EDBT 2026 Demo / reviewers in the wild / expert
James T. Kajiya
dblp:43/808 · also Jim Kajiya
· DBLP profile ↗
12ranked-venue papers
8as first author
0since 2021 · last 1996
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 8 first-authorHuman-computer interaction and ubiquitous computing · 10 · 7 first-authorSystems, architecture and hardware · 1Software engineering, systems software and programming languages · 1
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
11 papers |
Rendering · 62% Geometric modeling and processing · 29% Image and video coding · 4% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
GPUs and heterogeneous computing · 70% Processor architecture and microarchitecture · 30% |
Topics — the 27 heaviest of 31, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
real-time rendering |
0.0 | 1 | 1996 | Talisman: Commodity Realtime 3D Graphics for the PC · SIGGRAPH 1996 |
GPUs and heterogeneous computing
GPU architecture |
0.0 | 1 | 1996 | Talisman: Commodity Realtime 3D Graphics for the PC · SIGGRAPH 1996 |
Rendering
ray tracing |
0.0 | 4 | 1986 | Ray tracing complex scenes · SIGGRAPH 1986 New Techniques for Ray Tracing Procedurally Defined Objects · ACM Trans. Graph. 1983 New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983 |
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models |
0.0 | 2 | 1989 | Rendering fur with three dimensional textures · SIGGRAPH 1989 Anisotropic reflection models · SIGGRAPH 1985 |
Geometric modeling and processing
procedural modeling |
0.0 | 1 | 1992 | Generative modeling: a symbolic system for geometric modeling · SIGGRAPH 1992 |
Rendering
volume rendering |
0.0 | 2 | 1989 | Rendering fur with three dimensional textures · SIGGRAPH 1989 Ray tracing volume densities · SIGGRAPH 1984 |
Rendering › ray tracing
ray-surface intersection |
0.0 | 2 | 1983 | New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983 Ray tracing parametric patches · SIGGRAPH 1982 |
Image and video coding
image compression |
0.0 | 1 | 1996 | Talisman: Commodity Realtime 3D Graphics for the PC · SIGGRAPH 1996 |
Geometric modeling and processing › spatial data structures
bounding volume hierarchy |
0.0 | 1 | 1986 | Ray tracing complex scenes · SIGGRAPH 1986 |
Rendering
global illumination |
0.0 | 1 | 1986 | The rendering equation · SIGGRAPH 1986 |
Rendering
monte carlo rendering |
0.0 | 1 | 1986 | The rendering equation · SIGGRAPH 1986 |
Rendering › light transport
rendering equation |
0.0 | 1 | 1986 | The rendering equation · SIGGRAPH 1986 |
Geometric modeling and processing
spatial data structures |
0.0 | 1 | 1986 | Ray tracing complex scenes · SIGGRAPH 1986 |
Geometric modeling and processing
surface mapping |
0.0 | 1 | 1985 | Anisotropic reflection models · SIGGRAPH 1985 |
Processor architecture and microarchitecture › instruction set architecture › high-level language architecture
object-oriented architecture |
0.0 | 1 | 1985 | An Object Oriented Architecture · ISCA 1985 |
Rendering › light transport
light scattering |
0.0 | 1 | 1984 | Ray tracing volume densities · SIGGRAPH 1984 |
Rendering
radiative transfer |
0.0 | 1 | 1984 | Ray tracing volume densities · SIGGRAPH 1984 |
Geometric modeling and processing › solid modeling
parametric surface intersection |
0.0 | 1 | 1982 | Ray tracing parametric patches · SIGGRAPH 1982 |
Rendering
antialiasing |
0.0 | 1 | 1981 | Filtering high quality text for display on raster scan devices · SIGGRAPH 1981 |
Computational photography and imaging
image display |
0.0 | 1 | 1981 | Filtering high quality text for display on raster scan devices · SIGGRAPH 1981 |
Rendering
text rendering |
0.0 | 1 | 1981 | Filtering high quality text for display on raster scan devices · SIGGRAPH 1981 |
Visual content generation and editing
image generation |
0.0 | 1 | 1989 | Rendering fur with three dimensional textures · SIGGRAPH 1989 |
Programming languages and type systems › object-oriented programming
object-oriented languages |
0.0 | 1 | 1985 | An Object Oriented Architecture · ISCA 1985 |
Geometric modeling and processing › shape representation
surface representation |
0.0 | 1 | 1983 | New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983 |
Geometric modeling and processing › computer-aided design › computer-aided geometric design
surfaces of revolution |
0.0 | 1 | 1983 | New techniques for ray tracing procedurally defined objects · SIGGRAPH 1983 |
Geometric modeling and processing › shape modeling › parametric modeling
parametric surfaces |
