activity
20192023
most citedScalable Ray Tracing Using the Distributed FrameBuffer

21 citations · 53 across the 13 of their papers we have counts for

collaborators

15 papers

cs.GR2023★ 21 cited

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…

cs.DS2022★ 3 cited

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…

cs.GR2022

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…

cs.DS2022

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…

cs.GR2022★ 4 cited

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…

cs.GR2022

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…

cs.GR2022★ 9 cited

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…

cs.DC2021★ 2 cited

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…

cs.CV2021★ 9 cited

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…

cs.DC2020★ 2 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.GR2020★ 2 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★ 1 cited

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…