Demo Data from VLDB 2026 / reviewers in the wild / expert
Jonathan Shade
dblp:50/5859
· DBLP profile ↗
5ranked-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 · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 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
5 papers |
Rendering · 75% Image and video processing · 10% Visual content generation and editing · 8% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.3 | 1 | 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018 |
Rendering › ray tracing
path tracing |
0.3 | 1 | 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018 |
Image and video processing › image restoration
denoising |
0.1 | 1 | 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie Rendering · ACM Trans. Graph. 2018 |
Visual content generation and editing
texture synthesis |
0.0 | 1 | 2003 | Wang Tiles for image and texture generation · ACM Trans. Graph. 2003 |
Visual content generation and editing › texture synthesis
wang tiles |
0.0 | 1 | 2003 | Wang Tiles for image and texture generation · ACM Trans. Graph. 2003 |
Rendering
image-based rendering |
0.0 | 2 | 1998 | Layered Depth Images · SIGGRAPH 1998 Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments · SIGGRAPH 1996 |
Geometric modeling and processing
3d reconstruction |
0.0 | 1 | 2000 | The digital Michelangelo project: 3D scanning of large statues · SIGGRAPH 2000 |
Computational photography and imaging
3d scanning |
0.0 | 1 | 2000 | The digital Michelangelo project: 3D scanning of large statues · SIGGRAPH 2000 |
Rendering › image-based rendering
layered depth image |
0.0 | 1 | 1998 | Layered Depth Images · SIGGRAPH 1998 |
Rendering
visibility culling |
0.0 | 1 | 1996 | Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments · SIGGRAPH 1996 |
Geometric modeling and processing
procedural modeling |
0.0 | 1 | 2003 | Wang Tiles for image and texture generation · ACM Trans. Graph. 2003 |
Methods — techniques the papers use, named apart from their topics
bidirectional path tracing · 0.3VCM · 0.3UPBP · 0.3SIMD execution · 0.3stochastic tiling · 0.0pre-lighting · 0.0poisson distribution · 0.03d scanning · 0.0warp ordering · 0.0alpha compositing · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | RenderMan: An Advanced Path-Tracing Architecture for Movie RenderingabstractPixar’s RenderMan renderer is used to render all of Pixar’s films and by many film studios to render visual effects for live-action movies. RenderMan started as a scanline renderer based on the Reyes algorithm, and it was extended over the years with ray tracing and several global illumination algorithms. This article describes the modern version of RenderMan, a new architecture for an extensible and programmable path tracer with many features that are essential to handle the fiercely complex scenes in movie production. Users can write their own materials using a bxdf interface and their own light transport algorithms using an integrator interface—or they can use the materials and light transport algorithms provided with RenderMan. Complex geometry and textures are handled with efficient multi-resolution representations, with resolution chosen using path differentials. We trace rays and shade ray hit points in medium-sized groups, which provides the benefits of SIMD execution without excessive memory overhead or data streaming. The path-tracing architecture handles surface, subsurface, and volume scattering. We show examples of the use of path tracing, bidirectional path tracing, VCM, and UPBP light transport algorithms. We also describe our progressive rendering for interactive use and our adaptation of denoising techniques. Per H. Christensen, Julian Fong, Jonathan Shade, Wayne L. Wooten, Brenden Schubert, Andrew Kensler, Stephen Friedman, Charlie Kilpatrick, Cliff Ramshaw, Marc Bannister, Brenton Rayner, Jonathan Brouillat, Max Liani |
ACM Trans. Graph. | 3 |
| 2003 | Wang Tiles for image and texture generationabstractWe present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a continuous representation. The primary advantage of using Wang Tiles is that once the tiles are filled, large expanses of non-periodic texture (or patterns or geometry) can be created as needed very efficiently at runtime.Wang Tiles are squares in which each edge is assigned a color. A valid tiling requires all shared edges between tiles to have matching colors. We present a new stochastic algorithm to non-periodically tile the plane with a small set of Wang Tiles at runtime.Furthermore, we present new methods to fill the tiles with 2D texture, 2D Poisson distributions, or 3D geometry to efficiently create at runtime as much non-periodic texture (or distributions, or geometry) as needed. We leverage previous texture synthesis work and adapt it to fill Wang Tiles. We demonstrate how to fill individual tiles with Poisson distributions that maintain their statistical properties when combined. These are used to generate a large arrangement of plants or other objects on a terrain. We show how such environments can be rendered efficiently by pre-lighting the individual Wang Tiles containing the geometry.We also extend the definition of Wang Tiles to include a coding of the tile corners to allow discrete objects to overlap more than one edge. The larger set of tiles provides increased degrees of freedom. Michael F. Cohen, Jonathan Shade, Stefan Hiller, Oliver Deussen |
ACM Trans. Graph. | 2 |
| 2000 | The digital Michelangelo project: 3D scanning of large statues
Marc Levoy, Kari Pulli, Brian Curless, Szymon Rusinkiewicz, David Koller, Lucas Pereira, Matt Ginzton, Sean E. Anderson, James Davis 0001, Jeremy Ginsberg, Jonathan Shade, Duane Fulk |
SIGGRAPH | 11 |
| 1998 | Layered Depth ImagesabstractIn this paper we present a set of efficient image based rendering methods capable of rendering multiple frames per second on a PC. The first method warps Sprites with Depth representing smooth surfaces without the gaps found in other techniques. A second method for more general scenes performs warping from an intermediate representation called a Layered Depth Image (LDI). An LDI is a view of the scene from a single input camera view, but with multiple pixels along each line of sight. The size of the representation grows only linearly with the observed depth complexity in the scene. Moreover, because the LDI data are represented in a single image coordinate system, McMillan's warp ordering algorithm can be successfully adapted. As a result, pixels are drawn in the output image in back-to-front order. No z-buffer is required, so alphacompositing can be done efficiently without depth sorting. This makes splatting an efficient solution to the resampling problem. 1 Introduction Image base... Jonathan Shade, Steven J. Gortler, Li-wei He, Richard Szeliski |
SIGGRAPH | 1 |
| 1996 | Hierarchical Image Caching for Accelerated Walkthroughs of Complex EnvironmentsabstractWe present a new method for accelerating walkthroughs of geometrically complex static scenes. As a preprocessing step, our method constructs a BSP-tree that hierarchically partitions the geometric primitives in the scene. In the course of a walkthrough, images of nodes at various levels of the hierarchy are cached for reuse in subsequent frames. A cached image is applied as a texture map to a single quadrilateral that is drawn instead of the geometry contained in the corresponding node. Visual artifacts are kept under control by using an error metric that quantifies the discrepancy between the appearance of the geometry contained in a node and the cached image. The new method is shown to achieve significant speedups for a walkthrough of a complex outdoor scene, with little or no loss in rendering quality. 1 Introduction Interactive visualization of extremely complex geometric environments is becoming an increasingly important application of computer graphics. Advances in the throughp... Jonathan Shade, Dani Lischinski, David Salesin, Tony DeRose, John M. Snyder |
SIGGRAPH | 1 |