EDBT 2026 Demo / reviewers in the wild / expert
Abdalla G. M. Ahmed
dblp:06/9608
· DBLP profile ↗
14ranked-venue papers
13as first author
8since 2021 · last 2026
0000-0002-2348-6897ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 14 · 13 first-author · 8 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Q-ART: A scalable base-4 Owen-scrambling algorithm
Abdalla G. M. Ahmed |
Comput. Graph. | 1 |
| 2026 | NILE: Nested Interleaving of Low-Dimensional ElementsabstractSampling strategies in computer graphics have long been divided between local approaches, which optimize sample distributions independently at each pixel, and global approaches, which use high-dimensional low-discrepancy sequences to ensure uniformity across all dimensions, including adjacent pixels. While global samplers are most-commonly used thanks to generally having better convergence rates, it comes at a cost of very limited user control over the distribution of samples on subspaces, making it difficult to handle common aliasing artifacts. We introduce a novel modular meta-sampler architecture that bridges local and global sampling, allowing integrator designers to employ specialized low-dimensional samplers while still achieving high-dimensional uniformity. Our approach leverages high-dimensional low-discrepancy sequences to orchestrate sample generation by a collection of local samplers operating over power-of-two hierarchical intervals. We demonstrate how existing local sampling techniques, including stratified, blue noise, and dyadic nets sampling, can be reformulated to be used with this framework, enabling hybrid sampling strategies that combine the benefits of both paradigms. Abdalla G. M. Ahmed, Matt Pharr, Victor Ostromoukhov, Hui Huang 0004 |
ACM Trans. Graph. | 1 |
| 2025 | SZ Sequences: Binary-Based (0, 2q)-SequencesabstractLow-discrepancy sequences have seen widespread adoption in computer graphics thanks to the superior rates of convergence that they provide. Because rendering integrals often are comprised of products of lower-dimensional integrals, recent work has focused on developing sequences that are also well-distributed in lower-dimensional projections. To this end, we introduce a novel construction of binary-based (0, 4)-sequences; that is, progressive fully multi-stratified sequences of 4D points, and extend the idea to higher power-of-two dimensions. We further show that not only it is possible to nest lower-dimensional sequences in higher-dimensional ones—for example, embedding a (0, 2)-sequence within our (0, 4)-sequence—but that we can ensemble two (0, 2)-sequences into a (0, 4)-sequence, four (0, 4)-sequences into a (0,16)-sequence, and so on. Such sequences can provide excellent rates of convergence when integrals include lower-dimensional integration problems in 2, 4, 16,... dimensions. Our construction is based on using 2×2 block matrices as symbols to construct larger matrices that potentially generate a sequence with the target (0, s )-sequence in base s property. We describe how to search for suitable alphabets and identify two distinct, cross-related alphabets of block symbols, which we call s and z , hence SZ for the resulting family of sequences. Given the alphabets, we construct candidate generator matrices and search for valid sets of matrices. We then infer a simple recurrence formula to construct full-resolution (64-bit) matrices. Because our generator matrices are binary, they allow highly-efficient implementation using bitwise operations and can be used as a drop-in replacement for Sobol matrices in existing applications. We compare SZ sequences to state-of-the-art low discrepancy sequences, and demonstrate mean relative squared error improvements up to 1.93× in common rendering applications. Abdalla G. M. Ahmed, Matt Pharr, Victor Ostromoukhov, Hui Huang 0004 |
ACM Trans. Graph. | 1 |
| 2024 | An Implementation Algorithm of 2D Sobol Sequence Fast, Elegant, and Compact
Abdalla G. M. Ahmed |
EGSR (ST) | 1 |
| 2023 | ART-Owen ScramblingabstractWe present a novel algorithm for implementing Owen-scrambling, combining the generation and distribution of the scrambling bits in a single self-contained compact process. We employ a context-free grammar to build a binary tree of symbols, and equip each symbol with a scrambling code that affects all descendant nodes. We nominate the grammar of adaptive regular tiles (ART) derived from the repetition-avoiding Thue-Morse word, and we discuss its potential advantages and shortcomings. Our algorithm has many advantages, including random access to samples, fixed time complexity, GPU friendliness, and scalability to any memory budget. Further, it provides two unique features over known methods: it admits optimization, and it is in-vertible, enabling screen-space scrambling of the high-dimensional Sobol sampler. Abdalla G. M. Ahmed, Matt Pharr, Peter Wonka |
