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Ingo Wald: PublicationsThis is a list of my publications. Feel free to browse, but be aware that some of these papers might carry certain copyright restrictions of the respective conference, journal, or organization that has published the original article. For this reason, this site may use a version that is sligthly older (or in some other way slightly different) from the official publication; in those cases, please refer to the original versions in the respective digital libraries instead. If you want to know which of these papers are the most cited ones, have a look at my google scholar profile. For most papers, the paper title is a link to the relevant pdf file. In all such cases, the copyright to the final, camera-ready copy of that paper may remain with the organization with which this paper was published. If a paper comes with "teaser" images, clicking on the respective low-resolution teaser should link to a high-resolution version of that image. Please see the respective paper for the required copyrights and acknowledgements for the respective pictures.
2023GPU-based Data-parallel Rendering of Large, Unstructured, and Non-convexly Partitioned Data Alper Sahistan, Serkan Demirci, Ingo Wald, Stefan Zellmann, Joao Barbosa, Nathan Morrical, Ugur Gudukbay Submitted for publication, preprint available on arXiv:2209.14537
Memory-Efficient GPU Volume Path Tracing of AMR Data using the Dual Mesh Stefan Zellmann, Qi Wu, Kwan-Liu Ma, and Ingo Wald Computer Graphics Forum, 42(3), 2023.
State-of-the-art in Large-Scale Volume Visualization Beyond Structured Data J. Sarton; S. Zellmann; S. Demirci; U. Gudukbay; W. Alexandre-Barff; L. Lucas; J. M. Dischler; S. Wesner; I. Wald Computer Graphics Forum, 42(3), 2023.
Data Parallel Multi-GPU Path Tracing using Ray Queue Cycling Ingo Wald, Milan Jaros, and Stefan Zellmann Computer Graphics Forum (Special Issue with Select Papers from High Performance Graphics 2023). 2023. Beyond ExaBricks: GPU Volume Path Tracing of AMR Data Stefan Zellmann, Qi Wu, Alper Sahistan, Kwan-Liu Ma, and Ingo Wald To appear, preprint available on arXiv:2211.09997v2, 2023
2022Point Containment Queries on Ray-Tracing Cores for AMR Flow Visualization Stefan Zellmann, Daniel Seifried, Nate Morrical, Ingo Wald, Will Usher, Jamie A. P. Law-Smith, Stefanie Walch-Gassner, and Andre Hinkenjann IEEE Computing in Science and Engineering, 24(2), 2022 GPU-friendly, Parallel, and (Almost-)In-Place Construction of Left-Balanced k-d Trees Ingo Wald ArXiv 2211.00120, 2022 A Stack-free Traversal Algorithm for Left-Balanced k-d Trees Ingo Wald ArXiv 2210.12859, 2022 Quick Clusters: A GPU-Parallel Partitioning for Efficient Path Tracing of Unstructured Volumetric Grids Nate Morrical, Alper Sahistan, Ugur Gudukbay, Ingo Wald, and Valerio Pascucci IEEE Transactions on Visualization and Comput Graphics (Proceedings of IEEE Vis), 2022. doi: 10.1109/TVCG.2022.3209418. Hybrid Image-/Data-Parallel Rendering Using Island Parallelism Stefan Zellmann, Ingo Wald, Joao Barbosa, Serkan Demirci, Alper Sahistan, and Ugur Gudukbay Accepted at IEEE Symposium on Large Data Analysis and Visualization (LDAV), 2022. Design and Evaluation of a GPU Streaming Framework for Visualizing Time-Varying AMR Data Stefan Zellmann, Ingo Wald, Alper Sahistan, Matthias Hellmann, and Will Usher Proceedings of the Eurographics Symposium on Parallel Graphics and Visualization (EGPGV), 2022. Data Parallel Path Tracing with Object Hierarchies Ingo Wald and Steven G Parker Proceedings of the ACM on Computer Graphics and Interactive Techniques (Proceedings of High Performance Graphics), 2022. (second best paper award). 