Demo Data from VLDB 2026 / reviewers in the wild / expert
Florian Reichl
dblp:118/2759
· DBLP profile ↗
4ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging 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 |
Visualization and visual analytics · 50% Rendering · 50% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
flow visualization |
0.1 | 1 | 2012 | Turbulence Visualization at the Terascale on Desktop PCs · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering › volume rendering › ray casting
GPU ray-casting |
0.1 | 1 | 2012 | Turbulence Visualization at the Terascale on Desktop PCs · IEEE Trans. Vis. Comput. Graph. 2012 |
Visualization and visual analytics › flow visualization
turbulent flow visualization |
0.1 | 1 | 2012 | Turbulence Visualization at the Terascale on Desktop PCs · IEEE Trans. Vis. Comput. Graph. 2012 |
Rendering
volume rendering |
0.1 | 1 | 2012 | Turbulence Visualization at the Terascale on Desktop PCs · IEEE Trans. Vis. Comput. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
wavelet compression · 0.1run-length encoding · 0.1entropy encoding · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Memory-Efficient Interactive Online Reconstruction From Depth Image StreamsabstractAbstract We describe how the pipeline for 3D online reconstruction using commodity depth and image scanning hardware can be made scalable for large spatial extents and high scanning resolutions. Our modified pipeline requires less than 10% of the memory that is required by previous approaches at similar speed and resolution. To achieve this, we avoid storing a 3D distance field and weight map during online scene reconstruction. Instead, surface samples are binned into a high‐resolution binary voxel grid. This grid is used in combination with caching and deferred processing of depth images to reconstruct the scene geometry. For pose estimation, GPU ray‐casting is performed on the binary voxel grid. A one‐to‐one comparison to level‐set ray‐casting in a distance volume indicates slightly lower pose accuracy. To enable unlimited spatial extents and store acquired samples at the appropriate level of detail, we combine a hash map with a hierarchical tree representation. Florian Reichl, J. Weiss, Rüdiger Westermann |
Comput. Graph. Forum | 1 |
| 2013 | Visualization of big SPH simulations via compressed octree gridsabstractInteractive and high-quality visualization of spatially continuous 3D fields represented by scattered distributions of billions of particles is challenging. One common approach is to resample the quantities carried by the particles to a regular grid and to render the grid via volume ray-casting. In large-scale applications such as astrophysics, however, the required grid resolution can easily exceed 10K samples per spatial dimension, letting resampling approaches appear unfeasible. In this paper we demonstrate that even in these extreme cases such approaches perform surprisingly well, both in terms of memory requirement and rendering performance. We resample the particle data to a multiresolution multiblock grid, where the resolution of the blocks is dictated by the particle distribution. From this structure we build an octree grid, and we then compress each block in the hierarchy at no visual loss using wavelet-based compression. Since decompression can be performed on the GPU, it can be integrated effectively into GPU-based out-of-core volume ray-casting. We compare our approach to the perspective grid approach which resamples at run-time into a view-aligned grid. We demonstrate considerably faster rendering times at high quality, at only a moderate memory increase compared to the raw particle set. Florian Reichl, Marc Treib, Rüdiger Westermann |
IEEE BigData | 1 |
| 2012 | Interactive Editing of GigaSample Terrain FieldsabstractAbstract Previous terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require both decoding and encoding to be faster than disk transfer. We present a novel approach for editing gigasample terrain fields at interactive rates and high quality. To achieve high decoding and encoding throughput, we employ a compression scheme for height and pixel maps based on a sparse wavelet representation. On recent GPUs it can encode and decode up to 270 and 730 MPix/s of color data, respectively, at compression rates and quality superior to JPEG, and it achieves more than twice these rates for lossless height field compression. The construction and rendering of a height field triangulation is avoided by using GPU ray‐casting directly on the regular grid underlying the compression scheme. We show the efficiency of our method for interactive editing and continuous level‐of‐detail rendering of terrain fields comprised of several hundreds of gigasamples. Marc Treib, Florian Reichl, Stefan Auer, Rüdiger Westermann |
Comput. Graph. Forum | 2 |
| 2012 | Turbulence Visualization at the Terascale on Desktop PCsabstractDespite the ongoing efforts in turbulence research, the universal properties of the turbulence small-scale structure and the relationships between small- and large-scale turbulent motions are not yet fully understood. The visually guided exploration of turbulence features, including the interactive selection and simultaneous visualization of multiple features, can further progress our understanding of turbulence. Accomplishing this task for flow fields in which the full turbulence spectrum is well resolved is challenging on desktop computers. This is due to the extreme resolution of such fields, requiring memory and bandwidth capacities going beyond what is currently available. To overcome these limitations, we present a GPU system for feature-based turbulence visualization that works on a compressed flow field representation. We use a wavelet-based compression scheme including run-length and entropy encoding, which can be decoded on the GPU and embedded into brick-based volume ray-casting. This enables a drastic reduction of the data to be streamed from disk to GPU memory. Our system derives turbulence properties directly from the velocity gradient tensor, and it either renders these properties in turn or generates and renders scalar feature volumes. The quality and efficiency of the system is demonstrated in the visualization of two unsteady turbulence simulations, each comprising a spatio-temporal resolution of 10244. On a desktop computer, the system can visualize each time step in 5 seconds, and it achieves about three times this rate for the visualization of a scalar feature volume. Marc Treib, Kai Bürger, Florian Reichl, Charles Meneveau, Alex Szalay, Rüdiger Westermann |
IEEE Trans. Vis. Comput. Graph. | 3 |