Demo Data from EDBT 2026 / reviewers in the wild / expert
Brian Cabral
dblp:79/6575
· DBLP profile ↗
6ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 3 first-authorSystems, architecture and hardware · 1
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
6 papers |
Rendering · 40% Computational photography and imaging · 29% Virtual and augmented reality · 29% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% |
Topics — the 17 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
novel view synthesis |
0.4 | 1 | 2019 | An integrated 6DoF video camera and system design · ACM Trans. Graph. 2019 |
Rendering
image-based rendering |
0.0 | 1 | 1999 | Reflection Space Image Based Rendering · SIGGRAPH 1999 |
Rendering › texture mapping
bump mapping |
0.0 | 2 | 1997 | Efficient bump mapping hardware · SIGGRAPH 1997 Bidirectional reflection functions from surface bump maps · SIGGRAPH 1987 |
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 |
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models |
0.0 | 2 | 1999 | Reflection Space Image Based Rendering · SIGGRAPH 1999 Bidirectional reflection functions from surface bump maps · SIGGRAPH 1987 |
Rendering › volume rendering
direct volume rendering |
0.0 | 1 | 1993 | Volume rendering of 3D scalar and vector fields at LLNL · SC 1993 |
Visualization and visual analytics › flow visualization
line integral convolution |
0.0 | 1 | 1993 | Imaging vector fields using line integral convolution · SIGGRAPH 1993 |
Visualization and visual analytics › scientific visualization › field visualization
scalar and vector field visualization |
0.0 | 1 | 1993 | Volume rendering of 3D scalar and vector fields at LLNL · SC 1993 |
Visual content generation and editing
texture synthesis |
0.0 | 1 | 1993 | Imaging vector fields using line integral convolution · SIGGRAPH 1993 |
Rendering
volume rendering |
0.0 | 1 | 1993 | Volume rendering of 3D scalar and vector fields at LLNL · SC 1993 |
Rendering › texture mapping
environment mapping |
0.0 | 1 | 1999 | Reflection Space Image Based Rendering · SIGGRAPH 1999 |
Rendering
bidirectional reflectance distribution function |
0.0 | 1 | 1987 | Bidirectional reflection functions from surface bump maps · SIGGRAPH 1987 |
Computational science and engineering
scientific visualization |
0.0 | 1 | 1993 | Volume rendering of 3D scalar and vector fields at LLNL · SC 1993 |
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization |
0.0 | 1 | 1993 | Imaging vector fields using line integral convolution · SIGGRAPH 1993 |
Rendering › appearance modeling
surface detail |
0.0 | 1 | 1987 | Bidirectional reflection functions from surface bump maps · SIGGRAPH 1987 |
Methods — techniques the papers use, named apart from their topics
real-time streaming · 0.4markerless calibration · 0.4pre-integrated BRDF · 0.0hardware environment mapping · 0.0tangent space interpolation · 0.0normal map · 0.0linear filtering · 0.0curvilinear filtering · 0.0table-based geometric attenuation · 0.0spherical harmonics · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | An integrated 6DoF video camera and system designabstractDesigning a fully integrated 360° video camera supporting 6DoF head motion parallax requires overcoming many technical hurdles, including camera placement, optical design, sensor resolution, system calibration, real-time video capture, depth reconstruction, and real-time novel view synthesis. While there is a large body of work describing various system components, such as multi-view depth estimation, our paper is the first to describe a complete, reproducible system that considers the challenges arising when designing, building, and deploying a full end-to-end 6DoF video camera and playback environment. Our system includes a computational imaging software pipeline supporting online markerless calibration, high-quality reconstruction, and real-time streaming and rendering. Most of our exposition is based on a professional 16-camera configuration, which will be commercially available to film producers. However, our software pipeline is generic and can handle a variety of camera geometries and configurations. The entire calibration and reconstruction software pipeline along with example datasets is open sourced to encourage follow-up research in high-quality 6DoF video reconstruction and rendering 1 . Albert Parra Pozo, Michael Toksvig, Terry Filiba Schrager, Joyce Hsu, Uday Mathur, Alexander Sorkine-Hornung, Richard Szeliski, Brian Cabral |
ACM Trans. Graph. | 8 |
| 1999 | Reflection Space Image Based RenderingabstractHigh quality, physically accurate rendering at interactive rates has widespread application, but is a daunting task.We attempt to bridge the gap between high-quality offline and interactive rendering by using existing environment mapping hardware in combination with a novel Image Based Rendering (IBR) algorithm.The primary contribution lies in performing IBR in reflection space.This method can be applied to ordinary environment maps, but for more physically accurate rendering, we apply reflection space IBR to radiance environment maps.A radiance environment map pre-integrates a Bidirectional Reflection Distribution Function (BRDF) with a lighting environment.Using the reflection-space IBR algorithm on radiance environment maps allows interactive rendering of arbitrary objects with a large class of complex BRDFs in arbitrary lighting environments.The ultimate simplicity of the final algorithm suggests that it will be widely and immediately valuable given the ready availability of hardware assisted environment mapping.CR categories and subject descriptors: I.3. Brian Cabral, Marc Olano, Philip Nemec |
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 | 3 |
| 1993 | Volume rendering of 3D scalar and vector fields at LLNLabstractSimulation of complex 3-dimensional phenomena generate data sets which are hard to comprehend using conventional 2-dimensionally oriented visualization tools. One way to overcome this limitation is to employ various volume visualization techniques. While early volume visualization techniques worked well on simple scalar volumes they failed to exploit frame buffer hardware capabilities and handle higher order data such as vector fields. Work at Lawrence Livermore National Laboratory has centered on developing new techniques and extending existing techniques. This paper describes the various algorithms developed for volume rendering, and presents new methods of examining vector fields in a volumetric fashion. Roger Crawfis, Nelson L. Max, Barry G. Becker, Brian Cabral |
SC | 4 |
| 1993 | Imaging vector fields using line integral convolutionabstractImaging vector fields has applications in science, art, image processing and special effects. An effective new approach is to use linear and curvilinear filtering techniques to locally blur textures along a vector field. This approach builds on several previous texture generation and filtering techniques[8, 9, 11, 14, 15, 17, 23]. It is, however, unique because it is local, one-dimensional and independent of any predefined geometry or texture. The technique is general and capable of imaging arbitrary two- and three-dimensional vector fields. The local one-dimensional nature of the algorithm lends itself to highly parallel and efficient implementations. Furthermore, the curvilinear filter is capable of rendering detail on very intricate vector fields. Combining this technique with other rendering and image processing techniques ? like periodic motion filtering ? results in richly informative and striking images. The technique can also produce novel special effects. Brian Cabral, Leith Casey Leedom |
SIGGRAPH | 1 |
| 1987 | Bidirectional reflection functions from surface bump mapsabstractThe Torrance-Sparrow model for calculating bidirectional reflection functions contains a geometrical attenuation factor to account for shadowing and occlusions in a hypothetical distribution of grooves on a rough surface. Using an efficient table-based method for determining the shadows and occlusions, we calculate the geometric attenuation factor for surfaces defined by a specific table of bump heights.Diffuse and glossy specular reflection of the environment can be handled in a unified manner by using an integral of the bidirectional reflection function times the environmental illumination, over the hemisphere of solid angle above a surface. We present a method of estimating the integral, by expanding the bidirectional reflection coefficient in spherical harmonics, and show how the coefficients in this expansion can be determined efficiently by reorganizing our geometric attenuation calculation. Brian Cabral, Nelson L. Max, Becky Springmeyer |
SIGGRAPH | 1 |