VLDB 2026 Research / reviewers in the wild / expert
Krzysztof Niski
dblp:85/2026 · also Chris Niski
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 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
2 papers |
Rendering · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Debugging and program repair · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
level of detail |
0.1 | 1 | 2007 | Tile-based Level of Detail for the Parallel Age · IEEE Trans. Vis. Comput. Graph. 2007 |
Rendering
parallel rendering |
0.1 | 1 | 2007 | Tile-based Level of Detail for the Parallel Age · IEEE Trans. Vis. Comput. Graph. 2007 |
GPUs and heterogeneous computing › CPU-GPU heterogeneous computing
CPU-GPU parallelism |
0.0 | 1 | 2007 | Tile-based Level of Detail for the Parallel Age · IEEE Trans. Vis. Comput. Graph. 2007 |
Methods — techniques the papers use, named apart from their topics
hierarchical screen-space tiles · 0.1adaptive tile sizing · 0.1relational database · 0.1SQL query language · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Multi-grained level of detail using a hierarchical seamless texture atlasabstractPrevious algorithms for view-dependent level of detail provide local mesh refinements either at the finest granularity or at a fixed, coarse granularity. The former provides triangle-level adaptation, often at the expense of heavy CPU usage and low triangle rendering throughput; the latter improves CPU usage and rendering throughput by operating on groups of triangles. Krzysztof Niski, Budirijanto Purnomo, Jonathan D. Cohen 0001 |
SI3D | 1 |
| 2007 | Tile-based Level of Detail for the Parallel AgeabstractToday's PCs incorporate multiple CPUs and GPUs and are easily arranged in clusters for high-performance, interactive graphics. We present an approach based on hierarchical, screen-space tiles to parallelizing rendering with level of detail. Adapttiles, render tiles, and machine tiles are associated with CPUs, GPUs, and PCs, respectively, to efficiently parallelize the workload with good resource utilization. Adaptive tile sizes provide load balancing while our level of detail system allows total and independent management of the load on CPUs and GPUs. We demonstrate our approach on parallel configurations consisting of both single PCs and a cluster of PCs Krzysztof Niski, Jonathan D. Cohen 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2005 | A relational debugging engine for the graphics pipelineabstractWe present a new, unified approach to debugging graphics software. We propose a representation of all graphics state over the course of program execution as a relational database, and produce a query-based framework for extracting, manipulating, and visualizing data from all stages of the graphics pipeline. Using an SQL-based query language, the programmer can establish functional relationships among all the data, linking OpenGL state to primitives to vertices to fragments to pixels. Based on the Chromium library, our approach requires no modification to or recompilation of the program to be debugged, and forms a superset of many existing techniques for debugging graphics software. Nathaniel Duca, Krzysztof Niski, Jonathan Bilodeau, Matthew Bolitho, Jonathan D. Cohen 0001 |
ACM Trans. Graph. | 2 |