Demo Data from VLDB 2026 / reviewers in the wild / expert
Logan Mosier
dblp:290/7667
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2023
0009-0004-9163-411XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
1 paper |
Rendering · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Emerging computing paradigms · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
light transport |
0.7 | 1 | 2023 | Quantum Ray Marching: Reformulating Light Transport for Quantum Computers · SIGGRAPH Asia 2023 |
Rendering › volume rendering
ray marching |
0.7 | 1 | 2023 | Quantum Ray Marching: Reformulating Light Transport for Quantum Computers · SIGGRAPH Asia 2023 |
Emerging computing paradigms
quantum computing |
0.7 | 1 | 2023 | Quantum Ray Marching: Reformulating Light Transport for Quantum Computers · SIGGRAPH Asia 2023 |
Rendering
monte carlo rendering |
0.2 | 1 | 2023 | Quantum Ray Marching: Reformulating Light Transport for Quantum Computers · SIGGRAPH Asia 2023 |
Methods — techniques the papers use, named apart from their topics
quantum random walk · 1.3quantum numerical integration · 1.3grover's search · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Quantum Ray Marching: Reformulating Light Transport for Quantum ComputersabstractThe use of quantum computers in computer graphics has gained interest in recent years, especially for the application to rendering. The current state of the art in quantum rendering relies on Grover’s search for finding ray intersections in for M primitives. This quantum approach is faster than the naive approach of O(M) but slower than O(log M) of modern ray tracing with an acceleration data structure. Furthermore, this quantum ray tracing method is fundamentally limited to casting one ray at a time, leaving quantum rendering scales for the number of rays the same as non-quantum algorithms. We present a new quantum rendering method, quantum ray marching, based on the reformulation of ray marching as a quantum random walk. Our work is the first complete quantum rendering pipeline capable of light transport simulation and remains asymptotically faster than non-quantum counterparts. Our quantum ray marching can trace an exponential number of paths with polynomial cost, and it leverages quantum numerical integration to converge in O(1/N) for N estimates as opposed to non-quantum . These properties led to first quantum rendering that is asymptotically faster than non-quantum Monte Carlo rendering. We numerically tested our algorithm by rendering 2D and 3D scenes. Logan Mosier, Morgan McGuire, Toshiya Hachisuka |
SIGGRAPH Asia | 1 |