Jiří Bittner

bittner@fel.cvut.cz | |
Phone | +420-22435-7658 |
Place | Praha 2, Karlovo náměstí 13, E-421 |
Homesite | http://dcgi.fel.cvut.cz/home/bittner |
Time table | |
All publications |
Courses
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Algoritmy počítačové grafiky
Obsahem předmětu jsou základní a nejčastěji používané algoritmy počítačové grafiky. Předmět pokrývá metody používané pro tvorbu rastrových obrazů (2D) a zobrazování prostorových scén (3D): kresba grafických primitiv v rastru, vyplňování, ořezávání, barevné modely, rozptylování barev, obrazové formáty, úpravy…
http://cw.fel.cvut.cz/wiki/courses/b4m39apg/start -
Počítačové hry
Studenti získají orientaci v typických problémech, se kterými se lze setkat při programování počítačových her. Seznámí se s problematikou reprezentace 3D modelů, animací, detekce kolizí, fyzikální simulace, vykreslování v reálném čase v oblasti tvorby počítačových her. Na cvičeních v týmech vytvoří vlastní…
https://cw.fel.cvut.cz/wiki/courses/b4b39hry/start
Selected publications
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Real-time External Labeling of Ghosted Views
IEEE Transactions on Visualization and Computer Graphics 25(7):2458-2470, 2019. -
Ray Classification for Accelerated BVH Traversal
Computer Graphics Forum (Proceedings of EGSR 2019) 38(4):49-56, 2019. -
Parallel Reinsertion for Bounding Volume Hierarchy Optimization
Computer Graphics Forum (Proceedings of Eurographics 2018) 37(2):463-473, 2018. -
Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
IEEE Transactions on Visualization and Computer Graphics 24(3):1345-1353, 2018. -
Lightdrum—Portable Light Stage for Accurate BTF Measurement on Site
Sensors 17(3):423, 2017. -
Parallel BVH Construction using Progressive Hierarchical Refinement
Computer Graphics Forum (Proceedings of Eurographics 2017) 36(2):487-494, 2017. -
Parallel BVH Construction using K-Means Clustering
The Visual Computer (Proceedings of CGI 2016) 32(6):977-987, 2016. -
Parallel On-Demand Hierarchy Construction on Contemporary GPUs
IEEE Transactions on Visualization and Computer Graphics 22(7):1886-1898, 2016. -
Incremental BVH Construction for Ray Tracing
Computers & Graphics 47(1):135-144, 2015. -
T-SAH: Animation Optimized Bounding Volume Hierarchies
Computer Graphics Forum (Proceedings of Eurographics 2015) 34(2):527-536, 2015. -
CHC+RT: Coherent Hierarchical Culling for Ray Tracing
Computer Graphics Forum (Proceedings of Eurographics 2015) 34(2):537-548, 2015. -
Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps
Computer Graphics Forum (Proceedings of EGSR 2013) 32(4):87-96, 2013. -
Fast Insertion-Based Optimization of Bounding Volume Hierarchies
Computer Graphics Forum 32(1):85-100, 2013. -
Massively Parallel Hierarchical Scene Processing with Applications in Rendering
Computer Graphics Forum 32(8):13-25, 2013. -
Shadow Caster Culling for Efficient Shadow Mapping
Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 81-88, 2011. -
Layout-aware optimization for interactive labeling of 3D models
Computers & Graphics 34(4):378-387, 2010. -
RDH: Ray Distribution Heuristics for Construction of Spatial Data Structures
Proceedings of Spring Conference on Computer Graphics, pp. 51-57, 2009. -
Adaptive Global Visibility Sampling
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2009) 28(3):94, 2009. -
CHC++ - Coherent Hierarchical Culling Revisited
Computer Graphics Forum (Proceedings of Eurographics 2008) 27(2):221-230, 2008. -
Visibility-driven Mesh Analysis and Visualization through Graph Cuts
IEEE Transactions on Visualization and Computer Graphics (Proceedings of IEEE Visualization 2008) 14(6):1667-1674, 2008. -
Ray Tracing with Sparse Boxes
Proceedings of Spring Conference on Computer Graphics, pp. 49-54, 2007. -
Optimized Subdivisions for Preprocessed Visibility
Proceedings of Graphics Interface, pp. 335-342, 2007. -
Adaptive Visibility-Driven View Cell Construction
Proceedings of Eurographics Symposium on Rendering, pp. 195-205, 2006.
