Thiago Ize

dblp:40/4025 · DBLP profile ↗
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8ranked-venue papers
2as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1

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
3 papers
Rendering · 92% Visualization and visual analytics · 8%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
path tracing
0.312018
Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018
Rendering
production rendering
0.312018
Arnold: A Brute-Force Production Path Tracer · ACM Trans. Graph. 2018
Rendering
ray tracing
0.122007
A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data · IEEE Trans. Vis. Comput. Graph. 2007
Ray tracing animated scenes using coherent grid traversal · ACM Trans. Graph. 2006
Visualization and visual analytics › flow visualization
particle visualization
0.112007
A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › temporal rendering › animation rendering
animated scene rendering
0.012006
Ray tracing animated scenes using coherent grid traversal · ACM Trans. Graph. 2006

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

unidirectional path tracer · 0.3ray-tracing engine · 0.3soft shadows · 0.1multilevel grids · 0.1coherent grid traversal · 0.1frustum-grid overlap · 0.1coherent ray packets · 0.1
YearPublicationVenuePosition
2018 Arnold: A Brute-Force Production Path Tracer
abstract
Arnold is a physically based renderer for feature-length animation and visual effects. Conceived in an era of complex multi-pass rasterization-based workflows struggling to keep up with growing demands for complexity and realism, Arnold was created to take on the challenge of making the simple and elegant approach of brute-force Monte Carlo path tracing practical for production rendering. Achieving this required building a robust piece of ray-tracing software that can ingest large amounts of geometry with detailed shading and lighting and produce images with high fidelity, while scaling well with the available memory and processing power. Arnold’s guiding principles are to expose as few controls as possible, provide rapid feedback to artists, and adapt to various production workflows. In this article, we describe its architecture with a focus on the design and implementation choices made during its evolutionary development to meet the aforementioned requirements and goals. Arnold’s workhorse is a unidirectional path tracer that avoids the use of hard-to-manage and artifact-prone caching and sits on top of a ray-tracing engine optimized to shoot and shade billions of spatially incoherent rays throughout a scene. A comprehensive API provides the means to configure and extend the system’s functionality, to describe a scene, render it, and save the results.
Iliyan Georgiev, Thiago Ize, Mike Farnsworth, Ramón Montoya-Vozmediano, Alan King, Brecht Van Lommel, Angel Jimenez, Oscar Anson, Shinji Ogaki, Eric Johnston, Adrien Herubel, Declan Russell, Frédéric Servant, Marcos Fajardo
ACM Trans. Graph.2
2012 Fast, effective BVH updates for animated scenes
abstract
Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a refitted tree can degrade rapidly if objects in the scene deform or rearrange significantly as the animation progresses, resulting in dramatic increases in rendering times and a commensurate reduction in the frame rate. The BVH could be rebuilt on every frame, but this could take significant time. We present a method to efficiently extend refitting for animated scenes with tree rotations, a technique previously proposed for off-line improvement of BVH quality for static scenes. Tree rotations are local restructuring operations which can mitigate the effects that moving primitives have on BVH quality by rearranging nodes in the tree during each refit rather than triggering a full rebuild. The result is a fast, lightweight, incremental update algorithm that requires negligible memory, has minor update times, parallelizes easily, avoids significant degradation in tree quality or the need for rebuilding, and maintains fast rendering times. We show that our method approaches or exceeds the frame rates of other techniques and is consistently among the best options regardless of the animated scene.
Daniel M. Kopta, Thiago Ize, Josef B. Spjut, Erik Brunvand, Al Davis, Andrew Kensler
I3D2
2011 RTSAH Traversal Order for Occlusion Rays
abstract
Abstract We accelerate the finding of occluders in tree based acceleration structures, such as a packetized BVH and a single ray kd‐tree, by deriving the ray termination surface area heuristic (RTSAH) cost model for traversing an occlusion ray through a tree and then using the RTSAH to determine which child node a ray should traverse first instead of the traditional choice of traversing the near node before the far node. We further extend RTSAH to handle materials that attenuate light instead of fully occluding it, so that we can avoid superfluous intersections with partially transparent objects. For scenes with high occlusion, we substantially lower the number of traversal steps and intersection tests and achieve up to 2 × speedups.
Thiago Ize, Charles D. Hansen
Comput. Graph. Forum1
2009 State of the Art in Ray Tracing Animated Scenes
abstract
Abstract Ray tracing has long been a method of choice for off‐line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real‐time ray tracing is finally within reach. However, real‐time capability also opens up new problems that do not exist in an off‐line environment. In particular real‐time ray tracing offers the opportunity to interactively ray trace moving/animated scene content. This presents a challenge to the data structures that have been developed for ray tracing over the past few decades. Spatial data structures crucial for fast ray tracing must be rebuilt or updated as the scene changes, and this can become a bottleneck for the speed of ray tracing. This bottleneck has recently received much attention by researchers and that has resulted in a multitude of different algorithms, data structures and strategies for handling animated scenes. The effectiveness of techniques for ray tracing dynamic scenes vary dramatically depending on details such as scene complexity, model structure, type of motion and the coherency of the rays. Consequently, there is so far no approach that is best in all cases, and determining the best technique for a particular problem can be a challenge. In this State of the Art Report (STAR), we aim to survey the different approaches to ray tracing animated scenes, discussing their strengths and weaknesses, and their relationship to other approaches. The overall goal is to help the reader choose the best approach depending on the situation, and to expose promising areas where there is potential for algorithmic improvements.
Ingo Wald, William R. Mark, Johannes Günther 0001, Solomon Boulos, Thiago Ize, Warren A. Hunt, Steven G. Parker, Peter Shirley
Comput. Graph. Forum5
2008 Fast, parallel, and asynchronous construction of BVHs for ray tracing animated scenes
Ingo Wald, Thiago Ize, Steven G. Parker
Comput. Graph.2
2007 Asynchronous BVH Construction for Ray Tracing Dynamic Scenes on Parallel Multi-Core Architectures
Thiago Ize, Ingo Wald, Steven G. Parker
EGPGV1
2007 A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data
abstract
We present an approach to visualizing particle-based simulation data using interactive ray tracing and describe an algorithmic enhancement that exploits the properties of these data sets to provide highly interactive performance and reduced storage requirements. This algorithm for fast packet-based ray tracing of multilevel grids enables the interactive visualization of large time-varying data sets with millions of particles and incorporates advanced features like soft shadows. We compare the performance of our approach with two recent particle visualization systems: one based on an optimized single ray grid traversal algorithm and the other on programmable graphics hardware. This comparison demonstrates that the new algorithm offers an attractive alternative for interactive particle visualization.
Christiaan P. Gribble, Thiago Ize, Andrew Kensler, Ingo Wald, Steven G. Parker
IEEE Trans. Vis. Comput. Graph.2
2006 Ray tracing animated scenes using coherent grid traversal
abstract
We present a new approach to interactive ray tracing of moderate-sized animated scenes based on traversing frustum-bounded packets of coherent rays through uniform grids. By incrementally computing the overlap of the frustum with a slice of grid cells, we accelerate grid traversal by more than a factor of 10, and achieve ray tracing performance competitive with the fastest known packet-based kd-tree ray tracers. The ability to efficiently rebuild the grid on every frame enables this performance even for fully dynamic scenes that typically challenge interactive ray tracing systems.
Ingo Wald, Thiago Ize, Andrew Kensler, Aaron Knoll, Steven G. Parker
ACM Trans. Graph.2