2021GPGPU-Parallel Re-indexing of Triangle Meshes with Duplicate-Vertex and Unused-Vertex Removal Ingo Wald arXiv:2109.09812 An GPU-accelerated particle tracking method for Eulerian–Lagrangian simulations using hardware ray tracing cores Bin Wang, Ingo Wald, Nate Morrical, Will Usher, Lin Mu, Karsten Thompson, and Richard Hughes Computer Physics Communications 271(1):108221, 2021. Ray-traced Shell Traversal of Tetrahedral Meshes for Direct Volume Visualization Alper Sahistan, Serkan Demirci, Nathan Morrical, Stefan Zellmann, Aytek Aman, Ingo Wald, and Ugur Güdükbay IEEE Visualization Short Papers, 2021. A Memory Efficient Encoding for Ray Tracing Large Unstructured Data Ingo Wald, Nate Morrical, and Stefan Zellmann Accepted at IEEE Visualization; to appear at IEEE Transactions on Visualization and Computer Graphics (TVCG), 2021 A Simple Trick for Improving Numerical Precision in Intersection Programs Ingo Wald in Ray Tracing Gems 2 - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Adam Marrs, Pete Shirley, Ingo Wald (editors). Apress. 2021. Ray Axis-Aligned Bounding Box Intersection Ingo Wald in Ray Tracing Gems 2 - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Adam Marrs, Pete Shirley, Ingo Wald (editors). Apress. 2021. Ray Tracing Gems II - Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX Adam Marrs, Pete Shirley, and Ingo Wald (editors) Apress. 2021. Faster RTX-Accelerated Empty Space Skipping using Triangulated Active Region Boundary Geometry Ingo Wald, Nate Morrical, and Stefan Zellmann EGPGV 2021. NVisII: A Scriptable Tool for Photorealistic Image Generation Nathan Morrical, Jonathan Tremblay, Yunzhi Lin, Stephen Tyree, Stan Birchfield, Valerio Pascucci, and Ingo Wald arXiv:2105.13962 Multi-level tetrahedralization based accelerator for ray-tracing animated scenes Aytek Aman, Serkan Dimirci, Ugur Gudukbay, and Ingo Wald Computer Animation and Virtual Worlds, 2021 2020A Simple, General, and GPU Friendly Method for Computing Dual Mesh and Iso-Surfaces of Adaptive Mesh Refinement Data Ingo Wald Arxiv arXiv:2004.08475, 2020 Spatial Partitioning Strategies for Memory-Efficient Ray Tracing of Particles Patrick Gralka, Ingo Wald, Sergej Geringer, Guido Reina, and Thomas Ertl 2020 IEEE 10th Symposium on Large Data Analysis and Visualization. Accelerating Unstructured Mesh Point Location with RT Cores Nathan Morrical, Ingo Wald, Will Usher, and Valerio Pascucci IEEE Transactions on Visualization and Computer Graphics (TVCG), 2020. Ray Tracing Structured AMR Data Using ExaBricks Ingo Wald, Stefan Zellmann, Will Usher, Nate Morrical, Ulrich Lang, and Valerio Pascucci Accepted at IEEE Visualization; to appear at IEEE Transactions on Visualization and Computer Graphics (TVCG), 2020 Accelerating Force-Directed Graph Drawing with RT Cores Stefan Zellmann, Martin Weier, and Ingo Wald. Accepted at IEEE Visualization (Short Papers), 2020 A Virtual Frame Buffer Abstraction for Parallel Rendering of Large Tiled Display Walls SMengjiao Han, Ingo Wald, Will Usher, Nate Morrical, Chris R. Johnson Accepted at IEEE Visualization (Short Papers), 2020 A terminology for in situ visualization and analysis systems Hank Childs, Sean D. Ahern, James Ahrens, Andrew C. Bauer, Janine Bennett, E. Wes Bethel, Peer-Timo Bremer, Eric Brugger, Joseph Cottam, Matthieu Dorier, Soumya Dutta, Jean M. Favre, Thomas Fogal, Steffen Frey, Christoph Garth, Berk Geveci, William F. Godoy, Charles D. Hansen, Cyrus Harrison, Bernd Hentschel, Joseph Insley, Chris R. Johnson, Scott Klasky, Aaron Knoll, James Kress, Matthew Larsen, Jay Lofstead, Kwan-Liu Ma, Preeti Malakar, Jeremy Meredith, Kenneth Moreland, Paul Navratil, Patrick O'Leary, Manish Parashar, Valerio Pascucci, John Patchett, Tom Peterka, Steve Petruzza, Norbert Podhorszki, David Pugmire, Michel Rasquin, Silvio Rizzi, David H. Rogers, Sudhanshu Sane, Franz Sauer, Robert Sisneros, Han-Wei Shen, Will Usher, Rhonda Vickery, Venkatram Vishwanath, Ingo Wald, Ruonan Wang, Gunther H. Weber, Brad Whitlock, Matthew Wolf, Hongfeng Yu, Sean B. Ziegeler The International Journal of High Performance Computing Applications, 2000 Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types. Ingo Wald, Nate Morrical, Stefan Zellmann, Lei Ma, Will Usher, Tiejun Huang, Valerio Pascucci. Proceedings of the ACM on Computer Graphics and Interactive Techniques (Proceedings of High Performance Graphics), 2020. Finding Efficient Spatial Distributions for Massively Instanced 3-d Models Stefan Zellmann, Nate Morrical, Ingo Wald, and Valerio Pascucci Accepted at Eurographics Parallel Graphics and Visualization (EGPGV) 2020. A Simple, General, and GPU Friendly Method for Computing Dual Mesh and Iso-Surfaces of Adaptive Mesh Refinement (AMR) Data Ingo Wald Technical Report, ArXiv:2004.08475v1 High-Quality Rendering of Glyphs Using Hardware-Accelerated Ray Tracing Stefan Zellmann, Martin Aumueller, Nate Marshak, and Ingo Wald Eurographics Parallel Graphics and Visualization (EGPGV), 2020. (short papers). Digesting the Elephant - Experiences with Interactive Production Path Tracing of the Moana Island Scene Ingo Wald, Bruce Cherniak, Will Usher, Carson Brownlee, Attila Afra, Johannes Guenther, Jefferson Amstutz, Tim Rowley, Valerio Pascucci, Chris R Johnson, and Jim Jeffers Arxiv number 2001.02620. 2020. 2019Interactive Rendering of Large-Scale Volumes on Multi-Core CPUs Feng Wang, Ingo Wald, Chris R Johnson. IEEE Symposium on Large Data Analysis and Visualization (LDAV) 2019. Efficient Space Skipping and Adaptive Sampling of Unstructured Volumes Using Hardware Accelerated Ray Tracing Nate Morrical, Will Usher, Ingo Wald, and Valerio Pascucci. To appear in IEEE Visualization 2019 Short Papers. RTX Beyond Ray Tracing - Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location Ingo Wald, Will Usher, Nathan Morrical, Laura L Lediaev, and Valerio Pascucci. To appear in Proceedings of High Performance Graphics (HPG) 2019. Scalable Ray Tracing using the Distributed Frame Buffer Will Usher, Ingo Wald, Jefferson Amstutz, Johannes Guenther, Carson Brownlee, and Valerio Pascucci. To appear in Computer Graphics Forum, Special Issue on the 21st EG/VGTC Converence on Visualization (EuroVis 2019). Ray Tracing Generalized Tube Primitives: Method and Applications Mengjiao Han, Ingo Wald, Will Usher, Qi Wu, Feng Wang, Valerio Pascucci, Charles D Hansen, and Chris R Johnson. To appear in Computer Graphics Forum, Special Issue on the 21st EG/VGTC Converence on Visualization (EuroVis 2019). Ray Tracing Gems Chapter 29 - Efficient Particle Volume Splatting in a Ray Tracer Aaron Knoll, R Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer. Ray Tracing Gems - High-Quality and Real-Time Rendering with DXR and Other APIs. Chapter 29. Eric Haines and Tomas Akenine-Moeller, editors. Springer. Ray Tracing Gems Chapter 5 - Computing Minima and Maxima of Subarrays Ingo Wald Ray Tracing Gems - High-Quality and Real-Time Rendering with DXR and Other APIs. Chapter 5. Eric Haines and Tomas Akenine-Moeller, editors. Springer. Ray Tracing Gems Chapter 2 - What is a Ray? Peter Shirley, Ingo Wald, Tomas Akenine-Moeller, and Eric Haines. Ray Tracing Gems - High-Quality and Real-Time Rendering with DXR and Other APIs. Chapter 2. Eric Haines and Tomas Akenine-Moeller, editors. Springer. CPU Isosurface Ray Tracing of Adaptive Mesh Refinement Data. Feng Wang, Ingo Wald, Qi Wu, Will Usher, and Chris R Johnson. To appear in Transactions on Visualization and Computer Graphics (Proceedings of IEEE Vis 2018), 2019 2018libIS - A Light-weight Library for Flexible In-Transit Visualization. Will Usher, Silvio Rizzi, Ingo Wald, Jefferson Amstutz, Joe Insley, Venkatram Vishvanath, Nicola Ferrier, Michael E Papka, and Valerio Pascucci. In In-Situ Infrastructures for Enabling Extreme-Scale Analysis and Visualization (ISAV) 2018 Compressed-Leaf Bounding Volume Hierarchies. Carsten Benthin, Ingo Wald, Sven Woop, and Attila Afra. High Performance Graphics 2018. Direct Ray Tracing of Particle-based Fluid Surfaces using Anisotropic Kernels. Tim Biedert, Jan-Tobias Sohns, Simon Schroeder, Jefferson Amstutz, Ingo Wald, and Christoph Garth. In Eurographics Parallel Graphics and Visualization (EGPGV) 2018. Robust Iterative Find-Next-Hit Traversal. Ingo Wald, Jefferson Amstutz, and Carsten Benthin. In Eurographics Parallel Graphics and Visualization (EGPGV) 2018. VisIt-OSPRay - Towards an Exascale Volume Visualization System. Qi Wu, Will Usher, Steve Petruzza, Sidharth Kumar, Feng Wang, Ingo Wald, Valerio Pascucci, and Charles D Hansen. In Eurographics Parallel Graphics and Visualization (EGPGV) 2018. 