Demo Data from VLDB 2026 / reviewers in the wild / expert
Ákos Balázs
dblp:32/6748
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author
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 · 77% Geometric modeling and processing · 23% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › graphics hardware
hardware tessellation |
0.1 | 1 | 2005 | GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005 |
Rendering
surface rendering |
0.1 | 1 | 2005 | GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005 |
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
NURBS |
0.0 | 1 | 2005 | GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005 |
Geometric modeling and processing › shape representation
surface representation |
0.0 | 1 | 2005 | GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
trim-texture · 0.1GPU-based tessellation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Measurement of perceived spatial resolution in 3D light-field displaysabstractEffective spatial resolution of projection-based 3D light-field (LF) displays is an important quantity, which is informative about the capabilities of the display to recreate views in space and is important for content creation. We propose a subjective experiment to measure the spatial resolution of LF displays and compare it to our objective measurement technique. The subjective experiment determines the limit of visibility on the screen as perceived by viewers. The test involves subjects determining the direction of patterns that resemble tumbling E eye test charts. These results are checked against the LF display resolution determined by objective means. The objective measurement models the display as a signal-processing channel. It characterizes the display throughput in terms of passband, quantified by spatial resolution measurements in multiple directions. We also explore the effect of viewing angle and motion parallax on the spatial resolution. Péter Tamás Kovács, Kristóf Lackner, Attila Barsi, Ákos Balázs, Atanas Boev, Robert Bregovic, Atanas P. Gotchev |
ICIP | 4 |
| 2006 | Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries
Michael Guthe, Ákos Balázs, Reinhard Klein |
Rendering Techniques | 2 |
| 2005 | GPU-based trimming and tessellation of NURBS and T-Spline surfacesabstractAs there is no hardware support neither for rendering trimmed NURBS -- the standard surface representation in CAD -- nor for T-Spline surfaces the usability of existing rendering APIs like OpenGL, where a run-time tessellation is performed on the CPU, is limited to simple scenes. Due to the irregular mesh data structures required for trimming no algorithms exists that exploit the GPU for tessellation. Therefore, recent approaches perform a pretessellation and use level-of-detail techniques. In contrast to a simple API these methods require tedious preparation of the models before rendering and hinder interactive editing. Furthermore, due to the tremendous amount of triangle data smooth zoom-ins from long shot to close-up are not possible, In this paper we show how the trimming region can be defined by a trim-texture that is dynamically adapted to the required resolution and allows for an efficient trimming of surfaces on the GPU. Combining this new method with GPU-based tessellation of cubic rational surfaces allows a new rendering algorithm for arbitrary trimmed NURBS and T-Spline surfaces with prescribed error in screen space on the GPU. The performance exceeds current CPU-based techniques by a factor of up to 1000 and makes real-time visualization of real-world trimmed NURBS and T-Spline models possible on consumer-level graphics cards. Michael Guthe, Ákos Balázs, Reinhard Klein |
ACM Trans. Graph. | 2 |
| 2004 | Fat borders: gap filling for efficient view-dependent LOD NURBS rendering
Ákos Balázs, Michael Guthe, Reinhard Klein |
Comput. Graph. | 1 |