Demo Data from EDBT 2026 / reviewers in the wild / expert
Philipp Schlegel
dblp:94/7589
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2011
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › volume rendering
direct volume rendering |
0.1 | 1 | 2011 | Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering › volume rendering › ray casting
GPU ray-casting |
0.1 | 1 | 2011 | Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering › lighting
illumination and shading |
0.1 | 1 | 2011 | Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering › shadow rendering
soft shadows |
0.1 | 1 | 2011 | Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
volume rendering |
0.1 | 1 | 2011 | Extinction-Based Shading and Illumination in GPU Volume Ray-Casting · IEEE Trans. Vis. Comput. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
riemann sum discretization · 0.1exponential extinction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Extinction-Based Shading and Illumination in GPU Volume Ray-CastingabstractDirect volume rendering has become a popular method for visualizing volumetric datasets. Even though computers are continually getting faster, it remains a challenge to incorporate sophisticated illumination models into direct volume rendering while maintaining interactive frame rates. In this paper, we present a novel approach for advanced illumination in direct volume rendering based on GPU ray-casting. Our approach features directional soft shadows taking scattering into account, ambient occlusion and color bleeding effects while achieving very competitive frame rates. In particular, multiple dynamic lights and interactive transfer function changes are fully supported. Commonly, direct volume rendering is based on a very simplified discrete version of the original volume rendering integral, including the development of the original exponential extinction into a-blending. In contrast to a-blending forming a product when sampling along a ray, the original exponential extinction coefficient is an integral and its discretization a Riemann sum. The fact that it is a sum can cleverly be exploited to implement volume lighting effects, i.e. soft directional shadows, ambient occlusion and color bleeding. We will show how this can be achieved and how it can be implemented on the GPU. Philipp Schlegel, Maxim Makhinya, Renato Pajarola |
IEEE Trans. Vis. Comput. Graph. | 1 |