Javor's Web Page

My very own place on the Internet.

I am a rendering software engineer at Weta Digital where I work on problems that relate Geometry and Physics, solving which should make computers better at creating images and processing shapes.

Things I should be good at

I work on rendering-related topics including Ray Tracing, GPUs, and Globall Illumination. I also have experience in Symmetry Detection, Inverse Procedural Modeling, Shape Understanding, Deep Learning, and 3D Printing.

In the past, I did some teaching on Computer Graphics, Realistic Image Synthesis and Parallel Programming on GPUs.

Publications

...and projects I worked on.

GPU Ray Tracing using Irregular Grids

Arsène Pérard-Gayot, Javor Kalojanov, and Philipp Slusallek
Eurographics 2017
[video] [pdf] [slides] [bib] [code]

r-Symmetry for Triangle Meshes: Detection and Applications

PhD thesis about symmetry analysis, tiling grammar simplification, mesh compression, and inverse procedural modeling.
[pdf] [bib]

Building Construction Sets by Tiling Grammar Simplification

Javor Kalojanov, Michael Wand, and Philipp Slusallek
Eurographics 2016
[video] [pdf] [slides] [supp] [bib]

Efficient r-Symmetry Detection for Triangle Meshes

Javor Kalojanov
Technical Report, Saarland University, 2015
[pdf] [bib]

Microtiles: Extracting Building Blocks from Correspondences

Javor Kalojanov, Martin Bokeloh, Michael Wand, Leonidas Guibas, Hans-Peter Seidel, and Philipp Slusallek
Symposium on Geometry Processing (SGP) 2012
[pdf] [bib] [slides]

Two-Level Grids for Ray Tracing on GPUs

Javor Kalojanov, Markus Billeter, and Philipp Slusallek
Eurographics 2011
[pdf] [bib] [slides] [code]

A Parallel Algorithm for Construction of Uniform Grids

Javor Kalojanov and Philipp Slusallek
High Performance Graphics 2009
[pdf] [bib] [slides]

Animation Demo

This demo can load and display .obj key frame animations with direct illumination (Phong) from a single area light (4 samples per point).

Ogre model courtesy of William "Proton" Vaughan.

Path Tracing Demo

This demo can load and display static .obj scene with a path tracer. It handles Phong BRDF for diffuse and glossy surfaces, and translucent surfaces that do not intersect each other (has Beer's law).

Parallel and Lazy Construction of Grids for Ray Tracing on Graphics Hardware

Master thesis. Includes several grid construction algorithms for uniform and two-level grids implemented in CUDA.