Demo Data from EDBT 2026 / reviewers in the wild / expert
Peter Kutz
dblp:185/9923
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2018
0009-0003-4097-1223ORCID · corroborated
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 |
Rendering · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › ray tracing
path tracing |
0.3 | 1 | 2018 | The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018 |
Rendering
physically based rendering |
0.3 | 1 | 2018 | The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018 |
Rendering
ray tracing |
0.3 | 1 | 2018 | The Design and Evolution of Disney's Hyperion Renderer · ACM Trans. Graph. 2018 |
Rendering › volume rendering
heterogeneous participating media |
0.3 | 1 | 2017 | Spectral and decomposition tracking for rendering heterogeneous volumes · ACM Trans. Graph. 2017 |
Rendering
light transport |
0.3 | 1 | 2017 | Spectral and decomposition tracking for rendering heterogeneous volumes · ACM Trans. Graph. 2017 |
Rendering
volume rendering |
0.3 | 1 | 2017 | Spectral and decomposition tracking for rendering heterogeneous volumes · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
sorted ray batches · 0.3global illumination · 0.3radiative transfer equation · 0.3null-collision algorithms · 0.3delta tracking · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | The Design and Evolution of Disney's Hyperion RendererabstractWalt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading complexity, we built our Hyperion renderer based on a novel architecture that extracts traversal and shading coherence from large, sorted ray batches. In this article, we describe our architecture and discuss our design decisions. We also explain how we are able to provide artistic control in a physically based renderer, and we demonstrate through case studies how we have benefited from having a proprietary renderer that can evolve with production needs. Brent Burley, David Adler, Matt Jen-Yuan Chiang, Hank Driskill, Ralf Habel, Patrick Kelly, Peter Kutz, Yining Karl Li, Daniel Teece |
ACM Trans. Graph. | 7 |
| 2017 | Spectral and decomposition tracking for rendering heterogeneous volumesabstractWe present two novel unbiased techniques for sampling free paths in heterogeneous participating media. Our decomposition tracking accelerates free-path construction by splitting the medium into a control component and a residual component and sampling each of them separately. To minimize expensive evaluations of spatially varying collision coefficients, we define the control component to allow constructing free paths in closed form. The residual heterogeneous component is then homogenized by adding a fictitious medium and handled using weighted delta tracking, which removes the need for computing strict bounds of the extinction function. Our second contribution, spectral tracking , enables efficient light transport simulation in chromatic media. We modify free-path distributions to minimize the fluctuation of path throughputs and thereby reduce the estimation variance. To demonstrate the correctness of our algorithms, we derive them directly from the radiative transfer equation by extending the integral formulation of null-collision algorithms recently developed in reactor physics. This mathematical framework, which we thoroughly review, encompasses existing trackers and postulates an entire family of new estimators for solving transport problems; our algorithms are examples of such. We analyze the proposed methods in canonical settings and on production scenes, and compare to the current state of the art in simulating light transport in heterogeneous participating media. Peter Kutz, Ralf Habel, Yining Karl Li, Jan Novák |
ACM Trans. Graph. | 1 |