Demo Data from EDBT 2026 / reviewers in the wild / expert
Thomas Karolski
dblp:45/9066
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1
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% | |
| Computer networks
1 paper |
Physical-layer communications · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › ray tracing
beam tracing |
0.1 | 1 | 2011 | Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
global illumination |
0.1 | 1 | 2011 | Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011 |
Physical-layer communications › channel modeling › propagation channel modeling
radio channel modeling |
0.1 | 1 | 2011 | Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011 |
Physical-layer communications
radio propagation |
0.1 | 1 | 2011 | Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
ray tracing · 0.2GPU rasterization · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Efficient Rasterization for Outdoor Radio Wave PropagationabstractConventional beam tracing can be used for solving global illumination problems. It is an efficient algorithm and performs very well when implemented on the GPU. This allows us to apply the algorithm in a novel way to the problem of radio wave propagation. The simulation of radio waves is conceptually analogous to the problem of light transport. We use a custom, parallel rasterization pipeline for creation and evaluation of the beams. We implement a subset of a standard 3D rasterization pipeline entirely on the GPU, supporting 2D and 3D frame buffers for output. Our algorithm can provide a detailed description of complex radio channel characteristics like propagation losses and the spread of arriving signals over time (delay spread). Those are essential for the planning of communication systems required by mobile network operators. For validation, we compare our simulation results with measurements from a real-world network. Furthermore, we account for characteristics of different propagation environments and estimate the influence of unknown components like traffic or vegetation by adapting model parameters to measurements. Arne Schmitz, Tobias Rick, Thomas Karolski, Torsten W. Kuhlen, Leif Kobbelt |
IEEE Trans. Vis. Comput. Graph. | 3 |