EDBT 2026 Demo / reviewers in the wild / expert
Christopher J. Migdal
dblp:50/3124
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 1998
—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% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
real-time rendering |
0.0 | 2 | 1998 | The Clipmap: A Virtual Mipmap · SIGGRAPH 1998 InfiniteReality: a real-time graphics system · SIGGRAPH 1997 |
Rendering
texture mapping |
0.0 | 1 | 1998 | The Clipmap: A Virtual Mipmap · SIGGRAPH 1998 |
GPUs and heterogeneous computing
graphics accelerator |
0.0 | 1 | 1997 | InfiniteReality: a real-time graphics system · SIGGRAPH 1997 |
Methods — techniques the papers use, named apart from their topics
texture mapping · 0.0anti-aliasing · 0.0texture caching · 0.0level-of-detail management · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1998 | The Clipmap: A Virtual MipmapabstractWe describe the clipmap, a dynamic texture representation that efficiently caches textures of arbitrarily large size in a finite amount of physical memory for rendering at real-time rates.Further, we describe a software system for managing clipmaps that supports integration into demanding real-time applications.We show the scale and robustness of this integrated hardware/software architecture by reviewing an application virtualizing a 170 gigabyte texture at 60 Hertz.Finally, we suggest ways that other rendering systems may exploit the concepts underlying clipmaps to solve related problems. Christopher C. Tanner, Christopher J. Migdal, Michael T. Jones |
SIGGRAPH | 2 |
| 1997 | InfiniteReality: a real-time graphics systemabstractThe InfiniteRealityTM graphics system is the first general-purpose workstation system specifically designed to deliver 60Hz steady frame rate high-quality rendering of complex scenes. This paper describes the InfiniteReality system architecture and presents novel features designed to handle extremely large texture databases, maintain control over frame rendering time, and allow user customization for diverse video output requirements. Rendering performance expressed using traditional workstation metrics exceeds seven million lighted, textured, antialiased triangles per second, and 710 million textured antialiased pixels filled per second. John S. Montrym, Daniel R. Baum, David L. Dignam, Christopher J. Migdal |
SIGGRAPH | 4 |