Dylan Lacewell

dblp:85/3957 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2011
0009-0009-7473-1854ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Rendering · 87% Visual content generation and editing · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
light transport
0.112011
A programmable system for artistic volumetric lighting · ACM Trans. Graph. 2011
Rendering
participating media rendering
0.112011
A programmable system for artistic volumetric lighting · ACM Trans. Graph. 2011

Methods — techniques the papers use, named apart from their topics

programmable simulation and shading · 0.1
YearPublicationVenuePosition
2011 A programmable system for artistic volumetric lighting
abstract
We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results. Our system mimics the way experienced artists think about volumetric effects by using an intuitive lighting primitive, and decoupling the modeling and shading of this primitive. To accomplish this, we generalize the physically-based photon beams method to allow arbitrarily programmable simulation and shading phases. This provides an intuitive design space for artists to rapidly explore a wide range of physically-based as well as plausible, but exaggerated, volumetric effects. We integrate our approach into a real-world production pipeline and couple our volumetric effects to surface shading.
Derek Nowrouzezahrai, Jared M. Johnson, Andrew Selle, Dylan Lacewell, Michael Kaschalk, Wojciech Jarosz
ACM Trans. Graph.4
2008 Ptex: Per-Face Texture Mapping for Production Rendering
abstract
Abstract Explicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely general. We propose a new texture mapping method for Catmull‐Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per‐face adjacency map, in a single texture file per surface. Ptex uses the adjacency data to perform seamless anisotropic filtering of multi‐resolution textures across surfaces of arbitrary topology. Just as importantly, Ptex requires no manual setup and scales to models of arbitrary mesh complexity and texture detail. Ptex has been successfully used to texture all of the models in an animated theatrical short and is currently being applied to an entire animated feature. Ptex has eliminated UV assignment from our studio and significantly increased the efficiency of our pipeline.
Brent Burley, Dylan Lacewell
Comput. Graph. Forum2