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Denis Kovacs

dblp:75/7552 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
subdivision surfaces
0.322015
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
0.112010
Feature-aligned T-meshes · ACM Trans. Graph. 2010
Rendering
real-time rendering
0.112010
Real-Time Creased Approximate Subdivision Surfaces with Displacements · IEEE Trans. Vis. Comput. Graph. 2010
Geometric modeling and processing › shape modeling › parametric modeling
spline surfaces
0.112015
Dyadic T-mesh subdivision · ACM Trans. Graph. 2015
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
t-spline
0.112015
Dyadic T-mesh subdivision · ACM Trans. Graph. 2015
Image and video processing › image matching
feature alignment
0.012010
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
YearPublicationVenuePosition
2015 Dyadic T-mesh subdivision
abstract
Meshes 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 quadrangulation
abstract
Quadrangulation 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 Modeling1
2010 Feature-aligned T-meshes
abstract
High-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 Displacements
abstract
We 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 surfaces
abstract
We 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
SI3D1