VLDB 2026 Research / reviewers in the wild / expert
Boris Raymond
dblp:147/4771
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author
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
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.2 | 1 | 2016 | Multi-scale rendering of scratched materials using a structured SV-BRDF model · ACM Trans. Graph. 2016 |
Rendering › monte carlo rendering
importance sampling |
0.2 | 1 | 2016 | Multi-scale rendering of scratched materials using a structured SV-BRDF model · ACM Trans. Graph. 2016 |
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF |
0.2 | 1 | 2016 | Multi-scale rendering of scratched materials using a structured SV-BRDF model · ACM Trans. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
linear combination of BRDFs · 0.22d ray tracing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Multi-scale rendering of scratched materials using a structured SV-BRDF modelabstractWe introduce a Spatially-Varying BRDF model tailored to the multi-scale rendering of scratched materials such as metals, plastics or finished woods. Our approach takes advantage of the regular structure of scratch distributions to achieve high performance without compromising visual quality. We provide users with controls over the profile, micro-BRDF, density and orientation of scratches, while updating our material model at interactive rates. The BRDF for a single scratch is simulated using an optimized 2D ray-tracer and compactly stored in a three-component 2D texture. In contrast to existing models, our approach takes into account all interreflections inside a scratch, including Fresnel effects. At render time, the SV-BRDF for the scratch distribution under a pixel or ray footprint is obtained by linear combination of individual scratch BRDFs. We show how to evaluate it using both importance and light sampling, in direct and global illumination settings. Boris Raymond, Gaël Guennebaud, Pascal Barla |
ACM Trans. Graph. | 1 |
| 2014 | Optimizing BRDF orientations for the manipulation of anisotropic highlightsabstractAbstract This paper introduces a system for the direct editing of highlights produced by anisotropic BRDFs, which we call anisotropic highlights. We first provide a comprehensive analysis of the link between the direction of anisotropy and the shape of highlight curves for arbitrary object surfaces. The gained insights provide the required ingredients to infer BRDF orientations from a prescribed highlight tangent field. This amounts to a non‐linear optimization problem, which is solved at interactive framerates during manipulation. Taking inspiration from sculpting software, we provide tools that give the impression of manipulating highlight curves while actually modifying their tangents. Our solver produces desired highlight shapes for a host of lighting environments and anisotropic BRDFs. Boris Raymond, Gaël Guennebaud, Pascal Barla, Romain Pacanowski, Xavier Granier |
Comput. Graph. Forum | 1 |