Stefan Zellmann - Cologne - Computer Graphics
Stefan Zellmann
Computer Graphics
Physically Based Rendering and Lighting Simulation
Virtual Reality and Interactivity
My Webpage at University of Cologne []
My Twitter [@stefanzellmann]

Visionaray ray tracing framework on github []

  • S. Zellmann, J.P.. Schulze, U. Lang (2019),
    "Binned k-d Tree Construction for Sparse Volume Data on Multi-Core and GPU Systems".
    IEEE Transactions on Visualization and Computer Graphics (TVCG), Early Access.

  • S. Zellmann, M. Hellmann, U. Lang (2019),
    "A Linear Time BVH Construction Algorithm for Sparse Volumes".
    IEEE Pacific Visualization Symposium (PacificVis 2019), Bangkok, Thailand, April 23-26, 2019

  • S. Zellmann, J.P. Schulze, U. Lang (2018),
    "Rapid k-d Tree Construction for Sparse Volume Data".
    Eurographics Symposium on Parallel Graphics and Visualization (EGPGV 2018), Brno, Czech Republic, June 4, 2018
    ** BEST PAPER AWARD ** // PDF // Link // Bibtex

  • S. Zellmann, U. Lang (2017),
    "C++ Compile Time Polymorphism for Ray Tracing".
    Proceedings of the 22nd Symposium on Vision, Modelling and Visualization (VMV 2017), Bonn, Germany, September 25-27, 2017
    PDF // Link // Bibtex

  • S. Zellmann, D. Wickeroth, U. Lang (2017),
    "Visionaray: A Cross-Platform Ray Tracing Template Library".
    Proceedings of the 10th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (IEEE SEARIS 2017), Los Angeles, California, USA, March 19, 2017

  • S. Zellmann, M. Hoevels, U. Lang (2017),
    "Ray traced volume clipping using multi-hit BVH traversal".
    Proceedings of Visualization and Data Analysis (VDA), Burlingame, California, USA, January 29-February 2, 2017. DOI: 10.2352/ISSN.2470-1173.2017.1.VDA-392
    ** BEST PAPER AWARD ** // PDF // Link // Bibtex

  • D. Hoffmeister, S. Zellmann, A. Pastoors, M. Kehl, P. Cantalejo, J. Ramos, G. C. Weniger, G. Bareth (2015),
    "The investigation of the Ardales Cave, Spain - 3D documentation, topographic analyses, and lighting simulations based on terrestrial laser scanning".
    Archaeological Prospection. DOI: 10.1002/arp.1519
    Link // Bibtex

  • S. Zellmann, Y. Percan, U. Lang (2015),
    "Advanced texture filtering: a versatile framework for reconstructing multi-dimensional image data on heterogeneous architectures".
    Proceedings of Visualization and Data Analysis (VDA), San Francisco, California, USA, February 8-12, 2015
    Link // Bibtex

  • Y. Percan, S. Zellmann, U. Lang (2014),
    "Asymptotic error of cubic B-spline interpolation using prefiltering".
    Springer Numerical Algorithms, DOI: 10.1007/s11075-014-9941-x
    Link // PDF // Bibtex

  • D. Hoffmeister, S. Zellmann, K. Kindermann, A. Pastoors, U. Lang, O. Bubenzer, G. C. Weniger, G. Bareth (2014),
    "Geoarchaeological site documentation and analysis of 3D data derived by terrestrial laser scanning".
    ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences, II-5, pp. 173-179, 2014
    Link // PDF // Bibtex

  • S. Zellmann, U. Lang (2013),
    "A Comparison of GPU Box-Plane Intersection Algorithms for Direct Volume Rendering".
    Proceedings of the 14th IASTED International Conference on Computer Graphics and Imaging (CGIM),
    Innsbruck, Austria, February 12-14, 2013

  • S. Zellmann, U. Lang (2012),
    "A Software Architecture for Distributed Volume Rendering on HPC Systems".
    Proceedings of the 24th IASTED International Conference on Parallel and Distributed Computing and Systems (PDCS),
    Las Vegas, Nevada, USA, November 12-14, 2012

  • S. Zellmann, M. Aumüller, U. Lang (2012),
    "Image-Based Remote Real-Time Volume Rendering - Decoupling Rendering from View Point Updates".
    Proceedings of the ASME 2012 International Design Engineering Technical Conferences & Computers and Information in Engineering Conference (IDETC/CIE),
    Chicago, Illinois, USA, August 12-15, 2012
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©2015 Stefan Zellmann