@phdthesis{Ulbricht-2007-thesis, title = "Usability of Digital Cameras for Verifying Physically Based Rendering Systems ", author = "Christiane Ulbricht", year = "2007", abstract = "Das Ziel dieser Arbeit war es, eine einfache Szene so zu modellieren und zu rendern, dass sie so ident wie m\"{o}glich zu einer digitalen Photographie ist. Dabei war klar, dass es viele Hindernisse zu \"{u}berwinden galt, und den haupts\"{a}chlichen Wissensgewinn erhofften wir aus dem Verst\"{a}ndnis f\"{u}r diese vielen kleinen Schritte zu erzielen. Schlie{\ss}lich stellten sich die Hindernisse noch umfangreicher dar als angenommen, und so schr\"{a}nkte sich das Thema auf die Verwendbarkeit digitaler Kameras f\"{u}r die Problemstellung inklusive die notwendigen Bearbeitungsschritte zur Vergleichbarkeit der Werte ein. Dabei entstand auch eine neue Methode entwickelt um die Abweichung der menschlichen Wahrnehmung von der Sensorik einer Kamera zu kompensieren. ", month = jan, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/Ulbricht-2007-thesis/", } @article{ulbricht-2006-VOP, title = "Verification of Physically Based Rendering Algorithms", author = "Christiane Ulbricht and Alexander Wilkie and Werner Purgathofer", year = "2006", abstract = "Within computer graphics, the field of predictive rendering is concerned with those methods of image synthesis which yield results that do not only look real, but are also radiometrically correct renditions of nature, i.e.which are accurate predictions of what a real scene would look like under given lighting conditions. In order to guarantee the correctness of the results obtained by such techniques, three stages of such a rendering system have to be verified with particular care: the light reflection models, the light transport simulation and the perceptually based calculations used at display time. In this report, we will concentrate on the state of the art with respect to the second step in this chain. Various approaches for experimental verification of the implementation of a physically based rendering system have been proposed so far. However, the problem of proving that the results are correct is not fully solved yet, and no standardized methodology is available. We give an overview of existing literature, discuss the strengths and weaknesses of the described methods and illustrate the unsolved problems. We also briefly discuss the related issue of image quality metrics. ", month = jun, issn = "0167-7055", journal = "Computer Graphics Forum", number = "2", volume = "25", pages = "237--255", keywords = "visual comparisons, experimental validation, test scenes, physically based rendering, image quality metrics", URL = "https://www.cg.tuwien.ac.at/research/publications/2006/ulbricht-2006-VOP/", } @inproceedings{ulbricht-2006apw, title = "A Problem with the Use of XYZ Colour Space for Photorealistic Rendering Computations", author = "Christiane Ulbricht and Alexander Wilkie", year = "2006", abstract = "CIE XYZ colour space is sometimes recommended in literature for photorealistic rendering computations because it allows one to simultaneously handle all perceivable colours at much lower computational cost than by using spectral rendering. In this paper we show that XYZ is actually a poor choice for such computations, since it is not closed under the component-wise multiplication which is a typical operation in a rendering system. We also discuss why this rather obvious fact has not received much attention yet, and give pointers to alternative solutions.", publisher = "CGIV", booktitle = "Third European Conference on Colour in Graphics, Imaging, and Vision", pages = "435--437", URL = "https://www.cg.tuwien.ac.at/research/publications/2006/ulbricht-2006apw/", } @inproceedings{ulbricht-2005-VOP, title = "Verification of Physically Based Rendering Algorithms", author = "Christiane Ulbricht and Alexander Wilkie and Werner Purgathofer", year = "2005", abstract = "Within computer graphics, the field of predictive rendering is concerned with those methods of image synthesis which yield results that do not only look real, but are also radiometrically correct renditions of nature, i.e. which are accurate predictions of what a real scene would look like under given lighting conditions. In order to guarantee the correctness of the results obtained by such techniques, three stages of such a rendering system have to be verified with particular care: the light reflection models, the light transport simulation and the perceptually based calculations used at display time. In this report, we will concentrate on the state of the art with respect to the second step in this chain. Various approaches for experimental verification of the implementation of a physically based rendering system have been proposed so far. However, the problem of proving that the results are correct is not fully solved yet, and no standardized methodology is available. We give an overview of existing literature, discuss the strengths and weaknesses of the described methods and illustrate the unsolved problems. We also briefly discuss the related issue of image quality metrics. ", booktitle = "State of the Art Reports, Eurographics 05", publisher = "The Eurographics Association, and The Image Synthesis Group", pages = "95--112", URL = "https://www.cg.tuwien.ac.at/research/publications/2005/ulbricht-2005-VOP/", } @inproceedings{Wilkie-2004-AMS, title = "An Analytical Model for Skylight Polarisation", author = "Alexander Wilkie and Robert F. Tobler and Christiane Ulbricht and Georg Zotti and Werner Purgathofer", year = "2004", abstract = "Under certain circumstances the polarisation state of the illumination can have a significant influence on the appearance of scenes; outdoor scenes with specular surfaces -- such as water bodies or windows -- under clear, blue skies are good examples of such environments. In cases like that it can be essential to use a polarising renderer if a true prediction of nature is intended, but so far no polarising skylight models have been presented. This paper presents a plausible analytical model for the polarisation of the light emitted from a clear sky. Our approach is based on a suitable combination of several components with well-known characteristics, and yields acceptable results in considerably less time than an exhaustive simulation of the underlying atmospheric scattering phenomena would require.", month = jun, isbn = "3-905673-12-6", publisher = "?", editor = "Alexander Keller and Henrik Wann Jensen ", booktitle = "Proceedings of the Eurographics Symposium on Rendering", pages = "387--399", keywords = "skylight rendering, polarisation", URL = "https://www.cg.tuwien.ac.at/research/publications/2004/Wilkie-2004-AMS/", } @techreport{Ulbricht-2003-TanX, title = "Tangible Augmented Reality for Computer Games", author = "Christiane Ulbricht and Dieter Schmalstieg", year = "2003", abstract = "In this paper we attempt to demonstrate that Tangible Augmented Reality is a highly effective environment for certain types of multiplayer computer games. We show the usefulness of this user interaction paradigm through both theoretical argumentation and presentation of our prototype system. During the development of this system we evaluated several variants of the interaction techniques necessary for the game, and we discuss the relative merits of some of them in this paper.", month = feb, number = "TR-186-2-03-02", 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 = "User Interface Design, 3D-Interaction, Tangible User Interface, Augmented Reality", URL = "https://www.cg.tuwien.ac.at/research/publications/2003/Ulbricht-2003-TanX/", } @inproceedings{Ulbricht-2003-Tan, title = "Tangible Augmented Reality for Computer Games", author = "Christiane Ulbricht and Dieter Schmalstieg", year = "2003", abstract = "In this paper we attempt to demonstrate that Tangible Augmented Reality is a highly effective environment for certain types of multiplayer computer games. We show the usefulness of this user interaction paradigm through both theoretical argumentation and presentation of our prototype system. During the development of this system we evaluated several variants of the interaction techniques necessary for the game, and we discuss the relative merits of some of them in this paper.", isbn = "ISBN: 0889863822", publisher = "ACTA Press", note = "http://www.cg.tuwien.ac.at/~cu/tangibleAR/", booktitle = "Proceedings of the Third IASTED International Conference on Visualization, Imaging and Image Processing", pages = "950--954", URL = "https://www.cg.tuwien.ac.at/research/publications/2003/Ulbricht-2003-Tan/", }