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Ruwayda Alharbi

dblp:192/7914 · DBLP profile ↗
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5ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0003-2544-417XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021

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
4 papers
Rendering · 30% Visualization and visual analytics · 28% Geometric modeling and processing · 16%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › scientific visualization
molecular visualization
2.432025
Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025
Nanouniverse: Virtual Instancing of Structural Detail and Adaptive Shell Mapping · IEEE Trans. Vis. Comput. Graph. 2025
Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023
Rendering
ray tracing
1.722025
Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025
Nanouniverse: Virtual Instancing of Structural Detail and Adaptive Shell Mapping · IEEE Trans. Vis. Comput. Graph. 2025
Geometric modeling and processing
procedural modeling
1.422025
Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025
Modeling in the Time of COVID-19: Statistical and Rule-based Mesoscale Models · IEEE Trans. Vis. Comput. Graph. 2021
Rendering
level of detail
0.912025
Nanouniverse: Virtual Instancing of Structural Detail and Adaptive Shell Mapping · IEEE Trans. Vis. Comput. Graph. 2025
Visual content generation and editing › 3d scene generation
procedural scene generation
0.912025
Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality › virtual environment
immersive virtual environments
0.712023
Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023
Image and video processing
occlusion handling
0.712023
Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023

Methods — techniques the papers use, named apart from their topics

volumetric shell layer · 0.9view-dependent construction · 0.9uniform-space partitioning · 0.9ray tracing · 0.9instancing · 0.9compute shader · 0.9adaptive shell mapping · 0.9scene sparsification · 0.7multiscale rendering · 0.7camera path planning · 0.7visual programming · 0.5statistical modeling · 0.5
YearPublicationVenuePosition
2025 Nanouniverse: Virtual Instancing of Structural Detail and Adaptive Shell Mapping
abstract
Rendering huge biological scenes with atomistic detail presents a significant challenge in molecular visualization due to the memory limitations inherent in traditional rendering approaches. In this paper, we propose a novel method for the interactive rendering of massive molecular scenes based on hardware-accelerated ray tracing. Our approach circumvents GPU memory constraints by introducing virtual instantiation of full-detail scene elements. Using instancing significantly reduces memory consumption while preserving the full atomistic detail of scenes comprising trillions of atoms, with interactive rendering performance and completely free user exploration. We utilize coarse meshes as proxy geometries to approximate the overall shape of biological compartments, and access all atomistic detail dynamically during ray tracing. We do this via a novel adaptive technique utilizing a volumetric shell layer of prisms extruded around proxy geometry triangles, and a virtual volume grid for the interior of each compartment. Our algorithm scales to enormous molecular scenes with minimal memory consumption and the potential to accommodate even larger scenes. Our method also supports advanced effects such as clipping planes and animations. We demonstrate the efficiency and scalability of our approach by rendering tens of instances of Red Blood Cell and SARS-CoV-2 models theoretically containing more than 20 trillion atoms.
Ruwayda Alharbi, Ondrej Strnad, Markus Hadwiger, Ivan Viola
IEEE Trans. Vis. Comput. Graph.1
2025 Nanomatrix: Scalable Construction of Crowded Biological Environments
abstract
We present a novel method for the interactive construction and rendering of extremely large molecular scenes, capable of representing multiple biological cells in atomistic detail. Our method is designed for scenes that are procedurally constructed based on a given set of building rules. Rendering large scenes typically requires the entire scene to be available in-core, or alternatively, it requires out-of-core management to load data into the memory hierarchy as a part of the rendering loop. Instead of out-of-core memory management, we propose procedurally generating the scene on-demand on the fly. The key concept is a positional- and view-dependent procedural scene-construction strategy, where only a fraction of the atomistic scene around the camera is available in the GPU memory at any given time. The atomistic detail is populated into a uniform-space partitioning using a grid covering the entire scene. Most grid cells are not filled with geometry, only those that are potentially seen by the camera are populated. The atomistic detail is populated in a compute shader and its representation is connected with acceleration data structures for hardware ray-tracing of modern GPUs. Distant objects, where atomistic detail is not perceivable from a given viewpoint, are represented by a triangle mesh mapped with a seamless texture generated from the rendering of geometry with atomistic detail. The algorithm consists of two pipelines, the construction-compute pipeline and rendering pipeline, which work together to render molecular scenes at an atomistic resolution beyond the limit of the GPU memory containing trillions of atoms. The proposed technique is demonstrated on multiple models of SARS-CoV-2 and the red blood cell.
