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A Linear Time BVH Construction Algorithm for Sparse Volumes
TLDR
A linear time bounding volume hierarchy construction algorithm based on a popular method for surface ray tracing of triangle meshes that is aimed at interactive to real-time construction rates and evaluated using a GPU implementation.
Image-Based Remote Real-Time Volume Rendering: Decoupling Rendering From View Point Updates
TLDR
While depth values are trivially deduced for polygons, this work contributes heuristics for volumetric datasets with varying transparency to decouple the cheap display phase from rendering.
Geoarchaeological site documentation and analysis of 3D data derived by terrestrial laser scanning
TLDR
Overall, the integration in a 3D GIS is easily possible by the accurate georeference of the derived data, and enhanced analyses based on the derived 3D data shows promising results.
Successful Common Envelope Ejection and Binary Neutron Star Formation in 3D Hydrodynamics.
The coalescence of two neutron stars was recently observed in a multi-messenger detection of gravitational wave (GW) and electromagnetic (EM) radiation. Binary neutron stars that merge within a
Rapid k-d Tree Construction for Sparse Volume Data
TLDR
This work reformulates the original, highly serial construction algorithm for k-d tree construction by replacing the summed-volume table (SVT) that is used to perform fast occupancy queries with a list of partial summed- volume tables and shows how to achieve high scalability with a carefully crafted parallelization scheme.
Visionaray: A Cross-Platform Ray Tracing Template Library
TLDR
The software architecture of the C++ ray tracing template library Visionaray is presented, which provides generic algorithms and data structures as building blocks for applications that traverse rays through 3-D space and proves the effectiveness of the approach by evaluating and discussing four case studies that focus on real-time rendering, scientific visualization, and virtual reality.
Ray Tracing Structured AMR Data Using ExaBricks
TLDR
This work presents an efficient approach for volume- and iso-surface ray tracing of Structured AMR data on GPU-equipped workstations, using a combination of two different data structures to achieve high performance with little memory overhead.
Ray Traced Volume Clipping Using Multi-Hit BVH Traversal
TLDR
A SIMD-friendly clipping algorithm for ray traced direct volume rendering that is compatible with arbitrary geometric surface primitives ranging from mere planes over quadric surfaces such as spheres to general triangle meshes is presented.
Accelerating Force-Directed Graph Drawing with RT Cores
TLDR
This work shows how to map the problem of finding graph layouts with force-directed methods to a ray tracing problem that can subsequently be implemented with dedicated ray tracing hardware, and observes speedups of 4× to 13× over a CUDA software implementation.
Finding Efficient Spatial Distributions for Massively Instanced 3-d Models
TLDR
A k-d tree construction algorithm that balances these two opposing goals and evaluates the scene distribution approach using publicly available instanced 3-d models like Disney’s Moana Island Scene.
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