Johannes Günther



Short CV

since 10/2014 Senior Software Graphics Engineer – Ray Tracing, Intel, Munich / Feldkirchen
02/2008 – 09/2014 Senior Researcher and Software Architect, RTT AG, Munich
07/2004 – 02/2008 PhD Student, Max-Planck-Institut für Informatik, Saarbrücken
05/2003 – 07/2004 Study of Computer Science, Saarland University, Saarbrücken
10/1999 – 04/2003 Study of Physics and Computer Science, Chemnitz University of Technology


PhD Thesis

Ray Tracing of Dynamic Scenes (print version)


Publications

Teaser from STAR-RTAS_CGF I. Wald, W.R. Mark, J. Günther, S. Boulos, T. Ize, W. Hunt, S.G. Parker, and P. Shirley
State of the Art in Ray Tracing Animated Scenes
In: Computer Graphics Forum 28(6), pp. 1691–1722, 2009
Teaser from BVHonGPU J. Günther, S. Popov, H.-P. Seidel, and P. Slusallek
Realtime Ray Tracing on GPU with BVH-based Packet Traversal
In: Proceedings of the IEEE/Eurographics Symposium on Interactive Ray Tracing 2007, pp. 113–118
Teaser from STAR-RTAS I. Wald, W.R. Mark, J. Günther, S. Boulos, T. Ize, W. Hunt, S.G. Parker, and P. Shirley
State of the Art in Ray Tracing Animated Scenes
In: STAR Proceedings of Eurographics, pp. 89–116, 2007
Teaser from StacklessGPURT S. Popov, J. Günther, H.-P. Seidel, and P. Slusallek
Stackless KD-Tree Traversal for High Performance GPU Ray Tracing
In: Computer Graphics Forum 26(3), pp. 415–424, 2007, (Proceedings of Eurographics)
Teaser from StreamKDT S. Popov, J. Günther, H.-P. Seidel, and P. Slusallek
Experiences with Streaming Construction of SAH KD-Trees (Best Paper Award)
In: Proceedings of the 2006 IEEE Symposium on Interactive Ray Tracing, pp. 89–94, 2006
Teaser from ART I. Wald, A. Dietrich, C. Benthin, A. Efremov, T. Dahmen, J. Günther, V. Havran, H.-P. Seidel, and P. Slusallek
A Ray Tracing based Framework for High-Quality Virtual Reality in Industrial Design Applications
In: Proceedings of the 2006 IEEE Symposium on Interactive Ray Tracing, pp. 177–185, 2006
Teaser from RTG H. Friedrich, J. Günther, A. Dietrich, M. Scherbaum, H.-P. Seidel, and P. Slusallek
Exploring the Use of Ray Tracing for Future Games
In: Proceedings of ACM SIGGRAPH Video Game Symposium, pp. 41–50, 2006
Teaser from IRTSA J. Günther, H. Friedrich, H.-P. Seidel, and P. Slusallek
Interactive Ray Tracing of Skinned Animations
In: The Visual Computer, pp. 785–792, 2006, (Proceedings of Pacific Graphics)
Teaser from modecomp J. Günther, H. Friedrich, I. Wald, H.-P. Seidel, and P. Slusallek
Ray Tracing Animated Scenes using Motion Decomposition
In: Computer Graphics Forum 25(3), pp. 517–525, 2006, (Proceedings of Eurographics)
Teaser from carpaint J. Günther, T. Chen, M. Goesele, I. Wald, and H.-P. Seidel
Effcient Acquisition and Realistic Rendering of Car Paint
In: Proceedings of Vision, Modeling, and Visualization, pp. 487–494, 2005
Teaser from RTPM J. Günther, I. Wald, P. Slusallek
Realtime Caustics using Distributed Photon Mapping
In: Proceedings of Eurographics Symposium on Rendering, pp. 111–121, 2004
Teaser from VVH I. Wald, J. Günther, P. Slusallek
Balancing Considered Harmful – Faster Photon Mapping using the Voxel Volume Heuristic
In: Computer Graphics Forum 22(3), pp. 595–604, 2004, (Proceedings of Eurographics)


Sketches and Cover Images

Teaser from SLLS J. Günther, I. Wald, H.-P. Seidel
Precomputed Light Sets for Fast High Quality Global Illumination
In: ACM SIGGRAPH 2005: Sketches and Applications, 2005
Teaser from caustics J. Günther, I. Wald
Kaustik-Berechnung in Echtzeit (Cover Image)
In: Informatik Spektrum 28(2), 2005


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