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Ruslan Guseinov

dblp:204/0049 · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2025
0000-0001-9819-5077ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021

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
3 papers
Rendering · 43% Computational photography and imaging · 22% Computational fabrication · 18%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
inverse rendering
0.912025
Practical Inverse Rendering of Textured and Translucent Appearance · ACM Trans. Graph. 2025
Rendering
subsurface scattering
0.912025
Practical Inverse Rendering of Textured and Translucent Appearance · ACM Trans. Graph. 2025
Geometric modeling and processing › computer-aided design › computer-aided geometric design
surface design
0.312017
CurveUps: shaping objects from flat plates with tension-actuated curvature · ACM Trans. Graph. 2017

Methods — techniques the papers use, named apart from their topics

path tracing · 0.9laplacian pyramid · 0.9gradient computation · 0.9differentiable mipmapping · 0.9regression · 0.4mixture density network · 0.4differentiable simulation · 0.4local optimization · 0.3approximate model · 0.3
YearPublicationVenuePosition
2025 Practical Inverse Rendering of Textured and Translucent Appearance
abstract
Inverse rendering has emerged as a standard tool to reconstruct the parameters of appearance models from images (e.g., textured BSDFs). In this work, we present several novel contributions motivated by the practical challenges of recovering high-resolution surface appearance textures, including spatially-varying subsurface scattering parameters. First, we propose Laplacian mipmapping , which combines differentiable mipmapping and a Laplacian pyramid representation into an effective preconditioner. This seemingly simple technique significantly improves the quality of recovered surface textures on a set of challenging inverse rendering problems. Our method automatically adapts to the render and texture resolutions, only incurs moderate computational cost and achieves better quality than prior work while using fewer hyperparameters. Second, we introduce a specialized gradient computation algorithm for textured, path-traced subsurface scattering, which facilitates faithful reconstruction of translucent materials. By using path tracing, we enable the recovery of complex appearance while avoiding the approximations of the previously used diffusion dipole methods. Third, we demonstrate the application of both these techniques to reconstructing the textured appearance of human faces from sparse captures. Our method recovers high-quality relightable appearance parameters that are compatible with current production renderers.
Philippe Weier, Jérémy Riviere, Ruslan Guseinov, Stephan J. Garbin, Philipp Slusallek, Bernd Bickel, Thabo Beeler, Delio Vicini
ACM Trans. Graph.3
2020 Computational design of cold bent glass façades
abstract
Cold bent glass is a promising and cost-efficient method for realizing doubly curved glass façades. They are produced by attaching planar glass sheets to curved frames and must keep the occurring stress within safe limits. However, it is very challenging to navigate the design space of cold bent glass panels because of the fragility of the material, which impedes the form finding for practically feasible and aesthetically pleasing cold bent glass façades. We propose an interactive, data-driven approach for designing cold bent glass façades that can be seamlessly integrated into a typical architectural design pipeline. Our method allows non-expert users to interactively edit a parametric surface while providing real-time feedback on the deformed shape and maximum stress of cold bent glass panels. The designs are automatically refined to minimize several fairness criteria, while maximal stresses are kept within glass limits. We achieve interactive frame rates by using a differentiable Mixture Density Network trained from more than a million simulations. Given a curved boundary, our regression model is capable of handling multistable configurations and accurately predicting the equilibrium shape of the panel and its corresponding maximal stress. We show that the predictions are highly accurate and validate our results with a physical realization of a cold bent glass surface.
Konstantinos Gavriil, Ruslan Guseinov, Jesús Pérez 0003, Davide Pellis, Paul Henderson, Florian Rist 0001, Helmut Pottmann, Bernd Bickel
ACM Trans. Graph.2
2017 CurveUps: shaping objects from flat plates with tension-actuated curvature
abstract
We present a computational approach for designing CurveUps, curvy shells that form from an initially flat state. They consist of small rigid tiles that are tightly held together by two pre-stretched elastic sheets attached to them. Our method allows the realization of smooth, doubly curved surfaces that can be fabricated as a flat piece. Once released, the restoring forces of the pre-stretched sheets support the object to take shape in 3D. CurveUps are structurally stable in their target configuration. The design process starts with a target surface. Our method generates a tile layout in 2D and optimizes the distribution, shape, and attachment areas of the tiles to obtain a configuration that is fabricable and in which the curved up state closely matches the target. Our approach is based on an efficient approximate model and a local optimization strategy for an otherwise intractable nonlinear optimization problem. We demonstrate the effectiveness of our approach for a wide range of shapes, all realized as physical prototypes.
Ruslan Guseinov, Eder Miguel, Bernd Bickel
ACM Trans. Graph.1