Thorsten Holtkämper

dblp:01/5895 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
multi-volume rendering
0.112007
A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › rendering optimization › rendering acceleration
out-of-core rendering
0.112007
A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
volume rendering
0.112007
A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets · IEEE Trans. Vis. Comput. Graph. 2007

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

octree · 0.1depth peeling · 0.1GPU-based rendering · 0.1
YearPublicationVenuePosition
2007 A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets
abstract
We present a powerful framework for 3D-texture-based rendering of multiple arbitrarily intersecting volumetric datasets. Each volume is represented by a multi-resolution octree-based structure and we use out-of-core techniques to support extremely large volumes. Users define a set of convex polyhedral volume lenses, which may be associated with one or more volumetric datasets. The volumes or the lenses can be interactively moved around while the region inside each lens is rendered using interactively defined multi-volume shaders. Our rendering pipeline splits each lens into multiple convex regions such that each region is homogenous and contains a fixed number of volumes. Each such region is further split by the brick boundaries of the associated octree representations. The resulting puzzle of lens fragments is sorted in front-to-back or back-to-front order using a combination of a view-dependent octree traversal and a GPU-based depth peeling technique. Our current implementation uses slice-based volume rendering and allows interactive roaming through multiple intersecting multi-gigabyte volumes.
John Plate, Thorsten Holtkämper, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.2