Selected theses
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Implementation of rendering system in Rust
Vulkan is today the de-facto standard for open cross-platform real-time graphics rendering. It allows the developers to leverage the performance of GPUs on many platforms thanks to its uniform design…
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Scalable traffic simulation in the system SCREW
This thesis describes the current implementation of drivers' behaviour in VRUT and suggests its improvement.
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Evaluation of player performance - methodology and implementation
The matter of this work is the analysis of the possible ways of evaluating player action in computer games and the implementation of a module, which would be able to offer such evaluation as feedback…
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Creating Realistic Environments using Photogrammetry
When creating a realistic environment for games, we want to achieve maximum credibility of our scene. Simultaneously we want to render everything in real-time. Creating realistic vegetation, trees,…
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Real-Time Global Illumination using Irradiance Probes
I present two extensions to a recently introduced method for real-time global illumination based on sparse irradiance caching. The first extension allows the computation of global illumination…
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Global Illumination Filtering for Interactive Applications
Rendering 3D scenes with both fast and accurate global illumination is still a very tough problem: there is a large number of methods giving approximate results, each one with different compromise.…
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Efficient Rendering of Earth Surface for Air Traffic Visualization
When rendering large-scale scenes, we do encounter a different set of issues than in scenes usually used in games or cinematography. These need to be addressed at the lower level of used…
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Optimizing Acceleration Data Structures for Photorealistic Rendering
This thesis discusses optimization methods of bounding volume hierarchy and their usage in ray tracing algorithms. Based on the analysis of the used PBRT software, a number of methods combining a…
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Models of 3D Scenes for a Driving Simulator
This bachelor thesis presents rebuilding of~large exterior scene and its rendering in~VRUT application. In addition the~thesis describes theory about real time rendering and representation of models…
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Comparison of Unity and Unreal Engine
Contemporary game engines are invaluable tools for game development. There are numerous engines available, each of which excels in certain features. To compare them I have developed a simple game…
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Visualizing Information on the Web
The aim of this thesis is to investigate available tools for visualizing data on the web, to analyze and evaluate these tools by visualization possibilities of var- ious data types, interaction…
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Efficient Ray Tracing of CSG Models
This work explores ray tracing of constructive solid geometry (CSG) and its acceleration in combination with ray tracing triangles. It proposes a way how to exploit Embree, a highly optimized library…
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Interactive Visualization of Bounding Volume Hierarchies
The thesis deals with current state of 3D hierarchical data structures visualisation, especially the bounding volume hierarchies (BVH). It summarizes current solutions and based on this comes up with…
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Comparison of Ray Tracing Libraries
Casting or tracing rays are techniques used in computer graphic for rendering images by tracing the path of light through pixels of an image plane. These techniques are trying their best to simulate…
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Water Simulation using Wave Particles
When rendering large bodies of water in real-time an efficient method is required to model water waves. This thesis describes a method for real-time interactive generation of such waves. We use the…
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Efficient methods for computing complex global illumination effects
Computing a photo realistic image of an arbitrary virtual scene in an affordable amount of time is still an open problem. Often, one has to trade certain illumination effects for speed. However, the…
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Efficient Sampling for Instant Radiosity
Indirect illumination is a very important component of realistic image synthesis. It captures subtle interreflection effects, such as color bleeding, that give us important clues about the scene. It…
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Methods for Fast Construction of Bounding Volume Hierarchies
The bounding volume hierarchy is one of the most common acceleration data structures used in computer graphics. This thesis is about a fast parallel construction of bounding volume hierarchies on the…
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Deferred shading based extensible rendering pipeline
Implementation of modern rendering pipeline based on deferred shading is discussed and realized in this work. We focus on extensibility by new advanced algorithms. Firstly methods used in real time…
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Rendering complex scenes using adaptive voxelization
This thesis aims to familiarize with the field of complex scenes. The necessity of using accelaration methods is discussed over GPU capabilities. A summary of scene simplification approaches is…
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Genesis - game engine kernel
Behind the wonderful graphics, animations and storytelling of today’s games, there lies the powerful game engine, which is the key to the ultimate game experience. The game engine, which can be…