Demo Data from VLDB 2026 / reviewers in the wild / expert
Charalampos Koniaris
dblp:66/8394
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2019
0000-0002-1792-5224ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 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 · 44% Virtual and augmented reality · 44% Image and video coding · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive rendering |
0.4 | 1 | 2019 | Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction · IEEE Trans. Vis. Comput. Graph. 2019 |
Rendering › image-based rendering
light field rendering |
0.4 | 1 | 2019 | Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction · IEEE Trans. Vis. Comput. Graph. 2019 |
Image and video coding
video compression |
0.1 | 1 | 2019 | Compressed Animated Light Fields with Real-Time View-Dependent Reconstruction · IEEE Trans. Vis. Comput. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
multi-view ray casting · 0.4cubemap rendering · 0.4GPU decompression · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Compressed Animated Light Fields with Real-Time View-Dependent ReconstructionabstractWe propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance. Charalampos Koniaris, Maggie Kosek, David Sinclair, Kenny Mitchell |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | User, metric, and computational evaluation of foveated rendering methodsabstractPerceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost) while still maintaining the user's perception of a full quality render. We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks. Additionally, we contribute a new metric for perceptual foveated rendering quality building on HDR-VDP2 that, unlike traditional metrics, considers the loss of fidelity in peripheral vision by lowering the contrast sensitivity of the model with visual eccentricity based on the Cortical Magnification Factor (CMF). The new metric is parameterized on user-test data generated in this study. Finally, we run our metric on a novel foveated rendering method for real-time immersive 360° content with motion parallax. Nicholas T. Swafford, José Antonio Iglesias Guitián, Charalampos Koniaris, Bochang Moon, Darren Cosker, Kenny Mitchell |
SAP | 3 |
| 2016 | Pixel History Linear Models for Real-Time Temporal FilteringabstractAbstract We propose a new real‐time temporal filtering and antialiasing (AA) method for rasterization graphics pipelines. Our method is based on Pixel History Linear Models (PHLM), a new concept for modeling the history of pixel shading values over time using linear models. Based on PHLM, our method can predict per‐pixel variations of the shading function between consecutive frames. This combines temporal reprojection with per‐pixel shading predictions in order to provide temporally coherent shading, even in the presence of very noisy input images. Our method can address both spatial and temporal aliasing problems under a unique filtering framework that minimizes filtering error through a recursive least squares algorithm. We demonstrate our method working with a commercial deferred shading engine for rasterization and with our own OpenGL deferred shading renderer. We have implemented our method in GPU and it has shown significant reduction of temporal flicker in very challenging scenarios including foliage rendering, complex non‐linear camera motions, dynamic lighting, reflections, shadows and fine geometric details. Our approach, based on PHLM, avoids the creation of visible ghosting artifacts and it reduces the filtering overblur characteristic of temporal deflickering methods. At the same time, the results are comparable to state‐of‐the‐art real‐time filters in terms of temporal coherence. José Antonio Iglesias Guitián, Bochang Moon, Charalampos Koniaris, Eric Smolikowski, Kenny Mitchell |
Comput. Graph. Forum | 3 |