Prof. Dr. Philipp Slusallek
Important cornerstones of the professional life of Professor Philipp Slusallek were already apparent at an early stage. While studying physics at Frankfurt and Tübingen, he was already involved in the development of commercially successful CAD systems, and he founded a company for architectural visualization before specializing in this field and obtaining a Ph.D. in Computer Graphics.
In his opinion, sound basic research is a necessary prerequisite for any application-oriented science. His contacts to research-oriented industrial companies such as Intel and IBM are therefore very close. In 2007/2008 Professor Slusallek, Scientific Director at the German Research Center for Artificial Intelligence, spent a research semester at NVIDIA Research in California.
The DFKI Agents and Simulated Reality Lab
The goal of the newly established research area Agents and Simulated Reality (ASR) is to more closely interweave the fields of artificial intelligence and visual and multimodal computing.
The ability to accurately model and simulate reality and thus make predictions is a key element of our fast-moving industry. We use dynamic, large-scale, highly detailed 3D environments to realistically model relevant scenarios, such as complex production lines, ancient cities, or biological cells. Adding semantic information provides the context to run simulations that accurately predict properties (e.g. illumination, acoustics, traffic, etc.) of such systems. High-performance implementations on multi- and many-core systems enable highly realistic realtime display, e.g. using realtime ray tracing, as well as realtime interaction, even with complex simulated realities using fully immersive VR environments.
Multi-agent technologies are used to model, simulate, and thus optimize the behavior of complex systems, such as the intelligent behavior of animated avatars in virtual worlds, dynamic scheduling problems for transportation and production, intelligent information systems and electronic commerce — as demonstrated by our system controlling an entire modern steel mill. The use of formal verification methods allows us to guarantee the correct behavior of both discrete and continuous environments such as software controlled physical systems.
Contact
Publications
- Sergiy Byelozyorov and Rainer Jochem and Vincent Pegoraro and Philipp Slusallek From real cities to virtual worlds using an open modular architecture In: The Visual Computer, 2013
- Kristian Sons and Philipp Slusallek XML3D - Interactive 3D Graphics for the Web In: Dec3D, 2012
- Stefan Warwas and Klaus Fischer and Matthias Klusch and Philipp Slusallek BOCHICA: A Model-driven Framework for Engineering Multiagent Systems In: ICAART (1), 2012
- Iliyan Georgiev and Jaroslav Krivánek and Stefan Popov and Philipp Slusallek Importance Caching for Complex Illumination In: Comput. Graph. Forum, 2012
- Javor Kalojanov and Martin Bokeloh and Michael Wand and Leonidas J. Guibas and Hans-Peter Seidel and Philipp Slusallek Microtiles: Extracting Building Blocks from Correspondences In: Comput. Graph. Forum, 2012
- Stefan Warwas and Matthias Klusch and Klaus Fischer and Philipp Slusallek A development environment for engineering intelligent avatars for semantically-enhanced simulated realities (demonstration) In: AAMAS, 2012
- Felix Klein and Kristian Sons and Stefan John and Dmitri Rubinstein and Philipp Slusallek and Sergiy Byelozyorov Xflow: declarative data processing for the web In: Web3D, 2012
- Alexander Löffler and Luciano Pica and Hilko Hoffmann and Philipp Slusallek Networked Displays for VR Applications: Display as a Service In: ICAT/EGVE/EuroVR, 2012
- Iliyan Georgiev and Jaroslav Krivánek and Tomás Davidovic and Philipp Slusallek Light transport simulation with vertex connection and merging In: ACM Trans. Graph., 2012
- Tomás Davidovic and Iliyan Georgiev and Philipp Slusallek Progressive Lightcuts for GPU In: SIGGRAPH Talks, 2012
- V. Pegoraro and M. Schott and P. Slusallek A mathematical framework for efficient closed-form single scattering In: Graphics Interface, 2011
- J. Kalojanov and M. Billeter and P. Slusallek Two-Level Grids for Ray Tracing on GPUs In: Comput. Graph. Forum, 2011
