Jiri Bittner

Dr. Jiri Bittner


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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27 August 2004 in Computer Graphics Forum
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Journal Article
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JBJiri Bittner
Jiri Bittner
MWMichael Wimmer
Michael Wimmer
HPHarald Piringer
Harald Piringer
WPWerner Purgathofer
Werner Purgathofer

1 October 2003 in Environment and Planning B: Planning and Design
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Journal Article
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JBJiri Bittner
Jiri Bittner
PWPeter Wonka
Peter Wonka
Visibility computation was crucial for computer graphics from its very beginning. The first visibility algorithms in computer graphics aimed to determine visible surfaces in a synthesized image of a three-dimensional scene. Nowadays there are many different visibility algorithms for various visibility problems. We propose a new taxonomy of visibility problems that is based on a classification according to the problem domain. We provide a broad overview of visibility problems and algorithms in computer graphics grouped by the proposed taxonomy. We survey visible surface algorithms, visibility culling algorithms, visibility algorithms for shadow computation, global illumination, point-based and image-based rendering, and global visibility computations. Finally, we discuss common concepts of visibility algorithm design and several criteria for the classification of visibility algorithms.

24 April 2008 in Computer Graphics Forum
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OMOliver Mattausch
Oliver Mattausch
JBJiri Bittner
Jiri Bittner
MWMichael Wimmer
Michael Wimmer

15 February 2017 in IEEE Transactions on Visualization and Computer Graphics
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Journal Article
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DMDaniel Meister
Daniel Meister
JBJiri Bittner
Jiri Bittner
We propose a novel massively parallel construction algorithm for Bounding Volume Hierarchies (BVHs) based on locally-ordered agglomerative clustering. Our method builds the BVH iteratively from bottom to top by merging a batch of cluster pairs in each iteration. To efficiently find the neighboring clusters, we keep the clusters ordered along the Morton curve. This ordering allows us to identify approximate nearest neighbors very efficiently and in parallel. We implemented our algorithm in CUDA and evaluated it in the context of GPU ray tracing. For complex scenes, our method achieves up to a twofold reduction of build times while providing up to 17 percent faster trace times compared with the state-of-the-art methods.

22 January 2013 in Computer Graphics Forum
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JBJiri Bittner
Jiri Bittner
MHMichal Hapala
Michal Hapala
VHVlastimil Havran
Vlastimil Havran

1 August 2010 in Computers & Graphics
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Journal Article
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LČLadislav Čmolík
Ladislav Čmolík
JBJiri Bittner
Jiri Bittner