Demo Data from EDBT 2026 / reviewers in the wild / expert
Alex Mohr
dblp:47/4998
· DBLP profile ↗
4ranked-venue papers
3as first author
0since 2021 · last 2005
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Rendering · 57% Computer animation and physical simulation · 22% Geometric modeling and processing · 22% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › GPU rendering › shader-based rendering
deferred shading |
0.1 | 1 | 2005 | Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography · ACM Trans. Graph. 2005 |
Computer animation and physical simulation › skinning
character skinning |
0.0 | 1 | 2003 | Building efficient, accurate character skins from examples · ACM Trans. Graph. 2003 |
Methods — techniques the papers use, named apart from their topics
procedural renderman shaders · 0.1numerical surface response estimation · 0.1rigged character examples · 0.0parameter fitting · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2005 | Lpics: a hybrid hardware-accelerated relighting engine for computer cinematographyabstractIn computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because lighting artists receive poor feedback from existing tools: interactive previews have very poor quality, while final-quality images often take hours to render.This paper presents an interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. Our system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware.Our system has been successfully used in the production of two feature-length animated films, dramatically accelerating lighting tasks. In our experience interactivity fundamentally changes an artist's workflow, improving both productivity and artistic expressiveness. Fabio Pellacini, Kiril Vidimce, Aaron E. Lefohn, Alex Mohr, Mark Leone, John Warren |
ACM Trans. Graph. | 4 |
| 2003 | Direct manipulation of interactive character skinsabstractGeometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex, linear blend skinning computes a weighted average of that vertex rigidly transformed by each bone that influences it. Authoring a character for linear blend skinning involves explicitly setting the weights used to compute deformed vertex positions. This process is tedious, repetitive, and frustrating not only because the deformed vertex positions are not intuitively related to the vertex weights, but also because the range of possible deformations is unclear. In this paper, we present a method that lets users directly manipulate the deformed vertex positions in a linear blend skin. We compute the subspace of possible deformed vertex positions, display it for users, and let them place the vertex anywhere in this space. Our algorithm then computes the correct weights automatically. This method lets us provide a skin editing interface that gives users as much direct control as possible and makes explicit what deformations are possible. Alex Mohr, Luke Tokheim, Michael Gleicher |
SI3D | 1 |
| 2003 | Building efficient, accurate character skins from examplesabstractGood character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory. Alex Mohr, Michael Gleicher |
ACM Trans. Graph. | 1 |
| 2001 | Non-invasive, interactive, stylized renderingabstractIn this paper, we show how many interactive 3D applications' visual styles can be changed to new, different, and interesting visual styles non-invasively. Our method lets a single stylized renderer be used with many applications. We implement this by intercepting the OpenGL graphics library and changing the drawing calls. Even though OpenGL only receives low-level information from an application, computation on this data and assumptions about the application can give us enough information to develop stylized renderers. Keywords: Non-photorealistic rendering, Real-time, Stylized, Interactive, 3D 1 Alex Mohr, Michael Gleicher |
SI3D | 1 |