Demo Data from EDBT 2026 / reviewers in the wild / expert
Marc Olano
dblp:95/54
· DBLP profile ↗
23ranked-venue papers
5as first author
2since 2021 · last 2025
0000-0003-4209-6103ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 18 · 5 first-authorHuman-computer interaction and ubiquitous computing · 17 · 3 first-author · 2 since 2021Systems, 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
7 papers |
Rendering · 45% Image and video coding · 26% Geometric modeling and processing · 19% | |
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 100% |
Topics — the 15 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
real-time rendering |
0.4 | 4 | 2015 | Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics · IEEE Trans. Vis. Comput. Graph. 2015 Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets · IEEE Trans. Vis. Comput. Graph. 2012 Interactive multi-pass programmable shading · SIGGRAPH 2000 |
Image and video coding
texture compression |
0.2 | 1 | 2015 | Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics · IEEE Trans. Vis. Comput. Graph. 2015 |
Geometric modeling and processing › shape analysis
curvature estimation |
0.1 | 1 | 2012 | Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets · IEEE Trans. Vis. Comput. Graph. 2012 |
Visualization and visual analytics › dimensionality reduction
multidimensional scaling |
0.1 | 1 | 2009 | Glimmer: Multilevel MDS on the GPU · IEEE Trans. Vis. Comput. Graph. 2009 |
Image and video coding
image quality assessment |
0.1 | 1 | 2015 | Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment Metrics · IEEE Trans. Vis. Comput. Graph. 2015 |
Haptics and multimodal interaction › haptic rendering
haptic texture rendering |
0.1 | 1 | 2006 | Procedural haptic texture · UIST 2006 |
Geometric modeling and processing › deformable models
deformable mesh |
0.0 | 1 | 2012 | Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data Sets · IEEE Trans. Vis. Comput. Graph. 2012 |
GPUs and heterogeneous computing
GPU computing |
0.0 | 1 | 2009 | Glimmer: Multilevel MDS on the GPU · IEEE Trans. Vis. Comput. Graph. 2009 |
Rendering › shading
programmable shading |
0.0 | 1 | 2000 | Interactive multi-pass programmable shading · SIGGRAPH 2000 |
Rendering
image-based rendering |
0.0 | 1 | 1999 | Reflection Space Image Based Rendering · SIGGRAPH 1999 |
Geometric modeling and processing › mesh processing
mesh simplification |
0.0 | 1 | 1998 | Appearance-Perserving Simplification · SIGGRAPH 1998 |
Rendering › shading
procedural shading |
0.0 | 1 | 1998 | A Shading Language on Graphics Hardware: The Pixelflow Shading System · SIGGRAPH 1998 |
Rendering › texture mapping
environment mapping |
0.0 | 1 | 1999 | Reflection Space Image Based Rendering · SIGGRAPH 1999 |
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models |
0.0 | 1 | 1999 | Reflection Space Image Based Rendering · SIGGRAPH 1999 |
Rendering
texture mapping |
0.0 | 1 | 1998 | Appearance-Perserving Simplification · SIGGRAPH 1998 |
Methods — techniques the papers use, named apart from their topics
viewpoint sampling · 0.2perceptual error metrics · 0.2objective quality assessment · 0.2stress function · 0.2force-based layout · 0.2ambient occlusion approximation · 0.1GPU algorithm · 0.1CUDA · 0.1procedural shading · 0.1scene graph · 0.0multi-pass rendering · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MeetingMayhem: A Web-Based Educational Game Focused on Adversarial ThinkingabstractMeetingMayhem is a web-based educational game focused on adversarial thinking in the context of network security. In particular, this game gently and non-technically introduces students without prior cybersecurity knowledge to the Dolev-Yao network intruder model. In MeetingMayhem, three students take on the roles of two agents and an adversary. Two agents need to agree on a time and location to exchange an essential asset. The agents communicate through a network controlled by the adversary without knowing the adversary's identity. The adversary can insert, block, or modify messages. Students can play different roles, try different strategies, interact with different players, and send different messages. MeetingMayhem is available as a Docker Image, with open-source code. MeetingMayhem provides an engaging and innovative way for novice students to learn about adversarial thinking and cryptography within 2 hours. Shan Huang 0008, Geoffrey L. Herman, Marc Olano, Linda Oliva, Alan T. Sherman |
ITiCSE (2) | 3 |
