Ingo Wald

Interactive Headlight Simulation – A Case Study of Interactive Distributed Ray Tracing – (2010)

D. Bartz, X. Pueyo, E. Reinhard (editors, Carsten Benthin, Tim Dahmen, Ingo Wald

Todays rasterization graphics hardware provides impressive speed and features making it the standard tool for interactively visualising virtual prototypes early in the industrial design process....

Intel R ○ Labs (2010)

Carsten Benthin, Ingo Wald

Ray tracing has long been considered to be superior to rasterization because its ability to trace arbitrary rays, allowing it to simulate virtually any physical light transport effect by just tracing...

ABSTRACT Coherent Multiresolution Isosurface Ray Tracing (2009)

Aaron Knoll, Charles Hansen, Ingo Wald

We implement and evaluate a fast ray tracing method for rendering large structured volumes. Input data is compressed into an octree, enabling residency in CPU main memory. We cast packets of coherent...

Abstract Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media (2009)

Steve Marschner, Michael Wimmer, Vincent Pegoraro, Ingo Wald, Steven G. Parker

This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering...

(sketches 102) Interactive Ray Tracing of Point-based Models (2009)

Ingo Wald, Hans-peter Seidel, Mpi Informatik

d) A complex scene of 24 Iphigenias (24 million points) with phong shader and shadows ( ∼ 2 f ps@640×480 pixels). e) Iphigenia, displayed interactively with a (precomputed) global illumination...

An Application of Scalable Massive Model Interaction using Shared-Memory Systems (2009)

Alan Heirich, Bruno Raffin, Luis Paulo Dos Santos (editors, Abe Stephens, Solomon Boulos, James Bigler, ...

occluded structures to be examined in context. Right: Ambient occlusion shader inside the cockpit. (3D data provided by The Boeing Company.) During the end-to-end digital design of a commercial...

The Visual Computer manuscript No. (will be inserted by the editor) (2009)

Aaron M. Knoll, Ingo Wald, Charles D. Hansen, Coherent Multiresolution, Isosurface Ray Tracing

the date of receipt and acceptance should be inserted later Abstract We implement and evaluate a fast ray tracing method for rendering large structured volumes. Input data is losslessly compressed...

- RTSG- Design and Implementation of a Scene Graph Library based on Real-Time Ray Tracing (2008)

Dmitri Rubinstein, Naturwissenschaftlich-technische Fakultät I, Ingo Wald, Dipl Inform, Carsten Benthin, Prof Dr. -ing

Hiermit erkläre ich an Eides Statt, dass ich die vorliegende Arbeit selbständig verfasst und keine anderen als die angegebenen Quellen und Hilfsmittel verwendet habe. Saarbrücken, 22. September...

Asynchronous BVH Construction for Ray Tracing Dynamic Scenes on Parallel Multi-Core Architectures (2008)

Jean M. Favre, Luis Paulo Dos Santos, Dirk Reiners (editors, Thiago Ize, Ingo Wald, Steven G. Parker

Recent developments have produced several techniques for interactive ray tracing of dynamic scenes. In particular, bounding volume hierarchies (BVHs) are efficient acceleration structures that handle...

An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models (2008)

H. W. Jensen, A. Keller (editors, Mpi Informatik, Ingo Wald, Andreas Dietrich

into the engine, showing intricately interweaved, complex geometry. c.) The same as b.), but zooming in even closer. All of the individual parts of the entire plane are modeled at this level of...

Abstract Realtime Ray Tracing for Advanced Visualization in the Aerospace Industry (2008)

Andreas Dietrich, Ingo Wald, Holger Schmidt, Kristian Sons

One of the most pervasive problems in large-scale engineering projects is the difficulty in realistically visualizing models for evaluating the design and its visual appearance. The prohibitively...

Photorealistic Rendering using the (2008)

Ingo Wald, Universität Kaiserslautern, Fachbereich Informatik, Ag Numerische Algorithmen, Prof Dr, Stefan Heinrich, ...

Hiermit versichere ich, die vorliegende Arbeit selbständig und nur mit den angegebenen Hilfsmitteln angefertigt zu haben.

Realtime Caustics Using Distributed Photon Mapping (2008)

H. W. Jensen, A. Keller (editors, Johannes Günther, Ingo Wald

photo of the same headlight. Using our framework, these scenes can be rendered interactively, running at 21, 12, and 11 frames per second, on 8, 13, and 18 dual-AMD AthlonMP 1800+ PCs, respectively....

Computer Graphics Group (2008)

Ingo Wald, Heiko Friedrich, Aaron Knoll, Charles D Hansen

Abstract — We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art...

