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Erik Sundén

dblp:60/10398 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2020
0000-0001-7566-5574ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author

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
3 papers
Rendering · 62% Visualization and visual analytics · 38%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
ray casting
0.112012
Coherency-Based Curve Compression for High-Order Finite Element Model Visualization · IEEE Trans. Vis. Comput. Graph. 2012
Rendering › volume rendering › ray casting
GPU ray-casting
0.112011
Image Plane Sweep Volume Illumination · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › volume rendering › ray casting
volume ray-casting
0.112011
Image Plane Sweep Volume Illumination · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
volume rendering
0.112011
Image Plane Sweep Volume Illumination · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › volume rendering
volume shading
0.112011
Image Plane Sweep Volume Illumination · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
global illumination
0.012011
Image Plane Sweep Volume Illumination · IEEE Trans. Vis. Comput. Graph. 2011

Methods — techniques the papers use, named apart from their topics

layered architecture · 0.4coherency-based curve compression · 0.1clustering · 0.1plane sweep · 0.1GPU ray casting · 0.1
YearPublicationVenuePosition
2020 Inviwo - A Visualization System with Usage Abstraction Levels
abstract
The complexity of today's visualization applications demands specific visualization systems tailored for the development of these applications. Frequently, such systems utilize levels of abstraction to improve the application development process, for instance by providing a data flow network editor. Unfortunately, these abstractions result in several issues, which need to be circumvented through an abstraction-centered system design. Often, a high level of abstraction hides low level details, which makes it difficult to directly access the underlying computing platform, which would be important to achieve an optimal performance. Therefore, we propose a layer structure developed for modern and sustainable visualization systems allowing developers to interact with all contained abstraction levels. We refer to this interaction capabilities as usage abstraction levels, since we target application developers with various levels of experience. We formulate the requirements for such a system, derive the desired architecture, and present how the concepts have been exemplary realized within the Inviwo visualization system. Furthermore, we address several specific challenges that arise during the realization of such a layered architecture, such as communication between different computing platforms, performance centered encapsulation, as well as layer-independent development by supporting cross layer documentation and debugging capabilities.
Daniel Jönsson, Peter Steneteg, Erik Sundén, Rickard Englund, Sathish Kottravel, Martin Falk, Anders Ynnerman, Ingrid Hotz, Timo Ropinski
IEEE Trans. Vis. Comput. Graph.3
2015 Coverage-based opacity estimation for interactive Depth of Field in molecular visualization
abstract
In this paper, we introduce coverage-based opacity estimation to achieve Depth of Field (DoF) effects when visualizing molecular dynamics (MD) data. The proposed algorithm is a novel object-based approach which eliminates many of the shortcomings of state-of-the-art image-based DoF algorithms. Based on observations derived from a physically-correct reference renderer, coverage-based opacity estimation exploits semi-transparency to simulate the blur inherent to DoF effects. It achieves high quality DoF effects, by augmenting each atom with a semi-transparent shell, which has a radius proportional to the distance from the focal plane of the camera. Thus, each shell represents an additional coverage area whose opacity varies radially, based on our observations derived from the results of multi-sampling DoF algorithms. By using the proposed technique, it becomes possible to generate high quality visual results, comparable to those achieved through ground-truth multi-sampling algorithms. At the same time, we obtain a significant speedup which is essential for visualizing MD data as it enables interactive rendering. In this paper, we derive the underlying theory, introduce coverage-based opacity estimation and demonstrate how it can be applied to real world MD data in order to achieve DoF effects. We further analyze the achieved results with respect to performance as well as quality and show that they are comparable to images generated with modern distributed ray tracing engines.
Sathish Kottravel, Martin Falk, Erik Sundén, Timo Ropinski
PacificVis3
2015 Efficient volume illumination with multiple light sources through selective light updates
abstract
Incorporating volumetric illumination into rendering of volumetric data increases visual realism, which can lead to improved spatial comprehension. It is known that spatial comprehension can be further improved by incorporating multiple light sources. However, many volumetric illumination algorithms have severe drawbacks when dealing with multiple light sources. These drawbacks are mainly high performance penalties and memory usage, which can be tackled with specialized data structures or data under sampling. In contrast, in this paper we present a method which enables volumetric illumination with multiple light sources without requiring precomputation or impacting visual quality. To achieve this goal, we introduce selective light updates which minimize the required computations when light settings are changed. We will discuss and analyze the novel concepts underlying selective light updates, and demonstrate them when applied to real-world data under different light settings.
Erik Sundén, Timo Ropinski
PacificVis1
2015 Multimodal volume illumination
