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Displaying 1-50 out of 51 total
Transparent distributed processing for rendering
Found in: Parallel and Large-Data Visualization and Graphics, IEEE Symposium on
By Philipp Slusallek, Peter Kipfer
Issue Date:October 1999
pp. 39-46
Rendering, in particular the computation of global illumination, uses computationally very demanding algorithms. As a consequence many researchers have looked into speeding up the computation by distributing it over a number of computational units. However...
 
An Open Modular Middleware for Interoperable Virtual Environments
Found in: 2013 International Conference on Cyberworlds (CW)
By Sergiy Byelozyorov,Dmitri Rubinstein,Vincent Pegoraro,Philipp Slusallek
Issue Date:October 2013
pp. 94-100
The area of virtual environments has received an increasingly growing attention from the research community, leading to the design of various innovative albeit incompatible protocols. In this paper, we present an open modular middleware that allows the cli...
 
An Open Modular Architecture for Effective Integration of Virtual Worlds in the Web
Found in: Cyberworlds, International Conference on
By Sergiy Byelozyorov,Vincent Pegoraro,Philipp Slusallek
Issue Date:October 2011
pp. 46-53
The Web and virtual worlds are currently crossing their ways, and although there are some efforts made to integrate them into each other, those typically rely on technologies that are rather esoteric to most web-developers. In this paper, we present a new ...
 
Real-Time Ray Tracing of Complex Molecular Scenes
Found in: Information Visualisation, International Conference on
By Lukas Marsalek, Anna Katharina Dehof, Iliyan Georgiev, Hans-Peter Lenhof, Philipp Slusallek, Andreas Hildebrandt
Issue Date:July 2010
pp. 239-245
Molecular visualization is one of the cornerstones in structural bioinformatics and related fields. Today, rasterization is typically used for the interactive display of molecular scenes, while ray tracing aims at generating high-quality images, taking typ...
 
Measuring properties of molecular surfaces using ray casting
Found in: Parallel and Distributed Processing Workshops and PhD Forum, 2011 IEEE International Symposium on
By Mike Phillips,Iliyan Georgiev,Anna Katharina Dehof,Stefan Nickels,Lukas Marsalek,Hans-Peter Lenhof,Andreas Hildebrandt,Philipp Slusallek
Issue Date:April 2010
pp. 1-7
Molecular geometric properties, such as volume, exposed surface area, and occurrence of internal cavities, are important inputs to many applications in molecular modeling. In this work we describe a very general and highly efficient approach for the accura...
 
Guest Editors' Introduction: Real-Time Interaction with Complex Models
Found in: IEEE Computer Graphics and Applications
By David J. Kasik, Dinesh Manocha, Philipp Slusallek
Issue Date:November 2007
pp. 17-19
Over the past few decades, advances in acquisition, modeling, and simulation technologies have resulted in databases of 3D models that seem to be unlimited in size and complexity. Highly detailed models are increasingly produced in areas such as industrial...
 
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
Found in: Symposium on Interactive Ray Tracing
By Johannes Gunther, Stefan Popov, Hans-Peter Seidel, Philipp Slusallek
Issue Date:September 2007
pp. 113-118
Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts. Nevertheless, these systems can not yet fully exploit the capabilities of modern GPUs and can only handle medium-sized, static scenes. In this paper we pr...
 
Adaptive Spatial Sample Caching
Found in: Symposium on Interactive Ray Tracing
By Andreas Dietrich, Philipp Slusallek
Issue Date:September 2007
pp. 141-147
Despite tremendous progress in the last few years, realistically rendering 3D scenes with advanced shading and particularly global illumination is still extremely difficult to perform at interactive rates. Precomputation techniques can reduce the cost duri...
 
Faster Isosurface Ray Tracing Using Implicit KD-Trees
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ingo Wald, Heiko Friedrich, Gerd Marmitt, Philipp Slusallek, Hans-Peter Seidel
Issue Date:September 2005
pp. 562-572
The visualization of high-quality isosurfaces at interactive rates is an important tool in many simulation and visualization applications. Today, isosurfaces are most often visualized by extracting a polygonal approximation that is then rendered via graphi...
 