| 2024 | A User Experience Study of MeetingMayhem: A Web-Based Game to Teach Adversarial ThinkingabstractWe report on our experiences fielding MeetingMayhem, an interactive game that we developed, which introduces students to fundamental concepts in network security, cybersecurity, and adversarial thinking. The game is intended for students who do not necessarily have any prior background in computer science. Assuming the role of agents, two players exchange messages over a network to try to agree on a meeting time and location, while an adversary interferes with their plan. Following the Dolev-Yao model, the adversary has full control of the network: they can see all messages and modify, block, or forward them. We designed the game as a web application, where groups of three students play the game, taking turns being the adversary. The adversary is a legitimate communicant on the network, and the agents do not know who is the other agent and who is the adversary. Through gameplay, we expect students to be able to (1) identify the dangers of communicating through a computer network, (2) describe the capabilities of a Dolev-Yao adversary, and (3) apply three cryptographic primitives: symmetric encryption, asymmetric encryption, and digital signatures. We conducted surveys, focus groups, and interviews to evaluate the effectiveness of the game in achieving the learning objectives. The game helped students achieve the first two learning objectives, as well as using symmetric encryption. We found that students enjoyed playing Meeting Mayhem. We are revising MeetingMayhem to improve its user interface and to better support students to learn about asymmetric encryption and digital signatures. Shan Huang 0008, Jiwoo Lee, Chenyan Zhao, Geoffrey L. Herman, Marc Olano, Linda Oliva, Alan T. Sherman |
ITiCSE (1) | 5 |
| 2015 | Isosurface smoothing using marching cubes and PN-trianglesabstractWe use PN-triangles to improve the quality of isosurfaces extracted by marching cubes. Our contribution is a pure-GPU solution for smoothed isosurfaces, combining GPU isosurface extraction with tessellation shaders for PN-triangles. The marching cubes algorithm was first introduced to reconstruct isosurfaces of implicit functions in a uniformly sampled space. Curved PN-triangles [Vlachos et al. 2001], or PN-triangles for short, is a fast way of generating smooth surfaces using limited local geometric information, such as per-vertex positions, and normals. Yu Wang 0028, Marc Olano |
I3D | 2 |
| 2015 | Evaluating Texture Compression Masking Effects Using Objective Image Quality Assessment MetricsabstractTexture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the individual texture level using mean square error, peak signal-to-noise ratio, or visual image inspection. We argue this is the wrong evaluation approach. Compression artifacts in individual textures are likely visually masked in final rendered images and this masking is not accounted for when evaluating individual textures. This masking comes from both geometric mapping of textures onto models and the effects of combining different textures on the same model such as diffuse, gloss, and bump maps. We evaluate final rendered images using rigorous perceptual error metrics. Our method samples the space of viewpoints in a scene, renders the scene from each viewpoint using variations of compressed textures, and then compares each to a ground truth using uncompressed textures from the same viewpoint. We show that masking has a significant effect on final rendered image quality, masking effects and perceptual sensitivity to masking varies by the type of texture, graphics hardware compression algorithms are too conservative, and reduced bit rates are possible while maintaining final rendered image quality. Wesley Griffin, Marc Olano |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | I3D 2014 Guest Editor's IntroductionabstractThe papers in this special section were presented at the ACM Symposium on Interactive 3D Graphics and Games (I3D) in 2014 that was held from March 14-16 in San Francisco, California. I3D focuses on real-time rendering, animation, and interaction techniques. Games are not the only application for these kinds of interactive methods, but are certainly a significant user of them. Consequently, the quality, time, space, stability, and predictability constraints faced by game development are an important factor in much of the work presented at I3D. Marc Olano, Miguel A. Otaduy |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | Objective image quality assessment of texture compressionabstractTexture compression is widely used in real-time rendering to reduce storage and bandwidth requirements. Recent research in compression algorithms has explored both reduced fixed bit rate and variable bit rate algorithms. The results are evaluated at the individual texture level using Mean Square Error, Peak Signal-to-Noise Ratio, or visual image inspection. We argue this is the wrong evaluation approach. Compression artifacts in individual textures are likely visually masked in final rendered images and this masking is not accounted for when evaluating individual textures. This masking comes from both geometric mapping of textures onto models and the effects of combining different textures on the same model such as diffuse, gloss and bump maps. Wesley Griffin, Marc Olano |
