Demo Data from EDBT 2026 / reviewers in the wild / expert
Mark S. Peercy
dblp:69/5832
· DBLP profile ↗
5ranked-venue papers
5as first author
0since 2021 · last 2000
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 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
3 papers |
Rendering · 93% Image and video processing · 7% |
Topics — the 8 heaviest of 8, 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 |
Image and video processing › color image processing
color representation |
0.0 | 1 | 1993 | Linear color representations for full speed spectral rendering · SIGGRAPH 1993 |
Rendering › physically based rendering
spectral rendering |
0.0 | 1 | 1993 | Linear color representations for full speed spectral rendering · SIGGRAPH 1993 |
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 · 0.0point sampling · 0.0linear transform · 0.0characteristic vector analysis · 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 | 1 |
| 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 | 1 |
| 1995 | Interactive Full Spectral Rendering
Mark S. Peercy, Benjamin M. Zhu, Daniel R. Baum |
SI3D | 1 |
| 1993 | Linear color representations for full speed spectral renderingabstractWe present a general linear transform method for handling full spectral information in computer graphics rendering.In this framework, any spectral power distribution in a scene is described with respect to a set of fixed orthonormal basis functions.The lighting computations follow simply from this decision, and they can be viewed as a generalization of point sampling.Because any basis functions can be chosen, they can be tailored to the scenes that are to be rendered.We discuss efficient point sampling for scenes with smoothly varying spectra, and we present the use of characteristic vector analysis to select sets of basis functions that deal efficiently with irregular spectral power distributions.As an example of this latter method, we render a scene illuminated with fluorescent light. Mark S. Peercy |
SIGGRAPH | 1 |
| 1993 | Dichromatic Color Representations for Complex Display SystemsabstractNew display technologies have begun to provide more innovative and potentially powerful methods to present information to a viewer. However, many of these techniques struggle to deliver accurate full color. In this paper, we address this difficulty by employing the dichromatic theory of color reflection, which implies that many objects can be rendered accurately using only two primaries. Complex display systems with two primaries can be produced with significantly less work than is required for the traditional three primaries. We discuss methods for selecting objects that can be rendered accurately on two-color displays, and we present our experiments with a two-color display using monochromatic primaries.> Mark S. Peercy, Lambertus Hesselink |
IEEE Visualization | 1 |