Demo Data from VLDB 2026 / reviewers in the wild / expert
Denis Kovacs
dblp:75/7552
· DBLP profile ↗
6ranked-venue papers
5as first author
0since 2021 · last 2015
0000-0002-9940-0252ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-authorHuman-computer interaction and ubiquitous computing · 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
3 papers |
Geometric modeling and processing · 83% Rendering · 13% Image and video processing · 4% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
subdivision surfaces |
0.3 | 2 | 2015 | Dyadic T-mesh subdivision · ACM Trans. Graph. 2015 Real-Time Creased Approximate Subdivision Surfaces with Displacements · IEEE Trans. Vis. Comput. Graph. 2010 |
Geometric modeling and processing › mesh generation
quad meshing |
0.1 | 1 | 2010 | Feature-aligned T-meshes · ACM Trans. Graph. 2010 |
Rendering
real-time rendering |
0.1 | 1 | 2010 | Real-Time Creased Approximate Subdivision Surfaces with Displacements · IEEE Trans. Vis. Comput. Graph. 2010 |
Geometric modeling and processing › shape modeling › parametric modeling
spline surfaces |
0.1 | 1 | 2015 | Dyadic T-mesh subdivision · ACM Trans. Graph. 2015 |
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
t-spline |
0.1 | 1 | 2015 | Dyadic T-mesh subdivision · ACM Trans. Graph. 2015 |
Image and video processing › image matching
feature alignment |
0.0 | 1 | 2010 | Feature-aligned T-meshes · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
catmull-clark subdivision · 0.2patch layout construction · 0.1loop and schaefer approximation · 0.1high-order representation · 0.1displacement mapping · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Dyadic T-mesh subdivisionabstractMeshes with T-joints (T-meshes) and related high-order surfaces have many advantages in situations where flexible local refinement is needed. At the same time, designing subdivision rules and bases for T-meshes is much more difficult, and fewer options are available. For common geometric modeling tasks it is desirable to retain the simplicity and flexibility of commonly used subdivision surfaces, and extend them to handle T-meshes. We propose a subdivision scheme extending Catmull-Clark and NURSS to a special class of quad T-meshes, dyadic T-meshes, which have no more than one T-joint per edge. Our scheme is based on a factorization with the same structure as Catmull-Clark subdivision. On regular T-meshes it is a refinement scheme for a subset of standard T-splines. While we use more variations of subdivision masks compared to Catmull-Clark and NURSS, the minimal size of the stencil is maintained, and all variations in formulas are due to simple changes in coefficients. Denis Kovacs, Justin Bisceglio, Denis Zorin |
ACM Trans. Graph. | 1 |
| 2011 | Anisotropic quadrangulation
Denis Kovacs, Ashish Myles, Denis Zorin |
Comput. Aided Geom. Des. | 1 |
| 2010 | Anisotropic quadrangulationabstractQuadrangulation methods aim to approximate surfaces by semi-regular meshes with as few extraordinary vertices as possible. A number of techniques use the harmonic parameterization to keep quads close to squares, or fit parametrization gradients to align quads to features. Both types of techniques create near-isotropic quads; feature-aligned quadrangulation algorithms reduce the remeshing error by aligning isotropic quads with principal curvature directions. A complimentary approach is to allow for anisotropic elements, which are well-known to have significantly better approximation quality. Denis Kovacs, Ashish Myles, Denis Zorin |
Symposium on Solid and Physical Modeling | 1 |
| 2010 | Feature-aligned T-meshesabstractHigh-order and regularly sampled surface representations are more efficient and compact than general meshes and considerably simplify many geometric modeling and processing algorithms. A number of recent algorithms for conversion of arbitrary meshes to regularly sampled form (typically quadrangulation) aim to align the resulting mesh with feature lines of the geometry. While resulting in a substantial improvement in mesh quality, feature alignment makes it difficult to obtain coarse regular patch partitions of the mesh. In this paper, we propose an approach to constructing patch layouts consisting of small numbers of quadrilateral patches while maintaining good feature alignment. To achieve this, we use quadrilateral T-meshes, for which the intersection of two faces may not be the whole edge or vertex, but a part of an edge. T-meshes offer more flexibility for reduction of the number of patches and vertices in a base domain while maintaining alignment with geometric features. At the same time, T-meshes retain many desirable features of quadrangulations, allowing construction of high-order representations, easy packing of regularly sampled geometric data into textures, as well as supporting different types of discretizations for physical simulation. Ashish Myles, Nico Pietroni, Denis Kovacs, Denis Zorin |
ACM Trans. Graph. | 3 |
| 2010 | Real-Time Creased Approximate Subdivision Surfaces with DisplacementsabstractWe present an extension of Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners. We discuss the integration of ACC into Valve's Source game engine and analyze performance of our implementation. Denis Kovacs, Jason Mitchell, Shanon Drone, Denis Zorin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2009 | Real-time creased approximate subdivision surfacesabstractWe present an extension of recently developed Loop and Schaefer's approximation of Catmull-Clark surfaces (ACC) for surfaces with creases and corners which are essential for most applications. We discuss the integration of ACC into Valve's Source game engine and analyze performance of our implementation. Denis Kovacs, Jason Mitchell, Shanon Drone, Denis Zorin |
SI3D | 1 |