2017CPU Volume Rendering of Adaptive Mesh Refinement Data. Ingo Wald, Carson Brownlee, Aaron Knoll. In Siggraph Asia Symposium on Visualization. 2017. Improved two-level BVHs using partial re-braiding. Carsten Benthin, Sven Woop, Ingo Wald, Attila Afra. In HPG17 - Proceedings of High Performance Graphics. 2017. Progressive CPU Volume Rendering with Sample Accumulation. Will Usher, Jefferson Amstutz, Carson Brownlee, Aaron Knoll, and Ingo Wald. In Eurographics Symposium on Parallel Graphics and Visualization, 2017 Interactive Exploration of Dissipation Element Geometry. Tom Vierjahn, Andrea Schnorr, Benjamin Weyers, Dominik Denker, Ingo Wald, Christoph Garth, Torsten W Kuhlen, Bernd Hentschel. In 2017 Eurographics Symposium on Parallel Graphics and Visualization. 2017. OSPRay - A CPU Ray Tracing Framework for Scientific Visualization. Ingo Wald, Gregory P Johnson, Jefferson Amstutz, Carson Brownlee, Aaron Knoll, Jim Jeffers, Johannes Guenther, and Paul Navratil. IEEE Transactions on Visualization and Computer Graphics (Proceedings of IEEE Visualization 2016). Volume 23, issue 1, 2017. 2016Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs. Attila Afra, Carsten Benthin, Ingo Wald, and Jakob Munkberg. In Proceedings of High-Performance Graphics, 2016. In-situ Exploration of Particle Simulations with CPU Ray Tracing. Will Usher, Ingo Wald, Aaron Knoll, Michael Papka, and Valerio Pascucci. Supercomputing Frontiers and Innovations (Special Issue on In-Situ Visualization Workshop). Volume 3, number 4, 2016. 2015CPU Ray Tracing Large Particle Data with P-kd Trees. Ingo Wald, Aaron Knoll, Gregory P Johnson, Will Usher, Valerio Pasuccci, and Mike E Papka. In 2015 IEEE Visualization Conference (SciVis), 2015. Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching. Carsten Benthin, Sven Woop, Matthias Niessner, Kai Selgrad, and Ingo Wald. In Proceedings of the 7th Conference on High-Performance Graphics. 2015. SIMD Parallel Ray Tracing of Homogeneous Polyhedral Grids. Brad Rathke, Ingo Wald, Ken Chiu, and Carson Brownlee. In Proceedings of Eurographics Parallel Graphics and Visualization (EGPGV). 2015. Implementing Node-Culling Multi-Hit BVH Traversal in Embree. Christiaan Gribble, Ingo Wald, and Jefferson Amstutz. Journal of Computer Graphics Techniques (JCGT). Volume 5, number 4, 2016. An Evaluation of Multi-Hit Ray Traversal in a BVH using Existing First-Hit/Any-Hit Kernels. Jefferson Amstutz, Christiaan Gribble, Johannes Guenther, and Ingo Wald. Journal of Computer Graphics Techniques (JCGT). Volume 4, number 4, 2015. 2014Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur Sven Woop, Carsten Benthin, Ingo Wald, Gregory S Johnson, and Eric Tabellion High Performance Graphics 2014
Embree - A Kernel Framework for Efficient CPU Ray Tracing
RBF Volume Ray Casting on Multicore and Manycore CPUs
2013
Water-tight Ray-Triangle Intersection
Ray Tracing and Volume Rendering Large Molecular Data on Multi-Core and Many-Core Architectures
2012
Extending a C-like Language for Portable SIMD Programming
Fast Construction of SAH BVHs on the Intel Many Integrated Core (MIC) Architecture
2011
Efficient Stack-less BVH Traversal for Ray Tracing
Combining Single and Packet Ray Tracing for Arbitrary Ray Distributions on the Intel(R) MIC Architecture
Active Thread Compaction for GPU Path Tracing
Full-Resolution Interactive CPU Volume Rendering with Coherent BVH Traversal
2009
State of the Art in Ray Tracing Animated Scenes
Screen Space Spherical Harmonics Filters for Instant Global Illumination
Coherent Multiresolution Isosurface Ray Tracing
Efficient Ray Traced Soft Shadows using Multi-Frusta Tracing
2008
Adaptive Ray Packet Reordering
Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media
