Demo Data from EDBT 2026 / reviewers in the wild / expert
Anthony Pajot
dblp:12/7558
· DBLP profile ↗
5ranked-venue papers
4as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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 · 76% Image and video processing · 24% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.1 | 1 | 2011 | Representativity for Robust and Adaptive Multiple Importance Sampling · IEEE Trans. Vis. Comput. Graph. 2011 |
Image and video processing
image restoration |
0.1 | 1 | 2011 | Effective despeckling of HDR images · SIGGRAPH Asia Sketches 2011 |
Rendering › monte carlo rendering
importance sampling |
0.1 | 1 | 2011 | Representativity for Robust and Adaptive Multiple Importance Sampling · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
monte carlo integration |
0.1 | 1 | 2011 | Representativity for Robust and Adaptive Multiple Importance Sampling · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
monte carlo rendering |
0.1 | 1 | 2011 | Effective despeckling of HDR images · SIGGRAPH Asia Sketches 2011 |
Rendering › sampling
multiple importance sampling |
0.1 | 1 | 2011 | Representativity for Robust and Adaptive Multiple Importance Sampling · IEEE Trans. Vis. Comput. Graph. 2011 |
Image and video processing › image restoration › image denoising
speckle reduction |
0.1 | 1 | 2011 | Effective despeckling of HDR images · SIGGRAPH Asia Sketches 2011 |
Rendering › monte carlo rendering
variance reduction |
0.1 | 1 | 2011 | Representativity for Robust and Adaptive Multiple Importance Sampling · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
light transport |
0.0 | 1 | 2011 | Representativity for Robust and Adaptive Multiple Importance Sampling · IEEE Trans. Vis. Comput. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
tone mapping · 0.1representativity · 0.1photon maps · 0.1BSDF · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Sample-space bright spots removal using density estimation
Anthony Pajot, Loïc Barthe, Mathias Paulin |
Graphics Interface | 1 |
| 2011 | Effective despeckling of HDR imagesabstractHigh Dynamic Range (HDR) images are common in computer graphics. In these images, speckles can appear for various reasons, such as high variance for Monte-Carlo-based rendering engines. These speckles are responsible for large artefacts if non-robust post-processing methods are used, such as tonemapping operators relying on a maximal or average luminance value. Ensuring that all post-processing operators are robust is tedious, therefore we propose to handle these speckles before any other processing is done. This way, we ensure that any HDR image post-processing pipeline produces acceptable results. Anthony Pajot, Loïc Barthe, Mathias Paulin |
SIGGRAPH Asia Sketches | 1 |
| 2011 | Combinatorial Bidirectional Path-Tracing for Efficient Hybrid CPU/GPU RenderingabstractAbstract This paper presents a reformulation of bidirectional path‐tracing that adequately divides the algorithm into processes efficiently executed in parallel on both the CPU and the GPU. We thus benefit from high‐level optimization techniques such as double buffering, batch processing, and asyncronous execution, as well as from the exploitation of most of the CPU, GPU, and memory bus capabilities. Our approach, while avoiding pure GPU implementation limitations (such as limited complexity of shaders, light or camera models, and processed scene data sets), is more than ten times faster than standard bidirectional path‐tracing implementations, leading to performance suitable for production‐oriented rendering engines. Anthony Pajot, Loïc Barthe, Mathias Paulin, Pierre Poulin |
Comput. Graph. Forum | 1 |
| 2011 | Representativity for Robust and Adaptive Multiple Importance SamplingabstractWe present a general method enhancing the robustness of estimators based on multiple importance sampling (MIS) in a numerical integration context. MIS minimizes variance of estimators for a given sampling configuration, but when this configuration is less adapted to the integrand, the resulting estimator suffers from extra variance. We address this issue by introducing the notion of "representativity" of a sampling strategy, and demonstrate how it can be used to increase robustness of estimators, by adapting them to the integrand. We first show how to compute representativities using common rendering informations such as BSDF, photon maps, or caches in order to choose the best sampling strategy for MIS. We then give hints to generalize our method to any integration problem and demonstrate that it can be used successfully to enhance robustness in different common rendering algorithms. Anthony Pajot, Loïc Barthe, Mathias Paulin, Pierre Poulin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | Fitted BVH for Fast Raytracing of MetaballsabstractAbstract Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the visual effects that they can render or their performance drops as the number of metaballs and their density increase. We present a new acceleration structure based on BVH and kd‐tree for efficient raytracing of a large number of metaballs. This structure is built from an adapted SAH using a fast greedy algorithm and allows the visualization of several hundreds of thousands metaballs at interactive‐to‐real‐time framerates. Our method can handle arbitrary rays to simulate any complex secondary effects such as reflections or soft shadows, and is robust with respect to the density of metaballs. We achieve this performance thanks to a balanced CPU‐GPU (using CUDA) implementation of the animation, structure creation, and rendering. Olivier Gourmel, Anthony Pajot, Mathias Paulin, Loïc Barthe, Pierre Poulin |
Comput. Graph. Forum | 2 |