Demo Data from EDBT 2026 / reviewers in the wild / expert
Guilherme de S. Moura
dblp:48/4188
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Human-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 · 93% Virtual and augmented reality · 7% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
bidirectional reflectance distribution function |
0.2 | 2 | 2010 | Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010 A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009 |
Rendering
global illumination |
0.2 | 2 | 2010 | Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010 A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009 |
Rendering › global illumination
image-based lighting |
0.2 | 2 | 2010 | Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010 A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009 |
Rendering
reflectance modeling |
0.2 | 2 | 2010 | Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010 A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009 |
Methods — techniques the papers use, named apart from their topics
spherical harmonics · 0.2fresnel effect · 0.2Lafortune spatial BRDF · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | RPR-SORS: Real-time photorealistic rendering of synthetic objects into real scenes
Saulo A. Pessoa, Guilherme de S. Moura, Joao Paulo Silva do Monte Lima, Veronica Teichrieb, Judith Kelner |
Comput. Graph. | 2 |
| 2010 | Photorealistic rendering for Augmented Reality: A global illumination and BRDF solutionabstractThis paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is used, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited. Saulo A. Pessoa, Guilherme de S. Moura, Joao Paulo Silva do Monte Lima, Veronica Teichrieb, Judith Kelner |
VR | 2 |
| 2009 | A Global Illumination and BRDF Solution Applied to Photorealistic Augmented RealityabstractThis paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is proposed, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way, even under the presence of scene changes. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited. Saulo A. Pessoa, Guilherme de S. Moura, Joao Paulo Silva do Monte Lima, Veronica Teichrieb, Judith Kelner |
VR | 2 |