VLDB 2026 Research / reviewers in the wild / expert
Ryusuke Sugimoto
dblp:330/5060
· DBLP profile ↗
5ranked-venue papers
4as first author
5since 2021 · last 2024
0000-0001-5894-0423ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 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
4 papers |
Rendering · 52% Computer animation and physical simulation · 26% Geometric modeling and processing · 19% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
1.1 | 2 | 2022 | A Monte Carlo Method for Fluid Simulation · ACM Trans. Graph. 2022 Water Simulation and Rendering from a Still Photograph · SIGGRAPH Asia 2022 |
Rendering
global illumination |
0.7 | 1 | 2023 | A Practical Walk-on-Boundary Method for Boundary Value Problems · ACM Trans. Graph. 2023 |
Rendering
light transport |
0.7 | 1 | 2023 | A Practical Walk-on-Boundary Method for Boundary Value Problems · ACM Trans. Graph. 2023 |
Rendering
monte carlo integration |
0.7 | 1 | 2023 | A Practical Walk-on-Boundary Method for Boundary Value Problems · ACM Trans. Graph. 2023 |
Rendering
image-based rendering |
0.6 | 1 | 2022 | Water Simulation and Rendering from a Still Photograph · SIGGRAPH Asia 2022 |
Geometric modeling and processing › surface processing
geodesic distance computation |
0.2 | 1 | 2024 | Projected Walk on Spheres: A Monte Carlo Closest Point Method for Surface PDEs · SIGGRAPH Asia 2024 |
Computational science and engineering › partial differential equations
boundary value problems |
0.2 | 1 | 2023 | A Practical Walk-on-Boundary Method for Boundary Value Problems · ACM Trans. Graph. 2023 |
Rendering
monte carlo rendering |
0.2 | 1 | 2022 | A Monte Carlo Method for Fluid Simulation · ACM Trans. Graph. 2022 |
Visual content generation and editing › image editing
single-image editing |
0.2 | 1 | 2022 | Water Simulation and Rendering from a Still Photograph · SIGGRAPH Asia 2022 |
Methods — techniques the papers use, named apart from their topics
walk on spheres · 1.3virtual point lights · 1.3multiple importance sampling · 1.3markov chain monte carlo · 1.3boundary integral formulation · 1.3mean value filtering · 0.8closest point method · 0.8bidirectional estimators · 0.7bidirectional estimator · 0.7optimization · 0.6neural network · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Projected Walk on Spheres: A Monte Carlo Closest Point Method for Surface PDEsabstractWe present projected walk on spheres (PWoS), a novel pointwise and discretization-free Monte Carlo solver for surface PDEs with Dirichlet boundaries, as a generalization of the walk on spheres method (WoS) [Muller 1956; Sawhney and Crane 2020]. We adapt the recursive relationship of WoS designed for PDEs in volumetric domains to a volumetric neighborhood around the surface, and at the end of each recursion step, we project the sample point on the sphere back to the surface. We motivate this simple modification to WoS with the theory of the closest point extension used in the closest point method. To define the valid volumetric neighborhood domain for PWoS, we develop strategies to estimate the local feature size of the surface and to compute the distance to the Dirichlet boundaries on the surface extended in their normal directions. We also design a mean value filtering method for PWoS to improve the method's efficiency when the surface is represented as a polygonal mesh or a point cloud. Finally, we study the convergence of PWoS and demonstrate its application to graphics tasks, including diffusion curves, geodesic distance computation, and wave propagation animation. We show that our method works with various types of surfaces, including a surface of mixed codimension. Ryusuke Sugimoto, Nathan D. King, Toshiya Hachisuka, Christopher Batty |
SIGGRAPH Asia | 1 |
