VLDB 2026 Research / reviewers in the wild / expert
Zdravko Velinov
dblp:190/8192
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2023
0000-0002-1258-1223ORCID · corroborated
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 2021
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
3 papers |
Rendering · 100% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › monte carlo rendering
importance sampling |
0.7 | 1 | 2023 | Collimated Whole Volume Light Scattering in Homogeneous Finite Media · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering › light transport
light scattering |
0.7 | 1 | 2023 | Collimated Whole Volume Light Scattering in Homogeneous Finite Media · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering
monte carlo integration |
0.7 | 1 | 2023 | Collimated Whole Volume Light Scattering in Homogeneous Finite Media · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering › participating media rendering
single scattering |
0.7 | 1 | 2023 | Collimated Whole Volume Light Scattering in Homogeneous Finite Media · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering
appearance acquisition |
0.3 | 1 | 2018 | Appearance capture and modeling of human teeth · ACM Trans. Graph. 2018 |
Rendering › ray tracing › path tracing
gradient-domain path tracing |
0.3 | 1 | 2018 | Appearance capture and modeling of human teeth · ACM Trans. Graph. 2018 |
Rendering
inverse rendering |
0.3 | 1 | 2018 | Appearance capture and modeling of human teeth · ACM Trans. Graph. 2018 |
Rendering
physically based rendering |
0.3 | 1 | 2017 | Scratch iridescence: wave-optical rendering of diffractive surface structure · ACM Trans. Graph. 2017 |
Rendering
reflectance modeling |
0.3 | 1 | 2017 | Scratch iridescence: wave-optical rendering of diffractive surface structure · ACM Trans. Graph. 2017 |
Rendering › physically based rendering
wave optics rendering |
0.3 | 1 | 2017 | Scratch iridescence: wave-optical rendering of diffractive surface structure · ACM Trans. Graph. 2017 |
Rendering
subsurface scattering |
0.1 | 1 | 2018 | Appearance capture and modeling of human teeth · ACM Trans. Graph. 2018 |
Rendering
bidirectional reflectance distribution function |
0.1 | 1 | 2017 | Scratch iridescence: wave-optical rendering of diffractive surface structure · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
ray marching · 0.7ratio estimator · 0.7moment-based approximation · 0.7distance sampling · 0.7numerical optimization · 0.3multiple camera and light source setup · 0.3derivative path tracing · 0.3non-paraxial scalar diffraction theory · 0.3coherent superposition · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Collimated Whole Volume Light Scattering in Homogeneous Finite MediaabstractCrepuscular rays form when light encounters an optically thick or opaque medium which masks out portions of the visible scene. Real-time applications commonly estimate this phenomena by connecting paths between light sources and the camera after a single scattering event. We provide a set of algorithms for solving integration and sampling of single-scattered collimated light in a box-shaped medium and show how they extend to multiple scattering and convex media. First, a method for exactly integrating the unoccluded single scattering in rectilinear box-shaped medium is proposed and paired with a ratio estimator and moment-based approximation. Compared to previous methods, it requires only a single sample in unoccluded areas to compute the whole integral solution and provides greater convergence in the rest of the scene. Second, we derive an importance sampling scheme accounting for the entire geometry of the medium. This sampling strategy is then incorporated in an optimized Monte Carlo integration. The resulting integration scheme yields visible noise reduction and it is directly applicable to indoor scene rendering in room-scale interactive experiences. Furthermore, it extends to multiple light sources and achieves superior converge compared to independent sampling with existing algorithms. We validate our techniques against previous methods based on ray marching and distance sampling to prove their superior noise reduction capability. Zdravko Velinov, Kenny Mitchell |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Real-Time Rendering of Wave-Optical Effects on Scratched SurfacesabstractAbstract The visual appearance of real‐world materials is characterized by surface features across many scales and has received significant attention by the graphics community for decades. Yet, even the most advanced microfacet models have difficulties faithfully recreating materials like snow, sand, brushed metal or hair that feature scale‐violating glints and speckles and defy any traditional notion of filtering and level of detail. In this work, we address an important subset of such materials, namely metal and dielectric surfaces that are covered with microscopic scratches, e.g., from polishing processes or surface wear. The appearance of such surfaces features fine‐scale spatial detail and iridescent colors caused by diffraction, and has only recently been successfully recreated. We adopt the scratch iridescence model, which is known for plausible results in offline Monte Carlo settings but unsuitable for real‐time applications where extensive illumination sampling is prohibitively expensive. In this paper, we introduce an efficient technique for incoherently integrating the contributions of individual scratches, as well as closed‐form solutions for modeling spherical and polygonal area light sources, and for the first time bring scratch iridescence within reach of real‐time applications. Zdravko Velinov, Sebastian Werner 0003, Matthias B. Hullin |
Comput. Graph. Forum | 1 |
| 2018 | Appearance capture and modeling of human teethabstractRecreating the appearance of humans in virtual environments for the purpose of movie, video game, or other types of production involves the acquisition of a geometric representation of the human body and its scattering parameters which express the interaction between the geometry and light propagated throughout the scene. Teeth appearance is defined not only by the light and surface interaction, but also by its internal geometry and the intra-oral environment, posing its own unique set of challenges. Therefore, we present a system specifically designed for capturing the optical properties of live human teeth such that they can be realistically re-rendered in computer graphics. We acquire our data in vivo in a conventional multiple camera and light source setup and use exact geometry segmented from intra-oral scans. To simulate the complex interaction of light in the oral cavity during inverse rendering we employ a novel pipeline based on derivative path tracing with respect to both optical properties and geometry of the inner dentin surface. The resulting estimates of the global derivatives are used to extract parameters in a joint numerical optimization. The final appearance faithfully recreates the acquired data and can be directly used in conventional path tracing frameworks for rendering virtual humans. Zdravko Velinov, Marios Papas, Derek Bradley, Paulo F. U. Gotardo, Parsa Mirdehghan, Steve Marschner, Jan Novák, Thabo Beeler |
ACM Trans. Graph. | 1 |
| 2017 | Scratch iridescence: wave-optical rendering of diffractive surface structureabstractThe surface of metal, glass and plastic objects is often characterized by microscopic scratches caused by manufacturing and/or wear. A closer look onto such scratches reveals iridescent colors with a complex dependency on viewing and lighting conditions. The physics behind this phenomenon is well understood; it is caused by diffraction of the incident light by surface features on the order of the optical wavelength. Existing analytic models are able to reproduce spatially unresolved microstructure such as the iridescent appearance of compact disks and similar materials. Spatially resolved scratches, on the other hand, have proven elusive due to the highly complex wave-optical light transport simulations needed to account for their appearance. In this paper, we propose a wave-optical shading model based on non-paraxial scalar diffraction theory to render this class of effects. Our model expresses surface roughness as a collection of line segments. To shade a point on the surface, the individual diffraction patterns for contributing scratch segments are computed analytically and superimposed coherently. This provides natural transitions from localized glint-like iridescence to smooth BRDFs representing the superposition of many reflections at large viewing distances. We demonstrate that our model is capable of recreating the overall appearance as well as characteristic detail effects observed on real-world examples. Sebastian Werner 0003, Zdravko Velinov, Wenzel Jakob, Matthias B. Hullin |
ACM Trans. Graph. | 2 |