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Andreas Dietrich 0001
Person information
- affiliation: Fraunhofer Institute for Computer Graphics Research (IGD), Darmstadt, Germany
- affiliation: NVIDIA Research, Santa Clara, CA, USA
- affiliation: Saarland University, Saarbrücken, Germany
Other persons with the same name
- Andreas Dietrich — disambiguation page
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Journal Articles
- 2013
- [j4]Steven G. Parker, Heiko Friedrich, David P. Luebke, R. Keith Morley, James Bigler, Jared Hoberock, David K. McAllister, Austin Robison, Andreas Dietrich, Greg Humphreys, Morgan McGuire, Martin Stich:
GPU ray tracing. Commun. ACM 56(5): 93-101 (2013) - 2010
- [j3]Steven G. Parker, James Bigler, Andreas Dietrich, Heiko Friedrich, Jared Hoberock, David P. Luebke, David K. McAllister, Morgan McGuire, R. Keith Morley, Austin Robison, Martin Stich:
OptiX: a general purpose ray tracing engine. ACM Trans. Graph. 29(4): 66:1-66:13 (2010) - 2007
- [j2]Andreas Dietrich, Enrico Gobbetti, Sung-Eui Yoon:
Massive-Model Rendering Techniques: A Tutorial. IEEE Computer Graphics and Applications 27(6): 20-34 (2007) - [j1]Andreas Dietrich, Abe Stephens, Ingo Wald:
Exploring a Boeing 777: Ray Tracing Large-Scale CAD Data. IEEE Computer Graphics and Applications 27(6): 36-46 (2007)
Conference and Workshop Papers
- 2019
- [c15]Andreas Dietrich, Jan Wurster, Eric Kam, Thomas Gierlinger:
Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects. High Performance Graphics (Short Papers) 2019: 51-55 - 2017
- [c14]Seyedmorteza Mostajabodaveh, Andreas Dietrich, Thomas Gierlinger, Frank Michel, André Stork:
CSG Ray Tracing Revisited: Interactive Rendering of Massive Models Made of Non-planar Higher Order Primitives. VISIGRAPP (1: GRAPP) 2017: 258-265 - 2009
- [c13]Martin Stich, Heiko Friedrich, Andreas Dietrich:
Spatial splits in bounding volume hierarchies. High Performance Graphics 2009: 7-13 - 2008
- [c12]David J. Kasik, Andreas Dietrich, Enrico Gobbetti, Fabio Marton, Dinesh Manocha, Philipp Slusallek, Abe Stephens, Sung-Eui Yoon:
Massive model visualization techniques: course notes. SIGGRAPH Classes 2008: 40:1-40:188 - [c11]Andreas Dietrich, Philipp Slusallek:
Massive model visualization using realtime ray tracing. SIGGRAPH Classes 2008: 41:1-41:33 - [c10]Andreas Dietrich, Enrico Gobbetti, Dinesh Manocha, Fabio Marton, Renato Pajarola, Philipp Slusallek, Sung-Eui Yoon:
Interactive massive model rendering. SIGGRAPH ASIA Courses 2008: 11:1-11:5 - 2007
- [c9]Andreas Dietrich, Philipp Slusallek:
Massive model visualization using realtime ray tracing. SIGGRAPH Courses 2007: 10 - 2006
- [c8]Heiko Friedrich, Johannes Günther, Andreas Dietrich, Michael Scherbaum, Hans-Peter Seidel, Philipp Slusallek:
Exploring the use of ray tracing for future games. Sandbox@SIGGRAPH 2006: 41-50 - 2005
- [c7]Andreas Dietrich, Carsten Colditz, Oliver Deussen, Philipp Slusallek:
Realistic and Interactive Visualization of High-Density Plant Ecosystems. NPH 2005: 73-81 - [c6]Ingo Wald, Andreas Dietrich, Philipp Slusallek:
An interactive out-of-core rendering framework for visualizing massively complex models. SIGGRAPH Courses 2005: 17 - 2004
- [c5]Ingo Wald, Andreas Dietrich, Philipp Slusallek:
An Interactive Out-of-Core Rendering Framework for Visualizing massive Complex Models. Rendering Techniques 2004: 81-92 - [c4]Andreas Dietrich, Ingo Wald, Philipp Slusallek:
Interactive visualization of exceptionally complex industrial CAD datasets. SIGGRAPH Sketches 2004: 27 - [c3]Andreas Dietrich, Ingo Wald, Markus Wagner, Philipp Slusallek:
VRML Scene Graphs on an Interactive Ray Tracing Engine. VR 2004: 109-116 - [c2]Andreas Dietrich, Ingo Wald, Markus Wagner, Philipp Slusallek:
Colorplate: VRML Scene Graphs on an Interactive Ray Tracing Engine. VR 2004: 282 - 2003
- [c1]Ingo Wald, Carsten Benthin, Andreas Dietrich, Philipp Slusallek:
Interactive Ray Tracing on Commodity PC Clusters. Euro-Par 2003: 499-508
Coauthor Index
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