Demo Data from EDBT 2026 / reviewers in the wild / expert
Simon Premoze
dblp:p/SimonPremoze
· DBLP profile ↗
14ranked-venue papers
4as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-authorHuman-computer interaction and ubiquitous computing · 7
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
3 papers |
Rendering · 100% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
volume rendering |
0.0 | 1 | 2003 | A Model for Volume Lighting and Modeling · IEEE Trans. Vis. Comput. Graph. 2003 |
Rendering
physically based rendering |
0.0 | 1 | 2001 | A physically-based night sky model · SIGGRAPH 2001 |
Rendering › bidirectional reflectance distribution function
microfacet BRDF |
0.0 | 1 | 2000 | A microfacet-based BRDF generator · SIGGRAPH 2000 |
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and shading models |
0.0 | 1 | 2000 | A microfacet-based BRDF generator · SIGGRAPH 2000 |
Rendering
global illumination |
0.0 | 2 | 2001 | A physically-based night sky model · SIGGRAPH 2001 A microfacet-based BRDF generator · SIGGRAPH 2000 |
Rendering › volume rendering
volume shading |
0.0 | 1 | 2003 | A Model for Volume Lighting and Modeling · IEEE Trans. Vis. Comput. Graph. 2003 |
Rendering › ray tracing
monte carlo ray tracing |
0.0 | 1 | 2001 | A physically-based night sky model · SIGGRAPH 2001 |
Methods — techniques the papers use, named apart from their topics
phase function approximation · 0.0forward scattering approximation · 0.0chromatic attenuation · 0.0shadowing term · 0.0microfacet theory · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Grid-based SAH BVH construction on a GPU
Kirill Garanzha, Simon Premoze, Alexander Bely, Vladimir A. Galaktionov |
Vis. Comput. | 2 |
| 2006 | Image synthesis using adjoint photons
R. Keith Morley, Solomon Boulos, Jared M. Johnson, David Edwards, Peter Shirley, Michael Ashikhmin, Simon Premoze |
Graphics Interface | 7 |
| 2006 | Approximate ambient occlusion for treesabstractNatural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting variation. These effects are important for realistic renderings of such natural environments; however, plausible lighting and full global illumination computation come at prohibitive costs especially for interactive viewing. As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes. Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic scenes. Kyle Hegeman, Simon Premoze, Michael Ashikhmin, George Drettakis |
SI3D | 2 |
| 2005 | A lighting model for general participating mediaabstractEfficient and visually compelling reproduction of effects due to multiple scattering in participating media remains one of the most difficult tasks in computer graphics. Although several fast techniques were recently developed, most of them work only for special types of media (for example, uniform or sufficiently dense) or require extensive precomputation. In this paper we present a lighting model for the general case of inhomogeneous medium and demonstrate its implementation on programmable graphics hardware. It is capable of producing high quality imagery at interactive frame rates with only mild assumptions about medium scattering properties and a moderate amount of simple precomputation. Kyle Hegeman, Michael Ashikhmin, Simon Premoze |
SI3D | 3 |
| 2003 | Gaussian Transfer Functions for Multi-Field Volume VisualizationabstractVolume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are precomputed and stored in lookup tables. For multidimensional transfer functions applied to multivariate data, these lookup tables become prohibitively large. We propose the direct evaluation of a particular type of transfer functions based on a sum of Gaussians. Because of their simple form (in terms of number of parameters), these functions and their analytic integrals along line segments can be evaluated efficiently on current graphics hardware, obviating the need for precomputed lookup tables. We have adopted these transfer functions because they are well suited for classification based on a unique combination of multiple data values that localize features in the transfer function domain. We apply this technique to the visualization of several multivariate datasets (CT, cryosection) that are difficult to classify and render accurately at interactive rates using traditional approaches. Joe Michael Kniss, Simon Premoze, Milan Ikits, Aaron E. Lefohn, Charles D. Hansen, Emil Praun |
IEEE Visualization | 2 |
| 2003 | Particle-Based Simulation of FluidsabstractAbstract Due to our familiarity with how fluids move and interact, as well as their complexity, plausible animation of fluidsremains a challenging problem. We present a particle interaction method for simulating fluids. The underlyingequations of fluid motion are discretized using moving particles and their interactions. The method allows simulationand modeling of mixing fluids with different physical properties, fluid interactions with stationary objects, andfluids that exhibit significant interface breakup and fragmentation. The gridless computational method is suitedfor medium scale problems since computational elements exist only where needed. The method fits well into thecurrent user interaction paradigm and allows easy user control over the desired fluid motion. Simon Premoze, Tolga Tasdizen, James Bigler, Aaron E. Lefohn, Ross T. Whitaker |
Comput. Graph. Forum | 1 |
