Demo Data from VLDB 2026 / reviewers in the wild / expert
Yunmin Ko
dblp:305/6105
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
1 paper |
Rendering · 91% Virtual and augmented reality · 9% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
antialiasing |
0.5 | 1 | 2021 | Selective Foveated Ray Tracing for Head-Mounted Displays · ISMAR 2021 |
Rendering
ray tracing |
0.5 | 1 | 2021 | Selective Foveated Ray Tracing for Head-Mounted Displays · ISMAR 2021 |
Rendering › antialiasing
temporal antialiasing |
0.5 | 1 | 2021 | Selective Foveated Ray Tracing for Head-Mounted Displays · ISMAR 2021 |
Virtual and augmented reality › immersive display
head-mounted display |
0.1 | 1 | 2021 | Selective Foveated Ray Tracing for Head-Mounted Displays · ISMAR 2021 |
Methods — techniques the papers use, named apart from their topics
selective supersampling · 0.5foveated rendering · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Selective Foveated Ray Tracing for Head-Mounted DisplaysabstractAlthough ray tracing produces significantly more realistic images than traditional rasterization techniques, it is still considered computationally burdensome when implemented on a head-mounted display (HMD) system that demands both wide field of view and high rendering rate. A further challenge is that to present high-quality images on an HMD screen, a sufficient number of ray samples should be taken per pixel for effective antialiasing to reduce visually annoying artifacts. In this paper, we present a novel foveated real-time rendering framework that realizes classic Whitted-style ray tracing on an HMD system. In particular, our method proposes combining the selective supersampling technique by Jin et al. [8] with the foveated rendering scheme, resulting in perceptually highly efficient pixel sampling suitable for HMD ray tracing. We show that further enhanced by foveated temporal antialiasing, our ray tracer renders nontrivial 3D scenes in real time on commodity GPUs at high sampling rates as effective as up to 36 samples per pixel (spp) in the foveal area, gradually reducing to at least 1 spp in the periphery. Yunmin Ko, Insung Ihm |
ISMAR | 2 |