Zobrazeno 1 - 10
of 64
pro vyhledávání: '"Zellmann, Stefan"'
Autor:
Wald, Ingo, Zellmann, Stefan, Amstutz, Jefferson, Wu, Qi, Griffin, Kevin, Jaros, Milan, Wesner, Stefan
We propose and discuss a paradigm that allows for expressing \emph{data-parallel} rendering with the classically non-parallel ANARI API. We propose this as a new standard for data-parallel sci-vis rendering, describe two different implementations of
Externí odkaz:
http://arxiv.org/abs/2407.00179
Autor:
Zellmann, Stefan, Amstutz, Jeff
Virtual reality (VR) renderers driving CAVEs and similar immersive environments use the off-axis stereo camera model so that a tracked user can move freely in front of the projection plane. Geometrically, off-axis projection results in asymmetric vie
Externí odkaz:
http://arxiv.org/abs/2311.05887
Rendering large adaptive mesh refinement (AMR) data in real-time in virtual reality (VR) environments is a complex challenge that demands sophisticated techniques and tools. The proposed solution harnesses the ExaBrick framework and integrates it as
Externí odkaz:
http://arxiv.org/abs/2310.02881
To visually compare ensembles of volumes, dynamic volume lines (DVLs) represent each ensemble member as a 1D polyline. To compute these, the volume cells are sorted on a space-filling curve and scaled by the ensemble's local variation. The resulting
Externí odkaz:
http://arxiv.org/abs/2306.11612
Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for scientific visualization. Resulting from large fluid mechanics simulations, the data is usually cell centric, imposing a number of challenges for high quality reconstructi
Externí odkaz:
http://arxiv.org/abs/2211.09997
Autor:
Sahistan, Alper, Demirci, Serkan, Wald, Ingo, Zellmann, Stefan, Barbosa, João, Morrical, Nathan, Güdükbay, Uğur
Computational fluid dynamic simulations often produce large clusters of finite elements with non-trivial, non-convex boundaries and uneven distributions among compute nodes, posing challenges to compositing during interactive volume rendering. Correc
Externí odkaz:
http://arxiv.org/abs/2209.14537
NeRF-based techniques fit wide and deep multi-layer perceptrons (MLPs) to a continuous radiance field that can be rendered from any unseen viewpoint. However, the lack of surface and normals definition and high rendering times limit their usage in ty
Externí odkaz:
http://arxiv.org/abs/2206.10885
We present volkit, an open source library with high performance implementations of image manipulation and computer vision algorithms that focus on 3D volumetric representations. Volkit implements a cross-platform, performance-portable API targeting b
Externí odkaz:
http://arxiv.org/abs/2203.10213
Autor:
Zellmann, Stefan, Seifried, Daniel, Morrical, Nate, Wald, Ingo, Usher, Will, Law-Smith, Jamie A. P., Walch-Gassner, Stefanie, Hinkenjann, André
Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design scientist
Externí odkaz:
http://arxiv.org/abs/2202.12020
Autor:
Law-Smith, Jamie A. P., Everson, Rosa Wallace, Ramirez-Ruiz, Enrico, de Mink, Selma E., van Son, Lieke A. C., Götberg, Ylva, Zellmann, Stefan, Vigna-Gómez, Alejandro, Renzo, Mathieu, Wu, Samantha, Schrøder, Sophie L., Foley, Ryan J., Hutchinson-Smith, Tenley
A binary neutron star merger has been observed in a multi-messenger detection of gravitational wave (GW) and electromagnetic (EM) radiation. Binary neutron stars that merge within a Hubble time, as well as many other compact binaries, are expected to
Externí odkaz:
http://arxiv.org/abs/2011.06630