Philipp Slusallek

Universitätsklinikum Erlangen, Erlangen, Bavaria, Germany

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Publications (12)2.87 Total impact

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    ABSTRACT: One of the main problems in the radiosity method is how to disc retise the surfaces of a scene into mesh elements that allow us to accurately represent illumination. In thispaper we present a robust information-theoretic refine- ment criterion (oracle) based on kernel smoothness for hier archical radiosity. This oracle improves on previous ones in that at equal cost it gives a better discretisation, a pproaching the optimal one from an information theory point of view, and also needs less visibility computations f or a similar image quality.
    Eurographics 2002 Short Presentations, The Eurographics Association, 325-333 (2002). 01/2002;
  • P. Kipfer, P. Slusallek
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    ABSTRACT: Rendering, in particular the computation of global illumination, uses computationally very demanding algorithms. As a consequence many researchers have looked into speeding up the computation by distributing it over a number of computational units. However, in almost all cases did they completely redesign the relevant algorithms in order to achieve high efficiency for the particular distributed or parallel environment. At the same time global illumination algorithms have become more and more sophisticated and complex. Often several basic algorithms are combined in multi-pass arrangements to achieve the desired lighting effects. As a result, it is becoming increasingly difficult to analyze and adapt the algorithms for optimal parallel execution at the lower levels. Furthermore, these bottom-up approaches destroy the basic design of an algorithm by polluting it with distribution logic and thus easily making it unmaintainable. We present a top-down approach for designing distributed applications based on their existing object-oriented decomposition. Distribution logic, in our case based on the CORBA middleware standard, is introduced transparently to the existing application logic. The design approach is demonstrated using several examples of multi-pass global illumination computation and ray tracing. The results show that a good speedup can usually be obtained even with minimal intervention into existing applications.
    Parallel Visualization and Graphics Symposium, 1999. Proceedings. 1999 IEEE`; 01/1999
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    Hans-Peter Seidel, Philipp Slusallek, Marc Stamminger
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that are impossible to distinguish from photographs of the real scene. The goal to create photo-realistic images has lead to the devel-opment of completely new algorithms and software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global il-lumination computations.
    06/1998;
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    ABSTRACT: Lighting networks combine different global illumination algorithms in a composite lighting simulation and allow for restricting costly lighting effects to important parts of the scene. In the lighting networks approach, each lighting algorithm is considered a lighting operator or LightOp. Each LightOp takes illumination information as input and generates new illumination information as output after having simulated part of the global lighting effects in the scene. We motivate the use of LightOps from the formal solution of the radiance equation. We then demonstrate how these LightOps can easily combine into a lighting network, representing a composite lighting simulation
    IEEE Computer Graphics and Applications 04/1998; 18(2):22-31. · 1.23 Impact Factor
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    P. Slusallek, M. Stamminger, H.-P. Seidel
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. The goal to create photo-realistic images has lead to the development of completely new software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global illumination computations.
    Computer Graphics and Applications, Pacific Conference on. 03/1998;
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    ABSTRACT: Hierarchical radiosity with clustering has positioned its elf as one of the most efficient algorithms for computing global illumination in non-trivial environments. However , using hierarchical radiosity for complex scenes is still problematic due to the necessity of storing a large number oftransport coefficients between surfaces in the form of links. In this paper, we eliminate the need for storage of l inks through the use of a modified shooting method for solving the radiosity equation. By distributing only un shot radiosity in each step of the iteration, the number of links decreases exponentially. Recomputing these linksinstead of storing them increases computation time, but reduces memory consumption dramatically. Caching may be us ed to reduce the time overhead. We analyze the error behavior of the new algorithm in comparison with the no rmal gathering approach for hierarchical radiosity. In particular, we consider the relation between the global e rror of a hierarchical radiosity solution and the local error threshold for each link.
    Computer Graphics Forum 01/1998; 17:165-174. · 1.64 Impact Factor
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    ABSTRACT: A whole variety of different techniques for simulating global illuminationin virtual environments have been developed over recentyears. Each technique, including Radiosity, Monte-Carlo rayorphoton tracing, and directional-dependent Radiance computations,is best suited for simulating only some special case environments.None of these techniques is currently able to efficiently simulate allimportant lighting effects in non-trivial scenes.In this paper, we describe a new approach for...
    IEEE Computer Graphics and Applications. 01/1998; 18:22-31.
  • P. Slusallek, M. Stamminger, H.-P. Seidel
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. The goal to create photo-realistic images has lead to the development of completely new software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global illumination computations
    Computer Graphics and Applications, 1997. Proceedings., The Fifth Pacific Conference on; 11/1997
  • Philipp Slusallek
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    Philipp Slusallek
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. Thegoal to create photo-realistic images has lead to the development of completely new software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This report gives an overview of advanced algorithms for photo-realistic rendering and discusses recent trends and developments.
  • M. Stamminger, P. Slusallek, Hp. Seidel