VLDB 2026 Research / reviewers in the wild / expert
Tom Mertens
dblp:94/5319
· DBLP profile ↗
18ranked-venue papers
7as first author
1since 2021 · last 2022
0000-0003-3569-5693ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 17 · 6 first-authorArtificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 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
5 papers |
Computational photography and imaging · 52% Rendering · 46% Computer animation and physical simulation · 2% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
photometric stereo |
0.1 | 1 | 2009 | Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009 |
Computational photography and imaging › illumination estimation
illumination capture |
0.1 | 1 | 2009 | Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009 |
Computational photography and imaging › active illumination
illumination multiplexing |
0.1 | 1 | 2009 | Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009 |
Rendering
global illumination |
0.1 | 1 | 2008 | Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008 |
Rendering › shadow rendering
real-time shadows |
0.1 | 1 | 2008 | Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008 |
Rendering › shadow rendering
soft shadows |
0.1 | 1 | 2008 | Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008 |
Computational photography and imaging › color constancy
white balance |
0.1 | 1 | 2008 | Light mixture estimation for spatially varying white balance · ACM Trans. Graph. 2008 |
Rendering › subsurface scattering
translucent material rendering |
0.0 | 1 | 2003 | Interactive rendering of translucent deformable objects · SIGGRAPH 2003 |
Computer vision › 3D vision › range sensing › 3d scanning
structured light scanning |
0.0 | 1 | 2009 | Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009 |
Rendering › reflectance modeling
specular reflection |
0.0 | 1 | 2008 | High quality mesostructure acquisition using specularities · CVPR 2008 |
Computer animation and physical simulation
deformable body simulation |
0.0 | 1 | 2003 | Interactive rendering of translucent deformable objects · SIGGRAPH 2003 |
Methods — techniques the papers use, named apart from their topics
time multiplexing · 0.2optical flow · 0.2color multiplexing · 0.2specularity analysis · 0.1precomputation-free soft shadow approximation · 0.1material color recovery · 0.1light mixture estimation · 0.1coded illumination · 0.1area light source approximation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Can we Learn from Outliers? Unsupervised Optimization of Intelligent Vehicle Traffic Management Systems
Tom Mertens, Marwan Hassani |
ECML/PKDD (6) | 1 |
| 2011 | Stroke-based creation of depth mapsabstractDepth information opens up a lot of possibilities for meaningful editing of photographs. So far, it has only been possible to acquire depth information by either using additional hardware, restrictive scene assumptions or extensive manual input. We developed a novel user-assisted technique for creating adequate depth maps with an intuitive stroke-based user interface. Starting from absolute depth constraints as well as surface normal constraints, we optimize for a feasible depth map over the image. We introduce a suitable smoothness constraint that respects image edges and accounts for slanted surfaces. We illustrate the usefulness of our technique by several applications such as depth of field reduction and advanced compositing. Mark Gerrits, Bert de Decker, Cosmin Ancuti, Tom Haber, Codruta O. Ancuti, Tom Mertens, Philippe Bekaert |
ICME | 6 |
| 2009 | Capturing multiple illumination conditions using time and color multiplexingabstractMany vision and graphics problems such as relighting, structured light scanning and photometric stereo, need images of a scene under a number of different illumination conditions. It is typically assumed that the scene is static. To extend such methods to dynamic scenes, dense optical flow can be used to register adjacent frames. This registration becomes inaccurate if the frame rate is too low with respect to the degree of movement in the scenes. We present a general method that extends time multiplexing with color multiplexing in order to better handle dynamic scenes. Our method allows for packing more illumination information into a single frame, thereby reducing the number of required frames over which optical flow must be computed. Moreover, color-multiplexed frames lend themselves better to reliably computing optical flow. We show that our method produces better results compared to time-multiplexing alone. We demonstrate its application to relighting, structured light scanning and photometric stereo in dynamic scenes. Bert de Decker, Jan Kautz, Tom Mertens, Philippe Bekaert |
CVPR | 3 |
| 2009 | Exposure Fusion: A Simple and Practical Alternative to High Dynamic Range PhotographyabstractAbstract We propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to High dynamic range (HDR) first. Skipping the physically based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration and is computationally efficient. It also allows for including flash images in the sequence. Our technique blends multiple exposures, guided by simple quality measures like saturation and contrast. This is done in a multiresolution fashion to account for the brightness variation in the sequence. The resulting image quality is comparable to existing tone mapping operators. Tom Mertens, Jan Kautz, Frank Van Reeth |
