VLDB 2026 Research / reviewers in the wild / expert
Marcos Fajardo
dblp:71/10541
· DBLP profile ↗
5ranked-venue papers
1as first author
1since 2021 · last 2023
0009-0001-7707-2761ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 1 since 2021
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 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › ray tracing
path tracing |
0.3 | 1 | 2018 | Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018 |
Rendering
production rendering |
0.3 | 1 | 2018 | Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
unidirectional path tracer · 0.3ray-tracing engine · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Fast Procedural Noise By Monte Carlo Sampling
Marcos Fajardo, Matt Pharr |
EGSR (ST) | 1 |
| 2018 | Arnold: A Brute-Force Production Path TracerabstractArnold is a physically based renderer for feature-length animation and visual effects. Conceived in an era of complex multi-pass rasterization-based workflows struggling to keep up with growing demands for complexity and realism, Arnold was created to take on the challenge of making the simple and elegant approach of brute-force Monte Carlo path tracing practical for production rendering. Achieving this required building a robust piece of ray-tracing software that can ingest large amounts of geometry with detailed shading and lighting and produce images with high fidelity, while scaling well with the available memory and processing power. Arnold’s guiding principles are to expose as few controls as possible, provide rapid feedback to artists, and adapt to various production workflows. In this article, we describe its architecture with a focus on the design and implementation choices made during its evolutionary development to meet the aforementioned requirements and goals. Arnold’s workhorse is a unidirectional path tracer that avoids the use of hard-to-manage and artifact-prone caching and sits on top of a ray-tracing engine optimized to shoot and shade billions of spatially incoherent rays throughout a scene. A comprehensive API provides the means to configure and extend the system’s functionality, to describe a scene, render it, and save the results. Iliyan Georgiev, Thiago Ize, Mike Farnsworth, Ramón Montoya-Vozmediano, Alan King, Brecht Van Lommel, Angel Jimenez, Oscar Anson, Shinji Ogaki, Eric Johnston, Adrien Herubel, Declan Russell, Frédéric Servant, Marcos Fajardo |
ACM Trans. Graph. | 14 |
| 2017 | Area-Preserving Parameterizations for Spherical EllipsesabstractAbstract We present new methods for uniformly sampling the solid angle subtended by a disk. To achieve this, we devise two novel area‐preserving mappings from the unit square [0,1]2 to a spherical ellipse (i.e. the projection of the disk onto the unit sphere). These mappings allow for low‐variance stratified sampling of direct illumination from disk‐shaped light sources. We discuss how to efficiently incorporate our methods into a production renderer and demonstrate the quality of our maps, showing significantly lower variance than previous work. Ibón Guillén, Carlos Ureña, Alan King, Marcos Fajardo, Iliyan Georgiev, Jorge Lopez-Moreno, Adrián Jarabo |
Comput. Graph. Forum | 4 |
| 2013 | An Area-Preserving Parametrization for Spherical RectanglesabstractAbstract We present an area‐preserving parametrization for spherical rectangles which is an analytical function with domain in the unit rectangle [0, 1]2 and range in a region included in the unit‐radius sphere. The parametrization preserves areas up to a constant factor and is thus very useful in the context of rendering as it allows to map random sample point sets in [0, 1]2 onto the spherical rectangle. This allows for easily incorporating stratified, quasi‐Monte Carlo or other sampling strategies in algorithms that compute scattering from planar rectangular emitters. Carlos Ureña, Marcos Fajardo, Alan King |
Comput. Graph. Forum | 2 |
| 2012 | Importance Sampling Techniques for Path Tracing in Participating MediaabstractAbstract We introduce a set of robust importance sampling techniques which allow efficient calculation of direct and indirect lighting from arbitrary light sources in both homogeneous and heterogeneous media. We show how to distribute samples along a ray proportionally to the incoming radiance for point and area lights. In heterogeneous media, we decouple ray marching from light calculations by computing a representation of the transmittance function that can be quickly evaluated during sampling, at the cost of a small amount of bias. This representation also allows the calculation of another probability density function which can direct samples to regions most likely to scatter light. These techniques are orthogonal and can be combined via multiple importance sampling to further reduce variance. Our method has very modest per‐ray memory requirements and does not require any preprocessing, making it simple to integrate into production ray tracing based renderers. Christopher D. Kulla, Marcos Fajardo |
Comput. Graph. Forum | 2 |