Ruwayda Alharbi, Ondrej Strnad, Tobias Klein, Ivan Viola
IEEE Trans. Vis. Comput. Graph.1
2024 Volume conductor: interactive visibility management for crowded volumes
abstract
Abstract We present a novel smart visibility system for visualizing crowded volumetric data containing many object instances. The presented approach allows users to form groups of objects through membership predicates and to individually control the visibility of the instances in each group. Unlike previous smart visibility approaches, our approach controls the visibility on a per-instance basis and decides which instances are displayed or hidden based on the membership predicates and the current view. Thus, cluttered and dense volumes that are notoriously difficult to explore effectively are automatically sparsified so that the essential information is extracted and presented to the user. The proposed system is generic and can be easily integrated into existing volume rendering applications and applied to many different domains. We demonstrate the use of the volume conductor for visualizing fiber-reinforced polymers and intracellular organelle structures.
Ziga Lesar, Ruwayda Alharbi, Ciril Bohak, Ondrej Strnad, Christoph Heinzl, Matija Marolt, Ivan Viola
Vis. Comput.2
2023 Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments
abstract
Immersive virtual reality environments are gaining popularity for studying and exploring crowded three-dimensional structures. When reaching very high structural densities, the natural depiction of the scene produces impenetrable clutter and requires visibility and occlusion management strategies for exploration and orientation. Strategies developed to address the crowdedness in desktop applications, however, inhibit the feeling of immersion. They result in nonimmersive, desktop-style outside-in viewing in virtual reality. This article proposes Nanotilus-a new visibility and guidance approach for very dense environments that generates an endoscopic inside-out experience instead of outside-in viewing, preserving the immersive aspect of virtual reality. The approach consists of two novel, tightly coupled mechanisms that control scene sparsification simultaneously with camera path planning. The sparsification strategy is localized around the camera and is realized as a multi-scale, multi-shell, variety-preserving technique. When Nanotilus dives into the structures to capture internal details residing on multiple scales, it guides the camera using depth-based path planning. In addition to sparsification and path planning, we complete the tour generation with an animation controller, textual annotation, and text-to-visualization conversion. We demonstrate the generated guided tours on mesoscopic biological models - SARS-CoV-2 and HIV. We evaluate the Nanotilus experience with a baseline outside-in sparsification and navigational technique in a formal user study with 29 participants. While users can maintain a better overview using the outside-in sparsification, the study confirms our hypothesis that Nanotilus leads to stronger engagement and immersion.
Ruwayda Alharbi, Ondrej Strnad, Laura Rosalia Luidolt, Manuela Waldner, David Kouril, Ciril Bohak, Tobias Klein, M. Eduard Gröller, Ivan Viola
IEEE Trans. Vis. Comput. Graph.1
2021 Modeling in the Time of COVID-19: Statistical and Rule-based Mesoscale Models
abstract
We present a new technique for the rapid modeling and construction of scientifically accurate mesoscale biological models. The resulting 3D models are based on a few 2D microscopy scans and the latest knowledge available about the biological entity, represented as a set of geometric relationships. Our new visual-programming technique is based on statistical and rule-based modeling approaches that are rapid to author, fast to construct, and easy to revise. From a few 2D microscopy scans, we determine the statistical properties of various structural aspects, such as the outer membrane shape, the spatial properties, and the distribution characteristics of the macromolecular elements on the membrane. This information is utilized in the construction of the 3D model. Once all the imaging evidence is incorporated into the model, additional information can be incorporated by interactively defining the rules that spatially characterize the rest of the biological entity, such as mutual interactions among macromolecules, and their distances and orientations relative to other structures. These rules are defined through an intuitive 3D interactive visualization as a visual-programming feedback loop. We demonstrate the applicability of our approach on a use case of the modeling procedure of the SARS-CoV-2 virion ultrastructure. This atomistic model, which we present here, can steer biological research to new promising directions in our efforts to fight the spread of the virus.
Ngan V. T. Nguyen, Ondrej Strnad, Tobias Klein, Deng Luo, Ruwayda Alharbi, Peter Wonka, Martina Maritan, Peter Mindek, Ludovic Autin, David S. Goodsell, Ivan Viola
IEEE Trans. Vis. Comput. Graph.5