@techreport{Honic_2021, title = "SCI_BIM Scanning and data capturing for Integrated Resources and Energy Assessment using Building Information Modelling", author = "Meliha Honic and Iva Kovacic and Marijana Sreckovic and Georgios Gourlis and Helmut Rechberger and Philipp Aschenbrenner and Johann Fellner and Ildar Gilmutdinov and Michael Wimmer and Ulrich Pont and Ardeshir Mahdavi and Matthias Schuss and Peter Ferschin and Peter K\'{a}n", year = "2021", abstract = "Due to the rapidly increasing consumption of resources and land worldwide, as well as the growing generation of waste, the building stock plays a crucial role not only for the reduction of the energy consumption, but also as a future source of materials (urban mining). However, there is a lack of information on the detailed material composition of the building stock, which is the main obstacle for modelling and predicting its future use. Therefore, the main research question is whether the use of the digital technologies "Laser Scanning" and "Ground Penetrating Radar" (GPR) as well as a gamification concept, enable to develop and maintain a digital twin (BIM model) which serves as a basis for urban mining.", number = "TR-193-02-2021-2", pages = "62", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", note = "human contact: technical-report@cg.tuwien.ac.at", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/Honic_2021/", } @techreport{freude_2020_rs, title = "R-Score: A Novel Approach to Compare Monte Carlo Renderings", author = "Christian Freude and Hiroyuki Sakai and Karoly Zsolnai-Feh\'{e}r and Michael Wimmer", year = "2020", abstract = "In this paper, we propose a new approach for the comparison and analysis of Monte Carlo (MC) rendering algorithms. It is based on a novel similarity measure called render score (RS) that is specically designed for MC rendering, statistically motivated, and incorporates bias and variance. Additionally, we propose a comparison scheme that alleviates the need for practically converged reference images (RIs). Our approach can be used to compare and analyze dierent rendering methods by revealing detailed (per-pixel) dierences and subsequently potential conceptual or implementation-related issues, thereby offering a more informative and meaningful alternative to commonly used metrics.", month = aug, number = "TR-193-02-2020-4", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", note = "human contact: technical-report@cg.tuwien.ac.at", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/freude_2020_rs/", } @techreport{ROEGNER-2015-IBR, title = "Image-based Reprojection Using a Non-local Means Algorithm", author = "Clemens R\"{o}gner and Michael Wimmer and Johannes Hanika and Carsten Dachsbacher", year = "2015", abstract = "We introduce an image-based approach to increase the framerate of image sequences generated with offline rendering algorithms. Our method handles in most cases reflections and refractions better than existing image-based temporal coherence techniques. The proposed technique is also more accurate than some image-based upsampling methods, because it calculates an individual result for each pixel. Our proposed algorithm takes a pair of frames and generates motion vectors for each pixel. This allows for adding a new frame between that pair and thus increasing the framerate. To find the motion vectors, we utilize the non-local means denoising algorithm, which determines the similarity of two pixels by their surrounding and reinterpret that similarity as the likelihood of movement from one pixel to the other. This is similar to what it is done in video encoding to reduce file size, but in our case is done for each pixel individually instead of a block-wise approach, making our technique more accurate. Our method also improves on work in the field of real-time rendering. Such techniques use motion vectors, which are generated through knowledge about the movement of objects within the scene. This can lead to problems when the optical flow in an image sequence is not coherent with the objects movement. Our method avoids those problems. Furthermore, previous work has shown, that the non-local means algorithm can be optimized for parallel execution, which signicantly reduces the time to execute our proposed technique as well. ", month = apr, number = "TR-186-2-15-02", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "optical flow, offline rendering, image reprojection, temporal upsampling, image-based rendering", URL = "https://www.cg.tuwien.ac.at/research/publications/2015/ROEGNER-2015-IBR/", } @techreport{TR-186-2-12-01, title = "Interactive Screen-Space Triangulation for High-Quality Rendering of Point Clouds", author = "Reinhold Preiner and Michael Wimmer", year = "2012", abstract = "This technical report documents work that is a precursor to the Auto Splatting technique. We present a rendering method that reconstructs high quality images from unorganized colored point data. While previous real-time image reconstruction approaches for point clouds make use of preprocessed data like point radii or normal estimations, our algorithm only requires position and color data as input and produces a reconstructed color image, normal map and depth map which can