- M. Repplinger and P. Slusallek Stream processing on GPUs using distributed multimedia middleware In: Concurrency and Computation: Practice and Experience, 2011
- Sergiy Byelozyorov and Vincent Pegoraro and Philipp Slusallek An Open Modular Architecture for Effective Integration of Virtual Worlds in the Web In: CW, 2011
- Alexander Löffler and Lukas Marsalek and Hilko Hoffmann and Philipp Slusallek Realistic Lighting Simulation for Interactive VR Applications In: EGVE/EuroVR, 2011
- Kristian Sons and Philipp Slusallek XML3D Physics: Declarative Physics Simulation for the Web In: VRIPHYS, 2011
- Michal Hapala and Tomás Davidovic and Ingo Wald and Vlastimil Havran and Philipp Slusallek Efficient stack-less BVH traversal for ray tracing In: SCC, 2011
- Ralf Karrenberg and Dmitri Rubinstein and Philipp Slusallek and Sebastian Hack AnySL: efficient and portable shading for ray tracing In: High Performance Graphics, 2010
- Stefan Nesbigall and Stefan Warwas and Patrick Kapahnke and René Schubotz and Matthias Klusch and Klaus Fischer and Philipp Slusallek Intelligent Agents for Semantic Simulated Realities - The ISReal Platform In: ICAART (2), 2010
- Lukas Marsalek and Anna Katharina Dehof and Iliyan Georgiev and Hans-Peter Lenhof and Philipp Slusallek and Andreas Hildebrandt Real-Time Ray Tracing of Complex Molecular Scenes In: IV, 2010
- Kristian Sons and Felix Klein and Dmitri Rubinstein and Sergiy Byelozyorov and Philipp Slusallek XML3D: interactive 3D graphics for the web In: Web3D, 2010
- Tomás Davidovic and Jaroslav Krivánek and Milos Hasan and Philipp Slusallek and Kavita Bala Combining global and local virtual lights for detailed glossy illumination In: ACM Trans. Graph., 2010
- Iliyan Georgiev and Philipp Slusallek Simple and Robust Iterative Importance Sampling of Virtual Point Lights In: Proceedings of Eurographics 2010, 2010
- - Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, Saarbrücken, Germany, June 25-27, 2010 In: High Performance Graphics, 2010
- Michael Repplinger and Alexander Löffler and Martin Thielen and Philipp Slusallek A Flexible Adaptation Service for Distributed Rendering In: EGPGV, 2009
- Stefan Popov and Iliyan Georgiev and Rossen Dimov and Philipp Slusallek Object partitioning considered harmful: space subdivision for BVHs In: High Performance Graphics, 2009
- Javor Kalojanov and Philipp Slusallek A parallel algorithm for construction of uniform grids In: High Performance Graphics, 2009
- Michael Repplinger and Alexander Löffler and Dmitri Rubinstein and Philipp Slusallek DRONE: A Flexible Framework for Distributed Rendering and Display In: ISVC (1), 2009
- Michael Repplinger and Philipp Slusallek Stream Processing on GPUs Using Distributed Multimedia Middleware In: PPAM (1), 2009
- Dmitri Rubinstein and Iliyan Georgiev and Benjamin Schug and Philipp Slusallek RTSG: ray tracing for X3D via a flexible rendering framework In: Web3D, 2009
- Michael Repplinger and Alexander Löffler and Benjamin Schug and Philipp Slusallek Extending X3D for distributed multimedia processing and control In: Web3D, 2009
- - Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2009, New Orleans, Louisiana, USA, August 1-3, 2009 In: High Performance Graphics, 2009
- Marco Lohse and Florian Winter and Michael Repplinger and Philipp Slusallek Network-integrated multimedia middleware (NMM) In: ACM Multimedia, 2008
- Gerd Marmitt and Heiko Friedrich and Philipp Slusallek Efficient CPU-based Volume Ray Tracing Techniques In: Comput. Graph. Forum, 2008
- Heiko Friedrich and Ingo Wald and Johannes Günther and Gerd Marmitt and Philipp Slusallek Interactive Iso-Surface Ray Tracing of Massive Volumetric Data Sets In: EGPGV, 2007
- Stefan Popov and Johannes Günther and Hans-Peter Seidel and Philipp Slusallek Stackless KD-Tree Traversal for High Performance GPU Ray Tracing In: Comput. Graph. Forum, 2007
- David J. Kasik and Dinesh Manocha and Philipp Slusallek Guest Editors' Introduction: Real-Time Interaction with Complex Models In: IEEE Computer Graphics and Applications, 2007
- Gerd Marmitt and Philipp Slusallek Fast Ray Traversal of Tetrahedral and Hexahedral Meshes for Direct Volume Rendering In: EuroVis, 2006