Computer Graphics Group (2008)

Ingo Wald, Heiko Friedrich, Aaron Knoll, Charles D Hansen

Abstract — We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art...

Precomputed Light Sets for Fast High Quality Global Illumination (2008)

Johannes Günther, Ingo Wald, Hans-peter Seidel

starting from the light sources, approximating global illumination. Then a set of Surface Sampling Points (SSPs, blue and red) is generated, each of them storing precomputed visibility information....

EUROGRAPHICS 2007 STAR – State of The Art Report State of the Art in Ray Tracing Animated Scenes (2008)

Ingo Wald, Warren Hunt, Steven G. Parker, Peter Shirley

Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed,...

Efficient Acquisition and Realistic Rendering of Car Paint (2008)

Johannes Günther, Tongbo Chen, Michael Goesele, Ingo Wald, Hans-peter Seidel

Figure 1: Different views of a “VW New Beetle ” car rendered with a measured and fitted “Polaris Silber” car paint, lighted from Paul Debevec’s HDR environment map of the Uffizi Gallery in...

An Application of Scalable Massive Model Interaction using Shared-Memory Systems (2008)

Alan Heirich, Bruno Raffin, Luis Paulo Dos Santos (editors, Abe Stephens, Solomon Boulos, James Bigler, ...

occluded structures to be examined in context. Right: Ambient occlusion shader inside the cockpit. (3D data provided by The Boeing Company.) During the end-to-end digital design of a commerical...

Per Christensen and Daniel Cohen-Or (Editors) Interactive Global Illumination in Complex and Highly Occluded Environments (2007)

Ingo Wald, Carsten Benthin

building, simply shaded, b.) Overview of a single floor c.) and d.) Inside, with full global illumination. With our proposed technique, the right images run at 2-3 frames per second on 22 CPUs...

Per Christensen and Daniel Cohen-Or (Editors) Interactive Global Illumination in Complex and Highly Occluded Environments (2007)

Ingo Wald, Carsten Benthin

building, simply shaded, b.) Overview of a single floor c.) and d.) Inside, with full global illumination. With our proposed technique, the right images run at 2-3 frames per second on 22 CPUs...

Computer Graphics (2007)

Carsten Benthin, Ingo Wald

Figure 1: Examples with detailed global illumination effects fully recomputed at interactive rates on a cluster of 24 dual PCs. Left: Room with a globe and an animated light source causing quick...

(Editors) Interactive Headlight Simulation – A Case Study of Interactive Distributed Ray Tracing – Abstract (2007)

Carsten Benthin, Tim Dahmen, Ingo Wald

Todays rasterization graphics hardware provides impressive speed and features making it the standard tool for interactively visualising virtual prototypes early in the industrial design process....

SaarCOR — A Hardware Architecture for Ray Tracing (2007)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, Jörg Schmittler, Ingo Wald

The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown...

EUROGRAPHICS ’01 STAR – State of The Art Report State of the Art in Interactive Ray Tracing (2007)

Ingo Wald

The term ray tracing is commonly associated with highly realistic images but certainly not with interactive graphics. However, with the increasing hardware resources of today, interactive ray tracing...

Packet-based Ray Tracing of Catmull-Clark Subdivision Surfaces (2007)

Carsten Benthin, Solomon Boulos, Dylan Lacewell, Ingo Wald, Carsten Benthin, Solomon Boulos, ...

Subdivision surfaces are the modeling primitive of choice for most production studios. Scanline rendering of subdivision surfaces via tessellation is relatively straightforward due to the in-order...

Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes (2007)

Ingo Wald, Heiko Friedrich, Aaron Knoll, Charles D. Hansen, Senior Member

Abstract — We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art...

Ray Tracing Deformable Scenes using Dynamic Bounding Volume Hierarchies (2007)

Ingo Wald, Solomon Boulos, Peter Shirley

The most significant deficiency of most of today’s interactive ray tracers is that they are restricted to static walkthroughs. This restriction is due to the static nature of the acceleration...

Interactive Ray Tracing of Arbitrary Implicit Functions (2007)

Aaron Knoll, Younis Hijazi, Ingo Wald, Charles Hansen, Hans Hagen

We present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic (IA) both for robust root computation and guaranteed detection of...

On fast construction of SAH-based bounding volume hierarchies (2007)

Ingo Wald

Figure 1: We present a method that enables fast, per-frame and from-scratch re-builds of a bounding volume hierarchy, thus completely removing a BVH-based ray tracer’s reliance on updating or...

