Vlastimil Havran

Prof. Vlastimil Havran

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Research Focus & Metrics

Academic Career Length

30Years (1997-Present)

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

Representative Publications

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1 September 2006
Verified
Conference Paper
Closed access
IWIngo Wald
Ingo Wald
VHVlastimil Havran
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 a surface area heuristic (SAH) seem to be important for reaching high performance. Unfortunately, most algorithms for building such trees have a time complexity of O(N log2 N), or even O(N2). In this paper, we analyze the state of the art in building good kd-trees for ray tracing, and eventually propose an algorithm that builds SAH kd-trees in O(N log N), the theoretical lower bound

1 September 2006
Verified
Conference Paper
Closed access
VHVlastimil Havran
Vlastimil Havran
RHRobert Herzog
Robert Herzog
HSHans-Peter Seidel
Hans-Peter Seidel
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 the properties of currently used techniques with O(N log N) construction time for kd-trees and bounding volume hierarchies. Further, we propose a hybrid data structure blending a spatial kd-tree with bounding volume primitives. We keep our novel hierarchical data structures algorithmically efficient and comparable with kd-trees by using a cost model based on surface area heuristics. Although the time complexity O(N log N) is a lower bound required for construction of any spatial hierarchy that corresponds to sorting based on comparisons, using approximate method based on space discretization, we propose novel hierarchical data structures with an expected O(N log log N) time complexity. We also discuss constants behind the construction algorithms of spatial hierarchies important in practice. We have documented the performance of our algorithms by results obtained from implementation on nine scenes

24 January 2011 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
MHM. Hapala
M. Hapala
VHVlastimil Havran
Vlastimil Havran

1 September 2005 in Computer Graphics Forum
Verified
Journal Article
Closed access
PDF file
VHVlastimil Havran
Vlastimil Havran
RHRobert Herzog
Robert Herzog
HSHans‐Peter Seidel
Hans‐Peter Seidel

27 November 2002
Verified
Conference Paper
Closed access
JBJ. Bittner
J. Bittner
VHVlastimil Havran
Vlastimil Havran
PSP. Slavik
P. Slavik
In the scope of rendering complex models with high depth complexity, it is of great importance to design output-sensitive algorithms, i.e., algorithms with the time complexity proportional to the number of visible graphic primitives in the resulting image. In this paper an algorithm allowing efficient culling of the invisible portion of the rendered model is presented. Our approach uses a spatial hierarchy to represent the topology of the model. For a current viewpoint a set of polygonal occluders is determined that are used to build the occlusion tree. In the occlusion tree occlusion volumes of the selected occluders are merged. Visibility from the viewpoint is determined by processing the spatial hierarchy and classifying the visibility of its regions. In this process the occlusion tree is used to determine the viewpoint-to-region visibility efficiently. The algorithm is well-suited for complex models where large occluders are present.

28 April 2011
Verified
Conference Paper
Open access
PDF file
MHMichal Hapala
Michal Hapala
TDTomáš Davidovič
Tomáš Davidovič
IWIngo Wald
Ingo Wald
VHVlastimil Havran
Vlastimil Havran
PSPhilipp Slusallek
Philipp Slusallek