Publications « Rama Hoetzlein

Publications

PUBLICATIONS

COMPUTER GRAPHICS AND GAMING

2016. Hoetzlein, R.
GVDB: Raytracing Sparse Voxel Database Structures on the GPU
High Performance Graphics (HPG) 2016, June 2016, Dublin.
2016. Hoetzlein, R.
Raytracing Scentific Data in NVIDIA OptiX with GVDB Sparse Volumes
GPU Technology Conference (GTC) March 2016, Santa Clara.
2015. Hoetzlein, R.
Data Visualization of the Graphics Pipeline: Tracking State with the Stateviewer
GPU Technology Conference (GTC) March 2015, Santa Clara.
2014. Wyman, Chris, Hoetzlein, R., and Lofen, A.
Frustum-Traced Raster Shadows: Revisiting Irregular Z-Buffers
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D), February 2015.
2014. Hoetzlein, R. “Fast Fixed-Radius Nearest Neighbors: Interactive Million-Particle Fluids“. GPU Technology Conference (GTC) 2014. Santa Clara, CA.
2012. Hoetzlein, R.
Graphics Performance in Rich Internet Applications.
IEEE Computer Graphics & Applications. Volume 32, Issue 5, pp 98-104. September 2012.
2009. Hoetzlein, R. and Hollerer, Tobias
Interactive Water Streams with Sphere Scan Conversion
ACM Interactive Graphics and Games (i3D) 2009. Boston, Massachusetts. February 2009.
2005. D. Schwartz, R. Rajagopalan, R. Hoetzlein
Developing a Virtual Engineering Curriculum Via Computer Game Design.
Proceedings of The American Society for Engineering Education St. Lawrence Section Conference. Binghamton, NY. 2005
2005. Hoetzlein, R. and Schwartz, D.
GameX: A Platform for Incremental Instruction in Computer Graphics and Game Design.
ACM SIGGRAPH Educators Program 2005, Los Angeles, CA. 2005
2003. Hoetzlein, R. and Schwartz, D.
Computer Game Design as a Tool for Cooperative Interdisciplinary Education.
Proceedings of The American Society for Engineering Education St. Lawrence Section Conference. Queens University.

KNOWLEDGE & DIGITAL HUMANITIES

2012. Hoetzlein, R.
Visual Communication in Times of Crisis: The Fukushima Nuclear Accident
Leonardo Journal of Arts, Science and Technology. Volume 45, Number 2, pp 113-118. April 2012.
2012. Eric Chuk, Rama Hoetzlein, David Kim, Julia Panko
Creating Socially Networked Knowledge through Interdisciplinary Collaboration
Arts & Humanities in Higher Education: An international journal of theory, research and practice (Special Edition)
2011. Hoetzlein, R.
Imagination in Media Arts: Technological Constraints and Creative Freedom
Ph.D Dissertation. University of California Santa Barbara, December 2011.
2009. Hoetzlein, R. and Adderton, Dennis
MINT/VXF: A High-Performance Computing Framework for Interactive Multimedia.
Future of Media Arts, Science and Technology Workshop (MAST). University of California Santa Barbara. Jan 2009.
2009. Hoetzlein, R.
Subjective Media: A Historic Context for New Media in Art
Fourth International Conference on the Arts in Society. Venice, Italy. July 2009.
2009. Hoetzlein, R.
Alternatives to Author-centric Knowledge Organization
Implementing New Knowledge Environments (INKE 2009). Victoria, Canada. Oct 2009.
2008. Turk, M. Hollerer, T., Arisona, S., Kuchera-Morin, J. Coffin, C and Hoetzlein, R.
Creative Collaborative Exploration in Multiple Environments
Association for the Advancement of Artificial Intelligence, 2008 Symposium
2007. Hoetzlein, R.
The Organization of Human Knowledge: Systems for Interdisciplinary Research
Master’s Thesis. University of California Santa Barbara, 2007.

SELECTED ART EXHIBITIONS

2011. EcoPlayer. Interactive experience of animal sounds. Copenhagen, Denmark
2011. Global Units. Procedural modeling for live visual performance at a radio station. Copenhagen, Denmark
2010. The Bones of Maria. Generative organic art. The Cultor, IT. Torino, Italy
2009. Presence. Immersive environments with 360 degree photography. University of Santa Barbara Library.Santa Barbara, CA
2008. Social Evolution. Evolutionary crowd simulation. Version Beta, Center for the Contemporary Image. Geneve, Switzerland
2007. Lifecycles. 2nd International Arts & Science Exhibition. Beijing, China
2007. Intelligent Things. Machine Project, DorkBot So. Cal. Los Angeles, CA
2005. Timewave. Ecological digital microscope. Gallery 1434. Santa Barbara, CA
2004. Collective Morphology. Collaborative generative forms. Santa Barbara, CA
2001. Creatures: Mechanical and Robotic Sculptures. Thesis work, Cornell University. Ithaca,NY
1998. Gigaspace. Augmented virtual interaction with a pixelated dog Ithaca,NY

ACTIVITIES & AFFILIATIONS

2014. ACM SIGGRAPH, Vancouver, Canada
2014. GPU Technology Conference, 2014
2010. Transliteracies Rose Design Charrette, Feb 26, 2010.
2009. Digital Humanities Summer Institute, University of Victoria, Canada
2007. Text Encoding Seminar, University of California Santa Barbara
2006. Moorpark College Multimedia Festival
2006. UC Darnet, Digital Arts Research Network, March 4th
2006. Digital Humanities Summer Institute, University of Victoria, Canada
2006. ACM Multimedia 2006, Art Exhibition Coordinator /w George Legrady
2005. Collaboration with DX-Arts, University of Washington on Collective Morphology
2004. Collaboration with Department of Fine Arts, UC Santa Barbara on Timewave
2004. First official course in Computer Game Design. Cornell University.
1998. Cornell Program of Computer Graphics. Cornell University.
1996. Department of Physical Chemistry. Cornell University
Web Design MymensinghPremium WordPress ThemesWeb Development

New Website Launched

November 12, 2014November 12, 2014
This new personal website contains previously unpublished videos, updated content, and more on teaching materials and current research.

Fluids v.3.1 presented at GPU Technology Conference 2014

March 7, 2014March 7, 2014
Novel methods for fluid simulation were presented at the GPU Technology Conference, in Santa Clara, CA. The new Fluids v.3.1 can simulate over 4 million particles at 4 fps, is easier to build, and runs on CUDA 5.0 and 5.5.

Starting Position as Graphics Developer with NVIDIA

January 1, 2013January 1, 2013
nvidia_logoThis January, 2013, I start a new position in Graphics Research at NVIDIA Corporation in Santa Clara, CA, working with CAD clients to develop GPU technologies, and exploring topics in computer graphics.