— SIMD Ray Traversal with Generalized Ray Packets and On-the-fly Re-Ordering — ABSTRACT (2007)

Ingo Wald, Christiaan Gribble, Solomon Boulos, Andrew Kensler, Ingo Wald, Christiaan Gribble, ...

Achieving high performance on modern CPUs requires efficient utilization of SIMD units. Doing so requires that algorithms are able to take full advantage of the SIMD width offered and to not waste...

Interactive ray tracing of arbitrary implicits with simd interval arithmetic (2007)

Aaron Knoll, Ingo Wald

We present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic both for reliable numerical computation and guaranteed detection...

On fast construction of SAH-based bounding volume hierarchies (2007)

Ingo Wald

Figure 1: We present a method that enables fast, per-frame and from-scratch re-builds of a bounding volume hierarchy, thus completely removing a BVH-based ray tracer’s reliance on updating or...

Computer Graphics Group (2007)

Ingo Wald, Heiko Friedrich, Aaron Knoll, Charles D. Hansen, Ingo Wald, Heiko Friedrich, ...

We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in...

Interactive ray tracing of arbitrary implicits with simd interval arithmetic (2007)

Aaron Knoll, Younis Hijazi, Charles Hansen, Ingo Wald, Hans Hagen, Aaron Knoll, ...

We present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic both for reliable numerical computation and guaranteed detection...

ABSTRACT Coherent Multiresolution Isosurface Ray Tracing (2007)

Aaron Knoll, Charles Hansen, Ingo Wald, Aaron Knoll, Charles Hansen, Ingo Wald

We implement and evaluate a fast ray tracing method for rendering large structured volumes. Input data is compressed into an octree, enabling residency in CPU main memory. We cast packets of coherent...

State of the Art in Ray Tracing Animated Scenes (2007)

Wald, Ingo, Mark, William R., Günther, Johannes, Boulos, Solomon, Ize, Thiago, Hunt, Warren, ...

Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed,...

Ray Tracing Animated Scenes using Motion Decomposition (2006)

Johannes Günther, Heiko Friedrich, Ingo Wald, Hans-peter Seidel

encodes separated clusters generated by our motion decomposition algorithm. All animations combine flexible non-affine body motion from skinning, and other deformations. They can be ray traced with 5...

Interactive Isosurface Ray Tracing of Large Octree Volumes (2006)

Aaron Knoll, Ingo Wald, Steven Parker, Charles Hansen

Figure 1: Large volume data ray-traced at 512 2 using octrees for compression and acceleration. From left to right: (1) LLNL Richtmyer-Meshkov instability field (shown at timestep 270, with an...

Interactive Isosurface Ray Tracing of Large Octree Volumes (2006)

Aaron Knoll, Ingo Wald, Steven Parker, Charles Hansen

Figure 1: Large volume data ray-traced at 512 2 using octrees for compression and acceleration. From left to right: (1) LLNL Richtmyer-Meshkov instability field (shown at timestep 270, with an...

Ray Tracing Animated Scenes using Motion Decomposition (2006)

Johannes Günther, Heiko Friedrich, Ingo Wald, Hans-peter Seidel

Figure 1: Example images from animations ray traced in realtime. From left to right: HAND, BEN, CHICKEN, COW, and DOLPHIN. The color encodes separated clusters generated by our motion decomposition...

Ray Tracing on the CELL Processor (2006)

Carsten Benthin, Ingo Wald, Michael Scherbaum, Heiko Friedrich

Over the last three decades, higher CPU performance has been achieved almost exclusively by raising the CPU’s clock rate. Today, the resulting power consumption and heat dissipation threaten to end...

Interactive Distribution Ray Tracing (2006)

Solomon Boulos, Dave Edwards, J. Dylan Lacewell, Joe Kniss, Jan Kautz, Peter Shirley, ...

Distribution ray tracing uses multiple samples per pixel to produce antialiased images that include soft shadows, glossy reflection, motion blur, and depth-of-field. The two main potential barriers...

Ray tracing animated scenes using coherent grid traversal (2006)

Ingo Wald, Thiago Ize, Andrew Kensler, Aaron Knoll, Steven G. Parker

model (78K triangles). c) Animated wind-up toys (11K triangles) walking and jumping incoherently around each other. d) A rigid-body dynamics simulation of marbles (8.8K triangles). e) A complex scene...

On building fast Kd-Trees for Ray Tracing, and on doing that in O(N log N (2006)

Ingo Wald, Vlastimil Havran, Ingo Wald, Vlastimil Havran

Though a large variety of efficiency structures for ray tracing exist, kd-trees today seem to slowly become the method of choice. In particular, kd-trees built with cost estimation functions such as...