instantly be used to apply further deferred lighting passes. Our method performs a world-space neighbor search and a subsequent normal estimation in screen-space, and uses the geometry shader to triangulate the color, normal and depth information of the points. To achieve correct visibility and closed surfaces in the projected image a temporal coherence approach reuses triangulated depth information and provides adaptive neighbor search radii. Our algorithm is especially suitable for insitu high-quality visualization of big datasets like 3D-scans, making otherwise time-consuming preprocessing steps to reconstruct surface normals or point radii dispensable.", month = apr, number = "TR-186-2-12-01", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "screen triangulation, point rendering, nearest neighbors, screen-space, point clouds", URL = "https://www.cg.tuwien.ac.at/research/publications/2012/TR-186-2-12-01/", } @techreport{TR-186-2-08-09, title = "Pixel Accurate Shadows with Shadow Mapping", author = "Christian Luksch", year = "2008", abstract = "High quality shadows generated by shadow mapping is still an extensive problem in realtime rendering. This work summarizes some state-of-the-art techniques to achieve pixel accurate shadows and points out the various problems of generating artifact free shadows. Further a demo application has been implemented to compare the different techniques and experiment with alternative approaches.", month = sep, number = "TR-186-2-08-09", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "Shadow Mapping, Deferred shading, Pixel Accurate Shadows, Real time rendering", URL = "https://www.cg.tuwien.ac.at/research/publications/2008/TR-186-2-08-09/", } @techreport{radax-2008-ir, title = "Instant Radiosity for Real-Time Global Illumination", author = "Ingo Radax", year = "2008", abstract = "Global illumination is necessary to achieve realistic images. Although there are plenty methods that focus on solving this problem, most of them are not fast enough for interactive environments. Instant radiosity is a method that approximates the indirect lighting, as part of global illumination, by creating additional light sources. Thereby it is very fast and does not need lot of preprocessing, so it is perfectly fit to be used within real-time requirements. Further techniques based on instant radiosity have extended the method to provide better image quality or faster rendering. So instant radiosity and its derivations can bring us global illumination in real-time.", month = may, number = "TR-186-2-08-15", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "Three-Dimensional Graphics and Realism, shading, radiosity, real time rendering", URL = "https://www.cg.tuwien.ac.at/research/publications/2008/radax-2008-ir/", } @techreport{knecht-2007-ao, title = "State of the Art Report on Ambient Occlusion", author = "Martin Knecht", year = "2007", abstract = "Ambient occlusion is a shading method which takes light occluded by geometry into account. Since this technique needs to integrate over a hemisphere it was first only used in offline rendering tools. However, the increasing resources of modern graphics hardware, enable us to render ambient occlusion in realtime. The goal of this report is to describe the most popular techniques with respect to realtime rendering. First we introduce how ambient occlusion is defined and then we will explain and categorize the presented techniques. ", month = nov, number = "TR-186-2-07-13", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "ambient occlusion, global illumination, real time", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/knecht-2007-ao/", } @techreport{TR-186-2-07-09, title = "Rendering Imperfections: Dust, Scratches, Aging,...", author = "Michael Schw\"{a}rzler and Michael Wimmer", year = "2007", abstract = "In order to incrase the realism of an image or a scene in a computergraphics application, so-called imperfections are often used during rendering. These are techniques which add details like dirt, scratches, dust or aging effects to the models and textures. Realism is improved through imperfections since computer generated models are usually too perfect to be accepted as realistic by human observers. By making them, for example, dusty and scratched, people can imagine them being part of their real world much more easily. This article gives an overview of currently used imperfections techniques and algorithms. Topics like textures, scratches, aging, dust, weathering, lichen growth and terrain erosion are covered.", month = sep, number = "TR-186-2-07-09", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "scratches, dust, imperfections, aging", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/TR-186-2-07-09/", } @techreport{TR-186-2-07-01, title = "Displacement Mapped Billboard Clouds", author = "Stephan Mantler and Stefan Jeschke and Michael Wimmer", year = "2007", abstract = "This paper introduces displacement mapped billboard clouds (DMBBC), a new image-based rendering primitive for the fast display of geometrically complex objects at medium to far distances. The representation is based on the well-known billboard cloud (BBC) technique, which represents an object as several textured