Demo Data from EDBT 2026 / reviewers in the wild / expert
Kaloian Petkov
dblp:47/168
· DBLP profile ↗
6ranked-venue papers
5as first author
0since 2021 · last 2016
0009-0008-1914-4625ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-author
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
6 papers |
Virtual and augmented reality · 38% Visualization and visual analytics · 37% Computer animation and physical simulation · 13% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 72% Interaction techniques and input · 28% |
Topics — the 14 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive visualization |
0.7 | 4 | 2015 | Scalability limits of large immersive high-resolution displays · VR 2015 Visual exploration of the infinite canvas · VR 2013 Interactive Visibility Retargeting in VR Using Conformal Visualization · IEEE Trans. Vis. Comput. Graph. 2012 |
Visualization and visual analytics
visual analytics |
0.3 | 2 | 2016 | Frameless Volume Visualization · IEEE Trans. Vis. Comput. Graph. 2016 Interactive Visibility Retargeting in VR Using Conformal Visualization · IEEE Trans. Vis. Comput. Graph. 2012 |
Visualization and visual analytics
volume visualization |
0.2 | 1 | 2016 | Frameless Volume Visualization · IEEE Trans. Vis. Comput. Graph. 2016 |
Visualization and visual analytics › display technology
large high-resolution displays |
0.2 | 1 | 2015 | Scalability limits of large immersive high-resolution displays · VR 2015 |
Immersive interaction › locomotion
natural walking interface |
0.2 | 1 | 2013 | Visual exploration of the infinite canvas · VR 2013 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2012 | Interactive Visibility Retargeting in VR Using Conformal Visualization · IEEE Trans. Vis. Comput. Graph. 2012 |
Geometric modeling and processing › surface parameterization
conformal mapping |
0.1 | 1 | 2011 | Conformal visualization for partially-immersive platforms · VR 2011 |
Rendering
volume rendering |
0.1 | 1 | 2011 | Conformal visualization for partially-immersive platforms · VR 2011 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2009 | Efficient LBM Visual Simulation on Face-Centered Cubic Lattices · IEEE Trans. Vis. Comput. Graph. 2009 |
Computer animation and physical simulation
GPU-based simulation |
0.1 | 1 | 2009 | Efficient LBM Visual Simulation on Face-Centered Cubic Lattices · IEEE Trans. Vis. Comput. Graph. 2009 |
Computer animation and physical simulation › fluid simulation
lattice boltzmann method |
0.1 | 1 | 2009 | Efficient LBM Visual Simulation on Face-Centered Cubic Lattices · IEEE Trans. Vis. Comput. Graph. 2009 |
Interaction techniques and input › spatial interaction › navigation
physical navigation |
0.1 | 1 | 2015 | Scalability limits of large immersive high-resolution displays · VR 2015 |
Visualization and visual analytics › display technology
tiled display wall |
0.0 | 1 | 2013 | Visual exploration of the infinite canvas · VR 2013 |
Virtual and augmented reality › immersive display
CAVE |
0.0 | 1 | 2011 | Conformal visualization for partially-immersive platforms · VR 2011 |
Methods — techniques the papers use, named apart from their topics
user study · 0.6questionnaire analysis · 0.4spiral navigation interface · 0.3stereoscopic rendering · 0.3conformal mapping · 0.3tiered sampling · 0.2sample reconstruction · 0.2reprojection · 0.2realtime raytracing · 0.1face-centered cubic lattice · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Frameless Volume VisualizationabstractWe have developed a novel visualization system based on the reconstruction of high resolution and high frame rate images from a multi-tiered stream of samples that are rendered framelessly. This decoupling of the rendering system from the display system is particularly suitable when dealing with very high resolution displays or expensive rendering algorithms, where the latency of generating complete frames may be prohibitively high for interactive applications. In contrast to the traditional frameless rendering technique, we generate the lowest latency samples on the optimal sampling lattice in the 3D domain. This approach avoids many of the artifacts associated with existing sample caching and reprojection methods during interaction that may not be acceptable in many visualization applications. Advanced visualization effects are generated remotely and streamed into the reconstruction system using tiered samples with varying latencies and quality levels. We demonstrate the use of our visualization system for the exploration of volumetric data at stable guaranteed frame rates on high resolution displays, including a 470 megapixel tiled display as part of the Reality Deck immersive visualization facility. Kaloian Petkov, Arie E. Kaufman |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | Scalability limits of large immersive high-resolution displaysabstractWe present the results of a variable information space experiment, targeted at exploring the scalability limits of immersive highresolution, tiled-display walls under physical navigation. Our work is motivated by a lack of evidence supporting the extension of previously established benefits on substantially large, room-shaped displays. Using the Reality Deck, a gigapixel resolution immersive display, as its apparatus, our study spans four display form-factors, starting at 100 megapixels arranged planarly and up to one gi-gapixel in a horizontally immersive setting. We focus on four core tasks: visual search, attribute search, comparisons and pattern finding. We present a quantitative analysis of per-task user performance across the various display conditions. Our results demonstrate improvements in user performance as the display form-factor changes to 600 megapixels. At the 600 megapixel to 1 gigapixel transition, we observe no tangible performance improvements and the visual search task regressed substantially. Additionally, our analysis of subjective mental effort questionnaire responses indicates that subjective user effort grows as the display size increases, validating previous studies on smaller displays. Our analysis of the participants' physical navigation during the study sessions shows an increase in user movement as the display grew. Finally, by visualizing the participants' movement within the display apparatus space, we discover two main approaches (termed “overview” and “detail”) through which users chose to tackle the various data exploration tasks. The results of our study can inform the design of immersive high-resolution display systems and provide insight into how users navigate within these room-sized visualization spaces. Charilaos Papadopoulos, Seyedkoosha Mirhosseini, Ievgeniia Gutenko, Kaloian Petkov, Arie E. Kaufman, Bireswar Laha |
