Welcome. I am Adil Yalçın, a Ph.D. student in
University of Maryland, College Park,
Department of Computer Science.
Briefly:
Education
- Ph.D. student, Dept. of Computer Science, University of Maryland, College Park
- M.Sc., Dept. of Computer Engineering, Bilkent University, Turkey, June 2010
- B.Sc., Dept. of Computer Engineering, Middle East Technical University, Turkey, June 2008
Research Interests
- Visual computing and general purpose programming on graphics hardware
- Real-time advanced rendering techniques / Graphics Engines (see OpenREng for details)
- Physically-Based Simulation
- Collision Detection
- Terrain modelling and LoD structures
- Interaction Techniques
- Computer Animation
Publications
- GPU Algorithms for Diamond-based Multiresolution Terrain Processing
-
Authors: M. Adil Yalçın, Kenneth Weiss, Leila De Floriani
Venue: Eurographics Symposium on Parallel Graphics and Visualization, 2011
Abstract -
Bibtex -
doi -
Conference Page -
PDF
We present parallel algorithms for processing, extracting and rendering adaptively sampled regular terrain datasets represented as a multiresolution model defined by a super-square-based diamond hierarchy. This model represents a terrain as a nested triangle mesh generated through a series of longest edge bisections and encoded in an implicit hierarchical structure, which clusters triangles into diamonds and diamonds into super-squares. We decompose the problem into three parallel algorithms for performing: generation of the diamond hierarchy from a regularly distributed terrain dataset, selective refinement on the diamond hierarchy and generation of the corresponding crack-free triangle mesh for processing and rendering. We avoid the data transfer bottleneck common to previous approaches by processing all data entirely on the GPU. We demonstrate that this parallel approach can be successfully applied to interactive terrain visualization with a high tessellation quality on commodity GPUs.
@inproceedings{Yalcin11_egpgv,
author = {Yalçın, M. A. and Weiss, K. and De Floriani, L.},
title = {GPU algorithms for diamond-based multiresolution terrain processing},
booktitle = {Eurographics Symposium on Parallel Graphics and Visualization},
year = {2011},
address = {Bangor, Wales},
month = {April 10--11}
pages = {121--130},
doi = {http://dx.doi.org/10.2312/EGPGV/EGPGV11/121-130}
}
- Real-Time Simulation and Visualization of Deformations on Heightfields
-
M.Sc. Thesis, Author : M. Adil Yalçın
Bilkent University, Computer Engineering, 2010
Abstract -
PDF
The applications of computer graphics raise new expectations, such as realistic rendering, real-time dynamic scenes and physically correct simulations. The aim of this thesis is to investigate these problems on the heightfield structure, an extended 2D model that can be processed efficiently by data-parallel architectures. This thesis presents methods for simulation of deformations on heightfield as caused by triangular objects, physical simulation of objects interacting with heightfield and advanced visualization of deformations. The heightfield is stored in two different resolutions to support fast rendering and precise physical simulations as required. The methods are implemented as part of a large-scale heightfield management system, which applies additional level of detail and culling optimizations for the proposed methods and data structures. The solutions provide real-time interaction and recent graphics hardware (GPU) capabilities are utilized to achieve real-time results. All the methods described in this thesis are demonstrated by a sample application and performance characteristics and results are presented to support the conclusions.
@inproceedings{Yalcin11_egpgv,
author = {Yalçın, M. A. and Weiss, K. and De Floriani, L.},
title = {GPU algorithms for diamond-based multiresolution terrain processing},
booktitle = {Eurographics Symposium on Parallel Graphics and Visualization},
year = {2011},
address = {Bangor, Wales},
month = {April 10--11}
pages = {121--130},
doi = {http://dx.doi.org/10.2312/EGPGV/EGPGV11/121-130}
}
- A Generic Multi-View Rendering Engine Architecture
-
Authors: M. Adil Yalçın, Tolga Capin
Book Chapter: Game Engine Gems Volume 2, A.K. Peters, 2011
Bibtex -
Official Page -
Amazon
@incollection{ref,
author = {M. Adil Yalçın and Tolga Çapın},
title = {A Generic Multiview Rendering Engine Architecture},
booktitle = {Game Engine Gems 2},
editor = {Eric Lengyel},
publisher = {A K Peters},
year = {2011},
pages = {179--197}
}
- Editing Heightfield using History Management and 3D Widgets
-
Authors: M. Adil Yalçın, Tolga Capin
Venue: 24th International Symposium on Computer and Information Sciences, September 2009
Abstract -
Bibtex -
doi -
Conference Page -
PDF
In virtual environments, terrain is generally modeled by heightield,
a 2D structure. To be able to create desired terrain geometry, software
editors for this specific task have been developed. The graphics
hardware, data structures and rendering techniques are developing
fast to open up new possibilities to the user and terrain editor
functionalities are following such improvements (such as real-time
lighting updates during editing operations and multi-texture blending).
Yet, current terrain editors mostly fail to give the user feedback
about their actions and also fail to help the users understand and
undo the editing operations on the terrain. The aim of this study
is to investigate the 3d-widget based visualization of possible editing
(sculpturing) actions on terrain and to help user undo previous operations.
@INPROCEEDINGS{Yalcin2009,
author = {Yalcin, M. Adil and Capin, Tolga K.},
title = {Editing Heightfield Using History Management And 3d Widgets},
booktitle = {Computer and Information Sciences, 2009. ISCIS '09. 24th International
Symposium on},
year = {2009},
pages = {452-457},
month = {September},
}
A selected list of projects/software that I have developed can be found
here.
Click here to see the list of courses (inc. descriptions and additional informations) I have taken during my undergraduate and graduate studies.