- Johannes Günther and Heiko Friedrich and Ingo Wald and Hans-Peter Seidel and Philipp Slusallek Ray Tracing Animated Scenes using Motion Decomposition In: Comput. Graph. Forum, 2006
- Carsten Benthin and Ingo Wald and Philipp Slusallek Techniques for Interactive Ray Tracing of Bézier Surfaces In: J. Graphics Tools, 2006
- Johannes Günther and Heiko Friedrich and Hans-Peter Seidel and Philipp Slusallek Interactive ray tracing of skinned animations In: The Visual Computer, 2006
- Marco Lohse and Michael Repplinger and Philipp Slusallek Dynamic Media Routing in Multi-User Home Entertainment Systems In: DMS, 2005
- Michael Repplinger and Florian Winter and Marco Lohse and Philipp Slusallek Parallel Bindings in Distributed Multimedia Systems In: ICDCS Workshops, 2005
- Marco Lohse and Philipp Slusallek Towards Automatic Setup of Distributed Multimedia Applications In: IMSA, 2005
- Andreas Dietrich and Carsten Colditz and Oliver Deussen and Philipp Slusallek Realistic and Interactive Visualization of High-Density Plant Ecosystems In: NPH, 2005
- Sven Woop and Jörg Schmittler and Philipp Slusallek RPU: a programmable ray processing unit for realtime ray tracing In: ACM Trans. Graph., 2005
- Ingo Wald and Heiko Friedrich and Gerd Marmitt and Philipp Slusallek and Hans-Peter Seidel Faster Isosurface Ray Tracing Using Implicit KD-Trees In: IEEE Trans. Vis. Comput. Graph., 2005
- Carsten Benthin and Ingo Wald and Philipp Slusallek Interactive ray tracing of free-form surfaces In: Afrigraph, 2004
- Jörg Schmittler and Daniel Pohl and Tim Dahmen and Christian Vogelgsang and Philipp Slusallek Realtime Ray Tracing for Current and Future Games In: GI Jahrestagung (1), 2004
- Jörg Schmittler and Sven Woop and Daniel Wagner and Wolfgang J. Paul and Philipp Slusallek Realtime ray tracing of dynamic scenes on an FPGA chip In: Graphics Hardware, 2004
- Johannes Günther and Ingo Wald and Philipp Slusallek Realtime Caustics using Distributed Photon Mapping In: Rendering Techniques, 2004
- Ingo Wald and Andreas Dietrich and Philipp Slusallek An Interactive Out-of-Core Rendering Framework for Visualizing massive Complex Models In: Rendering Techniques, 2004
- Nicolas Fritz and Philipp Lucas and Philipp Slusallek CGiS, a new Language for Data-parallel GPU Programming In: VMV, 2004
- Gerd Marmitt and Andreas Kleer and Ingo Wald and Heiko Friedrich and Philipp Slusallek Fast and Accurate Ray-Voxel Intersection Techniques for Iso-Surface Ray Tracing In: VMV, 2004
- Andreas Dietrich and Ingo Wald and Markus Wagner and Philipp Slusallek VRML Scene Graphs on an Interactive Ray Tracing Engine In: VR, 2004
- Andreas Dietrich and Ingo Wald and Markus Wagner and Philipp Slusallek Colorplate: VRML Scene Graphs on an Interactive Ray Tracing Engine In: VR, 2004
- Ingo Wald and Johannes Günther and Philipp Slusallek Balancing Considered Harmful - Faster Photon Mapping using the Voxel Volume Heuristic In: Comput. Graph. Forum, 2004
- Ingo Wald and Carsten Benthin and Andreas Dietrich and Philipp Slusallek Interactive Ray Tracing on Commodity PC Clusters In: Euro-Par, 2003
- Ingo Wald and Carsten Benthin and Philipp Slusallek Distributed Interactive Ray Tracing of Dynamic Scenes In: IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003
- Marco Lohse and Michael Repplinger and Philipp Slusallek Session Sharing as Middleware Service for Distributed Multimedia Applications In: MIPS, 2003
- Ingo Wald and Carsten Benthin and Philipp Slusallek Interactive Global Illumination in Complex and Highly Occluded Environments In: Rendering Techniques, 2003
- Andreas Pomi and Gerd Mannitt and Ingo Wald and Philipp Slusallek Sttreaming Video Textures for Mixed Reality Applications in Interactive Ray Tracing Environments In: VMV, 2003
- Carsten Benthin and Ingo Wald and Philipp Slusallek A Scalable Approach to Interactive Global Illumination In: Comput. Graph. Forum, 2003
- Jörg Schmittler and Alexander Leidinger and Philipp Slusallek A virtual memory architecture for real-time ray tracing hardware In: Computers & Graphics, 2003
- Carsten Benthin and Tim Dahmen and Ingo Wald and Philipp Slusallek Interactive headlight simulation: a case study of interactive distributed ray tracing In: EGPGV, 2002
- Marco Lohse and Michael Repplinger and Philipp Slusallek An Open Middleware Architecture for Network-Integrated Multimedia In: IDMS/PROMS, 2002
