EDBT 2026 Demo / reviewers in the wild / expert
Paul Lalonde
dblp:30/5666
· DBLP profile ↗
7ranked-venue papers
4as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
3 papers |
Geometric modeling and processing · 64% Rendering · 36% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 100% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
spatial data structures |
0.2 | 1 | 2016 | Efficient data-parallel tree-traversal for BlobTrees · Comput. Aided Des. 2016 |
Parallel and multicore computing
data-parallel programming |
0.1 | 1 | 2016 | Efficient data-parallel tree-traversal for BlobTrees · Comput. Aided Des. 2016 |
Rendering
real-time rendering |
0.0 | 1 | 2002 | Shader-driven compilation of rendering assets · ACM Trans. Graph. 2002 |
Rendering › shader programming
shader compilation |
0.0 | 1 | 2002 | Shader-driven compilation of rendering assets · ACM Trans. Graph. 2002 |
Rendering
bidirectional reflectance distribution function |
0.0 | 1 | 1997 | A Wavelet Representation of Reflectance Functions · IEEE Trans. Vis. Comput. Graph. 1997 |
Rendering › appearance modeling
reflectance representation |
0.0 | 1 | 1997 | A Wavelet Representation of Reflectance Functions · IEEE Trans. Vis. Comput. Graph. 1997 |
Methods — techniques the papers use, named apart from their topics
data-parallel tree traversal · 0.5shader-driven compilation · 0.1platform-specific code generation · 0.1wavelet decomposition · 0.0thresholding · 0.0pointwise reconstruction · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | FastAtlas: Real-Time Compact Atlases for Texture Space ShadingabstractAbstract Texture‐space shading (TSS) methods decouple shading and rasterization, allowing shading to be performed at a different framerate and spatial resolution than rasterization. TSS has many potential applications, including streaming shading across networks, and reducing rendering cost via shading reuse across consecutive frames and/or shading at reduced resolutions relative to display resolution. Real‐time TSS shading requires texture atlases small enough to be easily stored in GPU memory. Using static atlases leads to significant space wastage, motivating real‐time per‐frame atlassing strategies that pack only the content visible in each frame. We propose FastAtlas, a novel atlasing method that runs entirely on the GPU and is fast enough to be performed at interactive rates per‐frame. Our method combines new per‐frame chart computation and parametrization strategies and an efficient general chart packing algorithm. Our chartification strategy removes visible seams in output renders, and our parameterization ensures a constant texel‐to‐pixel ratio, avoiding undesirable undersampling artifacts. Our packing method is more general, and produces more tightly packed atlases, than previous work. Jointly, these innovations enable us to produce shading outputs of significantly higher visual quality than those produced using alternative atlasing strategies. We validate FastAtlas by shading and rendering challenging scenes using different atlasing settings, reflecting the needs of different TSS applications (temporal reuse, streaming, reduced or elevated shading rates). We extensively compare FastAtlas to prior alternatives and demonstrate that it achieves better shading quality and reduces texture stretch compared to prior approaches using the same settings. Nicholas Vining, Alexander Majercik, Floria Gu, Towaki Takikawa, Ty Trusty, Paul Lalonde, Morgan McGuire, Alla Sheffer |
Comput. Graph. Forum | 6 |
| 2016 | Efficient data-parallel tree-traversal for BlobTrees
Herbert Grasberger, Jean-Luc Duprat, Brian Wyvill, Paul Lalonde, Jarek Rossignac |
Comput. Aided Des. | 4 |
| 2014 | Implicit Decals: Interactive Editing of Repetitive Patterns on SurfacesabstractAbstract Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper, we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parametrization of the model. As such, varieties of patterns, including repeated patterns like rocks, tiles and scales can be mapped. We have implemented the method using the GPU where placement, size and orientation of thousands of decals are manipulated in real time. Erwin de Groot, Brian Wyvill, Loïc Barthe, Ahmad H. Nasri, Paul Lalonde |
Comput. Graph. Forum | 5 |
| 2002 | Shader-driven compilation of rendering assetsabstractRendering performance of consumer graphics hardware benefits from pre-processing geometric data into a form targeted to the underlying API and hardware. The various elements of geometric data are then coupled with a shading program at runtime to draw the asset.In this paper we describe a system in which pre-processing is done in a compilation process in which the geometric data are processed with knowledge of their shading programs. The data are converted into structures targeted directly to the hardware, and a code stream is assembled that describes the manipulations required to render these data structures. Our compiler is structured like a traditional code compiler, with a front end that reads the geometric data and attributes (hereafter referred to as an art asset ) output from a 3D modeling package and shaders in a platform independent form and performs platform-independent optimizations, and a back end that performs platform-specific optimizations and generates platform-targeted data structures and code streams.Our compiler back-end has been targeted to four platforms, three of which are radically different from one another. On all platforms the rendering performance of our compiled assets, used in real situations, is well above that of hand-coded assets. Paul Lalonde, Eric Schenk |
ACM Trans. Graph. | 1 |
| 1999 | Interactive Rendering of Wavelet Projected Light Fields
Paul Lalonde, Alain Fournier |
Graphics Interface | 1 |
| 1997 | Generating Reflected Directionsfrom BRDF DataabstractMonte‐Carlo path tracing algorithms for computer graphics require that given an incident light ray at a surface an outgoing direction can be computed with a distribution given by the magnitude of the bidirectional reflectance distribution function (BRDF). For analytic reflectance functions this can be done using various techniques including inverting the function, or tabulating some representation of the inverse. However, measured BRDF data sets are too large for this to be practical. We present a method to generate reflection rays distributed according to the magnitude of the BRDF. The method relies on a wavelet‐based representation of the BRDF. This representation is efficient and compact, allowing large, anisotropic measured BRDF data sets to be represented with a few thousand coefficients. In particular, we exploit the wavelet representation to quickly compute integrals over ranges of the BRDF. Paul Lalonde, Alain Fournier |
Comput. Graph. Forum | 1 |
| 1997 | A Wavelet Representation of Reflectance FunctionsabstractAnalytical models of light reflection are in common use in computer graphics. However, models based on measured reflectance data promise increased realism by making it possible to simulate many more types of surfaces to a greater level of accuracy than with analytical models. They also require less expert knowledge about the illumination models and their parameters. There are a number of hurdles to using measured reflectance functions, however. The data sets are very large. A reflectance distribution function sampled at five degrees angular resolution, arguably sparse enough to miss highlights and other high frequency effects, can easily require over a million samples, which in turn amount to over four megabytes of data. These data then also require some form of interpolation and filtering to be used effectively. We examine issues of representation of measured reflectance distribution functions. In particular, we examine a wavelet basis representation of reflectance functions, and the algorithms required for efficient point-wise reconstruction of the BRDF. We show that the nonstandard wavelet decomposition leads to considerably more efficient algorithms than the standard wavelet decomposition. We also show that thresholding allows considerable improvement in running times, without unduly sacrificing image quality. Paul Lalonde, Alain Fournier |
IEEE Trans. Vis. Comput. Graph. | 1 |