Demo Data from VLDB 2026 / reviewers in the wild / expert
Leonardo Scandolo
dblp:54/8031
· DBLP profile ↗
12ranked-venue papers
6as first author
2since 2021 · last 2024
0000-0001-6320-3129ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorTheory of computation · 1 · 1 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
2 papers |
Geometric modeling and processing · 57% Computer animation and physical simulation · 43% | |
| Artificial intelligence
1 paper |
Robot navigation and mapping · 100% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
model reduction |
0.4 | 1 | 2019 | The reduced immersed method for real-time fluid-elastic solid interaction and contact simulation · ACM Trans. Graph. 2019 |
Computer animation and physical simulation › fluid simulation
solid-fluid coupling |
0.4 | 1 | 2019 | The reduced immersed method for real-time fluid-elastic solid interaction and contact simulation · ACM Trans. Graph. 2019 |
Geometric modeling and processing › discrete geometry › discrete differential geometry
n-symmetry direction field |
0.3 | 1 | 2018 | Modeling n-Symmetry Vector Fields using Higher-Order Energies · ACM Trans. Graph. 2018 |
Geometric modeling and processing › shape modeling
surface modeling |
0.3 | 1 | 2018 | Modeling n-Symmetry Vector Fields using Higher-Order Energies · ACM Trans. Graph. 2018 |
Geometric modeling and processing
vector field design |
0.3 | 1 | 2018 | Modeling n-Symmetry Vector Fields using Higher-Order Energies · ACM Trans. Graph. 2018 |
Robotics › Robot navigation and mapping › mobile robot navigation › navigation under uncertainty
dynamic environment navigation |
0.1 | 1 | 2011 | An anthropomorphic navigation scheme for dynamic scenarios · ICRA 2011 |
Robotics › Robot navigation and mapping
mobile robot navigation |
0.1 | 1 | 2011 | An anthropomorphic navigation scheme for dynamic scenarios · ICRA 2011 |
Robotics › Robot navigation and mapping
social navigation |
0.1 | 1 | 2011 | An anthropomorphic navigation scheme for dynamic scenarios · ICRA 2011 |
Human-robot interaction › social robot
socially aware robot behavior |
0.0 | 1 | 2011 | An anthropomorphic navigation scheme for dynamic scenarios · ICRA 2011 |
Methods — techniques the papers use, named apart from their topics
twin subspaces · 0.4reduced-order lagrangian elasticity · 0.4PIC/FLIP · 0.4model reduction · 0.3m-harmonic energy · 0.3fourier-like decomposition · 0.3biharmonic energy · 0.3trajectory reasoning · 0.2social costmap · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Single-Image SVBRDF Estimation with Learned Gradient DescentabstractAbstract Recovering spatially‐varying materials from a single photograph of a surface is inherently ill‐posed, making the direct application of a gradient descent on the reflectance parameters prone to poor minima. Recent methods leverage deep learning either by directly regressing reflectance parameters using feed‐forward neural networks or by learning a latent space of SVBRDFs using encoder‐decoder or generative adversarial networks followed by a gradient‐based optimization in latent space. The former is fast but does not account for the likelihood of the prediction, i.e., how well the resulting reflectance explains the input image. The latter provides a strong prior on the space of spatially‐varying materials, but this prior can hinder the reconstruction of images that are too different from the training data. Our method combines the strengths of both approaches. We optimize reflectance parameters to best reconstruct the input image using a recurrent neural network, which iteratively predicts how to update the reflectance parameters given the gradient of the reconstruction likelihood. By combining a learned prior with a likelihood measure, our approach provides a maximum a posteriori estimate of the SVBRDF. Our evaluation shows that this learned gradient‐descent method achieves state‐of‐the‐art performance for SVBRDF estimation on synthetic and real images. Xuejiao Luo, Leonardo Scandolo, Adrien Bousseau, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2021 | Texture Browser: Feature-based Texture ExplorationabstractAbstract Texture is a key characteristic in the definition of the physical appearance of an object and a crucial element in the creation process of 3D artists. However, retrieving a texture that matches an intended look from an image collection is difficult. Contrary to most photo collections, for which object recognition has proven quite useful, syntactic descriptions of texture characteristics is not straightforward, and even creating appropriate metadata is a very difficult task. In this paper, we propose a system to help explore large unlabeled collections of texture images. The key insight is that spatially grouping textures sharing similar features can simplify navigation. Our system uses a pre‐trained convolutional neural network to extract high‐level semantic image features, which are then mapped to a 2‐dimensional location using an adaptation of t‐SNE, a dimensionality‐reduction technique. We describe an interface to visualize and explore the resulting distribution and provide a series of enhanced navigation tools, our prioritized t‐SNE, scalable clustering, and multi‐resolution embedding, to further facilitate exploration and retrieval tasks. Finally, we also present the results of a user evaluation that demonstrates the effectiveness of our solution. Xuejiao Luo, Leonardo Scandolo, Elmar Eisemann |