Erik Sundén, Sathish Kottravel, Timo Ropinski
Comput. Graph.1
2015 Hybrid Data Visualization Based on Depth Complexity Histogram Analysis
abstract
Abstract In many cases, only the combination of geometric and volumetric data sets is able to describe a single phenomenon under observation when visualizing large and complex data. When semi‐transparent geometry is present, correct rendering results require sorting of transparent structures. Additional complexity is introduced as the contributions from volumetric data have to be partitioned according to the geometric objects in the scene. The A‐buffer, an enhanced framebuffer with additional per‐pixel information, has previously been introduced to deal with the complexity caused by transparent objects. In this paper, we present an optimized rendering algorithm for hybrid volume‐geometry data based on the A‐buffer concept. We propose two novel components for modern GPUs that tailor memory utilization to the depth complexity of individual pixels. The proposed components are compatible with modern A‐buffer implementations and yield performance gains of up to eight times compared to existing approaches through reduced allocation and reuse of fast cache memory. We demonstrate the applicability of our approach and its performance with several examples from molecular biology, space weather and medical visualization containing both, volumetric data and geometric structures.
Stefan Lindholm, Martin Falk, Erik Sundén, Alexander Bock 0002, Anders Ynnerman, Timo Ropinski
Comput. Graph. Forum3
2014 A Survey of Volumetric Illumination Techniques for Interactive Volume Rendering
abstract
Abstract Interactive volume rendering in its standard formulation has become an increasingly important tool in many application domains. In recent years several advanced volumetric illumination techniques to be used in interactive scenarios have been proposed. These techniques claim to have perceptual benefits as well as being capable of producing more realistic volume rendered images. Naturally, they cover a wide spectrum of illumination effects, including varying shading and scattering effects. In this survey, we review and classify the existing techniques for advanced volumetric illumination. The classification will be conducted based on their technical realization, their performance behaviour as well as their perceptual capabilities. Based on the limitations revealed in this review, we will define future challenges in the area of interactive advanced volumetric illumination.
Daniel Jönsson, Erik Sundén, Anders Ynnerman, Timo Ropinski
Comput. Graph. Forum2
2012 Coherency-Based Curve Compression for High-Order Finite Element Model Visualization
abstract
Finite element (FE) models are frequently used in engineering and life sciences within time-consuming simulations. In contrast with the regular grid structure facilitated by volumetric data sets, as used in medicine or geosciences, FE models are defined over a non-uniform grid. Elements can have curved faces and their interior can be defined through high-order basis functions, which pose additional challenges when visualizing these models. During ray-casting, the uniformly distributed sample points along each viewing ray must be transformed into the material space defined within each element. The computational complexity of this transformation makes a straightforward approach inadequate for interactive data exploration. In this paper, we introduce a novel coherency-based method which supports the interactive exploration of FE models by decoupling the expensive world-to-material space transformation from the rendering stage, thereby allowing it to be performed within a precomputation stage. Therefore, our approach computes view-independent proxy rays in material space, which are clustered to facilitate data reduction. During rendering, these proxy rays are accessed, and it becomes possible to visually analyze high-order FE models at interactive frame rates, even when they are time-varying or consist of multiple modalities. Within this paper, we provide the necessary background about the FE data, describe our decoupling method, and introduce our interactive rendering algorithm. Furthermore, we provide visual results and analyze the error introduced by the presented approach.
Alexander Bock 0002, Erik Sundén, Burkhard Wünsche, Timo Ropinski
IEEE Trans. Vis. Comput. Graph.2
2011 Image Plane Sweep Volume Illumination
abstract
In recent years, many volumetric illumination models have been proposed, which have the potential to simulate advanced lighting effects and thus support improved image comprehension. Although volume ray-casting is widely accepted as the volume rendering technique which achieves the highest image quality, so far no volumetric illumination algorithm has been designed to be directly incorporated into the ray-casting process. In this paper we propose image plane sweep volume illumination (IPSVI), which allows the integration of advanced illumination effects into a GPU-based volume ray-caster by exploiting the plane sweep paradigm. Thus, we are able to reduce the problem complexity and achieve interactive frame rates, while supporting scattering as well as shadowing. Since all illumination computations are performed directly within a single rendering pass, IPSVI does not require any preprocessing nor does it need to store intermediate results within an illumination volume. It therefore has a significantly lower memory footprint than other techniques. This makes IPSVI directly applicable to large data sets. Furthermore, the integration into a GPU-based ray-caster allows for high image quality as well as improved rendering performance by exploiting early ray termination. This paper discusses the theory behind IPSVI, describes its implementation, demonstrates its visual results and provides performance measurements.
Erik Sundén, Anders Ynnerman, Timo Ropinski
IEEE Trans. Vis. Comput. Graph.1