synthesis of high-spatial-frequency details that are costly to generate but not perceived by a viewer. However, contemporary techniques do not make a clear distinction between the range of spatial frequencies that must be reproduced and those that can be omitted. For a given eccentricity, there is a range of frequencies that are detectable but not resolvable. While the accurate reproduction of these frequencies is not required, an observer can detect their absence if completely omitted. We use this observation to improve the performance of existing foveated rendering techniques. We demonstrate that this specific range of frequencies can be efficiently replaced with procedural noise whose parameters are carefully tuned to image content and human perception. Consequently, these frequencies do not have to be synthesized during rendering, allowing more aggressive foveation, and they can be replaced by noise generated in a less expensive post-processing step, leading to improved performance of the rendering system. Our main contribution is a perceptually-inspired technique for deriving the parameters of the noise required for the enhancement and its calibration. The method operates on rendering output and runs at rates exceeding 200FPS at 4K resolution, making it suitable for integration with real-time foveated rendering systems for VR and AR devices. We validate our results and compare them to the existing contrast enhancement technique in user experiments.

20.9CLApr 15
The Cost of Language: Centroid Erasure Exposes and Exploits Modal Competition in Multimodal Language Models

Akshay Paruchuri, Ishan Chatterjee, Henry Fuchs et al. · stanford

Multimodal language models systematically underperform on visual perception tasks, yet the structure underlying this failure remains poorly understood. We propose centroid replacement, collapsing each token to its nearest K-means centroid, as a controlled probe for modal dependence. Across seven models spanning three architecture families, erasing text centroid structure costs 4$\times$ more accuracy than erasing visual centroid structure, exposing a universal imbalance where language representations overshadow vision even on tasks that demand visual reasoning. We exploit this asymmetry through text centroid contrastive decoding, recovering up to +16.9% accuracy on individual tasks by contrastively decoding against a text-centroid-erased reference. This intervention varies meaningfully with training approaches: standard fine-tuned models show larger gains (+5.6% on average) than preference-optimized models (+1.5% on average). Our findings suggest that modal competition is structurally localized, correctable at inference time without retraining, and quantifiable as a diagnostic signal to guide future multimodal training.

GRMay 24, 2024
Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media

Jorge Condor, Sebastien Speierer, Lukas Bode et al.

Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously, remains a research challenge. Inspired by recent methods for scene reconstruction that leverage mixtures of 3D Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels, and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method as a compact and efficient alternative to other forms of volume modeling for forward and inverse rendering of scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally-used Gaussian kernel in scene reconstruction tasks. The versatility and physically-based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting and complex camera models.

GRFeb 4
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering

Jorge Condor, Nicolai Hermann, Mehmet Ata Yurtsever et al.

Gaussian-based representations have enabled efficient physically-based volume rendering at a fraction of the memory cost of regular, discrete, voxel-based distributions. However, several remaining issues hamper their widespread use. One of the advantages of classic voxel grids is the ease of constructing hierarchical representations by either storing volumetric mipmaps or selectively pruning branches of an already hierarchical voxel grid. Such strategies reduce rendering time and eliminate aliasing when lower levels of detail are required. Constructing similar strategies for Gaussian-based volumes is not trivial. Straightforward solutions, such as prefiltering or computing mipmap-style representations, lead to increased memory requirements or expensive re-fitting of each level separately. Additionally, such solutions do not guarantee a smooth transition between different hierarchy levels. To address these limitations, we propose Gabor Fields, an orientation-selective mixture of Gabor kernels that enables continuous frequency filtering at no cost. The frequency content of the asset is reduced by selectively pruning primitives, directly benefiting rendering performance. Beyond filtering, we demonstrate that stochastically sampling from different frequencies and orientations at each ray recursion enables masking substantial portions of the volume, accelerating ray traversal time in single- and multiple-scattering settings. Furthermore, inspired by procedural volumes, we present an application for efficient design and rendering of procedural clouds as Gabor-noise-modulated Gaussians.

63.5CVApr 1
Neural Harmonic Textures for High-Quality Primitive Based Neural Reconstruction

Jorge Condor, Nicolas Moenne-Loccoz, Merlin Nimier-David et al.