Parallel Bindings in Distributed Multimedia Systems
Found in: Distributed Computing Systems Workshops, International Conference on
By Michael Repplinger, Florian Winter, Marco Lohse, Philipp Slusallek
Issue Date:June 2005
pp. 714-720
<p>Today?s multimedia environments are characterized by different stationary and a growing number of mobile devices, like PDAs or even mobile phones. To meet their requirements regarding configuration and adaptation, multimedia middleware systems oft...
 
VRML Scene Graphs on an Interactive Ray Tracing Engine
Found in: Virtual Reality Conference, IEEE
By Andreas Dietrich, Ingo Wald, Markus Wagner, Philipp Slusallek
Issue Date:March 2004
pp. 109
With the recent advances in ray tracing technology, high-quality image generation at interactive rates has finally become a reality. As a consequence ray tracing will likely play a larger role in visualization systems, enabling the conception and creation ...
 
Distributed Interactive Ray Tracing of Dynamic Scenes
Found in: Parallel and Large-Data Visualization and Graphics, IEEE Symposium on
By Ingo Wald, Carsten Benthin, Philipp Slusallek
Issue Date:October 2003
pp. 11
Recently developed interactive ray tracing systems combine the high performance of todays CPUs with new algorithms and implementations to achieve a flexible and high-performance rendering system offering high-quality, but nonetheless interactive 3D graphic...
 
Wide Area Camera Calibration Using Virtual Calibration Objects
Found in: Computer Vision and Pattern Recognition, IEEE Computer Society Conference on
By Xing Chen, James Davis, Philipp Slusallek
Issue Date:June 2000
pp. 2520
This paper introduces a method to calibrate a wide area system of unsynchronized cameras with respect to a single global coordinate system. The method is simple and does not require the physical construction of a large calibration object. The user need onl...
 
Composite Lighting Simulations with Lighting Networks
Found in: IEEE Computer Graphics and Applications
By Philipp Slusallek, Marc Stamminger, Wolfgang Heidrich, Jan-Christian Popp, Hans-Peter Seidel
Issue Date:March 1998
pp. 22-31
A whole variety of different techniques for simulating global illumination in virtual environments have been developed over recent years. Each technique, including radiosity, Monte-Carlo ray- or photon-tracing, and directional-dependent radiance computatio...
 
Radiosity and Relaxation Methods
Found in: IEEE Computer Graphics and Applications
By Steven Gortler, Michael F. Cohen, Philipp Slusallek
Issue Date:November 1994
pp. 48-58
<p>To date, there has been some confusion in the computer graphics community about how the progressive radiosity (PR) method relates to standard numerical methods for solving linear systems of equations. We show that PR is actually equivalent to the ...
 
Colorplate: VRML Scene Graphs on an Interactive Ray Tracing Engine
Found in: Virtual Reality Conference, IEEE
By Andreas Dietrich, Ingo Wald, Markus Wagner, Philipp Slusallek
Issue Date:March 2004
pp. 282
No summary available.
   
Progressive stochastic reconstruction technique for cryo electron tomography
Found in: SIGGRAPH Asia 2013 Posters (SA '13)
By Beata Turonova, Philipp Slusallek, Lukas Marsalek, Tomas Davidovic
Issue Date:November 2013
pp. 1-1
Cryo Electron Tomography (cryoET) plays an essential role in Structural Biology, as it is the only technique that allows to study the structure and intracellular distribution of large macromolecular complexes in their (close to) native environment. A major...
     
Declarative integration of interactive 3D graphics into the world-wide web: principles, current approaches, and research agenda
Found in: Proceedings of the 18th International Conference on 3D Web Technology (Web3D '13)
By Jacek Jankowski, Johannes Behr, Kristian Sons, Philipp Slusallek, Sandy Ressler, Yvonne Jung
Issue Date:June 2013
pp. 39-45
With the advent of WebGL, plugin-free hardware-accelerated interactive 3D graphics has finally arrived in all major Web browsers. WebGL is an imperative solution that is tied to the functionality of rasterization APIs. Consequently, its usage requires a de...
     
Declarative AR and image processing on the web with Xflow
Found in: Proceedings of the 18th International Conference on 3D Web Technology (Web3D '13)
By Dmitri Rubinstein, Farshad Einabadi, Felix Klein, Kristian Sons, Philipp Slusallek, Stephan Herhut
Issue Date:June 2013
pp. 157-165
Recently, modern Web browser became capable of supporting powerful, interactive 3D graphics both via the low-level, imperative API of WebGL as well as via a high-level, declarative approach like XML3D. The obvious next step (particularly with respect to mo...
     
