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David Lewakis

dblp:392/4064 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
1 paper
Virtual and augmented reality · 50% Visualization and visual analytics · 25% Rendering · 25%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
augmented reality visualization
0.212024
Investigating the Apple Vision Pro Spatial Computing Platform for GPU-Based Volume Visualization · IEEE VIS 2024
Visualization and visual analytics
scientific visualization
0.212024
Investigating the Apple Vision Pro Spatial Computing Platform for GPU-Based Volume Visualization · IEEE VIS 2024
Virtual and augmented reality › augmented reality display
video see-through AR
0.212024
Investigating the Apple Vision Pro Spatial Computing Platform for GPU-Based Volume Visualization · IEEE VIS 2024
Rendering
volume rendering
0.212024
Investigating the Apple Vision Pro Spatial Computing Platform for GPU-Based Volume Visualization · IEEE VIS 2024

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

hardware capability analysis · 1.5graphics API analysis · 1.5
YearPublicationVenuePosition
2024 Investigating the Apple Vision Pro Spatial Computing Platform for GPU-Based Volume Visualization
abstract
In this paper, we analyze the Apple Vision Pro hardware and the visionOS software platform, assessing their capabilities for volume rendering of structured grids—a prevalent technique across various applications. The Apple Vision Pro supports multiple display modes, from classical augmented reality (AR) using video see-through technology to immersive virtual reality (VR) environments that exclusively render virtual objects. These modes utilize different APIs and exhibit distinct capabilities. Our focus is on direct volume rendering, selected for its implementation challenges due to the native graphics APIs being predominantly oriented towards surface shading. Volume rendering is particularly vital in fields where AR and VR visualizations offer substantial benefits, such as in medicine and manufacturing. Despite its initial high cost, we anticipate that the Vision Pro will become more accessible and affordable over time, following Apple’s track record of market expansion. As these devices become more prevalent, understanding how to effectively program and utilize them becomes increasingly important, offering significant opportunities for innovation and practical applications in various sectors.
Camilla Hrycak, David Lewakis, Jens H. Krüger
IEEE VIS2