EDBT 2026 Demo / reviewers in the wild / expert
Alexander Lier
dblp:169/6918
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Software engineering, systems software and programming languages · 1Graphics, 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 |
Geometric modeling and processing · 67% Rendering · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › spatial data structures
bounding volume hierarchy |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Rendering
ray tracing |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Geometric modeling and processing › mesh processing
surface compression |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
approximate evaluation · 0.3BVH compression · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | A Compressed Representation for Ray Tracing Parametric SurfacesabstractParametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times. Kai Selgrad, Alexander Lier, Magdalena Martinek, Christoph Buchenau, Michael Guthe, Franziska Kranz, Henry Schäfer, Marc Stamminger |
ACM Trans. Graph. | 2 |
| 2015 | Lightweight, generative variant exploration for high-performance graphics ApplicationsabstractRendering performance is an everlasting goal of computer graphics and significant driver for advances in both, hardware architecture and algorithms. Thereby, it has become possible to apply advanced computer graphics technology even in low-cost embedded appliances, such as car instruments. Yet, to come up with an efficient implementation, developers have to put enormous efforts into hardware/problem-specific tailoring, fine-tuning, and domain exploration, which requires profound expert knowledge. If a good solution has been found, there is a high probability that it does not work as well with other architectures or even the next hardware generation. Generative DSL-based approaches could mitigate these efforts and provide for an efficient exploration of algorithmic variants and hardware-specific tuning ideas. However, in vertically organized industries, such as automotive, suppliers are reluctant to introduce these techniques as they fear loss of control, high introduction costs, and additional constraints imposed by the OEM with respect to software and tool-chain certification. Moreover, suppliers do not want to share their generic solutions with the OEM, but only concrete instances. To this end, we propose a light-weight and incremental approach for meta programming of graphics applications. Our approach relies on an existing formulation of C-like languages that is amenable to meta programming, which we extend to become a lightweight language to combine algorithmic features. Our method provides a concise notation for meta programs and generates easily sharable output in the appropriate C-style target language. Kai Selgrad, Alexander Lier, Franz Köferl, Marc Stamminger, Daniel Lohmann |
GPCE | 2 |