Andy Haas

dblp:49/1895 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › scientific visualization
molecular visualization
0.012002
Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002
Rendering
real-time rendering
0.012002
Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002
Visualization and visual analytics
scientific visualization
0.012002
Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002
Rendering
visibility culling
0.012002
Immersive and Interactive Exploration of Billion-Atom Systems · VR 2002
Parallel and multicore computing › parallel computing
parallel rendering
0.012002
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
YearPublicationVenuePosition
2002 Immersive and Interactive Exploration of Billion-Atom Systems
abstract
Recent 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
VR9