XML3DRepo: a REST API for version controlled 3D assets on the web
Found in: Proceedings of the 18th International Conference on 3D Web Technology (Web3D '13)
By Anthony Steed, Dmitri Rubinstein, Jozef Doboš, Kristian Sons, Philipp Slusallek
Issue Date:June 2013
pp. 47-55
Current Web 3D technologies are not yet fully exploiting the modern design patterns for accessing online resources such as REST. XML3DRepo is a novel fusion of XML3D and 3D Repo. XML3D is an open source extension to HTML that supports interactive 3D graphi...
     
Light transport simulation with vertex connection and merging
Found in: ACM Transactions on Graphics (TOG)
By Iliyan Georgiev, Jaroslav Křivánek, Philipp Slusallek, Tomáš Davidovič
Issue Date:November 2012
pp. 1-10
Developing robust light transport simulation algorithms that are capable of dealing with arbitrary input scenes remains an elusive challenge. Although efficient global illumination algorithms exist, an acceptable approximation error in a reasonable amount ...
     
Progressive Lightcuts for GPU
Found in: ACM SIGGRAPH 2012 Talks (SIGGRAPH '12)
By Iliyan Georgiev, Philipp Slusallek, Tomáš Davidovič
Issue Date:August 2012
pp. 1-1
Lightcuts [Walter et al. 2005] is an attractive rendering algorithm that efficiently handles complex lighting by adaptively approximating the illumination using clusters of virtual point light (VPL) sources. Two of its limitations are the infinite memory f...
     
Xflow: declarative data processing for the web
Found in: Proceedings of the 17th International Conference on 3D Web Technology (Web3D '12)
By Dmitri Rubinstein, Felix Klein, Kristian Sons, Philipp Slusallek, Sergiy Byelozyorov, Stefan John
Issue Date:August 2012
pp. 37-45
The Web evolved from a simple information medium to an interactive application platform featuring advanced 2D layouts, videos, and audio. At the same time, support for hardware-accelerated 3D graphics improves continuously even among mobile devices. Hence,...
     
Bidirectional light transport with vertex merging
Found in: SIGGRAPH Asia 2011 Sketches (SA '11)
By Iliyan Georgiev, Jaroslav Krivanek, Philipp Slusallek
Issue Date:December 2011
pp. 1-2
We present vertex merging -- a bidirectional path sampling technique for Monte Carlo light transport integration. Vertex merging is simple and more computationally efficient for specular-diffuse-specular effects than the currently available techniques in b...
     
Efficient stack-less BVH traversal for ray tracing
Found in: Proceedings of the 27th Spring Conference on Computer Graphics (SCCG '11)
By Ingo Wald, Michal Hapala, Philipp Slusallek, Tomáš Davidovič, Vlastimil Havran
Issue Date:April 2011
pp. 7-12
We propose a new, completely iterative traversal algorithm for ray tracing bounding volume hierarchies that is based on storing a parent pointer with each node, and on using simple state logic to infer which node to traverse next. Though our traversal algo...
     
Combining global and local virtual lights for detailed glossy illumination
Found in: ACM SIGGRAPH Asia 2010 papers (SIGGRAPH ASIA '10)
By Jaroslav Krivanek, Kavita Bala, Milos Hasan, Philipp Slusallek, Tomas Davidovic
Issue Date:December 2010
pp. 20-21
Accurately rendering glossy materials in design applications, where previewing and interactivity are important, remains a major challenge. While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the ...
     
XML3D: interactive 3D graphics for the web
Found in: Proceedings of the 15th International Conference on Web 3D Technology (Web3D '10)
By Dmitri Rubinstein, Felix Klein, Kristian Sons, Philipp Slusallek, Sergiy Byelozyorov
Issue Date:July 2010
pp. 175-184
Web technologies provide the basis to distribute digital information worldwide and in realtime but they have also established the Web as a ubiquitous application platform. The Web evolved from simple text data to include advanced layout, images, audio, and...
     
