EDBT 2026 Demo / reviewers in the wild / expert
Andy Haas
dblp:49/1895
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2002
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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 |
Visualization and visual analytics · 50% Rendering · 50% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › scientific visualization
molecular visualization |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Rendering
real-time rendering |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Visualization and visual analytics
scientific visualization |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Rendering
visibility culling |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Parallel and multicore computing › parallel computing
parallel rendering |
0.0 | 1 | 2002 | Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002 |
Methods — techniques the papers use, named apart from their topics
parallel computing · 0.1octree · 0.1multiresolution · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2002 | Immersive and Interactive Exploration of Billion-Atom SystemsabstractRecent advances in parallel computing have made it possible for scientists to perform atomistic simulations of materials involving billions of atoms. An immersive and interactive virtual environment such as ImmersaDesk is an ideal platform for exploring complex material processes in these simulations. However rendering such large datasets at an interactive speed is a major challenge. To solve this problem we have developed a visualization system by incorporating parallel and distributed computing paradigms. The system uses a parallelized fast visibility-culling algorithm based on the octree data structure to reduce the number of atoms sent to the graphics pipeline. An adaptive multiresolution algorithm based on atomic density is employed to further reduce the load on the graphics pipeline. The resulting system renders a billion-atom system at nearly interactive frame rates on a dual processor SGI Onyx2 with an InfiniteReality2 graphics pipeline connected to a 4-node PC cluster. Ashish Sharma 0001, Xinlian Liu, Aiichiro Nakano, Rajiv K. Kalia, Priya Vashishta, Timothy Campbell, Andy Haas |
VR | 9 |