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Jorge Condor

dblp:324/1974 · DBLP profile ↗
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5ranked-venue papers
3as first author
5since 2021 · last 2026
0000-0002-9958-0118ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 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
3 papers
Rendering · 48% Geometric modeling and processing · 17% Image and video coding · 17%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
1.012026
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering · ACM Trans. Graph. 2026
Geometric modeling and processing › 3d reconstruction
3d scene reconstruction
0.912025
Puzzle Similarity: A Perceptually-Guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions · ICCV 2025
Image and video coding › quality assessment
artifact detection
0.912025
Puzzle Similarity: A Perceptually-Guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions · ICCV 2025
Visualization and visual analytics › visualization evaluation
perceptual evaluation
0.912025
Puzzle Similarity: A Perceptually-Guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions · ICCV 2025
Rendering › volume rendering
volumetric path tracing
0.912025
Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media · ACM Trans. Graph. 2025
Rendering
level of detail
0.312026
Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering · ACM Trans. Graph. 2026

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

stochastic sampling · 1.0gabor kernel · 1.0frequency filtering · 1.0perceptual metric · 0.9free-flight distance sampling · 0.9epanechnikov kernel · 0.9closed-form transmittance · 0.9
YearPublicationVenuePosition
2026 Beyond Spherical Harmonics: Rethinking Appearance Models for Radiance Reconstruction
abstract
Abstract View‐dependent appearance modeling remains a challenging problem in novel‐view synthesis and reconstruction. Accurately representing complex angular effects often requires substantial memory and computational resources. For new learning‐based methods, a common approach is to rely on Spherical Harmonics (SH). However, capturing high‐frequency phenomena such as specular reflections demands high‐order expansions, which increase memory usage and computational cost. Consequently, most methods employ low‐order SH, which limits the ability to model complex view‐dependent effects, resulting in overly smooth or diffuse representations. To address these limitations, we systematically evaluate a wide range of spherical functions in the context of scene reconstruction. Some of them are introduced to graphics and computer vision for the first time in this paper. Based on the insights from the experiment, we develop a novel spherical formulation, the Normalized Anisotropic Spherical Gabor function that enables efficient modeling and learning of high‐frequency appearance effects while maintaining compact representation. Compared to existing approaches, our function achieves higher‐quality reconstruction of view‐dependent phenomena such as glints, while being up to five times more memory‐efficient and more efficient to evaluate. We validate its performance in radiance‐field reconstruction tasks. Our code is available here: Our code is available here.
Ewa Miazga, Jorge Condor, Piotr Didyk
Comput. Graph. Forum2
2026 Gabor Fields: Orientation-Selective Level-of-Detail for Volume Rendering
abstract
Gaussian-based representations have enabled efficient physically-based volume rendering at a fraction of the memory cost of regular, discrete, voxel-based distributions. One of the remaining advantages of classic voxel grids, however, is the ease of constructing hierarchical representations by either storing volumetric mipmaps or selectively pruning branches of an already hierarchical voxel grid. Such strategies reduce rendering time and eliminate aliasing when lower levels of detail are required. Constructing similar strategies for Gaussian-based volumes is not trivial. Straightforward solutions, such as prefiltering or computing mipmap-style representations, lead to increased memory requirements or expensive re-fitting of each level separately. Additionally, such solutions do not guarantee a smooth transition between different hierarchy levels. To address these limitations, we propose Gabor Fields, a mixture of Gabor kernels that enables continuous, orientation-selective frequency filtering at no cost. The frequency content of the asset is reduced by selectively pruning primitives, directly benefiting rendering performance, without refitting or extra storage. Beyond filtering, we demonstrate that stochastically sampling from different frequencies and orientations at each ray recursion enables masking substantial portions of the volume, accelerating ray traversal time in single- and multiple-scattering settings. Furthermore, inspired by procedural volumes, we present an application for efficient design and rendering of procedural clouds as Gabor-noise-modulated Gaussians.
Jorge Condor, Nicolai Hermann, Mehmet Ata Yurtsever, Piotr Didyk
ACM Trans. Graph.1
2025 Puzzle Similarity: A Perceptually-Guided Cross-Reference Metric for Artifact Detection in 3D Scene Reconstructions
Nicolai Hermann, Jorge Condor, Piotr Didyk
ICCV2
2025 Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
abstract
Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously remains a research challenge. In this work we propose a compact and efficient alternative to existing volumetric representations for rendering such as voxel grids. Inspired by recent methods for scene reconstruction that leverage mixtures of three-dimensional Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method in both forward and inverse rendering of complex scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally used Gaussian kernel in scene reconstruction tasks. The versatility and physically based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting, and complex camera models.
Jorge Condor, Sébastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrián Jarabo
ACM Trans. Graph.1
2022 A Learned Radiance-Field Representation for Complex Luminaires
abstract
We propose an efficient method for rendering complex luminaires using a high-quality octree-based representation of the luminaire emission. Complex luminaires are a particularly challenging problem in rendering, due to their caustic light paths inside the luminaire. We reduce the geometric complexity of luminaires by using a simple proxy geometry and encode the visually-complex emitted light field by using a neural radiance field. We tackle the multiple challenges of using NeRFs for representing luminaires, including their high dynamic range, high-frequency content and null-emission areas, by proposing a specialized loss function. For rendering, we distill our luminaires' NeRF into a Plenoctree, which we can be easily integrated into traditional rendering systems. Our approach allows for speed-ups of up to 2 orders of magnitude in scenes containing complex luminaires introducing minimal error.
Jorge Condor, Adrián Jarabo
EGSR (ST)1