I3D | 2 |
| 2012 | Real-Time GPU Surface Curvature Estimation on Deforming Meshes and Volumetric Data SetsabstractSurface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and nonphotorealistic line drawing. Most real-time applications must estimate curvature on a triangular mesh. This estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory. However, as more computational work is done directly on the GPU, it is increasingly common for object geometry to exist only in GPU memory. Examples include vertex skinned animations and isosurfaces from GPU-based surface reconstruction algorithms. For static models, curvature can be precomputed and CPU algorithms are a reasonable choice. For deforming models where the geometry only resides on the GPU, transferring the deformed mesh back to the CPU limits performance. We introduce a GPU algorithm for estimating curvature in real time on arbitrary triangular meshes. We demonstrate our algorithm with curvature-based NPR feature lines and a curvature-based approximation for an ambient occlusion. We show curvature computation on volumetric data sets with a GPU isosurface extraction algorithm and vertex-skinned animations. We present a graphics pipeline and CUDA implementation. Our curvature estimation is up to ~18x faster than a multithreaded CPU benchmark. Wesley Griffin, Yu Wang 0028, David Berrios, Marc Olano |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2011 | GPU curvature estimation on deformable meshesabstractSurface curvature is used in a number of areas in computer graphics, including texture synthesis and shape representation, mesh simplification, surface modeling, and non-photorealistic line drawing. Most real-time applications must estimate curvature on a triangular mesh. This estimation has been limited to CPU algorithms, forcing object geometry to reside in main memory. However, as more computational work is done directly on the GPU, it is increasingly common for object geometry to exist only in GPU memory. Examples include vertex skinned animations and isosurfaces from GPU-based surface reconstruction algorithms. Wesley Griffin, Yu Wang 0028, David Berrios, Marc Olano |
SI3D | 4 |
| 2011 | Variable Bit Rate GPU Texture DecompressionabstractAbstract Variable bit rate compression can achieve better quality and compression rates than fixed bit rate methods. None the less, GPU texturing uses lossy fixed bit rate methods like DXT to allow random access and on‐the‐fly decompression during rendering. Changes in games and GPUs since DXT was developed make its compression artifacts less acceptable, and texture bandwidth less of an issue, but texture size is a serious and growing problem. Games use a large total volume of texture data, but have a much smaller active set. We present a new paradigm that separates GPU decompression from rendering. Rendering is from uncompressed data, avoiding the need for random access decompression. We demonstrate this paradigm with a new variable bit rate lossy texture compression algorithm that is well suited to the GPU, including a new GPU‐friendly formulation of range decoding, and a new texture compression scheme averaging 12.4:1 lossy compression ratio on 471 real game textures with a quality level similar to traditional DXT compression. The total game texture set are stored in the GPU in compressed form, and decompressed for use in a fraction of a second per scene. Marc Olano, Dan Baker, Wesley Griffin, Joshua Barczak |
Comput. Graph. Forum | 1 |
