Demo Data from EDBT 2026 / reviewers in the wild / expert
Claudio Calabrese
dblp:154/0217
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 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 |
Geometric modeling and processing · 57% Visual content generation and editing · 22% Rendering · 22% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling › shape editing
mesh editing |
0.2 | 1 | 2016 | cSculpt: a system for collaborative sculpting · ACM Trans. Graph. 2016 |
Geometric modeling and processing › shape modeling › geometry editing
virtual sculpting |
0.2 | 1 | 2016 | cSculpt: a system for collaborative sculpting · ACM Trans. Graph. 2016 |
Visual content generation and editing › image editing
appearance editing |
0.2 | 1 | 2014 | AppIm: linear spaces for image-based appearance editing · ACM Trans. Graph. 2014 |
Rendering › appearance modeling
material representation |
0.2 | 1 | 2014 | AppIm: linear spaces for image-based appearance editing · ACM Trans. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
multiresolution representation · 0.2merge algorithm · 0.2nonlinear transformation · 0.2linear editing spaces · 0.2GPU-accelerated filtering · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | cSculpt: a system for collaborative sculptingabstractCollaborative systems are well established solutions for sharing work among people. In computer graphics these workflows are still not well established, compared to what is done for text writing or software development. Usually artists work alone and share their final models by sending files. In this paper we present a system for collaborative 3D digital sculpting. In our prototype, multiple artists concurrently sculpt a polygonal mesh on their local machines by changing its vertex properties, such as positions and material BRDFs. Our system shares the artists' edits automatically and seamlessly merges these edits even when they happen on the same region of the surface. We propose a merge algorithm that is fast-enough for seamless collaboration, respects users' edits as much as possible, can support any sculpting operation, and works for both geometry and appearance modifications. Since in sculpting artists alternatively perform fine adjustments and large scale modifications, our algorithm is based on a multiresolution edit representation that handles concurrent overlapping edits at different scales. We tested our algorithm by modeling meshes collaboratively in different sculpting sessions and found that our algorithm outperforms prior works on collaborative mesh editing in all cases. Claudio Calabrese, Gabriele Salvati, Marco Tarini, Fabio Pellacini |
ACM Trans. Graph. | 1 |
| 2014 | AppIm: linear spaces for image-based appearance editingabstractEditing spatially-varying appearance is commonplace in most graphics applications. In this paper, we focus on materials whose appearance is described by BRDFs or BSSRDFs, with parameters specified by textures, and with local frame perturbations, namely bump, normal and tangent maps. Editing these materials amounts to editing the textures that encode the spatial variation. To perform these edits, artists commonly adopt imaging softwares since they have rich toolsets and well-understood user interfaces. But editing material parameters as images does not produce consistent results since the parameters' behaviours in their relative spaces are not taken in account. Our goal is to address this issue with a solution that is practical, in that we do not want to change material representation or editing workflow to ensure adoption. We observe that most image editing operations can be written as linear combination of colors. We thus define editing spaces for material parameters such that linear operations in these spaces respect their inherent meaning of the parameters. Transformations to and from editing spaces are non-linear to capture the non-linear behaviour of the parameters. Since GPUs are particularly efficient when executing linear operations, they can be used well with editing spaces. We demonstrate the use of editing spaces to edit microfacet BRDFs and SubEdit BSSRDFs by performing various imaging operations such as layering, linear and non-linear filtering, local and global contrast enhancements, and hardware-accelerated painting. Francesco Di Renzo, Claudio Calabrese, Fabio Pellacini |
ACM Trans. Graph. | 2 |