Demo Data from EDBT 2026 / reviewers in the wild / expert
Jeff Bolz
dblp:122/4789
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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 |
Rendering · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › geometric rendering › vector graphics rendering
path rendering |
0.1 | 1 | 2012 | GPU-accelerated path rendering · ACM Trans. Graph. 2012 |
Rendering › geometric rendering
vector graphics rendering |
0.1 | 1 | 2012 | GPU-accelerated path rendering · ACM Trans. Graph. 2012 |
Rendering
GPU rendering |
0.0 | 1 | 2012 | GPU-accelerated path rendering · ACM Trans. Graph. 2012 |
Rendering
graphics pipeline |
0.0 | 1 | 2012 | GPU-accelerated path rendering · ACM Trans. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
two-step stencil-then-cover · 0.1stencil buffer · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | GPU-accelerated path renderingabstractFor thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths. We introduce a two-step "Stencil, then Cover" (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we explicitly decouple in our programming interface the stencil step to determine a path's filled or stroked coverage from the subsequent cover step to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance---yet we go further to unify path rendering with OpenGL's established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension. Mark J. Kilgard, Jeff Bolz |
ACM Trans. Graph. | 2 |