Demo Data from VLDB 2026 / reviewers in the wild / expert
Kai Selgrad
dblp:158/7652
· DBLP profile ↗
5ranked-venue papers
4as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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 |
Geometric modeling and processing · 67% Rendering · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › spatial data structures
bounding volume hierarchy |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Rendering
ray tracing |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Geometric modeling and processing › mesh processing
surface compression |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
approximate evaluation · 0.3BVH compression · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Time-Warped Foveated Rendering for Virtual Reality HeadsetsabstractAbstract Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to a low tolerance for artefacts. Eye tracking‐based foveated rendering presents an opportunity to strongly increase performance without loss of perceived visual quality. To this end, we propose a novel foveated rendering method for virtual reality headsets with integrated eye tracking hardware. Our method comprises recycling pixels in the periphery by spatio‐temporally reprojecting them from previous frames. Artefacts and disocclusions caused by this reprojection are detected and re‐evaluated according to a confidence value that is determined by a newly introduced formalized perception‐based metric, referred to as confidence function. The foveal region, as well as areas with low confidence values, are redrawn efficiently, as the confidence value allows for the delicate regulation of hierarchical geometry and pixel culling. Hence, the average primitive processing and shading costs are lowered dramatically. Evaluated against regular rendering as well as established foveated rendering methods, our approach shows increased performance in both cases. Furthermore, our method is not restricted to static scenes and provides an acceleration structure for post‐processing passes. Linus Franke, Laura Fink, Jana Martschinke, Kai Selgrad, Marc Stamminger |
Comput. Graph. Forum | 4 |
| 2017 | A Compressed Representation for Ray Tracing Parametric SurfacesabstractParametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times. Kai Selgrad, Alexander Lier, Magdalena Martinek, Christoph Buchenau, Michael Guthe, Franziska Kranz, Henry Schäfer, Marc Stamminger |
ACM Trans. Graph. | 1 |
| 2015 | Lightweight, generative variant exploration for high-performance graphics ApplicationsabstractRendering performance is an everlasting goal of computer graphics and significant driver for advances in both, hardware architecture and algorithms. Thereby, it has become possible to apply advanced computer graphics technology even in low-cost embedded appliances, such as car instruments. Yet, to come up with an efficient implementation, developers have to put enormous efforts into hardware/problem-specific tailoring, fine-tuning, and domain exploration, which requires profound expert knowledge. If a good solution has been found, there is a high probability that it does not work as well with other architectures or even the next hardware generation. Generative DSL-based approaches could mitigate these efforts and provide for an efficient exploration of algorithmic variants and hardware-specific tuning ideas. However, in vertically organized industries, such as automotive, suppliers are reluctant to introduce these techniques as they fear loss of control, high introduction costs, and additional constraints imposed by the OEM with respect to software and tool-chain certification. Moreover, suppliers do not want to share their generic solutions with the OEM, but only concrete instances. To this end, we propose a light-weight and incremental approach for meta programming of graphics applications. Our approach relies on an existing formulation of C-like languages that is amenable to meta programming, which we extend to become a lightweight language to combine algorithmic features. Our method provides a concise notation for meta programs and generates easily sharable output in the appropriate C-style target language. Kai Selgrad, Alexander Lier, Franz Köferl, Marc Stamminger, Daniel Lohmann |
GPCE | 1 |
| 2015 | Real-time depth of field using multi-layer filteringabstractWe present a novel technique for rendering depth of field that addresses difficult overlap cases, such as close, but out-of-focus, geometry in the near-field. Such scene configurations are not managed well by state-of-the-art post-processing approaches since essential information is missing due to occlusion. Kai Selgrad, Christian Reintges, Dominik Penk, Pascal Wagner, Marc Stamminger |
I3D | 1 |
| 2015 | Filtering Multi-Layer Shadow Maps for Accurate Soft ShadowsabstractAbstract In this paper, we introduce a novel technique for pre‐filtering multi‐layer shadow maps. The occluders in the scene are stored as variable‐length lists of fragments for each texel. We show how this representation can be filtered by progressively merging these lists. In contrast to previous pre‐filtering techniques, our method better captures the distribution of depth values, resulting in a much higher shadow quality for overlapping occluders and occluders with different depths. The pre‐filtered maps are generated and evaluated directly on the GPU, and provide efficient queries for shadow tests with arbitrary filter sizes. Accurate soft shadows are rendered in real‐time even for complex scenes and difficult setups. Our results demonstrate that our pre‐filtered maps are general and particularly scalable. Kai Selgrad, Carsten Dachsbacher, Quirin Meyer, Marc Stamminger |
Comput. Graph. Forum | 1 |