Colloquy Cycle on Friday, 15. October 2021, 10:30

Seminar room FAV05 (Favoritenstraße 9, Stiege 1, 5th floor)
Dr. Alexandra Diehl (Department of Informatics, University of Zurich)
30 + 15

According to the United Nations Office for Disaster Risk Reduction (UNDRR), the indirect economic losses caused by climate-related disasters increased by over 150 % during 1998–2017 compared to the period 1978– 1997 [1]. Among the most prominent high-impact weather events are flooding, storms, and heatwaves. Scientists need to improve the accuracy and communication of weather forecasting to reduce or even avoid the damage caused by these kinds of weather hazards.

 Citizens continuously generate an enormous amount of digital content of diverse kinds, such as blog posts, tweets, and photos and videos. People tend to proactively participate in digital media and communicate this kind of severe weather events in internet channels such as social media, news feeds, and citizen science projects, which represents a huge opportunity to improve current weather forecasting. To engage users in weather forecasting, meteorologists need effective visual communication tools to process the information and make it to citizens.

 In this talk, I will present some initial efforts in the visual analysis of citizen-generated data to extract useful information associated with severe weather events and identify expert users among the social networks and a perceptually-based visual design of a mobile application for citizen science on high-impact weather events.

 [1] P.Wallemacq and R. House. UNISDR and CRED report. economic losses, poverty, and disasters 1998–2017. Brussels: Centre for research on the epidemiology of disasters (CRED), 31, 2018.

Johannes Unterguggenberger (193-02 Computer Graphics)
15 + 15

Following recent advances in GPU hardware development and newly introduced rendering pipeline extensions, the segmentation of input geometry into small geometry clusters—so-called meshlets—has emerged as an important practice for efficient rendering of complex 3D models. Meshlets can be processed efficiently using mesh shaders on modern graphics processing units, in order to achieve streamlined geometry processing in just two tightly coupled shader stages that allow for dynamic workload manipulation in-between. The additional granularity layer between entire models and individual triangles enables new opportunities for fine-grained visibility culling methods. However, in contrast to static models, view frustum and backface culling on a per-meshlet basis for skinned, animated models are difficult to achieve while respecting the conservative spatio-temporal bounds that are required for robust rendering results. In this paper, we describe a solution for computing and exploiting relevant conservative bounds for culling meshlets of models that are animated using linear blend skinning. By enabling visibility culling for animated meshlets, our approach can help to improve rendering performance and alleviate bottlenecks in the notoriously performance-and memory-intensive skeletal animation pipelines of modern real-time graphics applications.

Stephan Bösch-Plepelits (193-02 Computer Graphics)
10 + 5

Over summer 2021 the technicians built a setup for improved hybrid lectures in the seminar room. Stephan Bösch-Plepelits will give a short introduction how this works and how it is used.