0.0 | 1 | 1982 | Ray tracing parametric patches · SIGGRAPH 1982 |
Visualization and visual analytics › perception
text legibility |
0.0 | 1 | 1981 | Filtering high quality text for display on raster scan devices · SIGGRAPH 1981 |
Methods — techniques the papers use, named apart from their topics
image compression · 0.0affine transformation · 0.0symbolic system · 0.0texel rendering primitive · 0.0simulation · 0.0strip trees · 0.0variance reduction · 0.0monte carlo integration · 0.0hierarchy traversal · 0.0electromagnetism · 0.0approximate solution of radiative scattering · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1996 | Talisman: Commodity Realtime 3D Graphics for the PCabstractA new 3D graphics and multimedia hardware architecture, codenamed Talisman, is described which exploits both spatial and temporal coherence to reduce the cost of high quality animation.Individually animated objects are rendered into independent image layers which are composited together at video refresh rates to create the final display.During the compositing process, a full affine transformation is applied to the layers to allow translation, rotation, scaling and skew to be used to simulate 3D motion of objects, thus providing a multiplier on 3D rendering performance and exploiting temporal image coherence.Image compression is broadly exploited for textures and image layers to reduce image capacity and bandwidth requirements.Performance rivaling highend 3D graphics workstations can be achieved at a cost point of two to three hundred dollars. Jay Torborg, James T. Kajiya |
SIGGRAPH | 2 |
| 1992 | Generative modeling: a symbolic system for geometric modelingabstractarticle Free Access Share on Generative modeling: a symbolic system for geometric modeling Authors: John M. Snyder California Institute of Technology, Pasadena, CA California Institute of Technology, Pasadena, CAView Profile , James T. Kajiya California Institute of Technology, Pasadena, CA California Institute of Technology, Pasadena, CAView Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 26Issue 2July 1992 pp 369–378https://doi.org/10.1145/142920.134094Published:01 July 1992Publication History 47citation952DownloadsMetricsTotal Citations47Total Downloads952Last 12 Months38Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF John M. Snyder, James T. Kajiya |
SIGGRAPH | 2 |
| 1989 | Rendering fur with three dimensional texturesabstractWe present a method for rendering scenes with fine detail via an object called a texel, a rendering primitive inspired by volume densities mixed with anisotropic lighting models. This technique solves a long outstanding problem in image synthesis: the rendering of furry surfaces. James T. Kajiya, Timothy L. Kay |
SIGGRAPH | 1 |
| 1986 | The rendering equationabstractWe present an integral equation which generalizes a variety of known rendering algorithms. In the course of discussing a monte carlo solution we also present a new form of variance reduction, called Hierarchical sampling and give a number of elaborations shows that it may be an efficient new technique for a wide variety of monte carlo procedures. The resulting rendering algorithm extends the range of optical phenomena which can be effectively simulated. James T. Kajiya |
SIGGRAPH | 1 |
| 1986 | Ray tracing complex scenesabstractA new algorithm for speeding up ray-object intersection calculations is presented. Objects are bounded by a new type of extent, which can be made to fit convex hulls arbitrarily tightly. The objects are placed into a hierarchy. A new hierarchy traversal algorithm is presented which is efficient in the sense that objects along the ray are queried in an efficient order.Results are presented which demonstrate that our technique is several times faster than other published algorithms. Furthermore, we demonstrate that it is currently possible to ray trace scenes containing hundreds of thousands of objects. Timothy L. Kay, James T. Kajiya |
SIGGRAPH | 2 |
| 1985 | An Object Oriented ArchitectureabstractWe propose a new machine architecture for high performance execution of late binding object\noriented languages The two principal mechanisms for attaining this goal are a fast context allocation/access\nscheme and an instruction translation lookaside buffer New ideas in this paper include the concept and\nimplementation of abstract instructions, using floating point addresses to solve the small object problem, and a\nnovel context allocation/access mechanism William J. Dally, James T. Kajiya |
