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Venkataram Sivaram

dblp:352/1233 · also Venkataram Edavamadathil Sivaram · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2026
0009-0005-5083-4024ORCID · verified

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 · 2 since 2021Artificial intelligence and machine learning · 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 · 53% Image and video coding · 47%
Artificial intelligence
1 paper
3D vision · 100%
Software engineering, system software, and programming languages
1 paper
Program verification · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding
graphics coding
1.012026
RCGP: Resource Contracts for Graphics Programming · ACM Trans. Graph. 2026
Computer vision › 3D vision
3d shape reconstruction
0.912025
Geometry Field Splatting with Gaussian Surfels · CVPR 2025
Rendering
differentiable rendering
0.912025
Geometry Field Splatting with Gaussian Surfels · CVPR 2025
Rendering › neural rendering
radiance field rendering
0.312025
Geometry Field Splatting with Gaussian Surfels · CVPR 2025

Methods — techniques the papers use, named apart from their topics

module composition · 2.0compile-time diagnostics · 2.0combinators · 2.0spherical harmonics · 1.7gaussian surfels · 1.7differentiable rendering · 1.7
YearPublicationVenuePosition
2026 RCGP: Resource Contracts for Graphics Programming
abstract
Computer graphics applications are sophisticated heterogeneous programs that orchestrate numerous components, including shaders, pipelines, resource descriptors, and command streams. In modern graphics workflows, communication between these components is mediated by resources such as shader I/O, storage buffers, and resource bindings. To make this communication correct, developers must uphold resource contracts. These contracts cover agreements on type, layout, binding locations, synchronization requirements, and related properties. In standard practice, these contracts are satisfied implicitly through conventions. As a result, contract breaches are often detected too late, at runtime by validation layers, or worse, as visual artifacts in rendered output. In this work, we present RCGP 1 , a system that mechanistically enforces resource contracts between components of a graphics program. RCGP formalizes contracts , which are centralized through single-source-of-truth resource declarations, as statically introspectable units that can be verified. We map objects from distinct program components to modules that import and export contracts. Modules are then composed into larger components via combinators , which check compatibility between the corresponding contracts and compute the residual contracts for the result. Finally, RCGP upholds these contracts through a set of witnesses , which encode the necessary promises. Using a prototype implementation in C++ and Vulkan, we demonstrate that this formulation converts common classes of late failures, such as descriptor-type mismatches, layout drift, and missing synchronization barriers, into early, actionable compile-time diagnostics.
Venkataram Sivaram, Sai Praveen Bangaru, Ravi Ramamoorthi, Tzu-Mao Li, Jonathan Ragan-Kelley, Frédo Durand
ACM Trans. Graph.1
2025 Geometry Field Splatting with Gaussian Surfels
abstract
Geometric reconstruction of opaque surfaces from images is a longstanding challenge in computer vision, with renewed interest from volumetric view synthesis algorithms using radiance fields. We leverage the geometry field proposed in recent work for stochastic opaque surfaces, which can then be converted to volume densities. We adapt Gaussian kernels or surfels to splat the geometry field rather than the volume, enabling precise reconstruction of opaque solids. Our first contribution is to derive an efficient and almost exact differentiable rendering algorithm for geometry fields parameterized by Gaussian surfels, while removing current approximations involving Taylor series and no self-attenuation. Next, we address the discontinuous loss landscape when surfels cluster near geometry, showing how to guarantee that the rendered color is a continuous function of the colors of the kernels, irrespective of ordering. Finally, we use latent representations with spherical harmonics encoded reflection vectors rather than spherical harmonics encoded colors to better address specular surfaces. We demonstrate significant improvement in the quality of reconstructed 3D surfaces on widely-used datasets.
Venkataram Sivaram, Ravi Ramamoorthi
CVPR2