Demo Data from VLDB 2026 / reviewers in the wild / expert
Simon Kallweit
dblp:206/7314
· DBLP profile ↗
2ranked-venue papers
1as first author
1since 2021 · last 2024
0009-0006-3515-7309ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 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
2 papers |
Rendering · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
neural rendering |
1.0 | 2 | 2024 | Real-time Neural Appearance Models · ACM Trans. Graph. 2024 Deep scattering: rendering atmospheric clouds with radiance-predicting neural networks · ACM Trans. Graph. 2017 |
Rendering
real-time rendering |
0.8 | 1 | 2024 | Real-time Neural Appearance Models · ACM Trans. Graph. 2024 |
Rendering › light transport
atmospheric rendering |
0.3 | 1 | 2017 | Deep scattering: rendering atmospheric clouds with radiance-predicting neural networks · ACM Trans. Graph. 2017 |
Rendering › participating media rendering
cloud rendering |
0.3 | 1 | 2017 | Deep scattering: rendering atmospheric clouds with radiance-predicting neural networks · ACM Trans. Graph. 2017 |
Rendering
material appearance |
0.2 | 1 | 2024 | Real-time Neural Appearance Models · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
neural decoder · 0.8microfacet sampling · 0.8importance sampling · 0.8residual connection · 0.3monte carlo integration · 0.3deep neural network · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Real-time Neural Appearance ModelsabstractWe present a complete system for real-time rendering of scenes with complex appearance previously reserved for offline use. This is achieved with a combination of algorithmic and system level innovations. Our appearance model utilizes learned hierarchical textures that are interpreted using neural decoders, which produce reflectance values and importance-sampled directions. To best utilize the modeling capacity of the decoders, we equip the decoders with two graphics priors. The first prior—transformation of directions into learned shading frames—facilitates accurate reconstruction of mesoscale effects. The second prior—a microfacet sampling distribution—allows the neural decoder to perform importance sampling efficiently. The resulting appearance model supports anisotropic sampling and level-of-detail rendering, and allows baking deeply layered material graphs into a compact unified neural representation. By exposing hardware accelerated tensor operations to ray tracing shaders, we show that it is possible to inline and execute the neural decoders efficiently inside a real-time path tracer. We analyze scalability with increasing number of neural materials and propose to improve performance using code optimized for coherent and divergent execution. Our neural material shaders can be over an order of magnitude faster than non-neural layered materials. This opens up the door for using film-quality visuals in real-time applications such as games and live previews. Tizian Zeltner, Fabrice Rousselle, Andrea Weidlich, Petrik Clarberg, Jan Novák, Benedikt Bitterli, Alex Evans, Tomás Davidovic, Simon Kallweit, Aaron E. Lefohn |
ACM Trans. Graph. | 9 |
| 2017 | Deep scattering: rendering atmospheric clouds with radiance-predicting neural networksabstractWe present a technique for efficiently synthesizing images of atmospheric clouds using a combination of Monte Carlo integration and neural networks. The intricacies of Lorenz-Mie scattering and the high albedo of cloud-forming aerosols make rendering of clouds---e.g. the characteristic silverlining and the "whiteness" of the inner body---challenging for methods based solely on Monte Carlo integration or diffusion theory. We approach the problem differently. Instead of simulating all light transport during rendering, we pre-learn the spatial and directional distribution of radiant flux from tens of cloud exemplars. To render a new scene, we sample visible points of the cloud and, for each, extract a hierarchical 3D descriptor of the cloud geometry with respect to the shading location and the light source. The descriptor is input to a deep neural network that predicts the radiance function for each shading configuration. We make the key observation that progressively feeding the hierarchical descriptor into the network enhances the network's ability to learn faster and predict with higher accuracy while using fewer coefficients. We also employ a block design with residual connections to further improve performance. A GPU implementation of our method synthesizes images of clouds that are nearly indistinguishable from the reference solution within seconds to minutes. Our method thus represents a viable solution for applications such as cloud design and, thanks to its temporal stability, for high-quality production of animated content. Simon Kallweit, Thomas Müller 0013, Brian McWilliams, Markus Gross 0001, Jan Novák |
ACM Trans. Graph. | 1 |