A parallel algorithm for construction of uniform grids
Found in: Proceedings of the Conference on High Performance Graphics 2009 (HPG '09)
By Javor Kalojanov, Philipp Slusallek
Issue Date:August 2009
pp. 1-8
We present a fast, parallel GPU algorithm for construction of uniform grids for ray tracing, which we implement in CUDA. The algorithm performance does not depend on the primitive distribution, because we reduce the problem to sorting pairs of primitives a...
     
Object partitioning considered harmful: space subdivision for BVHs
Found in: Proceedings of the Conference on High Performance Graphics 2009 (HPG '09)
By Iliyan Georgiev, Philipp Slusallek, Rossen Dimov, Stefan Popov
Issue Date:August 2009
pp. 1-8
A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance and greater flexibility compar...
     
Extending X3D for distributed multimedia processing and control
Found in: Proceedings of the 14th International Conference on 3D Web Technology (Web3D '09)
By Alexander Loffler, Benjamin Schug, Michael Repplinger, Philipp Slusallek
Issue Date:June 2009
pp. 1-44
Web-based applications of interactive 3D computer graphics are showing a tendency to get more interconnected and visually complex. Virtual communities like Second Life demand realism not only in terms of realistic rendering, but also in terms of integrated...
     
RTSG: ray tracing for X3D via a flexible rendering framework
Found in: Proceedings of the 14th International Conference on 3D Web Technology (Web3D '09)
By Benjamin Schug, Dmitri Rubinstein, Iliyan Georgiev, Philipp Slusallek
Issue Date:June 2009
pp. 1-44
VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most existing scene graph implementations...
     
Massive model visualization using realtime ray tracing
Found in: ACM SIGGRAPH ASIA 2008 courses (SIGGRAPH Asia '08)
By Andreas Dietrich, Philipp Slusallek
Issue Date:December 2008
pp. 1-37
In the last years real-time ray tracing has become an attractive alternative to rasterization based rendering, particularly for highly complex datasets including both surface and volume data. Ray tracing [7, 15] is a much more flexible rendering algorithm ...
     
Interactive massive model rendering
Found in: ACM SIGGRAPH ASIA 2008 courses (SIGGRAPH Asia '08)
By Andreas Dietrich, Dinesh Manocha, Enrico Gobbetti, Fabio Marton, Philipp Slusallek, Renato Pajarola, Sung-eui Yoon
Issue Date:December 2008
pp. 1-5
This course instructs students in the software and hardware strategies needed for real-time visualization and interaction with massive models. Seven international researchers and practitioners are the instructors. The general form of the course will be lec...
     
Network-integrated multimedia middleware (NMM)
Found in: Proceeding of the 16th ACM international conference on Multimedia (MM '08)
By Florian Winter, Marco Lohse, Michael Repplinger, Philipp Slusallek
Issue Date:October 2008
pp. 40-42
Today's multimedia infrastructures adopt a centralized approach, where all multimedia processing takes place within a single system. The network is, at best, used for streaming data transmission. Since there is a strong trend towards networked systems, the...
     
Massive model visualization using realtime ray tracing
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Andreas Dietrich, Philipp Slusallek
Issue Date:August 2008
pp. 110-110
In the last years real-time ray tracing has become an attractive alternative to rasterization based rendering, particularly for highly complex datasets including both surface and volume data. Ray tracing [7, 15] is a much more flexible rendering algorithm ...
     
Massive model visualization techniques: course notes
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Abe Stephens, Andreas Dietrich, David Kasik, Dinesh Manocha, Enrico Gobbetti, Fabio Marton, Philipp Slusallek, Sung-Eui Yoon
Issue Date:August 2008
pp. 110-110
Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations ab...
     
Massive model visualization using realtime ray tracing
Found in: ACM SIGGRAPH 2007 courses (SIGGRAPH '07)
By Andreas Dietrich, Philipp Slusallek
Issue Date:August 2007
pp. 10-es
Visibility-guided Rendering (VGR) is an output-sensitive approach for real-time rendering of very large 3d data sets, using a GPU. The goal of this section is to understand the foundations of VGR and its application to visualization of complex scenes, usin...
     