ACM Trans. Graph. | 1 |
| 2023 | Analysis and Synthesis of Digital Dyadic SequencesabstractWe explore the space of matrix-generated (0, m , 2)-nets and (0, 2)-sequences in base 2, also known as digital dyadic nets and sequences. In computer graphics, they are arguably leading the competition for use in rendering. We provide a complete characterization of the design space and count the possible number of constructions with and without considering possible reorderings of the point set. Based on this analysis, we then show that every digital dyadic net can be reordered into a sequence, together with a corresponding algorithm. Finally, we present a novel family of self-similar digital dyadic sequences, to be named ξ -sequences, that spans a subspace with fewer degrees of freedom. Those ξ -sequences are extremely efficient to sample and compute, and we demonstrate their advantages over the classic Sobol (0, 2)-sequence. Abdalla G. M. Ahmed, Mikhail Skopenkov, Markus Hadwiger, Peter Wonka |
ACM Trans. Graph. | 1 |
| 2022 | Gaussian Blue NoiseabstractAmong the various approaches for producing point distributions with blue noise spectrum, we argue for an optimization framework using Gaussian kernels. We show that with a wise selection of optimization parameters, this approach attains unprecedented quality, provably surpassing the current state of the art attained by the optimal transport (BNOT) approach. Further, we show that our algorithm scales smoothly and feasibly to high dimensions while maintaining the same quality, realizing unprecedented high-quality high-dimensional blue noise sets. Finally, we show an extension to adaptive sampling. Abdalla G. M. Ahmed, Jing Ren 0004, Peter Wonka |
ACM Trans. Graph. | 1 |
| 2021 | Optimizing dyadic netsabstractWe explore the space of (0, m , 2)-nets in base 2 commonly used for sampling. We present a novel constructive algorithm that can exhaustively generate all nets --- up to m -bit resolution --- and thereby compute the exact number of distinct nets. We observe that the construction algorithm holds the key to defining a transformation operation that lets us transform one valid net into another one. This enables the optimization of digital nets using arbitrary objective functions. For example, we define an analytic energy function for blue noise, and use it to generate nets with high-quality blue-noise frequency power spectra. We also show that the space of (0, 2)-sequences is significantly smaller than nets with the same number of points, which drastically limits the optimizability of sequences. Abdalla G. M. Ahmed, Peter Wonka |
ACM Trans. Graph. | 1 |
| 2020 | Screen-space blue-noise diffusion of monte carlo sampling error via hierarchical ordering of pixelsabstractWe present a novel technique for diffusing Monte Carlo sampling error as a blue noise in screen space. We show that automatic diffusion of sampling error can be achieved by ordering the pixels in a way that preserves locality, such as Morton's Z-ordering, and assigning the samples to the pixels from successive sub-sequences of a single low-discrepancy sequence, thus securing well-distributed samples for each pixel, local neighborhoods, and the whole image. We further show that a blue-noise distribution of the error is attainable by scrambling the Z-ordering to induce isotropy. We present an efficient technique to implement this hierarchical scrambling by defining a context-free grammar that describes infinite self-similar lookup trees. Our concept is scalable to arbitrary image resolutions, sample dimensions, and sample count, and supports progressive and adaptive sampling. Abdalla G. M. Ahmed, Peter Wonka |
ACM Trans. Graph. | 1 |
