EDBT 2026 Demo / reviewers in the wild / expert
Erwan Leria
dblp:334/7939
· DBLP profile ↗
4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0001-5011-299XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 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
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › image-based rendering
light field rendering |
1.0 | 1 | 2026 | Scalable Hole-Filling for Real-Time Multi-GPU Light Field Path Tracing · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering › parallel rendering
multi-GPU rendering |
1.0 | 1 | 2026 | Scalable Hole-Filling for Real-Time Multi-GPU Light Field Path Tracing · IEEE Trans. Vis. Comput. Graph. 2026 |
Rendering
real-time rendering |
1.0 | 1 | 2026 | Scalable Hole-Filling for Real-Time Multi-GPU Light Field Path Tracing · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
reprojection · 1.0path tracing · 1.0hole filling · 1.0algorithm search optimization · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Scalable Hole-Filling for Real-Time Multi-GPU Light Field Path TracingabstractLight field (LF) displays address the mismatch in focus cues present in traditional displays by triggering natural defocus blur and enabling motion parallax. They rely on geometrical optics, displaying rays from multiple angles of view. LF path tracing is computationally expensive for real-time applications, since it requires rendering multiple views. To reduce this computational complexity, spatially reprojecting pixels between views is commonly performed. Reusing pixels that are already rendered is cheaper than path tracing additional ones. However, when occluded areas are uncovered in some views, reprojection is not possible, creating holes in these views. Filling-in the holes requires extra path tracing computation. This paper investigates scalable hole-filling strategies for LF path tracing, using multiple GPUs to reach real-time performance. We propose an algorithm search optimization procedure to determine whether a specific assignment algorithm can be generalized across scenes, using the hole-filling time as a minimization function. In addition, we introduce DaSH (Discarded and Subsampled path traced Hole-filling), a novel method that reduces computation and divergence overhead in fixed-size hardware thread-blocks. Based on local pixel sparsity within pixel patches, DaSH adaptively subsamples and discards hole-filling rays. Our evaluation demonstrates that DaSH achieves significant performance gains while preserving the visual and structural quality of refocused light field images at the retina plane. The experiments demonstrate an average speedup factor of $1.8\times$1.8× for DaSH, compared to prior work, in a multi-GPU rendering system. Erwan Leria, Markku Mäkitalo, Pekka Jääskeläinen, Mårten Sjöström |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | Dynamic load balancing for real-time multiview path tracing on multi-GPU architecturesabstractStereoscopic and multiview rendering are used for virtual reality and the synthetic generation of light fields from three-dimensional scenes. Because rendering multiple views using ray tracing techniques is computationally expensive, the utilization of multiprocessor machines is necessary to achieve real-time frame rates. In this study, we propose a dynamic load-balancing algorithm for real-time multiview path tracing on multi-compute device platforms. The proposed algorithm was adapted to heterogeneous hardware combinations and dynamic scenes in real time. We show that on a heterogeneous dual-GPU platform, our implementation reduces the rendering time by an average of approximately 30%–50% compared with that of a uniform workload distribution, depending on the scene and number of views. Erwan Leria, Markku Mäkitalo, Julius Ikkala, Pekka Jääskeläinen |
Virtual Real. Intell. Hardw. | 1 |
| 2024 | Interactive Multi-GPU Light Field Path Tracing Using Multi-Source Spatial ReprojectionabstractPath tracing combined with multiview displays enables progress towards achieving ultrarealistic virtual reality. However, multiview displays based on light field technology impose a heavy workload for real-time graphics due to the large number of views to be rendered. In order to achieve low latency performance, computational effort can be reduced by path tracing only some views (source views), and synthesizing the remaining views (target views) through spatial reprojection, which reuses path traced pixels from source views to target views. Deciding the number of source views with respect to the computational resources is not trivial, since spatial reprojection introduces dependencies in the otherwise trivially parallel rendering pipeline and path tracing multiple source views increases the computation time. Erwan Leria, Markku Mäkitalo, Pekka Jääskeläinen, Mårten Sjöström |
VRST | 1 |
| 2022 | Real-Time Light Field Path Tracing
Markku Mäkitalo, Erwan Leria, Julius Ikkala, Pekka Jääskeläinen |
CGI | 2 |