EDBT 2026 Demo / reviewers in the wild / expert
Rolf Westerteiger
dblp:30/7528
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
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 |
Geometric modeling and processing · 42% Rendering · 33% Visualization and visual analytics · 25% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Environmental and earth informatics · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › geospatial visualization
terrain visualization |
0.1 | 1 | 2012 | Interactive Retro-Deformation of Terrain for Reconstructing 3D Fault Displacements · IEEE Trans. Vis. Comput. Graph. 2012 |
Geometric modeling and processing
isosurface extraction |
0.1 | 1 | 2009 | Volume Ray Casting with Peak Finding and Differential Sampling · IEEE Trans. Vis. Comput. Graph. 2009 |
Rendering › volume rendering
ray casting |
0.1 | 1 | 2009 | Volume Ray Casting with Peak Finding and Differential Sampling · IEEE Trans. Vis. Comput. Graph. 2009 |
Rendering
volume rendering |
0.1 | 1 | 2009 | Volume Ray Casting with Peak Finding and Differential Sampling · IEEE Trans. Vis. Comput. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
geometry shader · 0.3GPU rendering · 0.3preintegration · 0.1differential sampling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Interactive Retro-Deformation of Terrain for Reconstructing 3D Fault DisplacementsabstractPlanetary topography is the result of complex interactions between geological processes, of which faulting is a prominent component. Surface-rupturing earthquakes cut and move landforms which develop across active faults, producing characteristic surface displacements across the fault. Geometric models of faults and their associated surface displacements are commonly applied to reconstruct these offsets to enable interpretation of the observed topography. However, current 2D techniques are limited in their capability to convey both the three-dimensional kinematics of faulting and the incremental sequence of events required by a given reconstruction. Here we present a real-time system for interactive retro-deformation of faulted topography to enable reconstruction of fault displacement within a high-resolution (sub 1m/pixel) 3D terrain visualization. We employ geometry shaders on the GPU to intersect the surface mesh with fault-segments interactively specified by the user and transform the resulting surface blocks in realtime according to a kinematic model of fault motion. Our method facilitates a human-in-the-loop approach to reconstruction of fault displacements by providing instant visual feedback while exploring the parameter space. Thus, scientists can evaluate the validity of traditional point-to-point reconstructions by visually examining a smooth interpolation of the displacement in 3D. We show the efficacy of our approach by using it to reconstruct segments of the San Andreas fault, California as well as a graben structure in the Noctis Labyrinthus region on Mars. Rolf Westerteiger, Tracy Compton, Tony Bernardin, Eric S. Cowgill, Klaus Gwinner, Bernd Hamann, Andreas Gerndt, Hans Hagen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2009 | Volume Ray Casting with Peak Finding and Differential SamplingabstractDirect volume rendering and isosurfacing are ubiquitous rendering techniques in scientific visualization, commonly employed in imaging 3D data from simulation and scan sources. Conventionally, these methods have been treated as separate modalities, necessitating different sampling strategies and rendering algorithms. In reality, an isosurface is a special case of a transfer function, namely a Dirac impulse at a given isovalue. However, artifact-free rendering of discrete isosurfaces in a volume rendering framework is an elusive goal, requiring either infinite sampling or smoothing of the transfer function. While preintegration approaches solve the most obvious deficiencies in handling sharp transfer functions, artifacts can still result, limiting classification. In this paper, we introduce a method for rendering such features by explicitly solving for isovalues within the volume rendering integral. In addition, we present a sampling strategy inspired by ray differentials that automatically matches the frequency of the image plane, resulting in fewer artifacts near the eye and better overall performance. These techniques exhibit clear advantages over standard uniform ray casting with and without preintegration, and allow for high-quality interactive volume rendering with sharp C0 transfer functions. Aaron Knoll, Younis Hijazi, Rolf Westerteiger, Mathias Schott, Charles D. Hansen, Hans Hagen |
IEEE Trans. Vis. Comput. Graph. | 3 |