Getting Rid of Packets - Efficient SIMD Single-Ray Traversal using Multi-branching BVHs
Ray Tracing with the BSP Tree
Fast, Parallel, and Asynchronous Construction of BVHs for Ray Tracing Animated Scenes
2007
Packet-based Whitted and Distribution Ray Tracing
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes
Packet-based Ray Tracing of Catmull-Clark Subdivision Surfaces
SIMD Ray Stream Tracing - SIMD Ray Traversal with Generalized Ray Packets and On-the-fly Re-Ordering
State of the Art in Ray Tracing Animated Scenes
On fast Construction of SAH-based Bounding Volume Hierarchies
Coherent Multiresolution Isosurface Ray Tracing
A Coherent Grid Traversal Approach to Visualizing Particle-Based Simulation Data
Interactive Iso-Surface Ray Tracing of Massive Volumetric Data Sets
Interactive Ray Tracing of Arbitrary Implicits with SIMD Interval Arithmetic
Ray Tracing Deformable Scenes using Dynamic Bounding Volume Hierarchies
Asynchronous BVH Construction for Ray Tracing Dynamic Scenes on Parallel Multi-Core Architectures
2006
Applying Ray Tracing for Virtual Reality and Industrial Design
An Evaluation of Parallel Grid Construction for Ray Tracing Dynamic Scenes
Interactive Isosurface Ray Tracing of Large Octree Volumes
On building fast kd-Trees for Ray Tracing, and on doing that in O(N log N)
Ray Tracing Animated Scenes using Motion Decomposition
An Application of Scalable Massive Model Interaction using Shared-Memory Systems
Echtzeit Ray Tracing und Interaktive Globale Beleuchtungssimulation
Geometric and Arithmetic Culling Methods for Entire Ray Packets
Interactive Distribution Ray Tracing
Ray Tracing Animated Scenes using Coherent Grid Traversal
Ray Tracing on the Cell Processor
Realtime Ray Tracing for Advanced Visualization in the Aerospace Industry
2005
A Ray Tracing based Virtual Reality Framework for Industrial Design
Interactive Ray Tracing of Point-based Models
Interactive Ray Tracing of Point-based Models
Precomputed Light Sets for Fast High Quality Global Illumination
Large-Scale CAD Model Visualization on a Scalable Shared-Memory Architecture
Realtime Ray Tracing and Interactive Global Illumination
Faster Isosurface Ray Tracing using Implicit KD-Trees
DIRmaps : Discretized Incident Radiance Maps for High-Quality Global Illumination Walkthroughs in Complex Environments
Efficient Acquisition and Realistic Rendering of Car Paint
2004
Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic
VRML scene graphs on an interactive ray tracing engine
Interactive Visualization of Exceptionally Complex Industrial CAD Datasets
Realtime Caustics Using Distributed Photon Mapping
Realtime Ray Tracing and Interactive Global Illumination
Fast and Accurate Ray-Voxel Intersection Techniques for Iso-Surface Ray Tracing
Interactive Ray Tracing of FreeForm Surfaces
An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models
2003
Realtime Ray Tracing and its use for Interactive Global Illumination
The OpenRT Application Programming Interface - Towards A Common API for Interactive Ray Tracing
Streaming Video Textures for Mixed Reality Applications in Interactive Ray Tracing Environments
A Scalable Approach to Interactive Global Illumination
Interactive Global Illumination in Complex and Highly Occluded Environments
Interactive Ray Tracing on Commodity PC clusters - State of the Art and Practical Applications
Distributed Interactive Ray Tracing of Dynamic Scenes
2002
SaarCOR - A Hardware Architecture for Ray Tracing
OpenRT - A Flexible and Scalable Rendering Engine for Interactive 3D Graphics
Interactive Global Illumination using Fast Ray Tracing
Interactive Headlight Simulation - A Case Study of Interactive Distributed Ray Tracing
2001
State of the Art in Interactive Ray Tracing
Interactive Distributed Ray Tracing of Highly Complex Models
Interactive Rendering with Coherent Ray-Tracing
2000
Efficient Importance Sampling Techniques for the Photon Map
Photorealistic Rendering with the PhotonMap
1999Diplomarbeit (Masters thesis equivalent), August 1999
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