most citedA Simple, General, and GPU Friendly Method for Computing Dual Mesh and Iso-Surfaces of Adaptive Mesh Refinement (AMR) Data

2 citations · 4 across the 3 of their papers we have counts for

collaborators

6 papers

cs.DC20202 cited

A Virtual Frame Buffer Abstraction for Parallel Rendering of Large Tiled Display Walls

Mengjiao Han, Ingo Wald, Will Usher +4

We present dw2, a flexible and easy-to-use software infrastructure for interactive rendering of large tiled display walls. Our library represents the tiled display wall as a single…

cs.GR2020

Ray Tracing Structured AMR Data Using ExaBricks

Ingo Wald, Stefan Zellmann, Will Usher +3

Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data rep…

cs.DS2020

Accelerating Force-Directed Graph Drawing with RT Cores

Stefan Zellmann, Martin Weier, Ingo Wald

Graph drawing with spring embedders employs a V x V computation phase over the graph's vertex set to compute repulsive forces. Here, the efficacy of forces diminishes with distance…

cs.GR20202 cited

A Simple, General, and GPU Friendly Method for Computing Dual Mesh and Iso-Surfaces of Adaptive Mesh Refinement (AMR) Data

Ingo Wald

We propose a novel approach to extracting crack-free iso-surfaces from Structured AMR data that is more general than previous techniques, is trivially simple to implement, requires…

cs.GR2020

Digesting the Elephant -- Experiences with Interactive Production Quality Path Tracing of the Moana Island Scene

Ingo Wald, Bruce Cherniak, Will Usher +8

New algorithmic and hardware developments over the past two decades have enabled interactive ray tracing of small to modest sized scenes, and are finding growing popularity in scie…

cs.GR2019

Efficient Space Skipping and Adaptive Sampling of Unstructured Volumes Using Hardware Accelerated Ray Tracing

Nathan Morrical, Will Usher, Ingo Wald +1

Sample based ray marching is an effective method for direct volume rendering of unstructured meshes. However, sampling such meshes remains expensive, and strategies to reduce the n…