Demo Data from EDBT 2026 / reviewers in the wild / expert
Semyon Efremov
dblp:245/4693
· DBLP profile ↗
2ranked-venue papers
1as first author
1since 2021 · last 2021
—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 · 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
2 papers |
Geometric modeling and processing · 70% Rendering · 21% Computational fabrication · 8% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling
microstructure modeling |
0.4 | 1 | 2019 | Procedural phasor noise · ACM Trans. Graph. 2019 |
Rendering
procedural texture synthesis |
0.4 | 1 | 2019 | Procedural phasor noise · ACM Trans. Graph. 2019 |
Geometric modeling and processing › shape modeling › surface modeling
surface detail modeling |
0.4 | 1 | 2019 | Procedural phasor noise · ACM Trans. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
symmetry tailoring · 0.5implicit grading · 0.5stochastic phase field · 0.4gabor noise · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | 3D Periodic Cellular Materials with Tailored Symmetry and Implicit Grading
Semyon Efremov, Jonàs Martínez, Sylvain Lefebvre 0001 |
Comput. Aided Des. | 1 |
| 2019 | Procedural phasor noiseabstractProcedural pattern synthesis is a fundamental tool of Computer Graphics, ubiquitous in games and special effects. By calling a single procedure in every pixel - or voxel - large quantities of details are generated at low cost, enhancing textures, producing complex structures within and along surfaces. Such procedures are typically implemented as pixel shaders. We propose a novel procedural pattern synthesis technique that exhibits desirable properties for modeling highly contrasted patterns, that are especially well suited to produce surface and microstructure details. In particular, our synthesizer affords for a precise control over the profile, orientation and distribution of the produced stochastic patterns, while allowing to grade all these parameters spatially. Our technique defines a stochastic smooth phase field - a phasor noise - that is then fed into a periodic function (e.g. a sine wave), producing an oscillating field with prescribed main frequencies and preserved contrast oscillations. In addition, the profile of each oscillation is directly controllable (e.g. sine wave, sawtooth, rectangular or any 1D profile). Our technique builds upon a reformulation of Gabor noise in terms of a phasor field that affords for a clear separation between local intensity and phase. Applications range from texturing to modeling surface displacements, as well as multi-material microstructures in the context of additive manufacturing. Thibault Tricard, Semyon Efremov, Cédric Zanni, Fabrice Neyret, Jonàs Martínez, Sylvain Lefebvre 0001 |
ACM Trans. Graph. | 2 |