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Alexey G. Voloboy

dblp:118/4635 · also Alexej G. Voloboj, Alexey G. Voloboi · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0003-1252-8294ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 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
1 paper
Geometric modeling and processing · 44% Rendering · 44% Visualization and visual analytics · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
real-time ray tracing
1.012026
SCom DAG: compact representation of spatial data for real-time rendering · ACM Trans. Graph. 2026
Geometric modeling and processing
spatial data structures
1.012026
SCom DAG: compact representation of spatial data for real-time rendering · ACM Trans. Graph. 2026
Visualization and visual analytics
volume visualization
0.312026
SCom DAG: compact representation of spatial data for real-time rendering · ACM Trans. Graph. 2026

Methods — techniques the papers use, named apart from their topics

octree subdivision · 1.0lossy compression · 1.0
YearPublicationVenuePosition
2026 SCom DAG: compact representation of spatial data for real-time rendering
abstract
We developed a new data structure for the efficient representation of spatial data, called SCom DAG — Similarity Compressed Directed Acyclic Graph. It subdivides space with an octree and utilizes local data similarities and topology for compact encoding. Our method exploits the fact that many surface and volume areas are similar to each other up to a transformation. We store spatial transformations on the edges of the graph and data transformations on terminal links pointing to data blocks. Compression is achieved mainly by reducing the number of graph nodes and data blocks while maintaining the same number of paths in the graph. Spatial transformations are compact due to the use of hyper-octahedral groups that are relatively small even in 4D space. SCom DAG works with data of different dimensionality, such as 2D textures, 3D meshes and 4D time-varying volumetric data. Thus, it is well suited for volumetric data visualization and rendering large scenes. The proposed algorithm performs lossy compression, creating a compact representation of various data with controlled quality, which is especially valuable for low-end devices and convenient browser use. It provides a balance of compression and quality comparable to state-of-the-art technologies in various domains, such as compact texture and geometry representation, volumetric data, radiance fields, and precomputed 4D volume animations. At the same time, our data structure enables fast sampling and real-time ray tracing, and its hierarchical nature allows for rendering with a continuous level of detail.
Albert Garifullin, Nikolay Mayorov, Eduard Hauer, Alexey G. Voloboy, Vladimir A. Frolov
ACM Trans. Graph.4
2021 Neural Acceleration of Scattering-Aware Color 3D Printing
abstract
Abstract With the wider availability of full‐color 3D printers, color‐accurate 3D‐print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest‐quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data‐driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end‐to‐end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D‐print preparation within time frames in the order of the actual printing time.
Tobias Rittig, Denis Sumin, Vahid Babaei, Piotr Didyk, Alexey G. Voloboy, Alexander Wilkie, Bernd Bickel, Karol Myszkowski, Tim Weyrich, Jaroslav Krivánek
Comput. Graph. Forum5
1993 The Method of Dynamical Palette Construction in the Realistic Visualization System
abstract
Abstract The paper describes the colour approximation problem and the method of dynamic palette construction is suggested for its solution. The method uses the graphic display palette based on the computed true colour of the individual picture. Some aspects of human colour perception are considered. Two metrics in colour space are introduced to estimate closeness of the suggested colour approximation. The method was applied to visualize 3D scenes generated by ray tracing.
Alexey G. Voloboy
Comput. Graph. Forum1