VLDB 2026 Research / reviewers in the wild / expert
Dario Seyb
dblp:253/0182
· DBLP profile ↗
7ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0002-0234-8401ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of DetailabstractAbstract 3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real‐time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high‐resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance‐based LOD selection, foveated rendering, and budget‐based rendering. Nicholas Milef, Dario Seyb, Todd Keeler, Thu Nguyen-Phuoc, Aljaz Bozic, Sushant Kondguli, Carl S. Marshall |
Comput. Graph. Forum | 2 |
| 2024 | From microfacets to participating media: A unified theory of light transport with stochastic geometryabstractStochastic geometry models have enjoyed immense success in graphics for modeling interactions of light with complex phenomena such as participating media, rough surfaces, fibers, and more. Although each of these models operates on the same principle of replacing intricate geometry by a random process and deriving the average light transport across all instances thereof, they are each tailored to one specific application and are fundamentally distinct. Each type of stochastic geometry present in the scene is firmly encapsulated in its own appearance model, with its own statistics and light transport average, and no cross-talk between different models or deterministic and stochastic geometry is possible. In this paper, we derive a theory of light transport on stochastic implicit surfaces , a geometry model capable of expressing deterministic geometry, microfacet surfaces, participating media, and an exciting new continuum in between containing aggregate appearance, non-classical media, and more. Our model naturally supports spatial correlations , missing from most existing stochastic models. Our theory paves the way for tractable rendering of scenes in which all geometry is described by the same stochastic model, while leaving ample future work for developing efficient sampling and rendering algorithms. Dario Seyb, Eugene d'Eon, Benedikt Bitterli, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2022 | DIY hyperspectral imaging via polarization-induced spectral filtersabstractWe propose a novel design for a do-it-yourself hyperspectral imaging system which operates by taking multiple photographs through tunable, polarization-induced, spectral filters. Prior approaches in this do-it-yourself arena achieve hyperspectral imaging by selecting from a discrete set of spectra baked into existing products. In contrast, our approach is capable of generating a continuous family of broadband transmission spectra by simple rotations of stacked polarizers and waveplates. This greatly expands the potential range of representable spectra from a fixed-dimensional to an arbitrary-dimensional space. We analyze the theoretical spectral gamut of our approach and demonstrate its viability for spectral surface reflectance reconstruction both in simulation and with a low-cost physical prototype. Our prototype demonstrates that our approach can achieve comparable quality to prior work at reduced cost, while the new design space holds ample opportunity for increased quality and flexibility with professional manufacturing. Katherine Salesin, Dario Seyb, Sarah Friday, Wojciech Jarosz |
ICCP | 2 |
| 2022 | A bidirectional formulation for Walk on SpheresabstractAbstract Numerically solving partial differential equations (PDEs) is central to many applications in computer graphics and scientific modeling. Conventional methods for solving PDEs often need to discretize the space first, making them less efficient for complex geometry. Unlike conventional methods, the walk on spheres (WoS) algorithm recently introduced to graphics is a grid‐free Monte Carlo method that can provide numerical solutions ofPoisson equations without discretizing space. We draw analogies between WoS and classical rendering algorithms, and find that the WoS algorithm is conceptually equivalent to forward path tracing. Inspired by similar approaches in light transport, we propose a novel WoS reformulation that operates in the reverse direction, starting at source points and estimating the Green's function at “sensor” points. Implementations of this algorithm show improvement over classical WoS in solving Poisson equation with sparse sources. Our approach opens exciting avenues for future algorithms for PDE estimation which, analogous to light transport, connect WoS walks starting from sensors and sources and combine different strategies for robust solution algorithms in all cases. Dario Seyb, Benedikt Bitterli, Wojciech Jarosz |
Comput. Graph. Forum | 2 |
| 2022 | Grid-free Monte Carlo for PDEs with spatially varying coefficientsabstractPartial differential equations (PDEs) with spatially varying coefficients arise throughout science and engineering, modeling rich heterogeneous material behavior. Yet conventional PDE solvers struggle with the immense complexity found in nature, since they must first discretize the problem---leading to spatial aliasing, and global meshing/sampling that is costly and error-prone. We describe a method that approximates neither the domain geometry, the problem data, nor the solution space, providing the exact solution (in expectation) even for problems with extremely detailed geometry and intricate coefficients. Our main contribution is to extend the walk on spheres (WoS) algorithm from constant- to variable-coefficient problems, by drawing on techniques from volumetric rendering. In particular, an approach inspired by null-scattering yields unbiased Monte Carlo estimators for a large class of 2nd order elliptic PDEs, which share many attractive features with Monte Carlo rendering: no meshing, trivial parallelism, and the ability to evaluate the solution at any point without solving a global system of equations. Rohan Sawhney, Dario Seyb, Wojciech Jarosz, Keenan Crane |
ACM Trans. Graph. | 2 |
| 2020 | The design and evolution of the UberBake light baking systemabstractWe describe the design and evolution of UberBake, a global illumination system developed by Activision, which supports limited lighting changes in response to certain player interactions. Instead of relying on a fully dynamic solution, we use a traditional static light baking pipeline and extend it with a small set of features that allow us to dynamically update the precomputed lighting at run-time with minimal performance and memory overhead. This means that our system works on the complete set of target hardware, ranging from high-end PCs to previous generation gaming consoles, allowing the use of lighting changes for gameplay purposes. In particular, we show how to efficiently precompute lighting changes due to individual lights being enabled and disabled and doors opening and closing. Finally, we provide a detailed performance evaluation of our system using a set of production levels and discuss how to extend its dynamic capabilities in the future. Dario Seyb, Peter-Pike J. Sloan, Ari Silvennoinen, Michal Iwanicki, Wojciech Jarosz |
ACM Trans. Graph. | 1 |
| 2019 | Non-linear sphere tracing for rendering deformed signed distance fieldsabstractSigned distance fields (SDFs) are a powerful implicit representation for modeling solids, volumes and surfaces. Their infinite resolution, controllable continuity and robust constructive solid geometry operations, coupled with smooth blending, enable powerful and intuitive sculpting tools for creating complex SDF models. SDF metric properties also admit efficient surface rendering with sphere tracing. Unfortunately, SDFs remain incompatible with many popular direct deformation techniques which re-position a surface via its explicit representation. Linear blend skinning used in character articulation, for example, directly displaces each vertex of a triangle mesh. To overcome this limitation, we propose a variant of sphere tracing for directly rendering deformed SDFs. We show that this problem reduces to integrating a non-linear ordinary differential equation. We propose an efficient numerical solution, with controllable error, which first automatically computes an initial value along each cast ray before walking conservatively along a curved ray in the undeformed space according to the signed distance. Importantly, our approach does not require knowledge, computation or even global existence of the inverse deformation, which allows us to readily apply many existing forward deformations. We demonstrate our method's effectiveness for interactive rendering of a variety of popular deformation techniques that were, to date, limited to explicit surfaces. Dario Seyb, Alec Jacobson, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 1 |