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Brendan Moloney

dblp:74/9380 · DBLP profile ↗
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2ranked-venue papers
2as 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-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 architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
parallel volume rendering
0.112011
Sort-First Parallel Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
volume rendering
0.112011
Sort-First Parallel Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2011
Parallel and multicore computing
load balancing
0.012011
Sort-First Parallel Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2011

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

half angle slicing · 0.2early-ray termination · 0.1early ray termination · 0.1
YearPublicationVenuePosition
2011 Sort-First Parallel Volume Rendering
abstract
Sort-first distributions have been studied and used far less than sort-last distributions for parallel volume rendering, especially when the data are too large to be replicated fully. We demonstrate that sort-first distributions are not only a viable method of performing data-scalable parallel volume rendering, but more importantly they allow for a range of rendering algorithms and techniques that are not efficient with sort-last distributions. Several of these algorithms are discussed and two of them are implemented in a parallel environment: a new improved variant of early ray termination to speed up rendering when volumetric occlusion occurs and a volumetric shadowing technique that produces more realistic and informative images based on half angle slicing. Improved methods of distributing the computation of the load balancing and loading portions of a subdivided data set are also presented. Our detailed test results for a typical GPU cluster with distributed memory show that our sort-first rendering algorithm outperforms sort-last rendering in many scenarios.
Brendan Moloney, Marco Ament, Daniel Weiskopf, Torsten Möller
IEEE Trans. Vis. Comput. Graph.1
2007 Scalable Sort-First Parallel Direct Volume Rendering with Dynamic Load Balancing
Brendan Moloney, Daniel Weiskopf, Torsten Möller, Magnus Strengert
EGPGV1