Primitive-based methods such as 3D Gaussian Splatting have recently become the state-of-the-art for novel-view synthesis and related reconstruction tasks. Compared to neural fields, these representations are more flexible, adaptive, and scale better to large scenes. However, the limited expressivity of individual primitives makes modeling high-frequency detail challenging. We introduce Neural Harmonic Textures, a neural representation approach that anchors latent feature vectors on a virtual scaffold surrounding each primitive. These features are interpolated within the primitive at ray intersection points. Inspired by Fourier analysis, we apply periodic activations to the interpolated features, turning alpha blending into a weighted sum of harmonic components. The resulting signal is then decoded in a single deferred pass using a small neural network, significantly reducing computational cost. Neural Harmonic Textures yield state-of-the-art results in real-time novel view synthesis while bridging the gap between primitive- and neural-field-based reconstruction. Our method integrates seamlessly into existing primitive-based pipelines such as 3DGUT, Triangle Splatting, and 2DGS. We further demonstrate its generality with applications to 2D image fitting and semantic reconstruction.

CVJan 28, 2025
Towards Understanding Depth Perception in Foveated Rendering

Sophie Kergaßner, Taimoor Tariq, Piotr Didyk

The true vision for real-time virtual and augmented reality is reproducing our visual reality in its entirety on immersive displays. To this end, foveated rendering leverages the limitations of spatial acuity in human peripheral vision to allocate computational resources to the fovea while reducing quality in the periphery. Such methods are often derived from studies on the spatial resolution of the human visual system and its ability to perceive blur in the periphery, enabling the potential for high spatial quality in real-time. However, the effects of blur on other visual cues that depend on luminance contrast, such as depth, remain largely unexplored. It is critical to understand this interplay, as accurate depth representation is a fundamental aspect of visual realism. In this paper, we present the first evaluation exploring the effects of foveated rendering on stereoscopic depth perception. We design a psychovisual experiment to quantitatively study the effects of peripheral blur on depth perception. Our analysis demonstrates that stereoscopic acuity remains unaffected (or even improves) by high levels of peripheral blur. Based on our studies, we derive a simple perceptual model that determines the amount of foveation that does not affect stereoacuity. Furthermore, we analyze the model in the context of common foveation practices reported in literature. The findings indicate that foveated rendering does not impact stereoscopic depth perception, and stereoacuity remains unaffected with up to 2x stronger foveation than commonly used. Finally, we conduct a validation experiment and show that our findings hold for complex natural stimuli.

CVNov 26, 2024
Human Vision Constrained Super-Resolution

Volodymyr Karpenko, Taimoor Tariq, Jorge Condor et al.

Modern deep-learning super-resolution (SR) techniques process images and videos independently of the underlying content and viewing conditions. However, the sensitivity of the human visual system (HVS) to image details changes depending on the underlying image characteristics, such as spatial frequency, luminance, color, contrast, or motion; as well viewing condition aspects such as ambient lighting and distance to the display. This observation suggests that computational resources spent on up-sampling images/videos may be wasted whenever a viewer cannot resolve the synthesized details i.e the resolution of details exceeds the resolving capability of human vision. Motivated by this observation, we propose a human vision inspired and architecture-agnostic approach for controlling SR techniques to deliver visually optimal results while limiting computational complexity. Its core is an explicit Human Visual Processing Framework (HVPF) that dynamically and locally guides SR methods according to human sensitivity to specific image details and viewing conditions. We demonstrate the application of our framework in combination with network branching to improve the computational efficiency of SR methods. Quantitative and qualitative evaluations, including user studies, demonstrate the effectiveness of our approach in reducing FLOPS by factors of 2$\times$ and greater, without sacrificing perceived quality.

CVNov 26, 2024
Puzzle Similarity: A Perceptually-guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions

Nicolai Hermann, Jorge Condor, Piotr Didyk

Modern reconstruction techniques can effectively model complex 3D scenes from sparse 2D views. However, automatically assessing the quality of novel views and identifying artifacts is challenging due to the lack of ground truth images and the limitations of no-reference image metrics in predicting reliable artifact maps. The absence of such metrics hinders assessment of the quality of novel views and limits the adoption of post-processing techniques, such as inpainting, to enhance reconstruction quality. To tackle this, recent work has established a new category of metrics (cross-reference), predicting image quality solely by leveraging context from alternate viewpoint captures (arXiv:2404.14409). In this work, we propose a new cross-reference metric, Puzzle Similarity, which is designed to localize artifacts in novel views. Our approach utilizes image patch statistics from the training views to establish a scene-specific distribution, later used to identify poorly reconstructed regions in the novel views. Given the lack of good measures to evaluate cross-reference methods in the context of 3D reconstruction, we collected a novel human-labeled dataset of artifact and distortion maps in unseen reconstructed views. Through this dataset, we demonstrate that our method achieves state-of-the-art localization of artifacts in novel views, correlating with human assessment, even without aligned references. We can leverage our new metric to enhance applications like automatic image restoration, guided acquisition, or 3D reconstruction from sparse inputs. Find the project page at https://nihermann.github.io/puzzlesim/ .

