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Arne Schmitz

dblp:64/3251 · DBLP profile ↗
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3ranked-venue papers
3as 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 · 2 · 2 first-authorComputer networks · 1 · 1 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
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.1
2008 Interactive Global Illumination for Deformable Geometry in CUDA
abstract
Abstract Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a system that is based on explicit visibility calculations and which is highly efficient and scalable. The rendering equation defines the light exchange between surfaces, which we approximate by subsampling. By utilizing the power of modern parallel GPUs using the CUDA framework we achieve interactive frame rates. Since we update the global illumination continuously in an asynchronous fashion, we maintain interactivity at all times for moderately complex scenes. We show that we can achieve higher frame rates for scenes with moving light sources, diffuse indirect illumination and dynamic geometry than other current methods, while maintaining a high image quality.
Arne Schmitz, Markus Tavenrath, Leif Kobbelt
Comput. Graph. Forum1
2006 The effect of the radio wave propagation model in mobile ad hoc networks
abstract
The simulation of wireless networks has been an important tool for researchers and the industry in the last years. Especially in the field of Mobile Ad Hoc Networking, most current results have been achieved using simulators. The need for reproducible results and easy to observe environments limits the use of real world measurements for those kind of networks.It is stated here that the radio wave propagation model has a strong impact on the results of the simulation run. This work shows the limitations of current simulation environments and describes a high accuracy propagation model based on the use of a ray-tracer. By using a parallelized preprocessing step we made this propagation model feasible for usage in network simulators. Based on two examples, the effects on characteristic performance properties in Mobile Ad Hoc Networks are shown. We found that the physical layer simulation has a great impact on routing protocol efficiency.
Arne Schmitz, Martin Wenig
MSWiM1