Demo Data from VLDB 2026 / reviewers in the wild / expert
Lukas Lipp
dblp:358/5815
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0002-1110-0707ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 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
2 papers |
Rendering · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › level of detail
adaptive level of detail |
1.0 | 1 | 2026 | Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUs · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
level of detail |
1.0 | 1 | 2026 | Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUs · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › surface rendering
parametric surface rendering |
1.0 | 1 | 2026 | Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUs · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
real-time rendering |
1.0 | 1 | 2026 | Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUs · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
differentiable rendering |
0.8 | 1 | 2024 | View-Independent Adjoint Light Tracing for Lighting Design Optimization · ACM Trans. Graph. 2024 |
Rendering
global illumination |
0.2 | 1 | 2024 | View-Independent Adjoint Light Tracing for Lighting Design Optimization · ACM Trans. Graph. 2024 |
Rendering
light transport |
0.2 | 1 | 2024 | View-Independent Adjoint Light Tracing for Lighting Design Optimization · ACM Trans. Graph. 2024 |
Rendering
ray tracing |
0.2 | 1 | 2024 | View-Independent Adjoint Light Tracing for Lighting Design Optimization · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
spherical harmonics glyph rendering · 2.0point-based software rasterization · 2.0gradient-based optimization · 0.8adjoint method · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | CuRast: Cuda-Based Software Rasterization for Billions of TrianglesabstractAbstract This paper presents a CUDA‐based software rasterizer capable of rendering up to a billion unique triangles, or up to 4 billion instanced triangles, in real time at 60 fps on an RTX 5090. By specifically targeting dense, opaque meshes, our approach is able to outperform the native GPU rasterization pipeline in these scenarios. The resulting performance enables rapid loading and visualization of massive triangle datasets without requiring precomputed spatial acceleration or level‐of‐detail structures, and supports applications such as efficient editing of large‐scale geometry. While the method is primarily designed for dense meshes that generate pixel‐sized triangles, we additionally introduce a three‐stage pipeline to handle larger primitives. The source code is available at: https://github.com/m-schuetz/CuRast Markus Schütz, Lukas Lipp, Elias Kristmann, Michael Wimmer 0001 |
Comput. Graph. Forum | 2 |
| 2026 | Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUsabstractParametric functions are an extremely efficient representation for 3D geometry, capable of compactly modelling highly complex objects. Once specified, parametric 3D objects allow for visualization at arbitrary levels of detail (LOD), at no additional memory cost, limited only by the amount of evaluated samples. However, mapping the sample evaluation to the hardware rendering pipelines of modern graphics processing units (GPUs) is not trivial. In this article, we propose a general method for efficient rendering of parametrically-defined 3D objects on modern hardware architectures. Our method adaptively analyzes, allocates and evaluates parametric function samples to produce high-quality renderings. Geometric precision can be modulated from few pixels down to sub-pixel level, enabling real-time frame rates of several 100 frames per second (FPS) for various parametric functions. We propose a dedicated LOD stage, which outputs patches of similar geometric detail to a subsequent rendering stage that uses either a hardware tessellation-based approach or performs point-based software rasterization. Our method requires neither preprocessing nor caching, and the proposed LOD mechanism is fast enough to run each frame. Hence, our approach also lends itself to animated parametric objects. We demonstrate the benefits of our method over a state-of-the-art spherical harmonics (SH) glyph rendering method and over classical LOD approaches, while showing its flexibility on a range of other demanding shapes. Johannes Unterguggenberger, Lukas Lipp, Michael Wimmer 0001, Markus Steinberger, Bernhard Kerbl, Markus Schütz |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Inverse Simulation of Radiative Thermal TransportabstractAbstract The early phase of urban planning and architectural design has a great impact on the thermal loads and characteristics of constructed buildings. It is, therefore, important to efficiently simulate thermal effects early on and rectify possible problems. In this paper, we present an inverse simulation of radiative heat transport and a differentiable photon‐tracing approach. Our method utilizes GPU‐accelerated ray tracing to speed up both the forward and adjoint simulation. Moreover, we incorporate matrix compression to further increase the efficiency of our thermal solver and support larger scenes. In addition to our differentiable photon‐tracing approach, we introduce a novel approximate edge sampling scheme that re‐uses primary samples instead of relying on explicit edge samples or auxiliary rays to resolve visibility discontinuities. Our inverse simulation system enables designers to not only predict the temperature distribution, but also automatically optimize the design to improve thermal comfort and avoid problematic configurations. We showcase our approach using several examples in which we optimize the placement of buildings or their facade geometry. Our approach can be used to optimize arbitrary geometric parameterizations and supports steady‐state, as well as transient simulations. Christian Freude, Lukas Lipp, Matthias Zezulka, Florian Rist 0001, Michael Wimmer 0001, David Hahn |
Comput. Graph. Forum | 2 |
| 2024 | View-Independent Adjoint Light Tracing for Lighting Design OptimizationabstractDifferentiable rendering methods promise the ability to optimize various parameters of three-dimensional (3D) scenes to achieve a desired result. However, lighting design has so far received little attention in this field. In this article, we introduce a method that enables continuous optimization of the arrangement of luminaires in a 3D scene via differentiable light tracing. Our experiments show two major issues when attempting to apply existing methods from differentiable path tracing to this problem: First, many rendering methods produce images, which restricts the ability of a designer to define lighting objectives to image space. Second, most previous methods are designed for scene geometry or material optimization and have not been extensively tested for the case of optimizing light sources. Currently available differentiable ray-tracing methods do not provide satisfactory performance, even on fairly basic test cases in our experience. In this article, we propose, to the best of our knowledge, a novel adjoint light tracing method that overcomes these challenges and enables gradient-based lighting design optimization in a view-independent (camera-free) way. Thus, we allow the user to paint illumination targets directly onto the 3D scene or use existing baked illumination data (e.g., light maps). Using modern ray-tracing hardware, we achieve interactive performance. We find light tracing advantageous over path tracing in this setting, as it naturally handles irregular geometry, resulting in less noise and improved optimization convergence. We compare our adjoint gradients to state-of-the-art image-based differentiable rendering methods. We also demonstrate that our gradient data works with various common optimization algorithms, providing good convergence behaviour. Qualitative comparisons with real-world scenes underline the practical applicability of our method. Lukas Lipp, David Hahn, Pierre Ecormier-Nocca, Florian Rist 0001, Michael Wimmer 0001 |
ACM Trans. Graph. | 1 |
| 2023 | Precomputed Radiative Heat Transport for Efficient Thermal SimulationabstractArchitectural design and urban planning are complex design tasks. Predicting the thermal impact of design choices at interactive rates enhances the ability of designers to improve energy efficiency and avoid problematic heat islands while maintaining design quality. We show how to use and adapt methods from computer graphics to efficiently simulate heat transfer via thermal radiation, thereby improving user guidance in the early design phase of large-scale construction projects and helping to increase energy efficiency and outdoor comfort. Our method combines a hardware-accelerated photon tracing approach with a carefully selected finite element discretization, inspired by precomputed radiance transfer. This combination allows us to precompute a radiative transport operator, which we then use to rapidly solve either steady-state or transient heat transport throughout the entire scene. Our formulation integrates time-dependent solar irradiation data without requiring changes in the transport operator, allowing us to quickly analyze many different scenarios such as common weather patterns, monthly or yearly averages, or transient simulations spanning multiple days or weeks. We show how our approach can be used for interactive design workflows such as city planning via fast feedback in the early design phase. Christian Freude, David Hahn, Florian Rist 0001, Lukas Lipp, Michael Wimmer 0001 |
Comput. Graph. Forum | 4 |