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Timothy R. Kol

dblp:152/9221 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2019
0000-0001-9520-0344ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 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
participating media rendering
0.312017
Expressive Single Scattering for Light Shaft Stylization · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › participating media rendering
single scattering
0.312017
Expressive Single Scattering for Light Shaft Stylization · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
real-time rendering
0.112017
Expressive Single Scattering for Light Shaft Stylization · IEEE Trans. Vis. Comput. Graph. 2017

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

transfer function design · 0.3occluder manipulation · 0.3light map optimization · 0.3
YearPublicationVenuePosition
2019 MegaViews: Scalable Many-View Rendering With Concurrent Scene-View Hierarchy Traversal
abstract
Abstract We present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and scene complexity. By concurrently traversing the hierarchies, we efficiently find shared information among views to amortize rendering costs. One example application is many‐light global illumination. Our solution accelerates shadow map generation for virtual point lights, whose number can now be raised to over a million while maintaining interactive rates.
Timothy R. Kol, Pablo Bauszat, Sungkil Lee 0002, Elmar Eisemann
Comput. Graph. Forum1
2017 Expressive Single Scattering for Light Shaft Stylization
abstract
Light scattering in participating media is a natural phenomenon that is increasingly featured in movies and games, as it is visually pleasing and lends realism to a scene. In art, it may further be used to express a certain mood or emphasize objects. Here, artists often rely on stylization when creating scattering effects, not only because of the complexity of physically correct scattering, but also to increase expressiveness. Little research, however, focuses on artistically influencing the simulation of the scattering process in a virtual 3D scene. We propose novel stylization techniques, enabling artists to change the appearance of single scattering effects such as light shafts. Users can add, remove, or enhance light shafts using occluder manipulation. The colors of the light shafts can be stylized and animated using easily modifiable transfer functions. Alternatively, our system can optimize a light map given a simple user input for a number of desired views in the 3D world. Finally, we enable artists to control the heterogeneity of the underlying medium. Our stylized scattering solution is easy to use and compatible with standard rendering pipelines. It works for animated scenes and can be executed in real time to provide the artist with quick feedback.
Timothy R. Kol, Oliver Klehm, Hans-Peter Seidel, Elmar Eisemann
IEEE Trans. Vis. Comput. Graph.1
2016 Geometry and Attribute Compression for Voxel Scenes
abstract
Abstract Voxel‐based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to compressarbitrarydata, such as colors, normals, or reflectance information. By decoupling geometry and voxel data via a novel mapping scheme, we are able to apply the DAG principle to encode the topology, while using a palette‐based compression for the voxel attributes, leading to a drastic memory reduction. Our method outperforms existing state‐of‐the‐art techniques and is well‐suited for GPU architectures. We achieve real‐time performance on commodity hardware for colored scenes with up to 17 hierarchical levels (a 128K3voxel resolution), which are stored fully in core.
Bas Dado, Timothy R. Kol, Pablo Bauszat, Jean-Marc Thiery, Elmar Eisemann
Comput. Graph. Forum2
2015 Stylized scattering via transfer functions and occluder manipulation
Oliver Klehm, Timothy R. Kol, Hans-Peter Seidel, Elmar Eisemann
Graphics Interface2