Christopher Lux

dblp:23/3684 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Systems, architecture and hardware · 1 · 1 since 2021Human-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 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › GPU rendering › shader-based rendering
deferred shading
0.112008
Advanced Multi-Frame Rate Rendering Techniques · VR 2008
Rendering › parallel rendering
multi-GPU rendering
0.112008
Advanced Multi-Frame Rate Rendering Techniques · VR 2008
Rendering
parallel rendering
0.112008
Advanced Multi-Frame Rate Rendering Techniques · VR 2008
Rendering
volume rendering
0.112008
Advanced Multi-Frame Rate Rendering Techniques · VR 2008

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

state management · 0.1image compositing · 0.1
YearPublicationVenuePosition
2021 NVIDIA IndeX accelerated computing for visualizing Cholla's galactic winds
Evan Schneider, Brant Robertson, Alexander Kuhn, Christopher Lux, Marc Nienhaus
Parallel Comput.4
2009 Facilitating system control in ray-based interaction tasks
abstract
This paper investigates the usability of tracked wands equipped with additional input sensors for system control tasks in 3D interaction scenarios. We integrated a thumb-operated circular touchpad into a hand-held wand and compared the performance of our input device to common ray-based interaction in a menu selection and parameter adjustment task. The results show that both interfaces can be highly efficient, but ray-based interaction is only competitive if large-sized graphical interface representations are provided. In contrast, touchpad input performs well independent of the size of the graphical elements due to proprioceptive and tactile feedback.
André Kunert, Alexander Kulik, Christopher Lux, Bernd Fröhlich 0001
VRST3
2008 Advanced Multi-Frame Rate Rendering Techniques
abstract
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of the scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited and displayed. This paper presents advanced multi-frame rate rendering techniques, which remove limitations of the original approach and reduce artifacts. The interactive manipulation of light sources and their parameters affects the entire scene. Our multi-GPU deferred shading splits the rendering task into a rasterization and lighting pass and distributes the passes to the appropriate graphics card to enable light manipulations at high frame rates independent of the geometry complexity of the scene. We also developed a parallel volume rendering technique, which allows the manipulation of objects inside a translucent volume at high frame rates. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during the migration of objects from the slow to the fast graphics card, and vice versa. We show how proper state management can be used to avoid these artifacts almost completely. These techniques were developed in the context of a single-system multi-GPU setup, which considerably simplifies the implementation and increases performance.
Jan P. Springer, Christopher Lux, Dirk Reiners, Bernd Fröhlich 0001
VR2