| 2023 | A Practical Walk-on-Boundary Method for Boundary Value ProblemsabstractWe introduce the walk-on-boundary (WoB) method for solving boundary value problems to computer graphics. WoB is a grid-free Monte Carlo solver for certain classes of second order partial differential equations. A similar Monte Carlo solver, the walk-on-spheres (WoS) method, has been recently popularized in computer graphics due to its advantages over traditional spatial discretization-based alternatives. We show that WoB's intrinsic properties yield further advantages beyond those of WoS. Unlike WoS, WoB naturally supports various boundary conditions (Dirichlet, Neumann, Robin, and mixed) for both interior and exterior domains. WoB builds upon boundary integral formulations, and it is mathematically more similar to light transport simulation in rendering than the random walk formulation of WoS. This similarity between WoB and rendering allows us to implement WoB on top of Monte Carlo ray tracing, and to incorporate advanced rendering techniques (e.g., bidirectional estimators with multiple importance sampling, the virtual point lights method, and Markov chain Monte Carlo) into WoB. WoB does not suffer from the intrinsic bias of WoS near the boundary and can estimate solutions precisely on the boundary. Our numerical results highlight the advantages of WoB over WoS as an attractive alternative to solve boundary value problems based on Monte Carlo. Ryusuke Sugimoto, Terry Chen, Yiti Jiang, Christopher Batty, Toshiya Hachisuka |
ACM Trans. Graph. | 1 |
| 2022 | Water Simulation and Rendering from a Still PhotographabstractWe propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of neural networks and traditional optimization techniques. Then we propose an image-based screen space local reflection model to render the water surface overlaid on the input image and generate real-time water animation. Our approach creates realistic results with no user intervention for a wide variety of natural scenes containing large bodies of water with different lighting and water surface conditions. Since our method provides a 3D representation of the water surface, it naturally enables direct editing of water parameters and also supports interactive applications like adding synthetic objects to the scene. Ryusuke Sugimoto, Mingming He, Jing Liao 0001, Pedro V. Sander |
SIGGRAPH Asia | 1 |
| 2022 | Surface-Only Dynamic Deformables using a Boundary Element MethodabstractAbstract We propose a novel surface‐only method for simulating dynamic deformables without the need for volumetric meshing or volumetric integral evaluations. While based upon a boundary element method (BEM)for linear elastodynamics, our method goes beyond simple adoption of BEM by addressing several of its key limitations. We alleviate large displacement artifacts due to linear elasticity by extending BEM with a moving reference frame and surface‐only fictitious forces, so that it only needs to handle deformations. To reduce memory and computational costs, we present a simple and practical method to compress the series of dense matrices required to simulate propagation of elastic waves over time. Furthermore, we explore a constraint enforcement mechanism and demonstrate the applicability of our method to general computer animation problems, such as frictional contact. Ryusuke Sugimoto, Christopher Batty, Toshiya Hachisuka |
Comput. Graph. Forum | 1 |
| 2022 | A Monte Carlo Method for Fluid SimulationabstractWe present a novel Monte Carlo-based fluid simulation approach capable of pointwise and stochastic estimation of fluid motion. Drawing on the Feynman-Kac representation of the vorticity transport equation, we propose a recursive Monte Carlo estimator of the Biot-Savart law and extend it with a stream function formulation that allows us to treat free-slip boundary conditions using a Walk-on-Spheres algorithm. Inspired by the Monte Carlo literature in rendering, we design and compare variance reduction schemes suited to a fluid simulation context for the first time, show its applicability to complex boundary settings, and detail a simple and practical implementation with temporal grid caching. We validate the correctness of our approach via quantitative and qualitative evaluations - across a range of settings and domain geometries - and thoroughly explore its parameters' design space. Finally, we provide an in-depth discussion of several axes of future work building on this new numerical simulation modality. Damien Rioux-Lavoie, Ryusuke Sugimoto, Tümay Özdemir, Naoharu H. Shimada, Christopher Batty, Derek Nowrouzezahrai, Toshiya Hachisuka |
ACM Trans. Graph. | 2 |