- Ingo Wald and Carsten Benthin and Philipp Slusallek and Thomas Kollig and Alexander Keller Interactive Global Illumination using Fast Ray Tracing In: Rendering Techniques, 2002
- Ingo Wald and Philipp Slusallek and Carsten Benthin and Markus Wagner Interactive Distributed Ray Tracing of Highly Complex Models In: Rendering Techniques, 2001
- Ingo Wald and Philipp Slusallek and Carsten Benthin and Markus Wagner Interactive Rendering with Coherent Ray Tracing In: Comput. Graph. Forum, 2001
- Xing Chen and James Davis and Philipp Slusallek Wide Area Camera Calibration Using Virtual Calibration Object In: CVPR, 2000
- Philipp Slusallek and Marc Stamminger and Hans-Peter Seidel Lighting Networks - A New Approach for Designing Lighting Algorithms In: Graphics Interface, 1998
- Marc Stamminger and Philipp Slusallek and Hans-Peter Seidel Bounded Clustering 3/4 Finding Good Bounds on Clustered Light Transport In: Pacific Conference on Computer Graphics and Applications, 1998
- Marc Stamminger and Philipp Slusallek and Hans-Peter Seidel Three Point Clustering for Radiance Computations In: Rendering Techniques, 1998
- Wolfgang Heidrich and Jan Kautz and Philipp Slusallek and Hans-Peter Seidel Canned Lightsources In: Rendering Techniques, 1998
- Wolfgang Heidrich and Philipp Slusallek and Hans-Peter Seidel Sampling Procedural Shaders Using Affine Arithmetic In: ACM Trans. Graph., 1998
- Marc Stamminger and Hartmut Schirmacher and Philipp Slusallek and Hans-Peter Seidel Getting Rid of Links in Hierarchical Radiosity In: Comput. Graph. Forum, 1998
- Joachim Loos and Philipp Slusallek and Hans-Peter Seidel Using Wavefront Tracing for the Visualization and Optimization of Progressive Lenses In: Comput. Graph. Forum, 1998
- Philipp Slusallek and Marc Stamminger and Wolfgang Heidrich and Jan-Christian Popp and Hans-Peter Seidel Composite Lighting Simulations with Lighting Networks In: IEEE Computer Graphics and Applications, 1998
- Wolfgang Heidrich and Philipp Slusallek and Hans-Peter Seidel An Image-Based Model for Realistic Lens Systems in Interactive Computer Graphics In: Graphics Interface, 1997
- Philipp Slusallek and Marc Stamminger and Hans-Peter Seidel Hierarchical techniques for global illumination computations-recent trends and developments In: Pacific Conference on Computer Graphics and Applications, 1997
- Marc Stamminger and Philipp Slusallek and Hans-Peter Seidel Bounded Radiosity - Illumination on General Surfaces and Clusters In: Comput. Graph. Forum, 1997
- Swen Campagna and Philipp Slusallek and Hans-Peter Seidel Ray tracing of spline surfaces: Bézier clipping, Chebyshev boxing, and bounding volume hierarchy - a critical comparison with new results In: The Visual Computer, 1997
- - Rendering Techniques '97, Proceedings of the Eurographics Workshop in St. Etienne, France, June 16-18, 1997 In: Rendering Techniques, 1997
- Philipp Slusallek and Hans-Peter Seidel Towards an Open Rendering Kernel for Image Synthesis In: Rendering Techniques, 1996
- Philipp Slusallek and Hans-Peter Seidel Object-Oriented Design for Image Synthesis In: Eurographics Workshop on Programming Paradigms in Graphics, 1995
- Philipp Slusallek and Michael Schröder and Marc Stamminger and Hans-Peter Seidel Smart Links and Efficient Reconstruction for Wavelet Radiosity In: Rendering Techniques, 1995
- Philipp Slusallek and Thomas Pflaum and Hans-Peter Seidel Using Procedural RenderMan Shaders for Global Illumination In: Comput. Graph. Forum, 1995
- Günther Greiner and Andreas Kolb and Ronald Pfeifle and Hans-Peter Seidel and Philipp Slusallek and Miguel Encarnação and Reinhard Klein A platform for visualizing curves and surfaces In: Computer-Aided Design, 1995
- Philipp Slusallek and Hans-Peter Seidel Vision - An Architecture for Global Illumination Calculations In: IEEE Trans. Vis. Comput. Graph., 1995
- Philipp Slusallek and Reinhard Klein and Andreas Kolb and Günther Greiner An Object-Oriented Approach to Curves and Surfaces In: Workshop on Object-Oriented Graphics, 1994
- Philipp Slusallek and Thomas Pflaum and Hans-Peter Seidel Implementing RenderMan - Practice, Problems and Enhancements In: Comput. Graph. Forum, 1994