Comput. Graph. Forum | 1 |
| 2008 | High quality mesostructure acquisition using specularitiesabstractWe propose a technique for cheap and efficient acquisition of mesostructure normal maps from specularities, which only requires a simple LCD monitor and a digital camera. Coded illumination enables us to capture subtle surface details with only a handful of images. In addition, our method can deal with heterogeneous surfaces, and high albedo materials. We are able to recover highly detailed mesostructures, which was previously only possible with an expensive hardware setup. Yannick Francken, Tom Cuypers, Tom Mertens, Jo Gielis, Philippe Bekaert |
CVPR | 3 |
| 2008 | Exponential shadow maps
Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz |
Graphics Interface | 2 |
| 2008 | Self-similarity based compression of point set surfaces with application to ray tracing
Erik Hubo, Tom Mertens, Tom Haber, Philippe Bekaert |
Comput. Graph. | 2 |
| 2008 | Augmented Panoramic VideoabstractAbstract Many video sequences consist of a locally dynamic background containing moving foreground subjects. In this paper we propose a novel way of re‐displaying these sequences, by giving the user control over a virtual camera frame. Based on video mosaicing, we first compute a static high quality background panorama. After segmenting and removing the foreground subjects from the original video, the remaining elements are merged into a dynamic background panorama, which seamlessly extends the original video footage. We then re‐display this augmented video by warping and cropping the panorama. The virtual camera can have an enlarged field‐of‐view and a controlled camera motion. Our technique is able to process videos with complex camera motions, reconstructing high quality panoramas without parallax artefacts, visible seams or blurring, while retaining repetitive dynamic elements. Chris Hermans, Cedric Vanaken, Tom Mertens, Frank Van Reeth, Philippe Bekaert |
Comput. Graph. Forum | 3 |
| 2008 | Real-time, all-frequency shadows in dynamic scenesabstractShadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates. Thomas Annen, Zhao Dong 0001, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz |
ACM Trans. Graph. | 3 |
| 2008 | Light mixture estimation for spatially varying white balanceabstractWhite balance is a crucial step in the photographic pipeline. It ensures the proper rendition of images by eliminating color casts due to differing illuminants. Digital cameras and editing programs provide white balance tools that assume a single type of light per image, such as daylight. However, many photos are taken under mixed lighting. We propose a white balance technique for scenes with two light types that are specified by the user. This covers many typical situations involving indoor/outdoor or flash/ambient light mixtures. Since we work from a single image, the problem is highly underconstrained. Our method recovers a set of dominant material colors which allows us to estimate the local intensity mixture of the two light types. Using this mixture, we can neutralize the light colors and render visually pleasing images. Our method can also be used to achieve post-exposure relighting effects. Eugene Hsu, Tom Mertens, Sylvain Paris, Shai Avidan, Frédo Durand |
ACM Trans. Graph. | 2 |
| 2008 | Video enhancement using reference photographs
Cosmin Ancuti, Tom Haber, Tom Mertens, Philippe Bekaert |
Vis. Comput. | 3 |
| 2007 | Exposure FusionabstractWe propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to HDR first. Skipping the physically-based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration and is computationally efficient. It also allows for including flash images in the sequence. Our technique blends multiple exposures, guided by simple quality measures like saturation and contrast. This is done in a multiresolution fashion to account for the brightness variation in the sequence. The resulting image quality is comparable to existing tone mapping operators. Tom Mertens, Jan Kautz, Frank Van Reeth |
PG | 1 |
| 2007 | Convolution Shadow Maps
Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz |
Rendering Techniques | 2 |
| 2006 | Texture Transfer Using Geometry Correlation
Tom Mertens, Jan Kautz, Jiawen Chen 0001, Philippe Bekaert, Frédo Durand |
Rendering Techniques | 1 |
| 2005 | A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
Tom Haber, Tom Mertens, Philippe Bekaert, Frank Van Reeth |
Graphics Interface | 2 |
| 2005 | Efficient Rendering of Local Subsurface ScatteringabstractAbstract A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration. Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth, Hans-Peter Seidel |
Comput. Graph. Forum | 1 |
| 2003 | Efficient Rendering of Local Subsurface ScatteringabstractA novel approach is presented to efficiently render local subsurface scattering effects. We introduce an important sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image-space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration. Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth, Hans-Peter Seidel |
PG | 1 |
| 2003 | Interactive rendering of translucent deformable objectsabstractNo abstract available. Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidel, Frank Van Reeth |
SIGGRAPH | 1 |