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Kavosh Jazar

dblp:354/3343 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2023
0000-0002-4012-7386ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
1 paper
Rendering · 56% Geometric modeling and processing · 44%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › surface rendering
implicit surface rendering
0.712023
Temporal Set Inversion for Animated Implicits · ACM Trans. Graph. 2023
Rendering
GPU rendering
0.212023
Temporal Set Inversion for Animated Implicits · ACM Trans. Graph. 2023

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

range bounding · 0.7octree discretization · 0.7interval arithmetic · 0.7
YearPublicationVenuePosition
2023 Temporal Set Inversion for Animated Implicits
abstract
We exploit the temporal coherence of closed-form animated implicit surfaces by locally re-evaluating an octree-like discretization of the implicit field only as and where is necessary to rigorously maintain a global error invariant over time, thereby saving resources in static or slowly-evolving areas far from the motion where per-frame updates are not necessary. We treat implicit surface rendering as a special case of the continuous constraint satisfaction problem of set inversion, which seeks preimages of arbitrary sets under vector-valued functions. From this perspective, we formalize a temporally-coherent set inversion algorithm that localizes changes in the field by range-bounding its time derivatives using interval arithmetic. We implement our algorithm on the GPU using persistent thread scheduling and apply it to the scalar case of implicit surface and swept volume rendering where we achieve significant speedups in complex scenes with localized deformations like those found in games and modelling applications where interactivity is required and bounded-error approximation is acceptable.
Kavosh Jazar, Paul G. Kry
ACM Trans. Graph.1