| 2019 | Analysis of Sample Correlations for Monte Carlo RenderingabstractAbstract Modern physically based rendering techniques critically depend on approximating integrals of high dimensional functions representing radiant light energy. Monte Carlo based integrators are the choice for complex scenes and effects. These integrators work by sampling the integrand at sample point locations. The distribution of these sample points determines convergence rates and noise in the final renderings. The characteristics of such distributions can be uniquely represented in terms of correlations of sampling point locations. Hence, it is essential to study these correlations to understand and adapt sample distributions for low error in integral approximation. In this work, we aim at providing a comprehensive and accessible overview of the techniques developed over the last decades to analyze such correlations, relate them to error in integrators, and understand when and how to use existing sampling algorithms for effective rendering workflows. Gurprit Singh, A. Cengiz Öztireli, Abdalla G. M. Ahmed, David Coeurjolly, Kartic Subr, Oliver Deussen, Victor Ostromoukhov, Ravi Ramamoorthi, Wojciech Jarosz |
Comput. Graph. Forum | 3 |
| 2017 | An adaptive point sampler on a regular latticeabstractWe present a framework to distribute point samples with controlled spectral properties using a regular lattice of tiles with a single sample per tile. We employ a word-based identification scheme to identify individual tiles in the lattice. Our scheme is recursive, permitting tiles to be subdivided into smaller tiles that use the same set of IDs. The corresponding framework offers a very simple setup for optimization towards different spectral properties. Small lookup tables are sufficient to store all the information needed to produce different point sets. For blue noise with varying densities, we employ the bit-reversal principle to recursively traverse sub-tiles. Our framework is also capable of delivering multi-class blue noise samples. It is well-suited for different sampling scenarios in rendering, including area-light sampling (uniform and adaptive), and importance sampling. Other applications include stippling and distributing objects. Abdalla G. M. Ahmed, Till Niese, Hui Huang 0004, Oliver Deussen |
ACM Trans. Graph. | 1 |
| 2017 | A Simple Push-Pull Algorithm for Blue-Noise SamplingabstractWe describe a simple push-pull optimization (PPO) algorithm for blue-noise sampling by enforcing spatial constraints on given point sets. Constraints can be a minimum distance between samples, a maximum distance between an arbitrary point and the nearest sample, and a maximum deviation of a sample's capacity (area of Voronoi cell) from the mean capacity. All of these constraints are based on the topology emerging from Delaunay triangulation, and they can be combined for improved sampling quality and efficiency. In addition, our algorithm offers flexibility for trading-off between different targets, such as noise and aliasing. We present several applications of the proposed algorithm, including anti-aliasing, stippling, and non-obtuse remeshing. Our experimental results illustrate the efficiency and the robustness of the proposed approach. Moreover, we demonstrate that our remeshing quality is superior to the current state-of-the-art approaches. Abdalla G. M. Ahmed, Jianwei Guo 0003, Dong-Ming Yan 0001, Jean-Yves Franceschi, Xiaopeng Zhang 0001, Oliver Deussen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Low-discrepancy blue noise samplingabstractWe present a novel technique that produces two-dimensional low-discrepancy (LD) blue noise point sets for sampling. Using one-dimensional binary van der Corput sequences, we construct two-dimensional LD point sets, and rearrange them to match a target spectral profile while preserving their low discrepancy. We store the rearrangement information in a compact lookup table that can be used to produce arbitrarily large point sets. We evaluate our technique and compare it to the state-of-the-art sampling approaches. Abdalla G. M. Ahmed, Hélène Perrier, David Coeurjolly, Victor Ostromoukhov, Jianwei Guo 0003, Dong-Ming Yan 0001, Hui Huang 0004, Oliver Deussen |
ACM Trans. Graph. | 1 |
| 2015 | AA patterns for point sets with controlled spectral propertiesabstractWe describe a novel technique for the fast production of large point sets with different spectral properties. In contrast to tile-based methods we use so-called AA Patterns: ornamental point sets obtained from quantization errors. These patterns have a discrete and structured number-theoretic nature, can be produced at very low costs, and possess an inherent structural indexing mechanism equivalent to those used in recursive tiling techniques. This allows us to generate, manipulate and store point sets very efficiently. The technique outperforms existing methods in speed, memory footprint, quality, and flexibility. This is demonstrated by a number of measurements and comparisons to existing point generation algorithms. Abdalla G. M. Ahmed, Hui Huang 0004, Oliver Deussen |
ACM Trans. Graph. | 1 |