Joanna Porter-Sobieraj

dblp:55/8484 · DBLP profile ↗
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7ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0002-1411-475XORCID · corroborated

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

Artificial intelligence and machine learning · 4 · 2 since 2021Software engineering, systems software and programming languages · 4 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2024 FaçAID: A Transformer Model for Neuro-Symbolic Facade Reconstruction
Aleksander Plocharski, Jan Swidzinski, Joanna Porter-Sobieraj, Przemyslaw Musialski
SIGGRAPH Asia3
2024 Skeleton based tetrahedralization of surface meshes
abstract
We propose a new method for generating tetrahedralizations for 3D surface meshes. The method builds upon a segmentation of the mesh that forms a rooted skeleton structure. Each segment in the structure is fitted with a stamp - a predefined basic shape with a regular and well-defined topology. After molding each stamp to the shape of the segment it is assigned to, we connect the segments with a layer of tetrahedra using a new approach to stitching two triangulated surfaces with tetrahedra. Our method not only generates a tetrahedralization with regular topology mimicking a bone-like structure with tissue being grouped around it, but also achieves running times that would allow for real time usages. The running time of the method is closely correlated with the density of the input mesh which allows for controlling the expected time by decreasing the vertex count while still preserving the general shape of the object.
Aleksander Plocharski, Joanna Porter-Sobieraj, Andrzej Lamecki, Tomasz Herman, Andrzej Uszakow
Comput. Aided Geom. Des.2
2023 Simulating Large-Scale Topographic Terrain Features with Reservoirs and Flowing Water
abstract
The flow and accumulation of water are essential aspects when it comes to generating realistic terrains.In this article, we have set out to create a method for generating the distribution and levels of water in a virtual world.Our method fully simulates the water entering and exiting the system through rainfall, perspiration, and flowing out of the domain.Also, it simulates the phenomena of flow and accumulation in an iterative process.According to our observations, only allowing the user to influence the terrain and then simulating the placement of water bodies provides a natural result while preserving a high level of control.
Lukasz Blaszczyk, Michalina Mizura, Aleksander Plocharski, Joanna Porter-Sobieraj
FedCSIS4
2022 Hierarchical data structures in rendering scenes containing a massive number of light sources
abstract
In order to speed up the process of rendering scenes containing many light sources, spatial data structures are used, which allow the number of lights processed for each pixel to be reduced during lighting computation.Examples of algorithms using such data structures are clustered shading and hybrid lighting.Alongside the rendering time, it is important to consider memory consumption resulting from processing a large number of lights.This paper presents a novel modification of the hybrid lighting algorithm using an octree that allows for a significant reduction in the amount of memory required to store the data structure.The proposed modification uses an octree to store the information about the rendered space.Detailed analysis of the proposed algorithm, and numerical results obtained for various 3D scenes, as well as different input data, all prove that the proposed method significantly reduces the memory required to store lists of lights used by the algorithm.
Andrzej Lamecki, Krzysztof Kaczmarski, Joanna Porter-Sobieraj
FedCSIS3
2015 Optimizing the computation of a parallel 3D finite difference algorithm for graphics processing units
abstract
Summary This paper explores the possibilities of using a graphics processing unit for complex 3D finite difference computation via MUSTA‐FORCE and WENO algorithms. We propose a novel algorithm based on the new properties of CUDA surface memory optimized for 2D spatial locality and compare it with 3D stencil computations carried out via shared memory, which is currently considered to be the best approach. A case study was performed for the extensive generation of a time series of 3D grids of arbitrary size used in the computation of collisions between heavy nuclei in terms of relativistic hydrodynamics. It proved that implementation based on surface memory is as much as 23% faster than an equivalent implementation using shared memory. Copyright © 2014 John Wiley & Sons, Ltd.
Joanna Porter-Sobieraj, Sebastian Cygert, Daniel Kikola, Jan Sikorski, Marcin Slodkowski
Concurr. Comput. Pract. Exp.1
2013 Towards an Efficient Multi-Stage Riemann Solver for Nuclear Physics Simulations
Sebastian Cygert, Joanna Porter-Sobieraj, Daniel Kikola, Jan Sikorski, Marcin Slodkowski
FedCSIS2
2012 Solving Systems of Polynomial Equations on a GPU
Robert A. Klopotek, Joanna Porter-Sobieraj
FedCSIS2