Torben Maack

dblp:255/5983 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0003-0024-9351ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › stroke-based rendering
line rendering
0.512021
A Comparison of Rendering Techniques for 3D Line Sets With Transparency · IEEE Trans. Vis. Comput. Graph. 2021
Rendering › surface rendering › transparency rendering
order-independent transparency
0.512021
A Comparison of Rendering Techniques for 3D Line Sets With Transparency · IEEE Trans. Vis. Comput. Graph. 2021
Rendering › surface rendering
transparency rendering
0.512021
A Comparison of Rendering Techniques for 3D Line Sets With Transparency · IEEE Trans. Vis. Comput. Graph. 2021

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

per-pixel fragment lists · 0.5multi-layer alpha blending · 0.5GPU sorting · 0.5
YearPublicationVenuePosition
2021 A Comparison of Rendering Techniques for 3D Line Sets With Transparency
abstract
This article presents a comprehensive study of rendering techniques for 3D line sets with transparency. The rendering of transparent lines is widely used for visualizing trajectories of tracer particles in flow fields. Transparency is then used to fade out lines deemed unimportant, based on, for instance, geometric properties or attributes defined along with them. Accurate blending of transparent lines requires rendering the lines in back-to-front or front-to-back order, yet enforcing this order for space-filling 3D line sets with extremely high-depth complexity becomes challenging. In this article, we study CPU and GPU rendering techniques for transparent 3D line sets. We compare accurate and approximate techniques using optimized implementations and several benchmark data sets. We discuss the effects of data size and transparency on quality, performance, and memory consumption. Based on our study, we propose two improvements to per-pixel fragment lists and multi-layer alpha blending. The first improves the rendering speed via an improved GPU sorting operation, and the second improves rendering quality via transparency-based bucketing.
Michael Kern, Christoph Neuhauser, Torben Maack, Mengjiao Han, Will Usher 0001, Rüdiger Westermann
IEEE Trans. Vis. Comput. Graph.3