EDBT 2026 Demo / reviewers in the wild / expert
Louis Bavoil
dblp:25/2544
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 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
1 paper |
Rendering · 100% | |
| Computer networks
1 paper |
Internet of things and sensor networks · 77% Wireless networking · 23% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Energy-efficient computing · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
progressive rendering |
0.1 | 1 | 2006 | Progressive Volume Rendering of Large Unstructured Grids · IEEE Trans. Vis. Comput. Graph. 2006 |
Rendering
volume rendering |
0.1 | 1 | 2006 | Progressive Volume Rendering of Large Unstructured Grids · IEEE Trans. Vis. Comput. Graph. 2006 |
Internet of things and sensor networks › camera sensor networks
wireless video sensor networks |
0.0 | 1 | 2003 | Panoptes: scalable low-power video sensor networking technologies · ACM Multimedia 2003 |
Rendering › volume rendering
unstructured grid rendering |
0.0 | 1 | 2006 | Progressive Volume Rendering of Large Unstructured Grids · IEEE Trans. Vis. Comput. Graph. 2006 |
Wireless networking › WLAN
IEEE 802.11 |
0.0 | 1 | 2003 | Panoptes: scalable low-power video sensor networking technologies · ACM Multimedia 2003 |
Energy-efficient computing
power management |
0.0 | 1 | 2003 | Panoptes: scalable low-power video sensor networking technologies · ACM Multimedia 2003 |
Methods — techniques the papers use, named apart from their topics
streaming · 0.1prioritization · 0.1progressive refinement · 0.1client-server streaming · 0.1bitmapping · 0.0bit mapping · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Fourier opacity mappingabstractWhilst the Deep Shadow Maps algorithm for accelerating the rendering of volumetric shadows is a fitting solution for offline applications, it can consume an unbounded amount of memory and is difficult to map well to current graphics hardware. For these reasons alternative methods have been proposed for interactive applications based on the idea of accumulating opacity from volume primitives in depth-based buckets or slices. However, these slice-based methods can introduce objectionable and unstable slice-like artefacts due to undersampling of the depth range, and often many slices are required to overcome these artefacts. Further refinements have been proposed to address this, but they constrain the generality of the algorithm, for example by mandating an assumption of uniform opacity or by dropping support for pre-filtering. We introduce a novel algorithm called Fourier Opacity Mapping (FOM) and we show that it is a good choice for rendering artefact-free pre-filtered volumetric shadows in cases where spatial opacity variations are smooth (e.g. smoke, gas and low-opacity hair). We also show how the algorithm can be generalised to other orthonormal bases. Jon Jansen, Louis Bavoil |
SI3D | 2 |
| 2007 | Multi-fragment effects on the GPU using the k-bufferabstractMany interactive rendering algorithms require operations on multiple fragments (i.e., ray intersections) at the same pixel location: however, current Graphics Processing Units (GPUs) capture only a single fragment per pixel. Example effects include transparency, translucency, constructive solid geometry, depth-of-field, direct volume rendering, and isosurface visualization. With current GPUs, programmers implement these effects using multiple passes over the scene geometry, often substantially limiting performance. This paper introduces a generalization of the Z-buffer, called the k-buffer, that makes it possible to efficiently implement such algorithms with only a single geometry pass, yet requires only a small, fixed amount of additional memory. The k-buffer uses framebuffer memory as a read-modify-write (RMW) pool of k entries whose use is programmatically defined by a small k-buffer program. We present two proposals for adding k-buffer support to future GPUs and demonstrate numerous multiple-fragment, single-pass graphics algorithms running on both a software-simulated k-buffer and a k-buffer implemented with current GPUs. The goal of this work is to demonstrate the large number of graphics algorithms that the k-buffer enables and that the efficiency is superior to current multipass approaches. Louis Bavoil, Steven P. Callahan, Aaron E. Lefohn, João Luiz Dihl Comba, Cláudio T. Silva |
SI3D | 1 |
| 2006 | Progressive Volume Rendering of Large Unstructured GridsabstractWe describe a new progressive technique that allows real-time rendering of extremely large tetrahedral meshes. Our approach uses a client-server architecture to incrementally stream portions of the mesh from a server to a client which refines the quality of the approximate rendering until it converges to a full quality rendering. The results of previous steps are re-used in each subsequent refinement, thus leading to an efficient rendering. Our novel approach keeps very little geometry on the client and works by refining a set of rendered images at each step. Our interactive representation of the dataset is efficient, light-weight, and high quality. We present a framework for the exploration of large datasets stored on a remote server with a thin client that is capable of rendering and managing full quality volume visualizations. Steven P. Callahan, Louis Bavoil, Valerio Pascucci, Cláudio T. Silva |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2005 | VisTrails: Enabling Interactive Multiple-View VisualizationsabstractVisTrails is a new system that enables interactive multiple-view visualizations by simplifying the creation and maintenance of visualization pipelines, and by optimizing their execution. It provides a general infrastructure that can be combined with existing visualization systems and libraries. A key component of VisTrails is the visualization trail (vistrail), a formal specification of a pipeline. Unlike existing dataflow-based systems, in VisTrails there is a clear separation between the specification of a pipeline and its execution instances. This separation enables powerful scripting capabilities and provides a scalable mechanism for generating a large number of visualizations. VisTrails also leverages the vistrail specification to identify and avoid redundant operations. This optimization is especially useful while exploring multiple visualizations. When variations of the same pipeline need to be executed, substantial speedups can be obtained by caching the results of overlapping subsequences of the pipelines. In this paper, we describe the design and implementation of VisTrails, and show its effectiveness in different application scenarios. Louis Bavoil, Steven P. Callahan, Carlos Scheidegger, Huy T. Vo, Patricia Crossno, Cláudio T. Silva, Juliana Freire |
IEEE Visualization | 1 |
| 2003 | Panoptes: scalable low-power video sensor networking technologiesabstractVideo-based sensor networks can provide important visual information in a number of applications including: environmental monitoring, health care, emergency response, and video security. This paper describes the Panoptes video-based sensor networking architecture, including its design, implementation, and performance. We describe a video sensor platform that can deliver high-quality video over 802.11 networks with a power requirement of approximately 5 watts. In addition, we describe the streaming and prioritization mechanisms that we have designed to allow it to survive long-periods of disconnected operation. Finally, we describe a sample application and bitmapping algorithm that we have implemented to show the usefulness of our platform. Our experiments include an in-depth analysis of the bottlenecks within the system as well as power measurements for the various components of the system. Wu-chi Feng, Brian Code, Edward C. Kaiser, Mike Shea, Wu-chang Feng, Louis Bavoil |
ACM Multimedia | 6 |