An Evaluation of Parallel Grid Construction for Ray Tracing Dynamic Scenes (2006)

Thiago Ize, Ingo Wald, Chelsea Robertson, Steven G. Parker, Thiago Ize, Ingo Wald, ...

We describe and analyze several ways to parallelize the rebuild of a grid acceleration structure used for interactive ray tracing of dynamic scenes. In particular, we present a scalable sort-middle...

Interactive Distribution Ray Tracing (2006)

Solomon Boulos, Dave Edwards, J. Dylan Lacewell, Joe Kniss, Jan Kautz, Ingo Wald, ...

Distribution ray tracing uses multiple samples per pixel to produce antialiased images that include soft shadows, glossy reflection, motion blur, and depth-of-field. The two main potential barriers...

Interactive Isosurface Ray Tracing of Large Octree Volumes (2006)

Aaron Knoll, Ingo Wald, Steven Parker, Charles Hansen, Aaron Knoll, Ingo Wald, ...

We present a technique for ray tracing isosurfaces of large compressed structured volumes. Data is first converted into a losslesscompression octree representation that occupies a fraction of the...

Incremental Raycasting of Piecewise Quadratic Surfaces on the GPU (2006)

Stoll, Carsten, Gumhold, Stefan, Seidel, Hans-Peter, Wald, Ingo, Parke, Steven G.

To overcome the limitations of triangle and point based surfaces several authors have recently investigated surface representations that are based on higher order primitives. Among these are MPU,...

Ray Tracing Animated Scenes using Motion Decomposition (2006)

Günther, Johannes, Friedrich, Heiko, Wald, Ingo, Seidel, Hans-Peter, Slusallek, Philipp, Szirmay-Kalos, László, ...

Though ray tracing has recently become interactive, its high precomputation time for building spatial indices usually limits its applications to walkthroughs of static scenes. This is a major...

A Ray Tracing based Framework for High-Quality Virtual Reality in Industrial Design Applications (2006)

Wald, Ingo, Dietrich, Andreas, Benthin, Carsten, Efremov, Alexander, Dahmen, Tim, Günther, Johannes, ...

Computer aided design (CAD) and virtual reality (VR) are becoming increasingly important tools for industrial design applications. Unfortunately, there is a huge and growing gap between what data CAD...

Experiences with Streaming Construction of SAH KD-Trees (2006)

Popov, Stefan, Günther, Johannes, Seidel, Hans-Peter, Slusallek, Philipp, Wald, Ingo, Parker, Steven G.

A major reason for the recent advancements in ray tracing performance is the use of optimized acceleration structures, namely kd-trees based on the surface area heuristic (SAH). Though algorithms...

On the Fast Construction of Spatial Hierarchies for Ray Tracing (2006)

Havran, Vlastimil, Herzog, Robert, Seidel, Hans-Peter, Wald, Ingo, Parker, Steven G.

In this paper we address the problem of fast construction of spatial hierarchies for ray tracing with applications in animated environments including non-rigid animations. We discuss properties of...

SLUSALLEK P.: Large-Scale CAD Model Visualization on a Scalable Shared-Memory Architecture (2005)

Andreas Dietrich, Ingo Wald

One of the most pervasive problems in large-scale engineering projects is the difficulty in properly fitting all individual parts together. The prohibitively high investment of using physical mockups...

Faster Isosurface Ray Tracing using Implicit KD-Trees (2005)

Ingo Wald, Heiko Friedrich, Gerd Marmitt, Hans-peter Seidel

Abstract — The visualization of high-quality isosurfaces at interactive rates is an important tool in many simulation and visualization applications. Today, isosurfaces are most often visualized by...

Efficient Acquisition and Realistic Rendering of Car Paint (2005)

Günther, Johannes, Chen, Tongbo, Goesele, Michael, Wald, Ingo, Seidel, Hans-Peter, Greiner, Günther, ...

The outside appearance of cars is mostly defined through only two distinct materials -- glass and car paint. While glass can rather easily be simulated by the simple physical laws of reflection and...

Balancing considered harmful – faster photon mapping using the voxel volume heuristic (2004)

Ingo Wald, Johannes Günther

Figure 1: Our example scenes, from purely diffuse illumination to highly detailed caustics: a) Direct visualization of a diffuse photon map in the “Conference ” scene, using 2.1 million photons,...

Balancing considered harmful – faster photon mapping using the voxel volume heuristic (2004)

Ingo Wald, Johannes Günther

Figure 1: Our example scenes, from purely diffuse illumination to highly detailed caustics: a) Direct visualization of a diffuse photon map in the “Conference ” scene, using 2.1 million photons,...

