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Heiko Friedrich

dblp:14/624 · DBLP profile ↗
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7ranked-venue papers
1as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 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
3 papers
Rendering · 65% Visualization and visual analytics · 31% Geometric modeling and processing · 4%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
ray tracing
0.232010
OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes · IEEE Trans. Vis. Comput. Graph. 2007
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Rendering › ray tracing
isosurface ray tracing
0.122007
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes · IEEE Trans. Vis. Comput. Graph. 2007
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Visualization and visual analytics
scientific visualization
0.122007
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes · IEEE Trans. Vis. Comput. Graph. 2007
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
GPUs and heterogeneous computing › GPU rendering
GPU ray tracing
0.112010
OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010
Visualization and visual analytics › volume visualization
isosurface visualization
0.112005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005
Geometric modeling and processing › mesh generation
tetrahedral mesh
0.012007
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
global illumination
0.012005
Faster Isosurface Ray Tracing Using Implicit KD-Trees · IEEE Trans. Vis. Comput. Graph. 2005

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

just-in-time compilation · 0.2domain-specific compiler · 0.2ray packets · 0.1depth peeling · 0.1bounding volume hierarchy · 0.1ray tracing · 0.1implicit KD-tree · 0.1
YearPublicationVenuePosition
2010 OptiX: a general purpose ray tracing engine
abstract
The NVIDIA® OptiX™ ray tracing engine is a programmable system designed for NVIDIA GPUs and other highly parallel architectures. The OptiX engine builds on the key observation that most ray tracing algorithms can be implemented using a small set of programmable operations. Consequently, the core of OptiX is a domain-specific just-in-time compiler that generates custom ray tracing kernels by combining user-supplied programs for ray generation, material shading, object intersection, and scene traversal. This enables the implementation of a highly diverse set of ray tracing-based algorithms and applications, including interactive rendering, offline rendering, collision detection systems, artificial intelligence queries, and scientific simulations such as sound propagation. OptiX achieves high performance through a compact object model and application of several ray tracing-specific compiler optimizations. For ease of use it exposes a single-ray programming model with full support for recursion and a dynamic dispatch mechanism similar to virtual function calls.
Steven G. Parker, James Bigler, Andreas Dietrich 0001, Heiko Friedrich, Jared Hoberock, David P. Luebke, David K. McAllister, Morgan McGuire, R. Keith Morley, Austin Robison, Martin Stich
ACM Trans. Graph.4
2008 Efficient CPU-based Volume Ray Tracing Techniques
abstract
Abstract Recent research on high‐performance ray tracing has achieved real‐time performance even for highly complex surface models already on a single PC. In this report, we provide an overview of techniques for extending real‐time ray tracing also to interactive volume rendering. We review fast rendering techniques for different volume representations and rendering modes in a variety of computing environments. The physically‐based rendering approach of ray tracing enables high image quality and allows for easily mixing surface, volume and other primitives in a scene, while fully accounting for all of their optical interactions. We present optimized implementations and discuss the use of upcoming high‐performance processors for volume ray tracing.
Gerd Marmitt, Heiko Friedrich, Philipp Slusallek
Comput. Graph. Forum2
2007 Interactive Iso-Surface Ray Tracing of Massive Volumetric Data Sets
Heiko Friedrich, Ingo Wald, Johannes Günther 0001, Gerd Marmitt, Philipp Slusallek
EGPGV1
2007 Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes
abstract
We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in polygonal ray tracing, namely aggressive packet/frustum traversal of a bounding volume hierarchy, we can accomodate large and time-varying unstructured data. In conjunction with this efficiency structure, we introduce a novel technique for intersecting ray packets with tetrahedral primitives. Ray tracing is flexible, allowing for dynamic changes in isovalue and time step, visualization of multiple isosurfaces, shadows, and depth-peeling transparency effects. The resulting system offers the intuitive simplicity of isosurfacing, guaranteed-correct visual results, and ultimately a scalable, dynamic and consistently interactive solution for visualizing unstructured volumes.
Ingo Wald, Heiko Friedrich, Aaron Knoll, Charles D. Hansen
IEEE Trans. Vis. Comput. Graph.2
2006 Ray Tracing Animated Scenes using Motion Decomposition
abstract
Abstract Though ray tracing has recently become interactive, its high precomputation time for building spatial indices usually limits its applications to walkthroughs of static scenes. This is a major limitation, as most applications demand support for dynamically animated models. In this paper, we present a new approach to ray trace a special but important class of dynamic scenes, namely models whose connectivity does not change over time and for which all possible poses are known in advance. We support these kinds of models by introducing two new concepts: motion decomposition, and fuzzy kd‐trees. We analyze the animation and break the model down into submeshes with similar motion. For each of these submeshes and for every time step, we calculate a best affine transformation through a least square approach. Any residual motion is then captured in a single "fuzzy kd‐tree" for the entire animation. Together, these techniques allow for ray tracing animations without rebuilding the spatial index structures for the submeshes, resulting in interactive frame rates of 5 to 15 fps even on a single CPU. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Ray tracing I.3.6 [Methodology and Techniques]: Graphics data structures and data types
Johannes Günther 0001, Heiko Friedrich, Ingo Wald, Hans-Peter Seidel, Philipp Slusallek
Comput. Graph. Forum2
2006 Interactive ray tracing of skinned animations
Johannes Günther 0001, Heiko Friedrich, Hans-Peter Seidel, Philipp Slusallek
Vis. Comput.2
2005 Faster Isosurface Ray Tracing Using Implicit KD-Trees
abstract
The visualization of high-quality isosurfaces at interactive rates is an important tool in many simulation and visualization applications. Today, isosurfaces are most often visualized by extracting a polygonal approximation that is then rendered via graphics hardware or by using a special variant of preintegrated volume rendering. However, these approaches have a number of limitations in terms of the quality of the isosurface, lack of performance for complex data sets, or supported shading models. An alternative isosurface rendering method that does not suffer from these limitations is to directly ray trace the isosurface. However, this approach has been much too slow for interactive applications unless massively parallel shared-memory supercomputers have been used. In this paper, we implement interactive isosurface ray tracing on commodity desktop PCs by building on recent advances in real-time ray tracing of polygonal scenes and using those to improve isosurface ray tracing performance as well. The high performance and scalability of our approach will be demonstrated with several practical examples, including the visualization of highly complex isosurface data sets, the interactive rendering of hybrid polygonal/isosurface scenes, including high-quality ray traced shading effects, and even interactive global illumination on isosurfaces.
Ingo Wald, Heiko Friedrich, Gerd Marmitt, Philipp Slusallek, Hans-Peter Seidel
IEEE Trans. Vis. Comput. Graph.2