Demo Data from EDBT 2026 / reviewers in the wild / expert
Sebastian Fernandez
dblp:38/6451
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 2
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
4 papers |
Rendering · 100% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.1 | 3 | 2006 | Accurate Direct Illumination Using Iterative Adaptive Sampling · IEEE Trans. Vis. Comput. Graph. 2006 Lightcuts: a scalable approach to illumination · ACM Trans. Graph. 2005 Fitting virtual lights for non-diffuse walkthroughs · SIGGRAPH 1997 |
Rendering › global illumination
many-light rendering |
0.1 | 2 | 2006 | Accurate Direct Illumination Using Iterative Adaptive Sampling · IEEE Trans. Vis. Comput. Graph. 2006 Lightcuts: a scalable approach to illumination · ACM Trans. Graph. 2005 |
Rendering
antialiasing |
0.1 | 3 | 2006 | Adaptive shadow maps · SIGGRAPH 2001 Accurate Direct Illumination Using Iterative Adaptive Sampling · IEEE Trans. Vis. Comput. Graph. 2006 Lightcuts: a scalable approach to illumination · ACM Trans. Graph. 2005 |
Rendering › light transport
direct lighting |
0.1 | 1 | 2006 | Accurate Direct Illumination Using Iterative Adaptive Sampling · IEEE Trans. Vis. Comput. Graph. 2006 |
Rendering › shadow rendering
shadow mapping |
0.0 | 1 | 2001 | Adaptive shadow maps · SIGGRAPH 2001 |
Rendering
shadow rendering |
0.0 | 1 | 2001 | Adaptive shadow maps · SIGGRAPH 2001 |
Rendering
shading |
0.0 | 1 | 1997 | Fitting virtual lights for non-diffuse walkthroughs · SIGGRAPH 1997 |
Methods — techniques the papers use, named apart from their topics
probability density function · 0.1multipass algorithm · 0.1importance sampling · 0.1reconstruction cuts · 0.1perceptual metric · 0.1light tree · 0.1virtual lights · 0.0phong lighting model · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2006 | Accurate Direct Illumination Using Iterative Adaptive SamplingabstractThis paper introduces a new multipass algorithm for efficiently computing direct illumination in scenes with many lights and complex occlusion. Images are first divided into 8 x 8 pixel blocks and for each point to be shaded within a block, a probability density function (PDF) is constructed over the lights and sampled to estimate illumination using a small number of shadow rays. Information from these samples is then aggregated at both the pixel and block level and used to optimize the PDFs for the next pass. Over multiple passes the PDFs and pixel estimates are updated until convergence. Using aggregation and feedback progressively improves the sampling and automatically exploits both visibility and spatial coherence. We also use novel extensions for efficient antialiasing. Our adaptive multipass approach computes accurate direct illumination eight times faster than prior approaches in tests on several complex scenes. Michael Donikian, Bruce Walter, Kavita Bala, Sebastian Fernandez, Donald P. Greenberg |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2005 | Lightcuts: a scalable approach to illuminationabstractLightcuts is a scalable framework for computing realistic illumination. It handles arbitrary geometry, non-diffuse materials, and illumination from a wide variety of sources including point lights, area lights, HDR environment maps, sun/sky models, and indirect illumination. At its core is a new algorithm for accurately approximating illumination from many point lights with a strongly sublinear cost. We show how a group of lights can be cheaply approximated while bounding the maximum approximation error. A binary light tree and perceptual metric are then used to adaptively partition the lights into groups to control the error vs. cost tradeoff.We also introduce reconstruction cuts that exploit spatial coherence to accelerate the generation of anti-aliased images with complex illumination. Results are demonstrated for five complex scenes and show that lightcuts can accurately approximate hundreds of thousands of point lights using only a few hundred shadow rays. Reconstruction cuts can reduce the number of shadow rays to tens. Bruce Walter, Sebastian Fernandez, Adam Arbree, Kavita Bala, Michael Donikian, Donald P. Greenberg |
ACM Trans. Graph. | 2 |
| 2001 | Adaptive shadow mapsabstractShadow maps provide a fast and convenient method of identifying shadows in scenes but can introduce aliasing. This paper introduces the Adaptive Shadow Map (ASM) as a solution to this problem. An ASM removes aliasing by resolving pixel size mismatches between the eye view and the light source view. It achieves this goal by storing the light source view (i.e., the shadow map for the light source) as a hierarchical grid structure as opposed to the conventional flat structure. As pixels are transformed from the eye view to the light source view, the ASM is refined to create higher-resolution pieces of the shadow map when needed. This is done by evaluating the contributions of shadow map pixels to the overall image quality. The improvement process is view-driven, progressive, and confined to a user-specifiable memory footprint. We show that ASMs enable dramatic improvements in shadow quality while maintaining interactive rates. Randima Fernando, Sebastian Fernandez, Kavita Bala, Donald P. Greenberg |
SIGGRAPH | 2 |
| 1997 | Fitting virtual lights for non-diffuse walkthroughsabstractThis paper describes a technique for using a simple shading method, such as the Phong lighting model, to approximate the appearance calculated by a more accurate method.The results are then suitable for rapid display using existing graphics hardware and portable via standard graphics API's.Interactive walkthroughs of view-independent nondiffuse global illumination solutions are explored as the motivating application. Bruce Walter, Gün Alppay, Eric P. Lafortune, Sebastian Fernandez, Donald P. Greenberg |
SIGGRAPH | 4 |