Comput. Graph. Forum | 2 |
| 2019 | Gradient-Guided Local Disparity EditingabstractAbstract Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high‐level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort. Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 1 |
| 2019 | The reduced immersed method for real-time fluid-elastic solid interaction and contact simulationabstractWe introduce the Reduced Immersed Method ( RIM ) for the real-time simulation of two-way coupled incompressible fluids and elastic solids and the interaction of multiple deformables with (self-)collisions. Our framework is based on a novel discretization of the immersed boundary equations of motion , which model fluid and deformables as a single incompressible medium and their interaction as a unified system on a fixed domain combining Eulerian and Lagrangian terms. One advantage for real-time simulations resulting from this modeling is that two-way coupling phenomena can be faithfully simulated while avoiding costly calculations such as tracking the deforming fluid-solid interfaces and the associated fluid boundary conditions. Our discretization enables the combination of a PIC/FLIP fluid solver with a reduced-order Lagrangian elasticity solver. Crucial for the performance of RIM is the efficient transfer of information between the elasticity and the fluid solver and the synchronization of the Lagrangian and Eulerian settings. We introduce the concept of twin subspaces that enables an efficient reduced-order modeling of the transfer. Our experiments demonstrate that RIM handles complex meshes and highly resolved fluids for large time steps at high framerates on off-the-shelf hardware, even in the presence of high velocities and rapid user interaction. Furthermore, it extends reduced-order elasticity solvers such as Hyper-Reduced Projective Dynamics with natural collision handling. Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 2 |
| 2018 | Quad-Based Fourier Transform for Efficient Diffraction SynthesisabstractAbstract Far‐field diffraction can be evaluated using the Discrete Fourier Transform (DFT) in image space but it is costly due to its dense sampling. We propose a technique based on a closed‐form solution of the continuous Fourier transform for simple vector primitives (quads) and propose a hierarchical and progressive evaluation to achieve real‐time performance. Our method is able to simulate diffraction effects in optical systems and can handle varying visibility due to dynamic light sources. Furthermore, it seamlessly extends to near‐field diffraction. We show the benefit of our solution in various applications, including realistic real‐time glare and bloom rendering. Leonardo Scandolo, Sungkil Lee 0002, Elmar Eisemann |
Comput. Graph. Forum | 1 |
| 2018 | Modeling n-Symmetry Vector Fields using Higher-Order EnergiesabstractWe introduce a variational approach for modeling n -symmetry vector and direction fields on surfaces that supports interpolation and alignment constraints, placing singularities and local editing, while providing real-time responses. The approach is based on novel biharmonic and m -harmonic energies for n -fields on surface meshes and the integration of hard constraints to the resulting optimization problems. Real-time computation rates are achieved by a model reduction approach employing a Fourier-like n -vector field decomposition, which associates frequencies and modes to n -vector fields on surfaces. To demonstrate the benefits of the proposed n -field modeling approach, we use it for controlling stroke directions in line-art drawings of surfaces and for the modeling of anisotropic BRDFs, which define the reflection behavior of surfaces. Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt |
ACM Trans. Graph. | 2 |
| 2017 | Spectral Processing of Tangential Vector FieldsabstractAbstract We propose a framework for the spectral processing of tangential vector fields on surfaces. The basis is a Fourier‐type representation of tangential vector fields that associates frequencies with tangential vector fields. To implement the representation for piecewise constant tangential vector fields on triangle meshes, we introduce a discrete Hodge–Laplace operator that fits conceptually to the prominentcotandiscretization of the Laplace–Beltrami operator. Based on the Fourier representation, we introduce schemes for spectral analysis, filtering and compression of tangential vector fields. Moreover, we introduce a spline‐type editor for modelling of tangential vector fields with interpolation constraints for the field itself and its divergence and curl. Using the spectral representation, we propose a numerical scheme that allows for real‐time modelling of tangential vector fields. Christopher Brandt, Leonardo Scandolo, Elmar Eisemann, Klaus Hildebrandt |
