Demo Data from EDBT 2026 / reviewers in the wild / expert
Ziv Soferman
dblp:314/5076
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 1998
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 1 · 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
1 paper |
Rendering · 39% Virtual and augmented reality · 30% Visualization and visual analytics · 30% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
medical virtual reality |
0.0 | 1 | 1998 | Advanced graphics behind medical virtual reality: evolution of algorithms, hardware, and software interfaces · Proc. IEEE 1998 |
Visualization and visual analytics › interactive visualization
real-time visualization |
0.0 | 1 | 1998 | Advanced graphics behind medical virtual reality: evolution of algorithms, hardware, and software interfaces · Proc. IEEE 1998 |
Rendering
volume rendering |
0.0 | 1 | 1998 | Advanced graphics behind medical virtual reality: evolution of algorithms, hardware, and software interfaces · Proc. IEEE 1998 |
GPUs and heterogeneous computing
graphics accelerator |
0.0 | 1 | 1998 | Advanced graphics behind medical virtual reality: evolution of algorithms, hardware, and software interfaces · Proc. IEEE 1998 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1998 | Advanced graphics behind medical virtual reality: evolution of algorithms, hardware, and software interfacesabstractApplications of virtual reality (VR) and augmented reality (AR) in medicine require real-time visualization and modeling of large three-dimensional data sets. Consequently, these applications require powerful computation, extensive high-bandwidth memory, and fast communication links. In the past, the manufacturers of medical imaging equipment produced their own special-purpose proprietary hardware for image processing and solid graphics. Due to the developments in computer hardware in general and in graphics accelerators in particular, there is a trend toward replacing the proprietary hardware off-the-shelf (OTS) equipment. Computer graphics itself has advanced in its quest for realism. Generic algorithms such as shading, texture mapping, and volume rendering have been developed to meet the resultant ever increasing requirements. Advances in both the OTS CPU and graphics hardware have enabled real-time implementations of these algorithms, thereby facilitating many of the medical VR/AR applications used today. The development of graphics libraries such as OpenGL has also been an important factor. These libraries provide an underlying portable software platform that optimizes the utilization of the available graphics hardware. OpenGL has become a standard graphics application programming interface, particularly for graphics-intensive applications, and more and more OTS systems provide hardware implementations of OpenGL commands. The review paper follows the evolution of these technologies and examines their crucial role in enabling the appearance of the current VR/AR applications in medicine and provides a look at current trends and future possibilities. Ziv Soferman, David Blythe, Nigel W. John |
Proc. IEEE | 1 |