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Alexei Soupikov

dblp:10/6500 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
shading
0.112010
Consistent normal interpolation · ACM Trans. Graph. 2010
Rendering
ray tracing
0.112005
Multi-level ray tracing algorithm · ACM Trans. Graph. 2005

Methods — techniques the papers use, named apart from their topics

scalar deviation parameter · 0.1normal interpolation · 0.1linear interpolation · 0.1kd-tree traversal · 0.1hierarchical beam structure · 0.1geometric anti-aliasing · 0.1
YearPublicationVenuePosition
2010 Consistent normal interpolation
abstract
Rendering a polygonal surface with Phong normal interpolation allows shading to appear as it would for a true curved surface while maintaining the efficiency and simplicity of coarse polygonal geometry. However, this approximation fails in certain situations, especially for grazing viewing directions. Well-known problems include physically impossible reflections and implausible illumination. Some of these artifacts can be mitigated through special-case processing, although no universal or generally accepted approaches are available. In particular, all known solutions that guarantee that reflected rays will always point outward from the surface also create discontinuities in the reflection ray direction. We present a simple modification of Phong normal interpolation that allows physically plausible reflections and creates an appearance of a smooth surface. We introduce an additional scalar parameter that characterizes the deviation between per-vertex normals and per face normals and use it to adjust linearly interpolated normals. The proposed technique eliminates perceptually objectionable artifacts caused by inconsistencies between the shading and geometric normals while retaining most of the practical advantages and simplicity of the original Phong formulation.
Alexander Reshetov, Alexei Soupikov, William R. Mark
ACM Trans. Graph.2
2007 Highly Parallel Fast KD-tree Construction for Interactive Ray Tracing of Dynamic Scenes
abstract
Abstract We present a highly parallel, linearly scalable technique of kd‐tree construction for ray tracing of dynamic geometry. We use conventional kd‐tree compatible with the high performing algorithms such as MLRTA or frustum tracing. Proposed technique offers exceptional construction speed maintaining reasonable kd‐tree quality for rendering stage. The algorithm builds a kd‐tree from scratch each frame, thus prior knowledge of motion /deformation or motion constraints are not required. We achieve nearly real‐time performance of 7‐12 FPS for models with 200K of dynamic triangles at 1024x1024 resolution with shadows and textures.
Maxim Shevtsov, Alexei Soupikov, Alexander Kapustin
Comput. Graph. Forum2
2005 Multi-level ray tracing algorithm
abstract
We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of the kd-tree (and hence the scene) that is guaranteed not to intersect with any possible ray inside the beam. This allows for all the rays inside the beam to start traversing the tree from some node deep inside thus eliminating unnecessary operations. The original beam can be further sub-divided, and we can either continue looking for new optimal entry points for the sub-beams, or we can decompose the beam into individual rays. This is a hierarchical process that can be adapted to the geometrical complexity of a particular view direction allowing for efficient geometric anti-aliasing. By amortizing the cost of partially traversing the tree for all the rays in a beam, up to an order of magnitude performance improvement can be achieved enabling interactivity for complex scenes on ordinary desktop machines.
Alexander Reshetov, Alexei Soupikov, Jim Hurley
ACM Trans. Graph.2