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Kiril Vidimce

dblp:92/6332 · DBLP profile ↗
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9ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-authorHuman-computer interaction and ubiquitous computing · 5 · 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
5 papers
Computational fabrication · 52% Computational photography and imaging · 22% Rendering · 16%
Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 50% User interface design and tools · 50%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational fabrication
additive manufacturing
0.312017
Color contoning for 3D printing · ACM Trans. Graph. 2017
Computational photography and imaging › color imaging
color reproduction
0.312017
Color contoning for 3D printing · ACM Trans. Graph. 2017
User interface design and tools › design guidelines
material design
0.212016
Foundry: Hierarchical Material Design for Multi-Material Fabrication · UIST 2016
Computational fabrication › additive manufacturing
multi-material 3d printing
0.212013
OpenFab: a programmable pipeline for multi-material fabrication · ACM Trans. Graph. 2013
Rendering › graphics pipeline
programmable graphics pipeline
0.212013
OpenFab: a programmable pipeline for multi-material fabrication · ACM Trans. Graph. 2013
Computational photography and imaging
spectral reflectance
0.112017
Color contoning for 3D printing · ACM Trans. Graph. 2017
Geometric modeling and processing › shape decomposition
volume decomposition
0.112016
Foundry: Hierarchical Material Design for Multi-Material Fabrication · UIST 2016
Rendering › GPU rendering › shader-based rendering
deferred shading
0.112005
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography · ACM Trans. Graph. 2005
Geometric modeling and processing
mesh processing
0.012000
Normal meshes · SIGGRAPH 2000
Geometric modeling and processing › mesh processing
multiresolution mesh
0.012000
Normal meshes · SIGGRAPH 2000
Geometric modeling and processing
semi-regular mesh
0.012000
Normal meshes · SIGGRAPH 2000
Geometric modeling and processing › shape representation
surface representation
0.012000
Normal meshes · SIGGRAPH 2000

