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Oskar Elek

dblp:118/4722 · DBLP profile ↗
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11ranked-venue papers
8as first author
3since 2021 · last 2022
0000-0003-0549-3302ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 7 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-author · 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
4 papers
Rendering · 59% Visualization and visual analytics · 29% Computational fabrication · 8%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computational science and engineering · 100%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
scientific visualization
1.122022
CosmoVis: An Interactive Visual Analysis Tool for Exploring Hydrodynamic Cosmological Simulations · IEEE Trans. Vis. Comput. Graph. 2022
Polyphorm: Structural Analysis of Cosmological Datasets via Interactive Physarum Polycephalum Visualization · IEEE Trans. Vis. Comput. Graph. 2021
Computational science and engineering › astronomy
astrophysics
0.722022
Polyphorm: Structural Analysis of Cosmological Datasets via Interactive Physarum Polycephalum Visualization · IEEE Trans. Vis. Comput. Graph. 2021
CosmoVis: An Interactive Visual Analysis Tool for Exploring Hydrodynamic Cosmological Simulations · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
physically based rendering
0.722019
Volume Path Guiding Based on Zero-Variance Random Walk Theory · ACM Trans. Graph. 2019
Scattering-aware texture reproduction for 3D printing · ACM Trans. Graph. 2017
Rendering › light transport
volumetric light transport
0.722019
Volume Path Guiding Based on Zero-Variance Random Walk Theory · ACM Trans. Graph. 2019
Scattering-aware texture reproduction for 3D printing · ACM Trans. Graph. 2017
Rendering
monte carlo rendering
0.412019
Volume Path Guiding Based on Zero-Variance Random Walk Theory · ACM Trans. Graph. 2019
Rendering › light transport
path guiding
0.412019
Volume Path Guiding Based on Zero-Variance Random Walk Theory · ACM Trans. Graph. 2019
Computational fabrication
appearance fabrication
0.312017
Scattering-aware texture reproduction for 3D printing · ACM Trans. Graph. 2017
Computational science and engineering › cosmology
cosmological simulation
0.212022
CosmoVis: An Interactive Visual Analysis Tool for Exploring Hydrodynamic Cosmological Simulations · IEEE Trans. Vis. Comput. Graph. 2022
Computer animation and physical simulation
agent-based simulation
0.112021
Polyphorm: Structural Analysis of Cosmological Datasets via Interactive Physarum Polycephalum Visualization · IEEE Trans. Vis. Comput. Graph. 2021
Rendering › monte carlo rendering
importance sampling
0.112019
Volume Path Guiding Based on Zero-Variance Random Walk Theory · ACM Trans. Graph. 2019

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

web-based visualization · 1.1virtual skewers · 1.1client-server architecture · 1.1physarum polycephalum simulation · 1.0model fitting · 1.0zero-variance random walk theory · 0.4adjoint transport solution · 0.4numerical optimization · 0.3monte carlo simulation · 0.3
YearPublicationVenuePosition
2022 Monte Carlo Physarum Machine: Characteristics of Pattern Formation in Continuous Stochastic Transport Networks
abstract
We present Monte Carlo Physarum Machine (MCPM): a computational model suitable for reconstructing continuous transport networks from sparse 2D and 3D data. MCPM is a probabilistic generalization of Jones's (2010) agent-based model for simulating the growth of Physarum polycephalum (slime mold). We compare MCPM to Jones's work on theoretical grounds, and describe a task-specific variant designed for reconstructing the large-scale distribution of gas and dark matter in the Universe known as the cosmic web. To analyze the new model, we first explore MCPM's self-patterning behavior, showing a wide range of continuous network-like morphologies-called polyphorms-that the model produces from geometrically intuitive parameters. Applying MCPM to both simulated and observational cosmological data sets, we then evaluate its ability to produce consistent 3D density maps of the cosmic web. Finally, we examine other possible tasks where MCPM could be useful, along with several examples of fitting to domain-specific data as proofs of concept.
