Demo Data from SIGIR 2026 / reviewers in the wild / expert
Andreas Dietrich 0001
dblp:33/3364-1
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2010
0000-0001-5891-0910ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorSystems, architecture and hardware · 1
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
4 papers |
Rendering · 78% Virtual and augmented reality · 16% Visualization and visual analytics · 6% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
ray tracing |
0.2 | 3 | 2010 | OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010 Colorplate: VRML Scene Graphs on an Interactive Ray Tracing Engine · VR 2004 VRML Scene Graphs on an Interactive Ray Tracing Engine · VR 2004 |
GPUs and heterogeneous computing › GPU rendering
GPU ray tracing |
0.1 | 1 | 2010 | OptiX: a general purpose ray tracing engine · ACM Trans. Graph. 2010 |
Rendering
real-time rendering |
0.1 | 1 | 2008 | Interactive massive model rendering · SIGGRAPH ASIA Courses 2008 |
Virtual and augmented reality › immersive rendering
VR rendering |
0.0 | 1 | 2004 | VRML Scene Graphs on an Interactive Ray Tracing Engine · VR 2004 |
Visualization and visual analytics
interactive visualization |
0.0 | 1 | 2008 | Interactive massive model rendering · SIGGRAPH ASIA Courses 2008 |
Rendering
scene graph |
0.0 | 1 | 2004 | VRML Scene Graphs on an Interactive Ray Tracing Engine · VR 2004 |
Methods — techniques the papers use, named apart from their topics
just-in-time compilation · 0.2domain-specific compiler · 0.2ray tracing · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | OptiX: a general purpose ray tracing engineabstractThe 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. | 3 |
| 2008 | Interactive massive model renderingabstractThis course instructs students in the software and hardware strategies needed for real-time visualization and interaction with massive models. Seven international researchers and practitioners are the instructors. The general form of the course will be lecture with live demos. Andreas Dietrich 0001, Enrico Gobbetti, Dinesh Manocha, Fabio Marton, Renato Pajarola, Philipp Slusallek, Sung-Eui Yoon |
SIGGRAPH ASIA Courses | 1 |
| 2004 | VRML Scene Graphs on an Interactive Ray Tracing Engine
Andreas Dietrich 0001, Ingo Wald, Markus Wagner 0004, Philipp Slusallek |
VR | 1 |
| 2004 | Colorplate: VRML Scene Graphs on an Interactive Ray Tracing Engine
Andreas Dietrich 0001, Ingo Wald, Markus Wagner 0004, Philipp Slusallek |
VR | 1 |
| 2003 | Interactive Ray Tracing on Commodity PC Clusters
Ingo Wald, Carsten Benthin, Andreas Dietrich 0001, Philipp Slusallek |
Euro-Par | 3 |