HCAug 10, 2021
Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays

Praneeth Chakravarthula, Zhan Zhang, Okan Tursun et al.

Computer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such displays is the presence of speckle noise inherent to holography, that compromises its quality by introducing perceptible artifacts. Although speckle noise suppression has been an active research area, the previous works have not considered the perceptual characteristics of the Human Visual System (HVS), which receives the final displayed imagery. However, it is well studied that the sensitivity of the HVS is not uniform across the visual field, which has led to gaze-contingent rendering schemes for maximizing the perceptual quality in various computer-generated imagery. Inspired by this, we present the first method that reduces the "perceived speckle noise" by integrating foveal and peripheral vision characteristics of the HVS, along with the retinal point spread function, into the phase hologram computation. Specifically, we introduce the anatomical and statistical retinal receptor distribution into our computational hologram optimization, which places a higher priority on reducing the perceived foveal speckle noise while being adaptable to any individual's optical aberration on the retina. Our method demonstrates superior perceptual quality on our emulated holographic display. Our evaluations with objective measurements and subjective studies demonstrate a significant reduction of the human perceived noise.

GRAug 7, 2021
Learning GAN-based Foveated Reconstruction to Recover Perceptually Important Image Features

Luca Surace, Marek Wernikowski, Cara Tursun et al.

A foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of Generative Adversarial Networks has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case of other supervised learning approaches, the definition of the loss function and the training strategy heavily influence the quality of the output. In this work,we consider the problem of efficiently guiding the training of foveated reconstruction techniques such that they are more aware of the capabilities and limitations of the human visual system, and thus can reconstruct visually important image features. Our primary goal is to make the training procedure less sensitive to distortions that humans cannot detect and focus on penalizing perceptually important artifacts. Given the nature of GAN-based solutions, we focus on the sensitivity of human vision to hallucination in case of input samples with different densities. We propose psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The proposed strategy renders the generator network flexible by penalizing only perceptually important deviations in the output. As a result, the method emphasized the recovery of perceptually important image features. We evaluated our strategy and compared it with alternative solutions by using a newly trained objective metric, a recent foveated video quality metric, and user experiments. Our evaluations revealed significant improvements in the perceived image reconstruction quality compared with the standard GAN-based training approach.

CVDec 2, 2018
Why Are Deep Representations Good Perceptual Quality Features?

Taimoor Tariq, Okan Tarhan Tursun, Munchurl Kim et al.

Recently, intermediate feature maps of pre-trained convolutional neural networks have shown significant perceptual quality improvements, when they are used in the loss function for training new networks. It is believed that these features are better at encoding the perceptual quality and provide more efficient representations of input images compared to other perceptual metrics such as SSIM and PSNR. However, there have been no systematic studies to determine the underlying reason. Due to the lack of such an analysis, it is not possible to evaluate the performance of a particular set of features or to improve the perceptual quality even more by carefully selecting a subset of features from a pre-trained CNN. This work shows that the capabilities of pre-trained deep CNN features in optimizing the perceptual quality are correlated with their success in capturing basic human visual perception characteristics. In particular, we focus our analysis on fundamental aspects of human perception, such as the contrast sensitivity and orientation selectivity. We introduce two new formulations to measure the frequency and orientation selectivity of the features learned by convolutional layers for evaluating deep features learned by widely-used deep CNNs such as VGG-16. We demonstrate that the pre-trained CNN features which receive higher scores are better at predicting human quality judgment. Furthermore, we show the possibility of using our method to select deep features to form a new loss function, which improves the image reconstruction quality for the well-known single-image super-resolution problem.

CVApr 25, 2017
Towards a quality metric for dense light fields

Vamsi Kiran Adhikarla, Marek Vinkler, Denis Sumin et al.

Light fields become a popular representation of three dimensional scenes, and there is interest in their processing, resampling, and compression. As those operations often result in loss of quality, there is a need to quantify it. In this work, we collect a new dataset of dense reference and distorted light fields as well as the corresponding quality scores which are scaled in perceptual units. The scores were acquired in a subjective experiment using an interactive light-field viewing setup. The dataset contains typical artifacts that occur in light-field processing chain due to light-field reconstruction, multi-view compression, and limitations of automultiscopic displays. We test a number of existing objective quality metrics to determine how well they can predict the quality of light fields. We find that the existing image quality metrics provide good measures of light-field quality, but require dense reference light- fields for optimal performance. For more complex tasks of comparing two distorted light fields, their performance drops significantly, which reveals the need for new, light-field-specific metrics.