Oskar Elek, Joseph N. Burchett, J. Xavier Prochaska, Angus G. Forbes
Artif. Life1
2022 CosmoVis: An Interactive Visual Analysis Tool for Exploring Hydrodynamic Cosmological Simulations
abstract
We introduce CosmoVis, an open source web-based visualization tool for the interactive analysis of massive hydrodynamic cosmological simulation data. CosmoVis was designed in close collaboration with astrophysicists to enable researchers and citizen scientists to share and explore these datasets, and to use them to investigate a range of scientific questions. CosmoVis visualizes many key gas, dark matter, and stellar attributes extracted from the source simulations, which typically consist of complex data structures multiple terabytes in size, often requiring extensive data wrangling. CosmoVis introduces a range of features to facilitate real-time analysis of these simulations, including the use of "virtual skewers," simulated analogues of absorption line spectroscopy that act as spectral probes piercing the volume of gaseous cosmic medium. We explain how such synthetic spectra can be used to gain insight into the source datasets and to make functional comparisons with observational data. Furthermore, we identify the main analysis tasks that CosmoVis enables and present implementation details of the software interface and the client-server architecture. We conclude by providing details of three contemporary scientific use cases that were conducted by domain experts using the software and by documenting expert feedback from astrophysicists at different career levels.
David Abramov, Joseph N. Burchett, Oskar Elek, Cameron Hummels, J. Xavier Prochaska, Angus G. Forbes
IEEE Trans. Vis. Comput. Graph.3
2021 Polyphorm: Structural Analysis of Cosmological Datasets via Interactive Physarum Polycephalum Visualization
abstract
This paper introduces Polyphorm, an interactive visualization and model fitting tool that provides a novel approach for investigating cosmological datasets. Through a fast computational simulation method inspired by the behavior of Physarum polycephalum, an unicellular slime mold organism that efficiently forages for nutrients, astrophysicists are able to extrapolate from sparse datasets, such as galaxy maps archived in the Sloan Digital Sky Survey, and then use these extrapolations to inform analyses of a wide range of other data, such as spectroscopic observations captured by the Hubble Space Telescope. Researchers can interactively update the simulation by adjusting model parameters, and then investigate the resulting visual output to form hypotheses about the data. We describe details of Polyphorm's simulation model and its interaction and visualization modalities, and we evaluate Polyphorm through three scientific use cases that demonstrate the effectiveness of our approach.
Oskar Elek, Joseph N. Burchett, J. Xavier Prochaska, Angus G. Forbes
IEEE Trans. Vis. Comput. Graph.1
2019 Volume Path Guiding Based on Zero-Variance Random Walk Theory
abstract
The efficiency of Monte Carlo methods, commonly used to render participating media, is directly linked to the manner in which random sampling decisions are made during path construction. Notably, path construction is influenced by scattering direction and distance sampling, Russian roulette, and splitting strategies. We present a consistent suite of volumetric path construction techniques where all these sampling decisions are guided by a cached estimate of the adjoint transport solution . The proposed strategy is based on the theory of zero-variance path sampling schemes, accounting for the spatial and directional variation in volumetric transport. Our key technical contribution, enabling the use of this approach in the context of volume light transport, is a novel guiding strategy for sampling the particle collision distance proportionally to the product of transmittance and the adjoint transport solution (e.g., in-scattered radiance). Furthermore, scattering directions are likewise sampled according to the product of the phase function and the incident radiance estimate. Combined with guided Russian roulette and splitting strategies tailored to volumes, we demonstrate about an order-of-magnitude error reduction compared to standard unidirectional methods. Consequently, our approach can render scenes otherwise intractable for such methods, while still retaining their simplicity (compared to, e.g., bidirectional methods).
