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Aleksei Kalinov

dblp:287/7601 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2026
0000-0003-2189-3904ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 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
Computer animation and physical simulation · 61% Rendering · 22% Geometric modeling and processing · 17%
Artificial intelligence
1 paper
Efficient and distributed learning · 67% Optimization for machine learning · 33%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
procedural texture synthesis
1.012026
Physics-Inspired Procedural Texturing of Extremely Deformable Surfaces · ACM Trans. Graph. 2026
Machine learning › Efficient and distributed learning › communication compression
error-feedback compression
0.812024
Error Feedback Can Accurately Compress Preconditioners · ICML 2024
Machine learning › Efficient and distributed learning
memory-efficient training
0.812024
Error Feedback Can Accurately Compress Preconditioners · ICML 2024
Machine learning › Optimization for machine learning
second-order optimization
0.812024
Error Feedback Can Accurately Compress Preconditioners · ICML 2024
Geometric modeling and processing › mesh processing › surface mesh processing
non-manifold mesh processing
0.812024
Multi-Material Mesh-Based Surface Tracking with Implicit Topology Changes · ACM Trans. Graph. 2024
Computer animation and physical simulation › collision handling
self-intersection resolution
0.812024
Multi-Material Mesh-Based Surface Tracking with Implicit Topology Changes · ACM Trans. Graph. 2024
Computer animation and physical simulation › fluid simulation › free-surface flow
surface tracking
0.812024
Multi-Material Mesh-Based Surface Tracking with Implicit Topology Changes · ACM Trans. Graph. 2024

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

wave-based texturing · 1.0GPU parallelization · 1.0sparsification · 0.8mesh-based surface tracking · 0.8low-rank compression · 0.8level set method · 0.8error feedback · 0.8
YearPublicationVenuePosition
2026 Circles of Confidence for Multi-Label Geometry Completion
abstract
Abstract Inside–outside classification is widely used for geometry processing tasks such as surface reconstruction, geometry completion, and calculating signed distance fields. We introduce a new integral formulation of this problem, which assigns confidence scores that points are inside or outside, given incomplete boundary geometry. Even though our geometric construction does not appear in previous work, we show that it is unexpectedly linked to both the well‐established generalized winding number (GWN) and pseudonormal methods for geometry completion, and it provably reduces to either one of them for specific values of a control parameter. The results obtained with our method frequently outperform screened Poisson surface reconstruction (PSR), GWN, and the pseudonormal method in terms of quality, and are at least on par with them on all of our examples. Unlike these methods, our algorithm naturally extends to the multi‐label setting, in which regions with an arbitrary number of colors or physical materials can be reconstructed, and non‐manifold features such as T‐junctions may appear in the interface and boundary geometry.
Christian Hafner 0002, Aleksei Kalinov, Peter Heiss-Synak, Christopher Wojtan
Comput. Graph. Forum3
2026 Physics-Inspired Procedural Texturing of Extremely Deformable Surfaces
abstract
The appearance of simulated natural phenomena heavily depends on the way surfaces are textured. However, applying texture maps to dynamic deformable surfaces presents a significant challenge, due to ever-shifting differences in length scales involved. When these surfaces move and advect the texture along with them, their final appearance degrades as deformed regions dramatically distort their texture map. Modifications to the texture directly at the pixel level in response to the deformation may introduce ghosting artifacts and look unnatural. In the real world, the appearance of surface details on a deforming material changes through the interplay of physical processes such as rupturing, exposure of internal structure, or wrinkling. Motivated by these behaviors, in this work we explore how physical principles can guide the texturing methods based on the measure of surface deformation. We present two novel wave-based procedural texturing algorithms which reproduce common physical properties like advection and self-similarity, enabling the plausible animation of deforming objects with extreme texture map distortions. Our algorithms are fully procedural, require no actual physics simulation, and store no state or history of deformation besides the input UV map, making them highly parallelizable on the GPU and efficient enough for real-time applications. We show the versatility of the method by animating physical phenomena with extreme deformations such as flowing lava, stretching putty and outpouring sludge.
Aleksei Kalinov, Mickaël Ly, Christian Hafner 0002, Christopher Wojtan
ACM Trans. Graph.1
2024 Error Feedback Can Accurately Compress Preconditioners
abstract
Leveraging second-order information about the loss at the scale of deep networks is one of the main lines of approach for improving the performance of current optimizers for deep learning. Yet, existing approaches for accurate full-matrix preconditioning, such as Full-Matrix Adagrad (GGT) or Matrix-Free Approximate Curvature (M-FAC) suffer from massive storage costs when applied even to small-scale models, as they must store a sliding window of gradients, whose memory requirements are multiplicative in the model dimension. In this paper, we address this issue via a novel and efficient error-feedback technique that can be applied to compress preconditioners by up to two orders of magnitude in practice, without loss of convergence. Specifically, our approach compresses the gradient information via sparsification or low-rank compression before it is fed into the preconditioner, feeding the compression error back into future iterations. Extensive experiments on deep neural networks show that this approach can compress full-matrix preconditioners to up to 99% sparsity without accuracy loss, effectively removing the memory overhead of fullmatrix preconditioners such as GGT and M-FAC.
Ionut-Vlad Modoranu, Aleksei Kalinov, Eldar Kurtic, Elias Frantar, Dan Alistarh
ICML2
2024 Multi-Material Mesh-Based Surface Tracking with Implicit Topology Changes
abstract
We introduce a multi-material non-manifold mesh-based surface tracking algorithm that converts self-intersections into topological changes. Our algorithm generalizes prior work on manifold surface tracking with topological changes: it preserves surface features like mesh-based methods, and it robustly handles topological changes like level set methods. Our method also offers improved efficiency and robustness over the state of the art. We demonstrate the effectiveness of the approach on a range of examples, including complex soap film simulations with thousands of interacting bubbles, and boolean unions of non-manifold meshes consisting of millions of triangles.
Peter Heiss-Synak, Aleksei Kalinov, Malina Strugaru, Arian Etemadi, Huidong Yang, Christopher Wojtan
ACM Trans. Graph.2