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Gerd Marmitt

dblp:39/5449 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous 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
Rendering · 54% Visualization and visual analytics · 46%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
isosurface ray tracing
0.112005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Visualization and visual analytics › volume visualization
isosurface visualization
0.112005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Rendering
ray tracing
0.112005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Visualization and visual analytics
scientific visualization
0.112005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Rendering
global illumination
0.012005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005

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

ray tracing · 0.1implicit KD-tree · 0.1
YearPublicationVenuePosition
2008 Efficient CPU-based Volume Ray Tracing Techniques
abstract
Abstract Recent research on high‐performance ray tracing has achieved real‐time performance even for highly complex surface models already on a single PC. In this report, we provide an overview of techniques for extending real‐time ray tracing also to interactive volume rendering. We review fast rendering techniques for different volume representations and rendering modes in a variety of computing environments. The physically‐based rendering approach of ray tracing enables high image quality and allows for easily mixing surface, volume and other primitives in a scene, while fully accounting for all of their optical interactions. We present optimized implementations and discuss the use of upcoming high‐performance processors for volume ray tracing.
Gerd Marmitt, Heiko Friedrich, Philipp Slusallek
Comput. Graph. Forum1
2007 Interactive Iso-Surface Ray Tracing of Massive Volumetric Data Sets
Heiko Friedrich, Ingo Wald, Johannes Günther 0001, Gerd Marmitt, Philipp Slusallek
EGPGV4
2006 Fast Ray Traversal of Tetrahedral and Hexahedral Meshes for Direct Volume Rendering
abstract
The importance of high-performance rendering of unstructured or curvilinear data sets has increased significantly, mainly due to its use in scientific simulations such as computational fluid dynamics and finite element computations. However, the unstructured nature of these data sets lead to rather slow implementations for ray tracing. The approaches discussed in this paper are fast and scalable towards realtime ray tracing applications. We evaluate new algorithms for rendering tetrahedral and hexahedral meshes. In each algorithm, the first cell along a ray is found using common realtime ray tracing techniques. For traversing subsequent cells within the volume, Plücker coordinates as well as ray-bilinear patch intersection tests are used. Since the volume is rendered directly, all algorithms are applicable for isosurface rendering, maximum-intensity projection, and emissionabsorption models.
Gerd Marmitt, Philipp Slusallek
EuroVis1
2005 Faster Isosurface Ray Tracing Using Implicit KD-Trees
abstract
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 graphics hardware or by using a special variant of preintegrated volume rendering. However, these approaches have a number of limitations in terms of the quality of the isosurface, lack of performance for complex data sets, or supported shading models. An alternative isosurface rendering method that does not suffer from these limitations is to directly ray trace the isosurface. However, this approach has been much too slow for interactive applications unless massively parallel shared-memory supercomputers have been used. In this paper, we implement interactive isosurface ray tracing on commodity desktop PCs by building on recent advances in real-time ray tracing of polygonal scenes and using those to improve isosurface ray tracing performance as well. The high performance and scalability of our approach will be demonstrated with several practical examples, including the visualization of highly complex isosurface data sets, the interactive rendering of hybrid polygonal/isosurface scenes, including high-quality ray traced shading effects, and even interactive global illumination on isosurfaces.
Ingo Wald, Heiko Friedrich, Gerd Marmitt, Philipp Slusallek, Hans-Peter Seidel
IEEE Trans. Vis. Comput. Graph.3