Demo Data from EDBT 2026 / reviewers in the wild / expert
Willi Geiger
dblp:39/4560
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers |
Computer animation and physical simulation · 54% Rendering · 46% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › volume rendering
GPU volume rendering |
0.1 | 1 | 2009 | Directable, high-resolution simulation of fire on the GPU · ACM Trans. Graph. 2009 |
Rendering
volume rendering |
0.1 | 1 | 2009 | Directable, high-resolution simulation of fire on the GPU · ACM Trans. Graph. 2009 |
Computer animation and physical simulation
fluid simulation |
0.0 | 1 | 2003 | Smoke simulation for large scale phenomena · ACM Trans. Graph. 2003 |
Computer animation and physical simulation › fluid simulation
smoke simulation |
0.0 | 1 | 2003 | Smoke simulation for large scale phenomena · ACM Trans. Graph. 2003 |
GPUs and heterogeneous computing
GPU computing |
0.0 | 1 | 2009 | Directable, high-resolution simulation of fire on the GPU · ACM Trans. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
view-oriented refinement · 0.2coarse particle grid simulation · 0.2particle simulation · 0.0kolmogorov velocity field · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Directable, high-resolution simulation of fire on the GPUabstractThe simulation of believable, photorealistic fire is difficult because fire is highly detailed, fast-moving, and turbulent. Traditional gridbased simulation models require large grids and long simulation times to capture even the coarsest levels of detail. In this paper, we propose a novel combination of coarse particle grid simulation with very fine, view-oriented refinement simulations performed on a GPU. We also propose a simple, GPU-based volume rendering scheme. The resulting images of fire produced by the proposed techniques are extremely detailed and can be integrated seamlessly into film-resolution images. Our refinement technique takes advantage of perceptive limitations and likely viewing behavior to split the refinement stage into separable, parallel tasks. Multiple independent GPUs are employed to rapidly refine final simulations for rendering, allowing for rapid artist turnaround time and very high resolutions. Directability is achieved by allowing virtually any user-defined particle behavior as an input to the initial coarse simulation. The physical criteria enforced by the coarse stage are minimal and could be easily implemented using any of the wide variety of commercially available fluid simulation tools. The GPU techniques utilized by our refinement stage are simple and widely available on even consumer-grade GPUs, lowering the overall implementation cost of the proposed system. Christopher Horvath, Willi Geiger |
ACM Trans. Graph. | 2 |
| 2003 | Smoke simulation for large scale phenomenaabstractIn this paper, we present an efficient method for simulating highly detailed large scale participating media such as the nuclear explosions shown in figure 1. We capture this phenomena by simulating the motion of particles in a fluid dynamics generated velocity field. A novel aspect of this paper is the creation of highly detailed three-dimensional turbulent velocity fields at interactive rates using a low to moderate amount of memory. The key idea is the combination of two-dimensional high resolution physically based flow fields with a moderate sized three-dimensional Kolmogorov velocity field tiled periodically in space. Nick Rasmussen, Duc Quang Nguyen, Willi Geiger, Ronald Fedkiw |
ACM Trans. Graph. | 3 |