Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Maxim Makhinya

dblp:15/7527 · DBLP profile ↗
← Back
4ranked-venue papers
0as 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 · 4

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
2 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 50% GPUs and heterogeneous computing · 50%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
direct volume rendering
0.112011
Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › volume rendering › ray casting
GPU ray-casting
0.112011
Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › lighting
illumination and shading
0.112011
Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › shadow rendering
soft shadows
0.112011
Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
volume rendering
0.112011
Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
parallel rendering
0.112009
Equalizer: A Scalable Parallel Rendering Framework · IEEE Trans. Vis. Comput. Graph. 2009
Parallel and multicore computing › parallel computing › parallel rendering
cluster-based rendering
0.012009
Equalizer: A Scalable Parallel Rendering Framework · IEEE Trans. Vis. Comput. Graph. 2009
GPUs and heterogeneous computing › multi-GPU computing
multi-GPU rendering
0.012009
Equalizer: A Scalable Parallel Rendering Framework · IEEE Trans. Vis. Comput. Graph. 2009

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

sort-first and sort-last rendering · 0.2OpenGL · 0.2riemann sum discretization · 0.1exponential extinction · 0.1
YearPublicationVenuePosition
2018 Realistic Ultrasound Simulation of Complex Surface Models Using Interactive Monte-Carlo Path Tracing
abstract
Abstract Ray‐based simulations have been shown to generate impressively realistic ultrasound images in interactive frame rates. Recent efforts used GPU‐based surface raytracing to simulate complex ultrasound interactions such as multiple reflections and refractions. These methods are restricted to perfectly specular reflections (i.e. following only a single reflective/refractive ray), whereas real tissue exhibits roughness of varying degree at tissue interfaces, causing partly diffuse reflections and refractions. Such surface interactions are significantly more complex and can in general not be handled by conventional deterministic raytracing approaches. However, these can be efficiently computed by Monte‐Carlo sampling techniques, where many ray paths are generated with respect to a probability distribution. In this paper, we introduce Monte‐Carlo raytracing for ultrasound simulation. This enables the realistic simulation of ultrasound‐tissue interactions such as soft shadows and fuzzy reflections. We discuss how to properly weight the contribution of each ray path in order to simulate the behaviour of a beamformed ultrasound signal. Tracing many individual rays per transducer element is easily parallelizable on modern GPUs, as opposed to previous approaches based on recursive binary raytracing. We further propose a significant performance optimization based on adaptive sampling.
Oliver Mattausch, Maxim Makhinya, Orcun Goksel
Comput. Graph. Forum2
2014 State-of-the-Art in Compressed GPU-Based Direct Volume Rendering
abstract
Abstract Great advancements in commodity graphics hardware have favoured graphics processing unit (GPU)‐based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on commodity platforms. Nevertheless, long data transfer times and GPU memory size limitations are often the main limiting factors, especially for massive, time‐varying or multi‐volume visualization, as well as for networked visualization on the emerging mobile devices. To address this issue, a variety of level‐of‐detail (LOD) data representations and compression techniques have been introduced. In order to improve capabilities and performance over the entire storage, distribution and rendering pipeline, the encoding/decoding process is typically highly asymmetric, and systems should ideally compress at data production time and decompress on demand at rendering time. Compression and LOD pre‐computation does not have to adhere to real‐time constraints and can be performed off‐line for high‐quality results. In contrast, adaptive real‐time rendering from compressed representations requires fast, transient and spatially independent decompression. In this report, we review the existing compressed GPU volume rendering approaches, covering sampling grid layouts, compact representation models, compression techniques, GPU rendering architectures and fast decoding techniques.
Marcos Balsa, Enrico Gobbetti, José Antonio Iglesias Guitián, Maxim Makhinya, Fabio Marton, Renato Pajarola, Susanne K. Suter
Comput. Graph. Forum4
2011 Extinction-Based Shading and Illumination in GPU Volume Ray-Casting
abstract
Direct volume rendering has become a popular method for visualizing volumetric datasets. Even though computers are continually getting faster, it remains a challenge to incorporate sophisticated illumination models into direct volume rendering while maintaining interactive frame rates. In this paper, we present a novel approach for advanced illumination in direct volume rendering based on GPU ray-casting. Our approach features directional soft shadows taking scattering into account, ambient occlusion and color bleeding effects while achieving very competitive frame rates. In particular, multiple dynamic lights and interactive transfer function changes are fully supported. Commonly, direct volume rendering is based on a very simplified discrete version of the original volume rendering integral, including the development of the original exponential extinction into a-blending. In contrast to a-blending forming a product when sampling along a ray, the original exponential extinction coefficient is an integral and its discretization a Riemann sum. The fact that it is a sum can cleverly be exploited to implement volume lighting effects, i.e. soft directional shadows, ambient occlusion and color bleeding. We will show how this can be achieved and how it can be implemented on the GPU.
Philipp Schlegel, Maxim Makhinya, Renato Pajarola
IEEE Trans. Vis. Comput. Graph.2
2009 Equalizer: A Scalable Parallel Rendering Framework
abstract
Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering solutions that can exploit multipipe hardware accelerated graphics. In fact, to achieve interactive visualization, scalable rendering systems are essential to cope with the rapid growth of data sets. However, parallel rendering systems are non-trivial to develop and often only application specific implementations have been proposed. The task of developing a scalable parallel rendering framework is even more difficult if it should be generic to support various types of data and visualization applications, and at the same time work efficiently on a cluster with distributed graphics cards. In this paper we introduce a novel system called Equalizer, a toolkit for scalable parallel rendering based on OpenGL which provides an application programming interface (API) to develop scalable graphics applications for a wide range of systems ranging from large distributed visualization clusters and multi-processor multipipe graphics systems to single-processor single-pipe desktop machines. We describe the system architecture, the basic API, discuss its advantages over previous approaches, present example configurations and usage scenarios as well as scalability results.
Stefan Eilemann, Maxim Makhinya, Renato Pajarola
IEEE Trans. Vis. Comput. Graph.2