B-KD trees for hardware accelerated ray tracing of dynamic scenes
Found in: Proceedings of the 21st ACM SIGGRAPH/Eurographics symposium on Graphics hardware (GH '06)
By Gerd Marmitt, Philipp Slusallek, Sven Woop
Issue Date:September 2006
pp. 67-77
This paper introduces a new spatial index structure, called Bounded KD tree (B-KD tree), for realtime ray tracing of dynamic scenes. By presenting hardware units of all time critical B-KD tree algorithms in the context of a custom realtime ray tracing chip...
     
Realtime ray tracing for current and future games
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Christian Vogelgesang, Daniel Pohl, Jorg Schmittler, Philipp Slusallek, Tim Dahmen
Issue Date:July 2005
pp. 23-es
Recently, realtime ray tracing has been developed to the point where it is becoming a possible alternative to the current rasterization approach for interactive 3D graphics. With the availability of a first prototype graphics board purely based on ray trac...
     
Custom hardware support for realtime ray tracing
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Gordon Stoll, Ingo Wald, Peter Shirley, Philipp Slusallek, William Mark
Issue Date:July 2005
pp. 18-es
With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene complexity seems to be rising ev...
     
An interactive out-of-core rendering framework for visualizing massively complex models
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Andreas Dietrich, Ingo Wald, Philipp Slusallek
Issue Date:July 2005
pp. 17-es
With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene complexity seems to be rising ev...
     
Rendering massive models
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Gordon Stoll, Ingo Wald, Peter Shirley, Philipp Slusallek, William Mark
Issue Date:July 2005
pp. 16-es
We present a brute-force ray tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Alth...
     
Parallel & distributed processing
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Gordon Stoll, Ingo Wald, Peter Shirley, Philipp Slusallek, William Mark
Issue Date:July 2005
pp. 11-es
There are many ways to make your ray tracer faster. If you're writing an interactive ray tracer, you've got to turn to your bottlenecks in your code and make them scream. You're probably spending the majority of your time computing ray-scene intersections ...
     
Introduction to real-time ray tracing
Found in: ACM SIGGRAPH 2005 Courses (SIGGRAPH '05)
By Gordon Stoll, Ingo Wald, Peter Shirley, Philipp Slusallek, William Mark
Issue Date:July 2005
pp. 1-es
Autostereoscopic displays present a three-dimensional image to a viewer without the need for glasses or other encumbering viewing aids. Three classes of autostereoscopic displays are described: reimaging displays, volumetric displays, and parallax displays...
     
Interactive ray tracing of free-form surfaces
Found in: Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa (AFRIGRAPH '04)
By Carsten Benthin, Ingo Wald, Philipp Slusallek
Issue Date:November 2004
pp. 99-106
Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such as spline or subdiv...
     
When will ray-tracing replace rasterization?
Found in: ACM SIGGRAPH 2002 conference abstracts and applications (SIGGRAPH '02)
By Brad Grantham, David Kirk, Kurt Akeley, Larry Seiler, Philipp Slusallek
Issue Date:July 2002
pp. 86-87
Ray-tracing produces images of stunning quality but is difficult to make interactive. Rasterization is fast but making realistic images with it requires splicing many different algorithms together. Both GPU and CPU hardware grow faster each year. Increased...
     
Transparent distributed processing for rendering
Found in: Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics (PVGS '99)
By Peter Kipfer, Philipp Slusallek
Issue Date:October 1999
pp. 39-46
Rendering, in particular the computation of global illumination, uses computationally very demanding algorithms. As a consequence many researchers have looked into speeding up the computation by distributing it over a number of computational units. However...
     
Radiance maps: an image-based approach to global illumination
Found in: ACM SIGGRAPH 98 Conference abstracts and applications (SIGGRAPH '98)
By Hans-Peter Seidel, Philipp Slusallek, Wolfgang Heidrich
Issue Date:July 1998
pp. 264
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Sampling procedural shaders using affine arithmetic
Found in: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97 (SIGGRAPH '97)
By Hans-Peter Seidel, Philipp Slusallek, Wolfgang Heidrich
Issue Date:August 1997
pp. 190
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Composite lighting simulations with lighting networks
Found in: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97 (SIGGRAPH '97)
By Hans-Pieter Seidel, Jan-Christian Popp, Marc Stamminger, Philipp Slusallek, Wolfgang Heidrich
Issue Date:August 1997
pp. 157
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
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