Sebastian Herholz, Oskar Elek, Derek Nowrouzezahrai, Hendrik P. A. Lensch, Jaroslav Krivánek
ACM Trans. Graph.3
2017 Scattering-aware texture reproduction for 3D printing
abstract
Color texture reproduction in 3D printing commonly ignores volumetric light transport (cross-talk) between surface points on a 3D print. Such light diffusion leads to significant blur of details and color bleeding, and is particularly severe for highly translucent resin-based print materials. Given their widely varying scattering properties, this cross-talk between surface points strongly depends on the internal structure of the volume surrounding each surface point. Existing scattering-aware methods use simplified models for light difusion, and often accept the visual blur as an immutable property of the print medium. In contrast, our work counteracts heterogeneous scattering to obtain the impression of a crisp albedo texture on top of the 3D print, by optimizing for a fully volumetric material distribution that preserves the target appearance. Our method employs an efficient numerical optimizer on top of a general Monte-Carlo simulation of heterogeneous scattering, supported by a practical calibration procedure to obtain scattering parameters from a given set of printer materials. Despite the inherent translucency of the medium, we reproduce detailed surface textures on 3D prints. We evaluate our system using a commercial, five-tone 3D print process and compare against the printer's native color texturing mode, demonstrating that our method preserves high-frequency features well without having to compromise on color gamut.
Oskar Elek, Denis Sumin, Ran Zhang 0007, Tim Weyrich, Karol Myszkowski, Bernd Bickel, Alexander Wilkie, Jaroslav Krivánek
ACM Trans. Graph.1
2016 Product Importance Sampling for Light Transport Path Guiding
abstract
The efficiency of Monte Carlo algorithms for light transport simulation is directly related to their ability to importance-sample the product of the illumination and reflectance in the rendering equation. Since the optimal sampling strategy would require knowledge about the transport solution itself, importance sampling most often follows only one of the known factors – BRDF or an approximation of the incident illumination. To address this issue, we propose to represent the illumination and the reflectance factors by the Gaussian mixture model (GMM), which we fit by using a combination of weighted expectation maximization and non-linear optimization methods. The GMM representation then allows us to obtain the resulting product distribution for importance sampling on-the-fly at each scene point. For its efficient evaluation and sampling we preform an up-front adaptive decimation of both factor mixtures. In comparison to state-of-the-art sampling methods, we show that our product importance sampling can lead to significantly better convergence in scenes with complex illumination and reflectance.
Sebastian Herholz, Oskar Elek, Jirí Vorba, Hendrik P. A. Lensch, Jaroslav Krivánek
Comput. Graph. Forum2
2014 Interactive light scattering with principal-ordinate propagation
Oskar Elek, Tobias Ritschel 0001, Carsten Dachsbacher, Hans-Peter Seidel
Graphics Interface1
2014 Principal-Ordinates Propagation for real-time rendering of participating media
Oskar Elek, Tobias Ritschel 0001, Carsten Dachsbacher, Hans-Peter Seidel
Comput. Graph.1
2014 Spectral Ray Differentials
abstract
Abstract Light refracted by a dispersive interface leads to beautifully colored patterns that can be rendered faithfully with spectral Monte‐Carlo methods. Regrettably, results often suffer from chromatic noise or banding, requiring high sampling rates and large amounts of memory compared to renderers operating in some trichromatic color space. Addressing this issue, we introduce spectral ray differentials, which describe the change of light direction with respect to changes in the spectrum. In analogy with the classic ray and photon differentials, this information can be used for filtering in the spectral domain. Effectiveness of our approach is demonstrated by filtering for offline spectral light and path tracing as well as for an interactive GPU photon mapper based on splatting. Our results show considerably less chromatic noise and spatial aliasing while retaining good visual similarity to reference solutions with negligible overhead in the order of milliseconds.
Oskar Elek, Pablo Bauszat, Tobias Ritschel 0001, Marcus A. Magnor, Hans-Peter Seidel
Comput. Graph. Forum1
2012 Interactive cloud rendering using temporally-coherent photon mapping
Oskar Elek, Tobias Ritschel 0001, Alexander Wilkie, Hans-Peter Seidel
Graphics Interface1
2012 Interactive cloud rendering using temporally coherent photon mapping
Oskar Elek, Tobias Ritschel 0001, Alexander Wilkie, Hans-Peter Seidel
Comput. Graph.1