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

operator graph · 0.5domain-specific language · 0.5weighted regression · 0.3spectral absorption model · 0.3halftoning · 0.3streaming · 0.2procedural evaluation · 0.2procedural renderman shaders · 0.1numerical surface response estimation · 0.1
YearPublicationVenuePosition
2017 Color contoning for 3D printing
abstract
Appearance reproduction is an important aspect of 3D printing. Current color reproduction systems use halftoning methods that create colors through a spatial combination of different inks at the object's surface. This introduces a variety of artifacts to the object, especially when viewed from a closer distance. In this work, we propose an alternative color reproduction method for 3D printing. Inspired by the inherent ability of 3D printers to layer different materials on top of each other, 3D color contoning creates colors by combining inks with various thicknesses inside the object's volume. Since inks are inside the volume, our technique results in a uniform color surface with virtually invisible spatial patterns on the surface. For color prediction, we introduce a simple and highly accurate spectral model that relies on a weighted regression of spectral absorptions. We fully characterize the proposed framework by addressing a number of problems, such as material arrangement, calculation of ink concentration, and 3D dot gain. We use a custom 3D printer to fabricate and validate our results.
Vahid Babaei, Kiril Vidimce, Michael Foshey, Alexandre Kaspar, Piotr Didyk, Wojciech Matusik
ACM Trans. Graph.2
2016 Foundry: Hierarchical Material Design for Multi-Material Fabrication
abstract
We demonstrate a new approach for designing functional material definitions for multi-material fabrication using our system called Foundry. Foundry provides an interactive and visual process for hierarchically designing spatially-varying material properties (e.g., appearance, mechanical, optical). The resulting meta-materials exhibit structure at the micro and macro level and can surpass the qualities of traditional composites. The material definitions are created by composing a set of operators into an operator graph. Each operator performs a volume decomposition operation, remaps space, or constructs and assigns a material composition. The operators are implemented using a domain-specific language for multi-material fabrication; users can easily extend the library by writing their own operators. Foundry can be used to build operator graphs that describe complex, parameterized, resolution-independent, and reusable material definitions. We also describe how to stage the evaluation of the final material definition which in conjunction with progressive refinement, allows for interactive material evaluation even for complex designs. We show sophisticated and functional parts designed with our system.
Kiril Vidimce, Alexandre Kaspar, Wojciech Matusik
UIST1
2013 OpenFab: a programmable pipeline for multi-material fabrication
abstract
3D printing hardware is rapidly scaling up to output continuous mixtures of multiple materials at increasing resolution over ever larger print volumes. This poses an enormous computational challenge: large high-resolution prints comprise trillions of voxels and petabytes of data and simply modeling and describing the input with spatially varying material mixtures at this scale is challenging. Existing 3D printing software is insufficient; in particular, most software is designed to support only a few million primitives, with discrete material choices per object. We present OpenFab, a programmable pipeline for synthesis of multi-material 3D printed objects that is inspired by RenderMan and modern GPU pipelines. The pipeline supports procedural evaluation of geometric detail and material composition, using shader-like fablets , allowing models to be specified easily and efficiently. We describe a streaming architecture for OpenFab; only a small fraction of the final volume is stored in memory and output is fed to the printer with little startup delay. We demonstrate it on a variety of multi-material objects.
Kiril Vidimce, Szu-Po Wang, Jonathan Ragan-Kelley, Wojciech Matusik
ACM Trans. Graph.1
2012 Surface based anti-aliasing
abstract
We present surface based anti-aliasing (SBAA), a new approach to real-time anti-aliasing for deferred renderers that improves the performance and lowers the memory requirements for anti-aliasing methods that sample sub-pixel visibility. We introduce a novel way of decoupling visibility determination from shading that, compared to previous multi-sampling based approaches, significantly reduces the number of samples stored and shaded per pixel. Unlike post-process anti-aliasing techniques used in conjunction with deferred renderers, SBAA correctly resolves visibility of sub-pixel features, minimizing spatial and temporal artifacts.
Marco Salvi, Kiril Vidimce
I3D2
2010 Adaptive Volumetric Shadow Maps
abstract
Abstract We introduce adaptive volumetric shadow maps (AVSM), a real‐time shadow algorithm that supports high‐quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on‐chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground‐truth correct solution and performs competitively to existing real‐time rendering techniques while providing higher quality volumetric shadows.
Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron E. Lefohn
Comput. Graph. Forum2
2005 Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
abstract
In computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because lighting artists receive poor feedback from existing tools: interactive previews have very poor quality, while final-quality images often take hours to render.This paper presents an interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. Our system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware.Our system has been successfully used in the production of two feature-length animated films, dramatically accelerating lighting tasks. In our experience interactivity fundamentally changes an artist's workflow, improving both productivity and artistic expressiveness.
Fabio Pellacini, Kiril Vidimce, Aaron E. Lefohn, Alex Mohr, Mark Leone, John Warren
ACM Trans. Graph.2
2000 Multi-resolution Amplification Widgets
Kiril Vidimce, David C. Banks
Graphics Interface1
2000 Normal meshes
abstract
Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float per vertex. We present an algorithm to approximate any surface arbitrarily closely with a normal semi-regular mesh. Normal meshes can be useful in numerous applications such as compression, filtering, rendering, texturing, and modeling.
Igor Guskov, Kiril Vidimce, Wim Sweldens, Peter Schröder
SIGGRAPH2
1997 Instructional software for visualizing optical phenomena
abstract
We describe a multidisciplinary effort for creating interactive 3D graphical modules for visualizing optical phenomena. These modules are designed for use in an upper-level undergraduate course. The modules are developed in Open Inventor, which allows them to run under both Unix and Windows. The work is significant in that it applies contemporary interactive 3D visualization techniques to instructional courseware, which represents a considerable advance compared to the current state of the practice.
David C. Banks, John T. Foley, Kiril Vidimce, Ming-Hoe Kiu
IEEE Visualization3