21 citations · 53 across the 13 of their papers we have counts for
15 papers
Scalable Ray Tracing Using the Distributed FrameBuffer
Will Usher, Ingo Wald, Jefferson Amstutz +3
Image- and data-parallel rendering across multiple nodes on high-performance computing systems is widely used in visualization to provide higher frame rates, support large data set…
A Stack-Free Traversal Algorithm for Left-Balanced k-d Trees
Ingo Wald
We present an algorithm that allows for find-closest-point and kNN-style traversals of left-balanced k-d trees, without the need for either recursion or software-managed stacks; in…
Beyond ExaBricks: GPU Volume Path Tracing of AMR Data
Stefan Zellmann, Qi Wu, Alper Sahistan +2
Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for scientific visualization. Resulting from large fluid mechanics simulations, the data is usually cell…
GPU-friendly, Parallel, and (Almost-)In-Place Construction of Left-Balanced k-d Trees
Ingo Wald
We present an algorithm that allows for building left-balanced and complete k-d trees over k-dimensional points in a trivially parallel and GPU friendly way. Our algorithm requires…
GPU-based Data-parallel Rendering of Large, Unstructured, and Non-convexly Partitioned Data
Alper Sahistan, Serkan Demirci, Ingo Wald +4
Computational fluid dynamic simulations often produce large clusters of finite elements with non-trivial, non-convex boundaries and uneven distributions among compute nodes, posing…
Data Parallel Path Tracing in Object Space
Ingo Wald, Steven G Parker
We investigate the concept of rendering production-style content with full path tracing in a data-distributed fashion -- that is, with multiple collaborating nodes and/or GPUs that…
Point Containment Queries on Ray Tracing Cores for AMR Flow Visualization
Stefan Zellmann, Daniel Seifried, Nate Morrical +5
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 photor…
GPGPU-Parallel Re-indexing of Triangle Meshes with Duplicate-Vertex and Unused-Vertex Removal
Ingo Wald
We describe a simple yet highly parallel method for re-indexing "indexed" data sets like triangle meshes or unstructured-mesh data sets -- which is useful for operations such as re…
NViSII: A Scriptable Tool for Photorealistic Image Generation
Nathan Morrical, Jonathan Tremblay, Yunzhi Lin +4
We present a Python-based renderer built on NVIDIA's OptiX ray tracing engine and the OptiX AI denoiser, designed to generate high-quality synthetic images for research in computer…
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…
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…
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…
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…
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…
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…