Demo Data from SIGIR 2026 / reviewers in the wild / expert
John Judnich
dblp:119/0085
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2012
—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-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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
1 paper |
Rendering · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
level of detail |
0.1 | 1 | 2011 | Fast multiresolution terrain rendering with symmetric cluster sets · SIGGRAPH Asia Sketches 2011 |
Rendering
real-time rendering |
0.1 | 1 | 2011 | Fast multiresolution terrain rendering with symmetric cluster sets · SIGGRAPH Asia Sketches 2011 |
Rendering › surface rendering
terrain rendering |
0.1 | 1 | 2011 | Fast multiresolution terrain rendering with symmetric cluster sets · SIGGRAPH Asia Sketches 2011 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Symmetric Cluster Set Level of Detail for Real-Time Terrain RenderingabstractIn this paper, we present an improvement for batch-based quad tree terrain rendering that drastically reduces the number of draw calls to the graphics processing unit. As a result, more fine-grained triangular optimization is possible without sacrificing triangle throughput. No extra preprocessing is required. In general, quad tree terrain algorithms recursively subdivide mesh geometry to meet visual error constraints. Batch-based techniques use buffered grid blocks as the subdivision primitive for better triangle throughput. We base our algorithm on structural observations of such terrain quad trees. First, we show that the four sub-nodes of any non-leaf can be categorized into sixteen distinct states of drawing behavior. These states are symmetric in such a way that allows just five unique geometries to represent all of them. With the additional observation that leaf nodes appear in groups of four across regions of homogeneous grid resolution, we develop a technique employing 23 unique geometric batches from which any terrain can be rendered. The resulting algorithm reliably reduces draw calls by a factor of 6 on average, and achieves render performance 30 to 50 percent faster than comparable techniques. John Judnich, Nam Ling |
ICME | 1 |
| 2011 | Fast multiresolution terrain rendering with symmetric cluster setsabstractThe technique we present here improves upon a popular terrain level-of-detail algorithm which renders using a quadtree of fixed-resolution mesh blocks [Strugar 2009], Our approach retains the flexibility of this method while improving its geometric batch efficiency, enabling performance more competitive to specialized techniques such as [Cignoni et al. 2003] and [Losasso and Hoppe 2004]. John Judnich, Nam Ling |
SIGGRAPH Asia Sketches | 1 |