| 2010 | LEAN mappingabstractWe introduce Linear Efficient Antialiased Normal (LEAN) Mapping, a method for real-time filtering of specular highlights in bump and normal maps. The method evaluates bumps as part of a shading computation in the tangent space of the polygonal surface rather than in the tangent space of the individual bumps. By operating in a common tangent space, we are able to store information on the distribution of bump normals in a linearly-filterable form compatible with standard MIP and anisotropic filtering hardware. The necessary textures can be computed in a preprocess or generated in real-time on the GPU for time-varying normal maps. The method effectively captures the bloom in highlight shape as bumps become too small to see, and will even transform bump ridges into anisotropic shading. Unlike even more expensive methods, several layers can be combined cheaply during surface rendering, with per-pixel blending. Though the method is based on a modified Ward shading model, we show how to map between its parameters and those of a standard Blinn-Phong model for compatibility with existing art assets and pipelines, and demonstrate that both models produce equivalent results at the largest MIP levels. Marc Olano, Dan Baker |
SI3D | 1 |
| 2010 | Tiny encryption algorithm for parallel random numbers on the GPUabstractNo abstract available. Fahad Zafar, Marc Olano |
SI3D | 2 |
| 2009 | Glimmer: Multilevel MDS on the GPUabstractWe present Glimmer, a new multilevel algorithm for multidimensional scaling designed to exploit modern graphics processing unit (GPU) hardware. We also present GPU-SF, a parallel, force-based subsystem used by Glimmer. Glimmer organizes input into a hierarchy of levels and recursively applies GPU-SF to combine and refine the levels. The multilevel nature of the algorithm makes local minima less likely while the GPU parallelism improves speed of computation. We propose a robust termination condition for GPU-SF based on a filtered approximation of the normalized stress function. We demonstrate the benefits of Glimmer in terms of speed, normalized stress, and visual quality against several previous algorithms for a range of synthetic and real benchmark datasets. We also show that the performance of Glimmer on GPUs is substantially faster than a CPU implementation of the same algorithm. Stephen Ingram, Tamara Munzner, Marc Olano |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2008 | XMT-GPU: A PRAM Architecture for Graphics ComputationabstractThe shading processors in graphics hardware are becoming increasingly general-purpose. We test, through simulation and benchmarking, the potential performance impact of replacing these processors with a fully general-purpose parallel processor, without the fixed-function graphics hardware legacy of current graphics processing units (GPUs). The representative general-purpose processor we test against is XMT (for eXplicit Multi-Threading), a PRAM-like single-chip parallel architecture. Performance is compared for two characteristic shaders running in a fragment-limited GPU benchmark harness and on a cycle-accurate XMT simulator. The general-purpose processor is found to be significantly faster at a compute-only shader, but slower on a memory bound texture shader. Finally we analyze the design tradeoffs that would allow combining the best of both worlds: (i) a competitive XMT texture shader, with (ii) a general-purpose easy-to-program XMT many-core approach that scales up or down to the amount of parallelism provided by the application and is even compatible with serial code. Thomas M. DuBois, Bryant C. Lee, Marc Olano, Uzi Vishkin |
ICPP | 4 |
| 2008 | Interactive volume isosurface rendering using BT volumesabstractThis paper presents a volume representation format called BT Volumes, along with a technique to interactively render them and two methods to create useful data in BT Volume format, including high quality reconstruction filtering. Medical applications rely heavily on isosurface data to visualize anatomy, but current real-time iso-surface rendering techniques such as Marching Cubes are limited in flexibility and provide only low-order linear reconstruction filtering. As an alternative to creating triangular geometry to represent the surface, we ray trace an exact isosurface directly inside a pixel shader. We construct a set of Bézier Tetrahedra to approximate any reconstruction filter with arbitrary footprint. We then precompute the volume convolved with this filter as a tetrahedral grid with Bézier weights that can be ray traced in graphics hardware. Our technique is fast, renders any isosurface level without additional work, and performs high quality reconstruction filtering with arbitrary footprints and reconstruction kernels. John Kloetzli, Marc Olano, Penny Rheingans |
SI3D | 2 |
