Demo Data from VLDB 2026 / reviewers in the wild / expert
Devendra Kalra
dblp:22/3334
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 1992
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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 |
Rendering · 67% Geometric modeling and processing · 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
implicit surface |
0.0 | 1 | 1989 | Guaranteed ray intersections with implicit surfaces · SIGGRAPH 1989 |
Rendering › ray tracing
ray-surface intersection |
0.0 | 1 | 1989 | Guaranteed ray intersections with implicit surfaces · SIGGRAPH 1989 |
Rendering
ray tracing |
0.0 | 1 | 1989 | Guaranteed ray intersections with implicit surfaces · SIGGRAPH 1989 |
Methods — techniques the papers use, named apart from their topics
numerical root finding · 0.0lipschitz bounds · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1992 | Modeling with Time and Events in Computer AnimationabstractAbstract In this paper, we present a general, systematic and consistent treatment of time and events for computer animation. We first formalize the concepts of events and create a time primitive called an event unit. We then present a succession of organization schemes to compose event units for generating complex motion sequences. We present a directed graph representation for the organization of time and events that suggests the form of an event‐based time programming language. Details of implementation of a general event simulation system are given. Our approach provides a clean partitioning for the problem of motion design, a hierarchical scheme to compose motion behaviors from time primitives and a programming model for organizing animation. Traditional methods of kinematic controls and key frame interpolation are special cases of our general scheme. In addition, our treatment of events can be combined with kinematics, dynamics or constraint‐based systems to generate powerful motion modeling systems. Devendra Kalra, Alan H. Barr |
Comput. Graph. Forum | 1 |
| 1990 | A Constraint-Based Figure-MakerabstractIn this paper, we describe a new kind of constraint-based figure-maker for parametrically defined curves. Figures are made by defining objects and imposing constraints on their geometric behavior. We present a formulation of constraints as three ways in which two scalar real valued functions may be compared. This lets us specify equality, optimality and inequality constraints. We also introduce the mechanism of connectors. Connectors are used to connect various geometric entities through constraints. Behavior of connectors depends only on the local properties of curves. Connectors remove the need for an object to know about the kinds of constraints or the kinds of other objects it is connected to in order to act to satisfy a constraint. This makes for a very manageable and scalable program as the number of objects and constraints grows. An objects is modified in response to deviation of its state from the desired state specified through constraints. We have implemented some general low-level methods of specifying and satisfying constraints. These basic mechanisms can be used as an assembly language and combined hierarchically to define very general constraints. Devendra Kalra, Alan H. Barr |
Eurographics | 1 |
| 1989 | Guaranteed ray intersections with implicit surfacesabstractIn this paper, we present a robust and mathematically sound ray-intersection algorithm for implicit surfaces. The algorithm is guaranteed to numerically find the nearest intersection of the surface with a ray, and is guaranteed not to miss fine features of the surface. It does not require fine tuning or human choice of interactive parameters. Instead, it requires two upper bounds: "L" that limits the net rate of change of the implicit surface function f(x,y,z) and "G" that limits the rate of change of the gradient. We refer to an implicit surface with these rate limits as an "LG-implicit surface."Existing schemes to intersect a ray with an implicit surface have typically been guaranteed to work only for a limited set of implicit functions, such as quadric surfaces or polynomials, or else have been ad-hoc and have not been guaranteed to work. Our technique significantly extends the ability to intersect rays with implicit surfaces in a guaranteed fashion. Devendra Kalra, Alan H. Barr |
SIGGRAPH | 1 |