rectangles in order to dramatically reduce its geometric complexity. Our new method uses boxes instead of rectangles, each box representing a volumetric part of the model. Rendering the contents of a box is done entirely on the GPU using ray casting. DMBBCs will often obviate the need to switch to full geometry for closer distances, which is especially helpful for scenes that are densely populated with complex objects, e.g. for vegetation scenes. We show several ways to store the volumetric information, with different tradeoffs between memory requirements and image quality. In addition we discuss techniques to accelerate the ray casting algorithm, and a way for smoothly switching between DMBBCs for medium distances and BBCs for far distances.", month = jan, number = "TR-186-2-07-01", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "rendering acceleration, billboard clouds, image-based rendering", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/TR-186-2-07-01/", } @techreport{TR-186-2-05-05, title = "Computational Color Harmony based on Coloroid System", author = "L\'{a}szl\'{o} Neumann and Antal Nemcsics and Attila Neumann", year = "2005", abstract = "The paper presents experimentally based rules and methods creating harmonic color sets. Firstly, dichromatic rules will be presented which concern color harmony relationships of only two hues. For an arbitrarily given hue pair, we define the textit{just harmonic} saturation values, resulting in just harmonic color pairs. These values express the fuzzy border between harmony and disharmony regions by a single scalar, most appropriately. Secondly, the value of harmony will be defined corresponding to the textit{contrast of lightness}, i.e. the difference of perceptual lightness values. Thirdly, we formulate the harmony value of the textit{saturation contrast}, depending on hue and lightness. Results of these investigations form a basis for a unified, coherent dichromatic harmony formula as well as for analysis of polychromatic color harmony. Introduced color harmony rules are based on Coloroid, which is one of the $5-6$ main color-order systems and furthermore it is an textit{aesthetically uniform} continuous color space. Coloroid has simple closed forward and backward transformation formulas with the color space of $CIE~XYZ$. It relies on a huge number of observations and experiments, and it is a very suitable tool of color dynamics for describing aesthetical relationships. It had supported also numerous color plans of great architectural projects having been realized in the practice. The experimental data and information to be retrieved from them are just partly processed and published so far. Our article utilizes a 'slice' of this database, together with additional complementary observations. This paper is an issue of a planned series of articles, dealing with rules and coherences of color harmony based on the Coloroid system. ", month = jun, number = "TR-186-2-05-05", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "Color Dynamics, Computational Aesthetics, Coloroid, Color Order System, Color Harmony, Environmental Color Design", URL = "https://www.cg.tuwien.ac.at/research/publications/2005/TR-186-2-05-05/", } @techreport{Neumann-2004-HOB, title = "Human Observation Based Generalized Gamma Functions", author = "Attila Neumann and Alessandro Artusi and L\'{a}szl\'{o} Neumann and Georg Zotti and Werner Purgathofer", year = "2004", abstract = "This paper describes an accurate method to obtain the Tone Reproduction Curve (TRC) of display devices without using a measurement device. It is an improvement of an existing technique based on human observation, solving its problem of numerical instability and resulting in functions in log--log scale which correspond better to the nature of display devices. We demonstrate the effiency of our technique on different monitor technologies, comparing it with direct measurements using a spectrophotometer.", month = dec, number = "TR-186-2-04-13", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "Display Measurement, Human Visual System, Spatial Vision", URL = "https://www.cg.tuwien.ac.at/research/publications/2004/Neumann-2004-HOB/", } @techreport{TR-186-2-02-04, title = "An Error Metric for Layered Environment Map Impostors", author = "Stefan Jeschke and Michael Wimmer", year = "2002", abstract = "Impostors are image-based primitives commonly used to replace complex geometry in order to accelerate the rendering of large virtual environments. This paper describes a “layered impostor technique” used for representing distant scene-parts when seen from a bounded viewing region. A special layer placement is derived which bounds the geometric error introduced by parallaxes to a defined value. In combination with a special technique for image generation, a high-quality impostor representation without image artifacts can be obtained.", month = feb, number = "TR-186-2-02-04", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", institution = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", note = "human contact: technical-report@cg.tuwien.ac.at", keywords = "impostors, real-time rendering, virtual", URL = "https://www.cg.tuwien.ac.at/research/publications/2002/TR-186-2-02-04/", }