Demo Data from VLDB 2026 / reviewers in the wild / expert
Philip Laven
dblp:65/11035
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2012
0009-0008-7044-0067ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1
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
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
light transport |
0.1 | 1 | 2012 | Physically-based simulation of rainbows · ACM Trans. Graph. 2012 |
Rendering
physically based rendering |
0.1 | 1 | 2012 | Physically-based simulation of rainbows · ACM Trans. Graph. 2012 |
Rendering › physically based rendering
wave optics |
0.1 | 1 | 2012 | Physically-based simulation of rainbows · ACM Trans. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
ray tracing · 0.1lorenz-mie theory · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Physically-based simulation of rainbowsabstractIn this article, we derive a physically-based model for simulating rainbows. Previous techniques for simulating rainbows have used either geometric optics (ray tracing) or Lorenz-Mie theory. Lorenz-Mie theory is by far the most accurate technique as it takes into account optical effects such as dispersion, polarization, interference, and diffraction. These effects are critical for simulating rainbows accurately. However, as Lorenz-Mie theory is restricted to scattering by spherical particles, it cannot be applied to real raindrops which are nonspherical, especially for larger raindrops. We present the first comprehensive technique for simulating the interaction of a wavefront of light with a physically-based water drop shape. Our technique is based on ray tracing extended to account for dispersion, polarization, interference, and diffraction. Our model matches Lorenz-Mie theory for spherical particles, but it also enables the accurate simulation of nonspherical particles. It can simulate many different rainbow phenomena including double rainbows and supernumerary bows. We show how the nonspherical raindrops influence the shape of the rainbows, and we provide a simulation of the rare twinned rainbow, which is believed to be caused by nonspherical water drops. Iman Sadeghi, Adolfo Muñoz 0001, Philip Laven, Wojciech Jarosz, Francisco J. Serón, Diego Gutierrez, Henrik Wann Jensen |
ACM Trans. Graph. | 3 |