ISCA | 2 |
| 1985 | Anisotropic reflection modelsabstractWe present a new set of lighting models derived from the questions of electromagnetism. These models describe the reflection and refraction of light from surfaces which exhibit anisotropy---surfaces with preferred directions. The model allows a new mapping technique, which we call frame mapping. We also discuss the general relationship between geometric models, surface mapping of all types, and lighting models in the context of rendering images with extreme complexity. James T. Kajiya |
SIGGRAPH | 1 |
| 1984 | Ray tracing volume densitiesabstractThis paper presents new algorithms to trace objects represented by densities within a volume grid, e.g. clouds, fog, flames, dust, particle systems. We develop the light scattering equations, discuss previous methods of solution, and present a new approximate solution to the full three-dimensional radiative scattering problem suitable for use in computer graphics. Additionally we review dynamical models for clouds used to make an animated movie. James T. Kajiya, Brian Von Herzen |
SIGGRAPH | 1 |
| 1983 | New techniques for ray tracing procedurally defined objectsabstractWe present new algorithms for efficient ray tracing of three procedurally defined objects: fractal surfaces, prisms, and surfaces of revolution. The fractal surface algorithm performs recursive subdivision adaptively. Subsurfaces which cannot intersect a given ray are culled from further consideration. The prism algorithm transforms the three dimensional ray-surface intersection problem into a two dimensional ray-curve intersection problem, which is solved by the method of strip trees. The surface of revolution algorithm transforms the three dimensional ray-surface intersection problem into a two dimensional curve-curve intersection problem, which again is solved by strip trees. James T. Kajiya |
SIGGRAPH | 1 |
| 1983 | New Techniques for Ray Tracing Procedurally Defined ObjectsabstractWe present new algorithms for efficient ray tracing of three procedurally defined objects: fractal surfaces, prisms, and surfaces of revolution.The fractal surface algorithm performs recursive subdivision adaptively.Subsurfaces which cannot intersect a given ray are culled from further consideration.The prism algorithm transforms the three-dimensional ray-surface intersection problem into a twodimensional ray-curve intersection problem, which is solved by the method of strip trees.The surfaceof-revolution algorithm transforms the three-dimensional ray-surface intersection problem into a two-dimensional curve-curve intersection problem, which again is solved by strip trees. James T. Kajiya |
ACM Trans. Graph. | 1 |
| 1982 | Ray tracing parametric patchesabstractThis paper describes an algorithm that uses ray tracing techniques to display bivariate polynomial surface patches. A new intersection algorithm is developed which uses ideas from algebraic geometry to obtain a numerical procedure for finding the intersection of a ray and a patch without subdivision. The algorithm may use complex coordinates for the (u, v)-parameters of the patches. The choice of these coordinates makes the computations more uniform, so that there are fewer special cases to be considered. In particular, the appearance and disappearance of silhouette edges can be handled quite naturally. The uniformity of these techniques may be suitable for implementation on either a general purpose pipelined machine, or on special purpose hardware. James T. Kajiya |
SIGGRAPH | 1 |
| 1981 | Filtering high quality text for display on raster scan devicesabstractRecently several investigators have studied the problem of displaying text characters on grey level raster scan displays. Despite arguments suggesting that grey level displays are equivalent to very high resolution bitmaps, the performance of grey level displays has been disappointing. This paper will show that much of the problem can be traced to inappropriate antialiasing procedures. Instead of the classical (sin x)/x filter, the situation calls for a filter with characteristics matched both to the nature of display on CRTs and to the human visual system. We give examples to illustrate the problems of the existing methods and the advantages of the new methods. Although the techniques are described in terms of text, the results have application to the general antialiasing problem—at least in theory if not in practice. James T. Kajiya, Michael Ullner |
SIGGRAPH | 1 |