Demo Data from EDBT 2026 / reviewers in the wild / expert
Joonas Itäranta
dblp:02/2718
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1
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 |
Image and video coding · 67% Rendering · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video coding › texture compression
high dynamic range texture compression |
0.1 | 1 | 2006 | High dynamic range texture compression · ACM Trans. Graph. 2006 |
Image and video coding
texture compression |
0.1 | 1 | 2006 | High dynamic range texture compression · ACM Trans. Graph. 2006 |
Rendering
texture mapping |
0.1 | 1 | 2006 | High dynamic range texture compression · ACM Trans. Graph. 2006 |
Methods — techniques the papers use, named apart from their topics
constant 8-bit encoding · 0.1DXTC · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Efficient high dynamic range texture compressionabstractWe present a novel compression method for high dynamic range (HDR) textures, targeted for future graphics hardware. Identifying that the existing solutions provide either very high image quality or very simple hardware implementation, we aim to achieve both features in a single solution. Kimmo Roimela, Tomi Aarnio, Joonas Itäranta |
SI3D | 3 |
| 2006 | High dynamic range texture compressionabstractWe present a novel compression scheme for high dynamic range textures, targeted for hardware implementation. Our method encodes images at a constant 8 bits per pixel, for a compression ratio of 6:1. We demonstrate that our method achieves good visual fidelity, surpassing DXTC texture compression of RGBE data which is the most practical method on existing graphics hardware. The decoding logic for our method is simple enough to be implemented as part of the texture fetch unit in graphics hardware. Kimmo Roimela, Tomi Aarnio, Joonas Itäranta |
ACM Trans. Graph. | 3 |