Philipp Slusallek

Prof. Dr. Philipp Slusallek

orcid

Research Focus & Metrics

Academic Career Length

35Years (1992-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
1 September 2001 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
IWIngo Wald
Ingo Wald
PSPhilipp Slusallek
Philipp Slusallek
CBCarsten Benthin
Carsten Benthin
MWMarkus Wagner
Markus Wagner

1 November 2012 in ACM Transactions on Graphics
Verified
Journal Article
Open access
IGIliyan Georgiev
Iliyan Georgiev
JKJaroslav Křivánek
Jaroslav Křivánek
TDTomáš Davidovič
Tomáš Davidovič
PSPhilipp Slusallek
Philipp Slusallek
Developing robust light transport simulation algorithms that are capable of dealing with arbitrary input scenes remains an elusive challenge. Although efficient global illumination algorithms exist, an acceptable approximation error in a reasonable amount of time is usually only achieved for specific types of input scenes. To address this problem, we present a reformulation of photon mapping as a bidirectional path sampling technique for Monte Carlo light transport simulation. The benefit of our new formulation is twofold. First, it makes it possible, for the first time, to explain in a formal manner the relative efficiency of photon mapping and bidirectional path tracing, which have so far been considered conceptually incompatible solutions to the light transport problem. Second, it allows for a seamless integration of the two methods into a more robust combined rendering algorithm via multiple importance sampling. A progressive version of this algorithm is consistent and efficiently handles a wide variety of lighting conditions, ranging from direct illumination, diffuse and glossy inter-reflections, to specular-diffuse-specular light transport. Our analysis shows that this algorithm inherits the high asymptotic performance from bidirectional path tracing for most light path types, while benefiting from the efficiency of photon mapping for specular-diffuse-specular lighting effects.

1 September 2007 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
SPStefan Popov
Stefan Popov
JGJohannes Günther
Johannes Günther
HSHans‐Peter Seidel
Hans‐Peter Seidel
PSPhilipp Slusallek
Philipp Slusallek

1 July 2005 in ACM Transactions on Graphics
Verified
Journal Article
Open access
PDF file
SWSven Woop
Sven Woop
JSJörg Schmittler
Jörg Schmittler
PSPhilipp Slusallek
Philipp Slusallek
Recursive ray tracing is a simple yet powerful and general approach for accurately computing global light transport and rendering high quality images. While recent algorithmic improvements and optimized parallel software implementations have increased ray tracing performance to realtime levels, no compact and programmable hardware solution has been available yet.This paper describes the architecture and a prototype implementation of a single chip, fully programmable Ray Processing Unit (RPU). It combines the flexibility of general purpose CPUs with the efficiency of current GPUs for data parallel computations. This design allows for realtime ray tracing of dynamic scenes with programmable material, geometry, and illumination shaders.Although, running at only 66 MHz the prototype FPGA implementation already renders images at up to 20 frames per second, which in many cases beats the performance of highly optimized software running on multi-GHz desktop CPUs. The performance and efficiency of the proposed architecture is analyzed using a variety of benchmark scenes.

24 July 2010
Verified
Conference Paper
Open access
PDF file
KSKristian Sons
Kristian Sons
FKFelix Klein
Felix Klein
DRDmitri Rubinstein
Dmitri Rubinstein
SBSergiy Byelozyorov
Sergiy Byelozyorov
PSPhilipp Slusallek
Philipp Slusallek

1 September 2007
Verified
Conference Paper
Closed access
JGJohannes Gunther
Johannes Gunther
SPStefan Popov
Stefan Popov
HSHans-Peter Seidel
Hans-Peter Seidel
PSPhilipp Slusallek
Philipp Slusallek
Recent GPU ray tracers can already achieve performance competitive to that of their CPU counterparts. Nevertheless, these systems can not yet fully exploit the capabilities of modern GPUs and can only handle medium-sized, static scenes. In this paper we present a BVH-based GPU ray tracer with a parallel packet traversal algorithm using a shared stack. We also present a fast, CPU-based BVH construction algorithm which very accurately approximates the surface area heuristic using streamed binning while still being one order of magnitude faster than previously published results. Furthermore, using a BVH allows us to push the size limit of supported scenes on the GPU: We can now ray trace the 12.7 million triangle Power Plant at 1024 times 1024 image resolution with 3 fps, including shading and shadows.