Demo Data from EDBT 2026 / reviewers in the wild / expert
Mohamed Ibrahim 0006
dblp:80/6266-6
· DBLP profile ↗
4ranked-venue papers
3as first author
2since 2021 · last 2023
0000-0002-3559-3761ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 2 since 2021
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 · 56% Geometric modeling and processing · 20% Visualization and visual analytics · 18% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
scientific visualization |
0.9 | 3 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 Probabilistic Occlusion Culling using Confidence Maps for High-Quality Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2022 Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2018 |
Rendering
particle rendering |
0.9 | 2 | 2022 | Probabilistic Occlusion Culling using Confidence Maps for High-Quality Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2022 Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2018 |
Geometric modeling and processing › mesh processing
mesh compression |
0.7 | 1 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering › volume rendering
multi-resolution volume rendering |
0.7 | 1 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering
volume rendering |
0.7 | 1 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 |
Geometric modeling and processing › mesh processing › mesh compression
wavelet-based mesh coding |
0.7 | 1 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 |
Rendering
visibility culling |
0.6 | 1 | 2022 | Probabilistic Occlusion Culling using Confidence Maps for High-Quality Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2022 |
Rendering
antialiasing |
0.3 | 1 | 2018 | Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2018 |
Rendering
relighting |
0.3 | 1 | 2018 | Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2018 |
Rendering
shading |
0.3 | 1 | 2018 | Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2018 |
Visualization and visual analytics › scientific visualization
molecular visualization |
0.3 | 2 | 2022 | Probabilistic Occlusion Culling using Confidence Maps for High-Quality Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2022 Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle Data · IEEE Trans. Vis. Comput. Graph. 2018 |
Image and video processing › image filtering › edge-preserving filtering
bilateral filtering |
0.2 | 1 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 |
Image and video processing › image filtering
nonlinear filtering |
0.2 | 1 | 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of Detail · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
wavelet transform · 0.7permutohedral grid · 0.7joint bilateral filter · 0.7GPU data structure · 0.7confidence map · 0.6GPU hierarchy · 0.6screen-space normal distribution function · 0.3mipmap caching · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Real-Time Visualization of Large-Scale Geological Models With Nonlinear Feature-Preserving Levels of DetailabstractThe rapidly growing size and complexity of 3D geological models has increased the need for level-of-detail techniques and compact encodings to facilitate interactive visualization. For large-scale hexahedral meshes, state-of-the-art approaches often employ wavelet schemes for level of detail as well as for data compression. Here, wavelet transforms serve two purposes: (1) they achieve substantial compression for data reduction; and (2) the multiresolution encoding provides levels of detail for visualization. However, in coarser detail levels, important geometric features, such as geological faults, often get too smoothed out or lost, due to linear translation-invariant filtering. The same is true for attribute features, such as discontinuities in porosity or permeability. We present a novel, integrated approach addressing both purposes above, while preserving critical data features of both model geometry and its attributes. Our first major contribution is that we completely decouple the computation of levels of detail from data compression, and perform nonlinear filtering in a high-dimensional data space jointly representing the geological model geometry with its attributes. Computing detail levels in this space enables us to jointly preserve features in both geometry and attributes. While designed in a general way, our framework specifically employs joint bilateral filters, computed efficiently on a high-dimensional permutohedral grid. For data compression, after the computation of all detail levels, each level is separately encoded with a standard wavelet transform. Our second major contribution is a compact GPU data structure for the encoded mesh and attributes that enables direct real-time GPU visualization without prior decoding. Ronell Sicat, Mohamed Ibrahim 0006, Amani Ageeli, Florian Mannuß, Peter Rautek, Markus Hadwiger |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Probabilistic Occlusion Culling using Confidence Maps for High-Quality Rendering of Large Particle DataabstractAchieving high rendering quality in the visualization of large particle data, for example from large-scale molecular dynamics simulations, requires a significant amount of sub-pixel super-sampling, due to very high numbers of particles per pixel. Although it is impossible to super-sample all particles of large-scale data at interactive rates, efficient occlusion culling can decouple the overall data size from a high effective sampling rate of visible particles. However, while the latter is essential for domain scientists to be able to see important data features, performing occlusion culling by sampling or sorting the data is usually slow or error-prone due to visibility estimates of insufficient quality. We present a novel probabilistic culling architecture for super-sampled high-quality rendering of large particle data. Occlusion is dynamically determined at the sub-pixel level, without explicit visibility sorting or data simplification. We introduce confidence maps to probabilistically estimate confidence in the visibility data gathered so far. This enables progressive, confidence-based culling, helping to avoid wrong visibility decisions. In this way, we determine particle visibility with high accuracy, although only a small part of the data set is sampled. This enables extensive super-sampling of (partially) visible particles for high rendering quality, at a fraction of the cost of sampling all particles. For real-time performance with millions of particles, we exploit novel features of recent GPU architectures to group particles into two hierarchy levels, combining fine-grained culling with high frame rates. Mohamed Ibrahim 0006, Peter Rautek, Guido Reina, Marco Agus, Markus Hadwiger |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Fold and fit: Space conserving shape editing
Mohamed Ibrahim 0006, Dong-Ming Yan 0001 |
Comput. Graph. | 1 |
| 2018 | Screen-Space Normal Distribution Function Caching for Consistent Multi-Resolution Rendering of Large Particle DataabstractMolecular dynamics (MD) simulations are crucial to investigating important processes in physics and thermodynamics. The simulated atoms are usually visualized as hard spheres with Phong shading, where individual particles and their local density can be perceived well in close-up views. However, for large-scale simulations with 10 million particles or more, the visualization of large fields-of-view usually suffers from strong aliasing artifacts, because the mismatch between data size and output resolution leads to severe under-sampling of the geometry. Excessive super-sampling can alleviate this problem, but is prohibitively expensive. This paper presents a novel visualization method for large-scale particle data that addresses aliasing while enabling interactive high-quality rendering. We introduce the novel concept of screen-space normal distribution functions (S-NDFs) for particle data. S-NDFs represent the distribution of surface normals that map to a given pixel in screen space, which enables high-quality re-lighting without re-rendering particles. In order to facilitate interactive zooming, we cache S-NDFs in a screen-space mipmap (S-MIP). Together, these two concepts enable interactive, scale-consistent re-lighting and shading changes, as well as zooming, without having to re-sample the particle data. We show how our method facilitates the interactive exploration of real-world large-scale MD simulation data in different scenarios. Mohamed Ibrahim 0006, Patrick Wickenhauser, Peter Rautek, Guido Reina, Markus Hadwiger |
IEEE Trans. Vis. Comput. Graph. | 1 |