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Daniel R. Baum

dblp:73/6861 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 1997
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 5 · 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 · 87% Geometric modeling and processing · 13%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

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

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.011997
InfiniteReality: a real-time graphics system · SIGGRAPH 1997
Rendering
global illumination
0.021991
Making radiosity usable: automatic preprocessing and meshing techniques for the generation of accurate radiosity solutions · SIGGRAPH 1991
Improving radiosity solutions through the use of analytically determined form-factors · SIGGRAPH 1989
Rendering › global illumination
radiosity
0.021991
Making radiosity usable: automatic preprocessing and meshing techniques for the generation of accurate radiosity solutions · SIGGRAPH 1991
Improving radiosity solutions through the use of analytically determined form-factors · SIGGRAPH 1989
Geometric modeling and processing
mesh generation
0.011991
Making radiosity usable: automatic preprocessing and meshing techniques for the generation of accurate radiosity solutions · SIGGRAPH 1991
Rendering › global illumination
form factor computation
0.011989
Improving radiosity solutions through the use of analytically determined form-factors · SIGGRAPH 1989
GPUs and heterogeneous computing
graphics accelerator
0.011997
InfiniteReality: a real-time graphics system · SIGGRAPH 1997

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

texture mapping · 0.0anti-aliasing · 0.0topological analysis · 0.0preprocessing algorithms · 0.0hemi-cube algorithm · 0.0analytical form-factor determination · 0.0
YearPublicationVenuePosition
1997 InfiniteReality: a real-time graphics system
abstract
The InfiniteRealityTM graphics system is the first general-purpose workstation system specifically designed to deliver 60Hz steady frame rate high-quality rendering of complex scenes. This paper describes the InfiniteReality system architecture and presents novel features designed to handle extremely large texture databases, maintain control over frame rendering time, and allow user customization for diverse video output requirements. Rendering performance expressed using traditional workstation metrics exceeds seven million lighted, textured, antialiased triangles per second, and 710 million textured antialiased pixels filled per second.
John S. Montrym, Daniel R. Baum, David L. Dignam, Christopher J. Migdal
SIGGRAPH2
1995 Interactive Full Spectral Rendering
Mark S. Peercy, Benjamin M. Zhu, Daniel R. Baum
SI3D3
1991 Making radiosity usable: automatic preprocessing and meshing techniques for the generation of accurate radiosity solutions
abstract
Generating accurate radiosity solutions of real world environments is user-intensive and requires significant knowledge of the method. As a result, few end-users such as architects and designers use it. The output of most commercial modeling packages must be substantially "cleaned up" to satisfy the geometrical and topological criteria imposed by radiosity solution algorithms. Furthermore, the mesh used as the basis of the radiosity computation must meet several additional requirements for the solution to be accurate.A set of geometrical and topological requirements is formalized that when satisfied yields an accurate radiosity solution. A series of algorithms is introduced that automatically processes raw model databases to meet these requirements. Thus, the end-user can concentrate on the design rather than on the details of the radiosity solution process. These algorithms are generally independent of the radiosity solution technique used, and thus apply to all mesh based radiosity methods.
Daniel R. Baum, Stephen Mann, Kevin P. Smith, James M. Winget
SIGGRAPH1
1990 Real time radiosity through parallel processing and hardware acceleration
abstract
This paper describes a novel implementation of the progressive refinement radiosity algorithm. Algorithm performance is greatly enhanced using the capabilities of a multiprocessor graphics workstation. Hemi-cube item buffers are produced using the graphics hardware while the remaining computations are performed in parallel on the multiple host processors. Speedups of a factor of 40 or more over the equivalent software implementation are observed. Load balancing issues are discussed and a system performance model is developed based on actual results.Additionally, a new user interface scheme is presented where the radiosity calculations and walk-through tasks are separated. At each new iteration, the radiosity algorithm automatically updates colors used by the viewing program via shared memory while simultaneously obtaining hints on where to further refine the solution.
Daniel R. Baum, James M. Winget
I3D1
1989 Improving radiosity solutions through the use of analytically determined form-factors
abstract
Current radiosity methods rely on the calculation of geometric factors, known as form-factors, which describe energy exchange between pairs of surfaces in the environment. The most computationally efficient method for form-factor generation is a numerical technique known as the hemi-cube algorithm. Use of the hemi-cube is based on assumptions about the geometry of the surfaces involved. First, this paper examines the types of errors and visual artifacts that result when these assumptions are violated. Second, the paper shows that these errors occur more frequently in progressive refinement radiosity than in the originally proposed full matrix radiosity solution. Next, a new analytical technique for determining form-factors that is immune to the errors of the hemi-cube algorithm is introduced. Finally, a hybrid progressive refinement method that invokes the new technique to correctly compute form-factors when hemi-cube assumptions are violated is presented.
Daniel R. Baum, H. E. Rushmeire, James M. Winget
SIGGRAPH1
1986 The back-buffer algorithm: An extension of the radiosity method to dynamic environments
Daniel R. Baum, John R. Wallace, Michael F. Cohen, Donald P. Greenberg
Vis. Comput.1