| 2006 | Procedural haptic textureabstractWe present the Haptic Shading Framework (HSF), a framework for procedurally defining haptic texture. HSF haptic texture shaders are short procedures allowing an application-programmer to easily define interesting haptic surface interaction and the parameters that control the surface properties. These shaders provide the illusion of surface characteristics by altering previously calculated forces from object collision in the haptic pipeline.HSF can be used in an existing haptic application with few modifications. The framework consists of user-programmable modules that are dynamically loaded. This framework and all user-defined procedures are written in C++, with a provided library of useful math and geometry functions. These functions are meant to mimic RenderMan functionality, creating a familiar shading environment. As we demonstrate, many procedural shading methods and algorithms can be directly adopted for haptic shading. Jeremy Shopf, Marc Olano |
UIST | 2 |
| 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 | 2 |
| 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 | 2 |
| 1998 | Appearance-Perserving Simplificationabstract25th International Conference on Computer Graphics and Interactive Techniques, July 19-24, 1998, Orlando, Florida, USA Jonathan D. Cohen 0001, Marc Olano, Dinesh Manocha |
SIGGRAPH | 2 |
| 1998 | A Shading Language on Graphics Hardware: The Pixelflow Shading SystemabstractOver the years, there have been two main branches of computer graphics image-synthesis research; one focused on interactivity, the other on image quality.Procedural shading is a powerful tool, commonly used for creating high-quality images and production animation.A key aspect of most procedural shading is the use of a shading language, which allows a high-level description of the color and shading of each surface.However, shading languages have been beyond the capabilities of the interactive graphics hardware community.We have created a parallel graphics multicomputer, PixelFlow, that can render images at 30 frames per second using a shading language.This is the first system to be able to support a shading language in real-time.In this paper, we describe some of the techniques that make this possible. Marc Olano, Anselmo Lastra |
SIGGRAPH | 1 |
| 1997 | Simplifying polygonal models using successive mappingsabstractWe present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each simplification operation and use this function to measure deviation of the new surface from both the previous level of detail and from the original surface. In addition, we use the mapping function to compute appropriate texture coordinates if the original map has texture coordinates at its vertices. Our overall algorithm uses edge collapse operations. We present rigorous procedures for the generation of local planar projections as well as for the selection of a new vertex position for the edge collapse operation. As compared to earlier methods, our algorithm is able to compute tight error bounds on surface deviation and produce an entire continuum of levels of detail with mappings between them. We demonstrate the effectiveness of our algorithm on several models: a Ford Bronco consisting of over 300 parts and 70,000 triangles, a textured lion model consisting of 49 parts and 86,000 triangles, and a textured, wrinkled torus consisting of 79,000 triangles. Jonathan D. Cohen 0001, Dinesh Manocha, Marc Olano |
IEEE Visualization | 3 |
| 1995 | Real-Time Programmable ShadingabstractOne of the main techniques used by software renderers to produce stunningly realistic images is programmable shading—executing an arbitrarily complex program to compute the color at each pixel. Thus far, programmable shading has only been available on software rendering systems that run on general-purpose computers. Rendering each image can take from minutes to hours. Anselmo Lastra, Steven E. Molnar, Marc Olano |
SI3D | 3 |
| 1995 | Combatting Rendering LatencyabstractLatency or lag in an interactive graphics system is the delay between user input and displayed output. We have found latency and the apparent bobbing and swimming of objects that it produces to be a serious problem for head-mounted display (HMD) and augmented reality applications. At UNC, we have been investigating a number of ways to reduce latency; we present two of these. Slats is an experimental rendering system for our Pixel-Planes 5 graphics machine guaranteeing a constant single NTSC field of latency. This guaranteed response is especially important for predictive tracking. Just-in-time pixels is an attempt to compensate for rendering latency by rendering the pixels in a scanned display based on their position in the scan. Marc Olano, Jonathan D. Cohen 0001, Mark R. Mine, Gary Bishop |
SI3D | 1 |
| 1992 | 3DM: A Three Dimensional Modeler Using a Head-Mounted Displayabstract1992 symposium on Interactive 3D graphics, Jeff Butterworth, Stephen Hench, Marc Olano |
SI3D | 4 |