EDBT 2026 Demo / reviewers in the wild / expert
Gregory Ward Larson
dblp:98/3675
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 1999
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers |
Rendering · 80% Computational photography and imaging · 20% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.0 | 1 | 1999 | The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999 |
Rendering
interactive rendering |
0.0 | 1 | 1999 | The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999 |
Rendering
ray tracing |
0.0 | 1 | 1999 | The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999 |
Computational photography and imaging
high dynamic range imaging |
0.0 | 1 | 1997 | A Visibility Matching Tone Reproduction Operator for High Dynamic Range Scenes · IEEE Trans. Vis. Comput. Graph. 1997 |
Rendering › perceptual rendering
tone reproduction |
0.0 | 1 | 1997 | A Visibility Matching Tone Reproduction Operator for High Dynamic Range Scenes · IEEE Trans. Vis. Comput. Graph. 1997 |
Rendering
parallel rendering |
0.0 | 1 | 1999 | The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environments · ACM Trans. Graph. 1999 |
Methods — techniques the papers use, named apart from their topics
on-demand ray computation · 0.0holodeck data structure · 0.0LRU beam-replacement · 0.0human contrast sensitivity model · 0.0histogram adjustment · 0.0glare model · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1999 | The holodeck ray cache: an interactive rendering system for global illumination in nondiffuse environmentsabstractWe present a new method for rendering complex environments using interactive, progressive, view-independent, parallel ray tracing. A four-dimensional holodeck data structure serves as a rendering target and caching mechanism for interactive walk-throughs of nondiffuse environments with full global illumination. Ray sample density varies locally according to need, and on-demand ray computation is supported in a parallel implementation. The holodeck file is stored on disk and cached in memory by a server using a least-recently-used (LRU) beam-replacement strategy. The holodeck server coordinates separate ray evaluation and display processes, optimizing disk and memory usage. Different display systems are supported by specialized drivers, which handle display rendering, user interaction, and input. The display driver creates an image from ray samples sent by the server and permits the manipulation of local objects, which are rendered dynamically using approximate lighting computed from holodeck samples. The overall method overcomes many of the conventionl limits of interactive rendering in scenes with complex surface geometry and reflectance properties, through an effective combination of ray tracing, caching, and hardware rendering. Gregory Ward Larson, Maryann Simmons |
ACM Trans. Graph. | 1 |
| 1997 | A Visibility Matching Tone Reproduction Operator for High Dynamic Range ScenesabstractWe present a tone reproduction operator that preserves visibility in high dynamic range scenes. Our method introduces a new histogram adjustment technique, based on the population of local adaptation luminances in a scene. To match subjective viewing experience, the method incorporates models for human contrast sensitivity, glare, spatial acuity, and color sensitivity. We compare our results to previous work and present examples of our techniques applied to lighting simulation and electronic photography. Gregory Ward Larson, Holly E. Rushmeier, Christine D. Piatko |
IEEE Trans. Vis. Comput. Graph. | 1 |