VR | 4 |
| 2013 | Visual exploration of the infinite canvasabstractWe introduce the concept of the infinite canvas as a metaphor for the immersive visual exploration of very large image datasets using a natural walking interface. The interface allows the user to move along the display surface and to be continuously exposed to new data, essentially exploring the horizontal axis of an arbitrarily long canvas. Our system provides a spiral navigation interface that shows a compressed immersive overview of the data and facilitates the rapid and fluid transition to distant points within the infinite canvas. We demonstrate the implementation of the infinite canvas in the world's first 1.5 billion pixel tiled immersive display. Kaloian Petkov, Charilaos Papadopoulos, Arie E. Kaufman |
VR | 1 |
| 2012 | Interactive Visibility Retargeting in VR Using Conformal VisualizationabstractIn Virtual Reality, immersive systems such as the CAVE provide an important tool for the collaborative exploration of large 3D data. Unlike head-mounted displays, these systems are often only partially immersive due to space, access, or cost constraints. The resulting loss of visual information becomes a major obstacle for critical tasks that need to utilize the users' entire field of vision. We have developed a conformal visualization technique that establishes a conformal mapping between the full 360° field of view and the display geometry of a given visualization system. The mapping is provably angle-preserving and has the desirable property of preserving shapes locally, which is important for identifying shape-based features in the visual data. We apply the conformal visualization to both forward and backward rendering pipelines in a variety of retargeting scenarios, including CAVEs and angled arrangements of flat panel displays. In contrast to image-based retargeting approaches, our technique constructs accurate stereoscopic images that are free of resampling artifacts. Our user study shows that on the visual polyp detection task in Immersive Virtual Colonoscopy, conformal visualization leads to improved sensitivity at comparable examination times against the traditional rendering approach. We also develop a novel user interface based on the interactive recreation of the conformal mapping and the real-time regeneration of the view direction correspondence. Kaloian Petkov, Charilaos Papadopoulos, Min Zhang 0069, Arie E. Kaufman, Xianfeng Gu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | Conformal visualization for partially-immersive platformsabstractCurrent immersive VR systems such as the CAVE provide an effective platform for the immersive exploration of large 3D data. A major limitation is that in most cases at least one display surface is missing due to space, access or cost constraints. This partially-immersive visualization results in a substantial loss of visual information that may be acceptable for some applications, however it becomes a major obstacle for critical tasks, such as the analysis of medical data. We propose a conformal deformation rendering pipeline for the visualization of datasets on partially-immersive platforms. The angle-preserving conformal mapping approach is used to map the 360°3D view volume to arbitrary display configurations. It has the desirable property of preserving shapes under distortion, which is important for identifying features, especially in medical data. The conformal mapping is used for rasterization, realtime raytracing and volume rendering of the datasets. Since the technique is applied during the rendering, we can construct stereoscopic images from the data, which is usually not true for image-based distortion approaches. We demonstrate the stereo conformal mapping rendering pipeline in the partially-immersive 5-wall Immersive Cabin (IC) for virtual colonoscopy and architectural review. Kaloian Petkov, Charilaos Papadopoulos, Min Zhang 0069, Arie E. Kaufman, Xianfeng Gu |
VR | 1 |
| 2009 | Efficient LBM Visual Simulation on Face-Centered Cubic LatticesabstractThe Lattice Boltzmann method (LBM) for visual simulation of fluid flow generally employs cubic Cartesian (CC) lattices such as the D3Q13 and D3Q19 lattices for the particle transport. However, the CC lattices lead to suboptimal representation of the simulation space. We introduce the face-centered cubic (FCC) lattice, fD3Q13, for LBM simulations. Compared to the CC lattices, the fD3Q13 lattice creates a more isotropic sampling of the simulation domain and its single lattice speed (i.e., link length) simplifies the computations and data storage. Furthermore, the fD3Q13 lattice can be decomposed into two independent interleaved lattices, one of which can be discarded, which doubles the simulation speed. The resulting LBM simulation can be efficiently mapped to the GPU, further increasing the computational performance. We show the numerical advantages of the FCC lattice on channeled flow in 2D and the flow-past-a-sphere benchmark in 3D. In both cases, the comparison is against the corresponding CC lattices using the analytical solutions for the systems as well as velocity field visualizations. We also demonstrate the performance advantages of the fD3Q13 lattice for interactive simulation and rendering of hot smoke in an urban environment using thermal LBM. Kaloian Petkov, Zhe Fan, Arie E. Kaufman, Klaus Mueller 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |