Demo Data from EDBT 2026 / reviewers in the wild / expert
Thomas Annen
dblp:65/129
· DBLP profile ↗
6ranked-venue papers
4as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 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
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.1 | 1 | 2008 | Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008 |
Rendering › shadow rendering
real-time shadows |
0.1 | 1 | 2008 | Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008 |
Rendering › shadow rendering
soft shadows |
0.1 | 1 | 2008 | Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
precomputation-free soft shadow approximation · 0.1area light source approximation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Exponential shadow maps
Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz |
Graphics Interface | 1 |
| 2008 | Vector field contours
Thomas Annen, Holger Theisel, Christian Rössl, Gernot Ziegler, Hans-Peter Seidel |
Graphics Interface | 1 |
| 2008 | Real-time, all-frequency shadows in dynamic scenesabstractShadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates. Thomas Annen, Zhao Dong 0001, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz |
ACM Trans. Graph. | 1 |
| 2007 | Convolution Shadow Maps
Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz |
Rendering Techniques | 1 |
| 2004 | A CAVE system for interactive modeling of global illumination in car interiorabstractGlobal illumination dramatically improves realistic appearance\nof rendered scenes, but usually it is neglected in VR systems\ndue to its high costs. In this work we present an efficient \nglobal illumination solution specifically tailored for those CAVE\napplications, which require an immediate response for dynamic light\nchanges and allow for free motion of the observer, but involve scenes\nwith static geometry. As an application example we choose\nthe car interior modeling under free driving conditions.\nWe illuminate the car using dynamically changing High Dynamic Range \n(HDR) environment maps and use the Precomputed Radiance Transfer (PRT) \nmethod for the global illumination computation. We\nleverage the PRT method to handle scenes with non-trivial topology\nrepresented by complex meshes. Also, we propose a hybrid of\nPRT and final gathering approach for high-quality rendering\nof objects with complex Bi-directional Reflectance Distribution\nFunction (BRDF). We use\nthis method for predictive rendering of the navigation LCD panel\nbased on its measured BRDF. Since the global illumination \ncomputation leads to HDR images we propose a tone mapping\nalgorithm tailored specifically for the CAVE. We employ \nhead tracking to identify the observed screen region\nand derive for it proper luminance adaptation conditions, \nwhich are then used for tone mapping on all walls in the CAVE.\nWe distribute our global illumination and tone mapping computation\non all CPUs and GPUs available in the\nCAVE, which enables us to achieve interactive performance\neven for the costly final gathering approach. Kirill Dmitriev, Thomas Annen, Grzegorz Krawczyk, Karol Myszkowski, Hans-Peter Seidel |
VRST | 2 |
| 2003 | Adaptive Logarithmic Mapping For Displaying High Contrast ScenesabstractAbstract We propose a fast, high quality tone mapping technique to display high contrast images on devices with limited dynamicrange of luminance values. The method is based on logarithmic compression of luminance values, imitatingthe human response to light. A bias power function is introduced to adaptively vary logarithmic bases, resultingin good preservation of details and contrast. To improve contrast in dark areas, changes to the gamma correctionprocedure are proposed. Our adaptive logarithmic mapping technique is capable of producing perceptually tunedimages with high dynamic content and works at interactive speed. We demonstrate a successful application of ourtone mapping technique with a high dynamic range video player enabling to adjust optimal viewing conditions forany kind of display while taking into account user preference concerning brightness, contrast compression, anddetail reproduction. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Image Processing and Computer Vision]: Image Representation Frédéric Drago, Karol Myszkowski, Thomas Annen, Norishige Chiba |
Comput. Graph. Forum | 3 |