Ivan Korotaev

dblp:424/4417 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0007-8101-2415ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper
Geometric modeling and processing · 50% Rendering · 50%

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

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
acceleration structure
0.912025
Compact shape representation utilizing local surface similarities · SIGGRAPH Asia 2025
Rendering
ray tracing
0.912025
Compact shape representation utilizing local surface similarities · SIGGRAPH Asia 2025
Geometric modeling and processing
shape representation
0.912025
Compact shape representation utilizing local surface similarities · SIGGRAPH Asia 2025
Geometric modeling and processing › shape representation › implicit representation
signed distance function
0.912025
Compact shape representation utilizing local surface similarities · SIGGRAPH Asia 2025

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

octree · 0.9linear transformation · 0.9BVH · 0.9
YearPublicationVenuePosition
2025 Compact shape representation utilizing local surface similarities
abstract
We propose SCom Tree, a compact representation for geometry based on Signed Distance Fields (SDF), which outperforms previous approaches in both size and quality while maintaining comparable rendering speed. Our representation employs the concept that many surface regions are similar to each other up to a linear transformation, and only a small fraction of them can be stored to represent the whole 3D model. At the top level, we use BVH trees to accelerate ray tracing and efficiently cull empty space. The BVH leaves store octrees, with nodes referencing surface regions, each represented by a small 3D grid (brick) and transformation. The transformations themselves are a limited set of rotations and translations that are encoded with a short index. SCom Tree supports a continuous level of detail that enables efficient streaming and performance control at far distances, making our method particularly useful for rendering large 3D models with ray tracing.
Albert Garifullin, Nikolay Mayorov, Alexey Budak, Sergei Nikitin, Egor Prikhodko, Roman Rodionov, Ivan Korotaev, Vladimir Frolov
SIGGRAPH Asia7