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Karim Mahrous

dblp:32/446 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2007
—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-authorHuman-computer interaction and ubiquitous computing · 2

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
Visualization and visual analytics · 70% Image and video processing · 30%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
topological data analysis
0.012004
Topological Segmentation in Three-Dimensional Vector Fields · IEEE Trans. Vis. Comput. Graph. 2004
Image and video processing › image segmentation
topological segmentation
0.012004
Topological Segmentation in Three-Dimensional Vector Fields · IEEE Trans. Vis. Comput. Graph. 2004
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.012004
Topological Segmentation in Three-Dimensional Vector Fields · IEEE Trans. Vis. Comput. Graph. 2004
Visualization and visual analytics
flow visualization
0.012004
Topological Segmentation in Three-Dimensional Vector Fields · IEEE Trans. Vis. Comput. Graph. 2004

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

streamline sampling · 0.0
YearPublicationVenuePosition
2007 Real-time procedural volumetric fire
abstract
We present a method for generating procedural volumetric fire in real time. By combining curve-based volumetric free-form deformation, hardware-accelerated volumetric rendering and Improved Perlin Noise or M-Noise we are able to render a vibrant and uniquely animated volumetric fire that supports bi-directional environmental macro-level interactivity. Our system is easily customizable by content artists. The fire is animated both on the macro and micro levels. Macro changes are controlled either by a prescripted sequence of movements, or by a realistic particle simulation that takes into account movement, wind, high-energy particle dispersion and thermal buoyancy. Micro fire effects such as individual flame shape, location, and flicker are generated in a pixel shader using three- to four-dimensional Improved Perlin Noise or M-Noise (depending on hardware limitations and performance requirements). Our method supports efficient collision detection, which, when combined with a sufficiently intelligent particle simulation, enables real-time bi-directional interaction between the fire and its environment. The result is a three-dimensional procedural fire that is easily designed and animated by content artists, supports dynamic interaction, and can be rendered in real time.
Alfred R. Fuller, Harinarayan Krishnan, Karim Mahrous, Bernd Hamann, Kenneth I. Joy
SI3D3
2004 Topological Segmentation in Three-Dimensional Vector Fields
abstract
We present a new method for topological segmentation in steady three-dimensional vector fields. Depending on desired properties, the algorithm replaces the original vector field by a derived segmented data set, which is utilized to produce separating surfaces in the vector field. We define the concept of a segmented data set, develop methods that produce the segmented data by sampling the vector field with streamlines, and describe algorithms that generate the separating surfaces. This method is applied to generate local separatrices in the field, defined by a movable boundary region placed in the field. The resulting partitions can be visualized using standard techniques for a visualization of a vector field at a higher level of abstraction.
Karim Mahrous, Janine Bennett, Gerik Scheuermann, Bernd Hamann, Kenneth I. Joy
IEEE Trans. Vis. Comput. Graph.1
2001 A Tetrahedra-Based Stream Surface Algorithm
abstract
This paper presents a new algorithm for the calculation of stream surfaces for tetrahedral grids. It propagates the surface through the tetrahedra, one at a time, calculating the intersections with the tetrahedral faces. The method allows us to incorporate topological information from the cells, e.g. critical points. The calculations are based on barycentric coordinates, since this simplifies the theory and the algorithm. The stream surfaces are ruled surfaces inside each cell, and their construction starts with line segments on the faces. Our method supports the analysis of velocity fields resulting from computational fluid dynamics (CFD) simulations.
Gerik Scheuermann, Tom Bobach, Hans Hagen, Karim Mahrous, Bernd Hamann, Kenneth I. Joy, Wolfgang Kollmann
IEEE Visualization4