Demo Data from EDBT 2026 / reviewers in the wild / expert
John Airey
dblp:48/2966
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Human-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
2 papers |
Rendering · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › shading
programmable shading |
0.0 | 1 | 2000 | Interactive multi-pass programmable shading · SIGGRAPH 2000 |
Rendering
real-time rendering |
0.0 | 1 | 2000 | Interactive multi-pass programmable shading · SIGGRAPH 2000 |
Rendering › texture mapping
bump mapping |
0.0 | 1 | 1997 | Efficient bump mapping hardware · SIGGRAPH 1997 |
Rendering › shading
phong shading |
0.0 | 1 | 1997 | Efficient bump mapping hardware · SIGGRAPH 1997 |
Rendering
shading |
0.0 | 1 | 1997 | Efficient bump mapping hardware · SIGGRAPH 1997 |
Rendering
texture mapping |
0.0 | 1 | 1997 | Efficient bump mapping hardware · SIGGRAPH 1997 |
Methods — techniques the papers use, named apart from their topics
scene graph · 0.0multi-pass rendering · 0.0SIMD · 0.0tangent space interpolation · 0.0normal map · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2000 | Interactive multi-pass programmable shadingabstractProgrammable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading on virtually any 3D graphics hardware using a scene graph library on top of OpenGL. We treat the OpenGL architecture as a general SIMD computer, and translate the high-level shading description into OpenGL rendering passes. While our system uses OpenGL, the techniques described are applicable to any retained mode interface with appropriate extension mechanisms and hardware API with provisions for recirculating data through the graphics pipeline. Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey Ungar |
SIGGRAPH | 3 |
| 1997 | Efficient bump mapping hardwareabstractWe present a bumpmappingmethod that requires minimal hardware beyond that necessary for Phong shading. We eliminate the costly per-pixel steps of reconstructing a tangent space and perturbing the interpolated normal vector by a) interpolating vectors that havebeen transformed into tangent space at polygon vertices and b) storing a precomputed, perturbed normal map as a texture. This represents a considerable savings in hardware or rendering speed compared to a straightforward implementation of bump mapping. CR categories and subject descriptors: I.3.3 [Computer Graphics]: Picture/Image generation Mark S. Peercy, John Airey, Brian Cabral |
SIGGRAPH | 2 |