Comput. Graph. Forum | 2 |
| 2017 | Realistic modeling of porous materialsabstractAbstract Photorealistic modeling and rendering of materials with complex internal mesostructure is a hard challenge in Computer Graphics. In particular, macroscopic porous materials consist of complex translucent substances that exhibit different details and light interaction at several different scales. State‐of‐the‐art techniques for modeling porous materials manage the material either as a surface and set up complex capture procedures or as a volume by employing different instances of procedural noise models for its representation. While the surface solution achieves several desired material properties, it still presents drawbacks in practical applications—high computational costs, complex capture procedures, and poor image variability, among others. Volumetric solutions are more flexible, but the final structure and appearance are difficult to control. To overcome these drawbacks, we propose an algorithm for the procedural generation of porous materials. The method is based on an artistic and physically inspired simulation of the growth of self‐avoiding bubbles inside a volume, by means of dynamical systems. The patterns induced by the bubbles can be easily and intuitively controlled. The bubbles adapt to any given shape and have convincing global and local fluid‐like patterns as seen in bread and sponges. Our method generates 3D textures that adequately represent porous materials, which can be used as input for creating realistic renderings of different porous objects. As a case study, we present the results of using these 3D textures as input to a direct volume renderer and show that they compare favorably with standard 3D texture synthesis methods. Copyright © 2016 John Wiley & Sons, Ltd. Rodrigo Baravalle, Leonardo Scandolo, Claudio Delrieux, Cristian García Bauza, Elmar Eisemann |
Comput. Animat. Virtual Worlds | 2 |
| 2016 | Compressed Multiresolution Hierarchies for High-Quality Precomputed ShadowsabstractAbstract The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high‐resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous regions of shadow maps at coarser levels, but require many nodes for fine details. By conservatively adapting the depth map, we can significantly reduce the tree complexity. Our proposed method offers high compression rates, avoids quantization errors, exploits coherency along all data dimensions, and is well‐suited for GPU architectures. Our approach can be applied for coherent shadow maps as well, enabling several applications, including high‐quality soft shadows and dynamic lights moving on fixed‐trajectories. Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 1 |
| 2016 | Merged Multiresolution Hierarchies for Shadow Map CompressionabstractAbstract Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high‐resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH leverages both hierarchical homogeneity exploited in MHs, as well as topological similarities exploited in DAG representations. We propose an efficient hash‐based technique to quickly identify and remove redundant subtree instances in a modified relative MH representation. Our solution remains lossless and significantly improves the compression rate compared to both preceding shadow map compression algorithms, while retaining the full run‐time performance of traditional MH representations. Leonardo Scandolo, Pablo Bauszat, Elmar Eisemann |
Comput. Graph. Forum | 1 |
| 2011 | An anthropomorphic navigation scheme for dynamic scenariosabstractThis paper is concerned with the navigation of personal robots in human-populated environments. The behavior of a person among its peers is governed by a number of unspoken social rules, e.g. maintaining an appropriate distance. The primary contribution of this paper is a navigation scheme that is anthropomorphic, i.e. that emulates human behaviors and seeks to adhere to these social rules. Unlike previous works in this area, the focus herein is on dynamic scenarios. The navigation scheme proposed explicitly reasons on the future behavior of the people involved so as to produce better socially acceptable trajectories (not to mention safer trajectories as well). The navigation scheme relies upon a novel cost function called the social costmap that captures in a unified way the different social rules imposed by the people populating the robot's workspace. Leonardo Scandolo, Thierry Fraichard |
ICRA | 1 |
| 2009 | Program Parallelization Using Synchronized Pipelining
Leonardo Scandolo, César Kunz, Manuel V. Hermenegildo |
LOPSTR | 1 |