Realtime Caustics Using Distributed Photon Mapping (2004)

H. W. Jensen, A. Keller (editors, Philipp Slusallek, Johannes Günther, Ingo Wald

With the advancements in realtime ray tracing and new global illumination algorithms we are now able to render the most important illumination effects at interactive rates. One of the major remaining...

Fast and Accurate Ray-Voxel Intersection Techniques for Iso-Surface Ray Tracing (2004)

Gerd Marmitt, Andreas Kleer, Ingo Wald, Heiko Friedrich

A new intersection algorithm for iso-surface volume ray tracing increases performance by roughly a factor of three compared to previous accurate intersection algorithms while offering similar...

Interactive {Ray} {Tracing} of {Free-Form} {Surfaces} (2004)

Benthin, Carsten, Wald, Ingo, Slusallek, Philipp, Van Zijl, Lynette, Marais, Patrick

Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives....

VRML Scene Graphs on an Interactive Ray Tracing Engine (2004)

Dietrich, Andreas, Wald, Ingo, Wagner, Markus, Slusallek, Philipp, Ikai, Yasushi

With the recent breakthroughs in ray tracing technology, high-quality image generation at interactive rates is finally becoming reality. As a consequence ray tracing will likely play a larger role in...

Realtime Caustics using Distributed Photon Mapping (2004)

Günther, Johannes, Wald, Ingo, Slusallek, Philipp, Keller, Alexander, Jensen, Henrik Wann

With the advancements in realtime ray tracing and new global illumination algorithms we are now able to render the most important illumination effects at interactive rates. One of the major remaining...

Fast and {Accurate} {Ray-Voxel} {Intersection} {Techniques} for {Iso-Surface} {Ray} {Tracing} (2004)

Marmitt, Gerd, Kleer, Andreas, Friedrich, Heiko, Wald, Ingo, Slusallek, Philipp, Girod, Bernd, ...

Visualizing iso-surfaces of volumetric data sets is becoming increasingly important for many practical applications. One crucial task in iso-surface ray tracing is to find the correct intersection of...

An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models (2004)

Wald, Ingo, Dietrich, Andreas, Slusallek, Philipp, Keller, Alexander, Jensen, Henrik Wann

With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles...

Balancing Considered Harmful -- Faster Photon Mapping using the Voxel Volume Heuristic (2004)

Wald, Ingo, Günther, Johannes, Slusallek, Philipp, Cani, Marie-Paule, Slater, Mel

Photon mapping is one of the most important algorithms for computing global illumination. Especially for effi- ciently producing convincing caustics, there are no real alternatives to photon mapping....

A Scalable Approach to Interactive Global Illumination (2003)

Carsten Benthin, Ingo Wald, Philipp Slusallek

The addition of global illumination can dramatically increase the realism achievable when rendering virtual environments.

Streaming Video Textures for Mixed Reality Applications in Interactive Ray Tracing Environments (2003)

Andreas Pomi, Gerd Marmitt, Ingo Wald

by live video on the TV set, b) Two video billboards integrated into a scene with correct shadows and reflections, and c) A virtual car in a real environment, also with ray traced shadows and...

Interactive global illumination using fast ray tracing (2002)

Ingo Wald, Thomas Kollig, Carsten Benthin Alex

Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing...

Interactive global illumination (2002)

Ingo Wald, Thomas Kollig, Carsten Benthin Alex

Figure 1: Scene with complete global illumination computed at 1 fps (640 × 480 on 16 dual-AthlonMP 1800+ PCs) while the book and glass ball are moved by a user. Note the changing soft shadows, the...

OpenRT - A Flexible and Scalable Rendering Engine for Interactive 3D Graphics (2002)

Ingo Wald, Carsten Benthin

Figure 1: Examples of interactively rendering complex and dynamic scenes with a ray-tracing-based renderer. The scenes show a pre-lighted theatre, robots moving through a city, large numbers of...

Interactive global illumination (2002)

Ingo Wald, Thomas Kollig, Carsten Benthin Alex

Figure 1: Scene with complete global illumination computed at 1 fps (640 × 480 on 16 dual-AthlonMP 1800+ PCs) while the book and glass ball are moved by a user. Note the changing soft shadows, the...

Interactive Global Illumination using Fast Ray Tracing (2002)

Ingo Wald, Thomas Kollig, Carsten Benthin, Alexander Keller, Philipp Slusallek

Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing...

Interactive rendering with coherent ray tracing (2001)

Ingo Wald, Carsten Benthin, Markus Wagner

For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has...

Interactive distributed ray tracing of highly complex models (2001)

Ingo Wald, Carsten Benthin

Abstract. Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing...