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Thomas Karolski

dblp:45/9066 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Rendering › ray tracing
beam tracing
0.112011
Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
global illumination
0.112011
Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011
Physical-layer communications › channel modeling › propagation channel modeling
radio channel modeling
0.112011
Efficient Rasterization for Outdoor Radio Wave Propagation · IEEE Trans. Vis. Comput. Graph. 2011
Physical-layer communications
radio propagation
0.112011
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
YearPublicationVenuePosition
2011 Efficient Rasterization for Outdoor Radio Wave Propagation
abstract
Conventional 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