Demo Data from VLDB 2026 / reviewers in the wild / expert
Cyrille Damez
dblp:66/1185
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2012
—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 · 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 · 50% Image and video processing · 50% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › temporal rendering
animation rendering |
0.0 | 1 | 2003 | An efficient spatio-temporal architecture for animation rendering · SIGGRAPH 2003 |
Image and video processing › video processing
temporal consistency |
0.0 | 1 | 2003 | An efficient spatio-temporal architecture for animation rendering · SIGGRAPH 2003 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Procedural texture previewabstractAbstract Procedural textures usually require spending time testing parameters to realize the diversity of appearances. This paper introduces the idea of a procedural texture preview: A single static image summarizing in a limited pixel space the appearances produced by a given procedure. Unlike grids of thumbnails our previews present a continuous image of appearances, analog to a map. The main challenge is to ensure that most appearances are visible, are allocated a similar pixel area, and are ordered in a smooth manner throughout the preview. To reach this goal, we introduce a new layout algorithm accounting simultaneously for these criteria. After computing a layout of appearances, we rely on by‐example texture synthesis to produce the final preview. We demonstrate our approach on a database of production‐level procedural textures. Anass Lasram, Sylvain Lefebvre 0001, Cyrille Damez |
Comput. Graph. Forum | 3 |
| 2004 | Space-Time Hierarchical Radiosity with Clustering and Higher-Order WaveletsabstractAbstract We address in this paper the issue of computing diffuse global illumination solutions for animation sequences. The principal difficulties lie in the computational complexity of global illumination, emphasized by the movement of objects and the large number of frames to compute, as well as the potential for creating temporal discontinuities in the illumination, a particularly noticeable artifact. We demonstrate how space‐time hierarchical radiosity, i.e. the application to the time dimension of a hierarchical decomposition algorithm, can be effectively used to obtain smooth animations: first by proposing the integration of spatial clustering in a space‐time hierarchy; second, by using a higher‐order wavelet basis adapted for the temporal dimension. The resulting algorithm is capable of creating time‐dependent radiosity solutions efficiently. Cyrille Damez, Nicolas Holzschuch, François X. Sillion |
Comput. Graph. Forum | 1 |
| 2003 | An efficient spatio-temporal architecture for animation renderingabstractNo abstract available. Vlastimil Havran, Cyrille Damez, Karol Myszkowski, Hans-Peter Seidel |
SIGGRAPH | 2 |
| 2003 | State of the Art in Global Illumination for Interactive Applications and High-quality AnimationsabstractAbstract Global illumination algorithms are regarded as computationally intensive. This cost is a practical problem when producing animations or when interactions with complex models are required. Several algorithms have been proposed to address this issue. Roughly, two families of methods can be distinguished. The first one aims at providing interactive feedback for lighting design applications. The second one gives higher priority to the quality of results, and therefore relies on offline computations. Recently, impressive advances have been made in both categories. In this report, we present a survey and classification of the most up‐to‐date of these methods. ACM CSS: I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism Cyrille Damez, Kirill Dmitriev, Karol Myszkowski |
Comput. Graph. Forum | 1 |
| 1999 | A Practical Analysis of Clustering Strategies for Hierarchical RadiosityabstractThe calculation of radiant energy balance in complex scenes has been made possible by hierarchical radiosity methods based on clustering mechanisms. Although clustering offers an elegant theoretical solution by reducing the asymptotic complexity of the algorithm, its practical use raises many difficulties, and may result in image artifacts or unexpected behavior. This paper proposes a detailed analysis of the expectations placed on clustering and compares the relative merits of existing, as well as newly introduced, clustering algorithms. This comparison starts from the precise definition of various clustering strategies based on a taxonomy of data structures and construction algorithms, and proceeds to an experimental study of the clustering behavior for real‐world scenes. Interestingly, we observe that for some scenes light is difficult to simulate even with clustering. Our results lead to a series of observations characterizing the adequacy of clustering methods for meeting such diverse goals as progressive solution improvement, efficient ray casting acceleration, and faithful representation of object density for approximate visibility calculations. Jean-Marc Hasenfratz, Cyrille Damez, François X. Sillion, George Drettakis |
Comput. Graph. Forum | 2 |