| 2003 | A Model for Volume Lighting and ModelingabstractDirect volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects that incorporates volumetric shadows, an approximation to phase functions, an approximation to forward scattering, and chromatic attenuation that provides the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for both real and synthetic volumetric data. Joe Michael Kniss, Simon Premoze, Charles D. Hansen, Peter Shirley, Allen McPherson |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2002 | Analytic Light Transport Approximations for Volumetric MaterialsabstractSubsurface scattering and light transport in volumetric media are critical to achieve a realistic depiction of a material. We describe several analytical approximations and methods for volumetric light transport in media of various optical properties that are efficient and easy to compute. Most natural materials exhibit a sudden surge in brightness called the opposition effect around the zero phase angle, where incident and viewing directions coincide. We present an approximation to the opposition effect in a particulate medium using a few physically realistic mathematical approximations. These analytical approximations can be used as tools or as a starting point for modeling the appearance of complex volumetric materials such as biological materials(skin, leaves) or inorganic materials (snow, clouds, rocks, paint). We demonstrate these approximations for several natural materials that exhibit substantial volumetric light transport and show how to use them to model complex materials. Simon Premoze |
PG | 1 |
| 2002 | Interactive Translucent Volume Rendering and Procedural ModelingabstractDirect volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticated methods. We present a simple yet effective interactive shading model which captures volumetric light attenuation effects to produce volumetric shadows and the subtle appearance of translucency. We also present a technique for volume displacement or perturbation that allows realistic interactive modeling of high frequency detail for real and synthetic volumetric data. Joe Michael Kniss, Simon Premoze, Charles D. Hansen, David S. Ebert |
IEEE Visualization | 2 |
| 2001 | A physically-based night sky modelabstractThis paper presents a physically-based model of the night sky for realistic image synthesis. We model both the direct appearance of the night sky and the illumination coming from the Moon, the stars, the zodiacal light, and the atmosphere. To accurately predict the appearance of night scenes we use physically-based astronomical data, both for position and radiometry. The Moon is simulated as a geometric model illuminated by the Sun, using recently measured elevation and albedo maps, as well as a specialized BRDF. For visible stars, we include the position, magnitude, and temperature of the star, while for the Milky Way and other nebulae we use a processed photograph. Zodiacal light due to scattering in the dust covering the solar system, galactic light, and airglow due to light emission of the atmosphere are simulated from measured data. We couple these components with an accurate simulation of the atmosphere. To demonstrate our model, we show a variety of night scenes rendered with a Monte Carlo ray tracer. Henrik Wann Jensen, Frédo Durand, Julie Dorsey, Michael M. Stark, Peter Shirley, Simon Premoze |
SIGGRAPH | 6 |
| 2001 | A variance analysis of the Metropolis Light Transport algorithm
Michael Ashikhmin, Simon Premoze, Peter Shirley, Brian E. Smits |
Comput. Graph. | 2 |
| 2001 | Rendering Natural WatersabstractCreating and rendering realistic water is one of the most daunting tasks in computer graphics. Realistic rendering of water requires that the sunlight and skylight illumination are correct, the water surface is modeled accurately and that the light transport within water body is properly handled. This paper describes a method for wave generation on a water surface using a physically‐based approach. The wave generation uses data from the oceanographical observations and it is controlled by intuitive parameters such as wind speed and wind direction. The optical behavior of the water surfaces is complex but is well‐described in the ocean science literature. We present a simple and intuitive light transport approach that is easy to use for many different water types such as deep ocean water, muddy coastal water, and fresh water bodies. We demonstrate our model for a number of water and atmospheric conditions. Simon Premoze, Michael Ashikhmin |
Comput. Graph. Forum | 1 |
| 2000 | Rendering Natural WatersabstractCreating and rendering realistic water is one of the most daunting tasks in computer graphics. Realistic rendering of water requires that the sunlight and skylight illumination are correct, the water surface is modeled accurately and that the light transport within water body is properly handled. The paper describes a method for wave generation on a water surface using a physically based approach. The wave generation uses data from the oceanographical observations and it is controlled by intuitive parameters such as wind speed and wind direction. The optical behavior of the water surfaces is complex but is well-described in the ocean science literature. We present a simple and intuitive light transport approach that is easy to use for many different water types such as deep ocean water, muddy coastal water and fresh water bodies. We demonstrate our model for a number of water and atmospheric conditions. Simon Premoze, Michael Ashikhmin |
PG | 1 |
| 2000 | A microfacet-based BRDF generatorabstractA method is presented that takes as an input a 2D microfacet orientation distribution and produces a 4D bidirectional reflectance distribution function (BRDF). This method differs from previous microfacet-based BRDF models in that it uses a simple shadowing term which allows it to handle very general microfacet distributions while maintaining reciprocity and energy conservation. The generator is shown on a variety of material types. Michael Ashikhmin, Simon Premoze, Peter Shirley |
SIGGRAPH | 2 |