Ramón Montoya-Vozmediano

dblp:44/5637 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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
3 papers
Rendering · 96% Geometric modeling and processing · 4%

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

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
path tracing
0.312018
Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018
Rendering
production rendering
0.312018
Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018
Rendering
global illumination
0.112010
Point-based hair global illumination · SIGGRAPH ASIA (Sketches) 2010
Rendering › appearance modeling
hair rendering
0.112010
Point-based hair global illumination · SIGGRAPH ASIA (Sketches) 2010
Geometric modeling and processing
subdivision surfaces
0.012003
"Knot insertion" on subdivision surfaces · SIGGRAPH 2003
Rendering
light transport
0.012010
Point-based hair global illumination · SIGGRAPH ASIA (Sketches) 2010
Rendering
point-based rendering
0.012010
Point-based hair global illumination · SIGGRAPH ASIA (Sketches) 2010

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

unidirectional path tracer · 0.3ray-tracing engine · 0.3point-based representation · 0.1knot insertion · 0.0
YearPublicationVenuePosition
2018 Arnold: A Brute-Force Production Path Tracer
abstract
Arnold is a physically based renderer for feature-length animation and visual effects. Conceived in an era of complex multi-pass rasterization-based workflows struggling to keep up with growing demands for complexity and realism, Arnold was created to take on the challenge of making the simple and elegant approach of brute-force Monte Carlo path tracing practical for production rendering. Achieving this required building a robust piece of ray-tracing software that can ingest large amounts of geometry with detailed shading and lighting and produce images with high fidelity, while scaling well with the available memory and processing power. Arnold’s guiding principles are to expose as few controls as possible, provide rapid feedback to artists, and adapt to various production workflows. In this article, we describe its architecture with a focus on the design and implementation choices made during its evolutionary development to meet the aforementioned requirements and goals. Arnold’s workhorse is a unidirectional path tracer that avoids the use of hard-to-manage and artifact-prone caching and sits on top of a ray-tracing engine optimized to shoot and shade billions of spatially incoherent rays throughout a scene. A comprehensive API provides the means to configure and extend the system’s functionality, to describe a scene, render it, and save the results.
Iliyan Georgiev, Thiago Ize, Mike Farnsworth, Ramón Montoya-Vozmediano, Alan King, Brecht Van Lommel, Angel Jimenez, Oscar Anson, Shinji Ogaki, Eric Johnston, Adrien Herubel, Declan Russell, Frédéric Servant, Marcos Fajardo
ACM Trans. Graph.4
2010 Point-based hair global illumination
abstract
No abstract available.
Ramón Montoya-Vozmediano
SIGGRAPH ASIA (Sketches)1
2003 "Knot insertion" on subdivision surfaces
abstract
No abstract available.
Ramón Montoya-Vozmediano
SIGGRAPH1