Demo Data from EDBT 2026 / reviewers in the wild / expert
François Beaune
dblp:311/7219
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2023
0009-0005-6788-3877ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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 |
Rendering · 82% Geometric modeling and processing · 18% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › texture mapping
displacement mapping |
1.2 | 2 | 2023 | RMIP: Displacement ray tracing via inversion and oblong bounding · SIGGRAPH Asia 2023 Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021 |
Rendering
ray tracing |
1.2 | 2 | 2023 | RMIP: Displacement ray tracing via inversion and oblong bounding · SIGGRAPH Asia 2023 Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021 |
Geometric modeling and processing › spatial data structures
bounding volume hierarchy |
0.7 | 1 | 2023 | RMIP: Displacement ray tracing via inversion and oblong bounding · SIGGRAPH Asia 2023 |
Rendering › appearance modeling
surface detail |
0.5 | 1 | 2021 | Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021 |
Rendering › ray tracing
acceleration structure |
0.1 | 1 | 2021 | Tessellation-free displacement mapping for ray tracing · ACM Trans. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
on-the-fly surface-bound computation · 0.7inverse displacement mapping · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | RMIP: Displacement ray tracing via inversion and oblong boundingabstractHigh-performance ray tracing of triangle meshes equipped with displacement maps is a challenging task. Existing methods either rely on pre-tessellation, taking full advantage of the hardware but with a poor memory/quality tradeoff, or use custom displacement-centric acceleration structures, preserving all the geometric details but being orders of magnitude slower. We introduce a method that efficiently probes the displacement-map space to find ray-surface intersections without relying on pre-tessellation. Our method combines inverse displacement mapping and on-the-fly surface-bound computation. It employs a novel data structure that provides tight displacement bounds over rectangular regions in the displacement-map space. We demonstrate the effectiveness of our approach in a production GPU path tracer. It can achieve over an order of magnitude speed-up in render time compared to state of the art in the most challenging real-time path-tracing scenarios, while maintaining a low memory footprint. Theo Thonat, Iliyan Georgiev, François Beaune, Tamy Boubekeur |
SIGGRAPH Asia | 3 |
| 2021 | Tessellation-free displacement mapping for ray tracingabstractDisplacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports it through the hardware tessellation unit, ray tracing surface meshes textured with high quality displacement requires a significant amount of memory. More precisely, the input surface needs to be pre-tessellated at the displacement map resolution before being enriched with its mandatory acceleration data structure. Consequently, designing displacement maps interactively while enjoying a full physically-based rendering is often impossible, as simply tiling multiple times the map quickly saturates the graphics memory. In this work we introduce a new tessellation-free displacement mapping approach for ray tracing. Our key insight is to decouple the displacement from its base domain by mapping a displacement-specific acceleration structures directly on the mesh. As a result, our method shows low memory footprint and fast high resolution displacement rendering, making interactive displacement editing possible. Theo Thonat, François Beaune, Xin Sun 0014, Nathan Carr 0001, Tamy Boubekeur |
ACM Trans. Graph. | 2 |