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Anton Sochenov

dblp:246/4154 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0002-7496-8586ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 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 · 74% Image and video coding · 26%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › temporal rendering
frame extrapolation
0.812024
GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering · ACM Trans. Graph. 2024
Rendering
real-time rendering
0.812024
GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering · ACM Trans. Graph. 2024
Image and video coding › perceptual coding
foveated coding
0.412019
DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019
Rendering › perceptual rendering
foveated rendering
0.412019
DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019
Image and video coding
video compression
0.412019
DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019
Rendering
neural rendering
0.212024
GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering · ACM Trans. Graph. 2024

Methods — techniques the papers use, named apart from their topics

shading correction · 0.8neural network · 0.8heuristic framework · 0.8neural reconstruction · 0.4generative adversarial network · 0.4
YearPublicationVenuePosition
2025 CGVQM+D: Computer Graphics Video Quality Metric and Dataset
abstract
Abstract While existing video and image quality datasets have extensively studied natural videos and traditional distortions, the perception of synthetic content and modern rendering artifacts remains underexplored. We present a novel video quality dataset focused on distortions introduced by advanced rendering techniques, including neural supersampling, novel‐view synthesis, path tracing, neural denoising, frame interpolation, and variable rate shading. Our evaluations show that existing full‐reference quality metrics perform sub‐optimally on these distortions, with a maximum Pearson correlation of 0.78. Additionally, we find that the feature space of pre‐trained 3D CNNs aligns strongly with human perception of visual quality. We propose CGVQM, a full‐reference video quality metric that significantly outperforms existing metrics while generating both per‐pixel error maps and global quality scores. Our dataset and metric implementation is available at https://github.com/IntelLabs/CGVQM .
Akshay Jindal, Nabil Sadaka, Manu Mathew Thomas, Anton Sochenov, Anton Kaplanyan
Comput. Graph. Forum4
2024 GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering
abstract
Real-time rendering has been embracing ever-demanding effects, such as ray tracing. However, rendering such effects in high resolution and high frame rate remains challenging. Frame extrapolation methods, which do not introduce additional latency as opposed to frame interpolation methods such as DLSS 3 and FSR 3, boost the frame rate by generating future frames based on previous frames. However, it is a more challenging task because of the lack of information in the disocclusion regions and complex future motions, and recent methods also have a high engine integration cost due to requiring G-buffers as input. We propose a G-buffer free frame extrapolation method, GFFE, with a novel heuristic framework and an efficient neural network, to plausibly generate new frames in real time without introducing additional latency. We analyze the motion of dynamic fragments and different types of disocclusions, and design the corresponding modules of the extrapolation block to handle them. After that, a light-weight shading correction network is used to correct shading and improve overall quality. GFFE achieves comparable or better results than previous interpolation and G-buffer dependent extrapolation methods, with more efficient performance and easier integration.
Songyin Wu, Deepak Vembar, Anton Sochenov, Selvakumar Panneer, Sungye Kim, Anton Kaplanyan, Lingqi Yan 0001
ACM Trans. Graph.3
2019 DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos
abstract
In order to provide an immersive visual experience, modern displays require head mounting, high image resolution, low latency, as well as high refresh rate. This poses a challenging computational problem. On the other hand, the human visual system can consume only a tiny fraction of this video stream due to the drastic acuity loss in the peripheral vision. Foveated rendering and compression can save computations by reducing the image quality in the peripheral vision. However, this can cause noticeable artifacts in the periphery, or, if done conservatively, would provide only modest savings. In this work, we explore a novel foveated reconstruction method that employs the recent advances in generative adversarial neural networks. We reconstruct a plausible peripheral video from a small fraction of pixels provided every frame. The reconstruction is done by finding the closest matching video to this sparse input stream of pixels on the learned manifold of natural videos. Our method is more efficient than the state-of-the-art foveated rendering, while providing the visual experience with no noticeable quality degradation. We conducted a user study to validate our reconstruction method and compare it against existing foveated rendering and video compression techniques. Our method is fast enough to drive gaze-contingent head-mounted displays in real time on modern hardware. We plan to publish the trained network to establish a new quality bar for foveated rendering and compression as well as encourage follow-up research.
Anton Kaplanyan, Anton Sochenov, Thomas Leimkühler, Mikhail Okunev, Todd Richard Goodall, Gizem Rufo
ACM Trans. Graph.2