@bachelorsthesis{gamsjaeger-2022-proc, title = "Procedural Modeling utilizing Parser Generators", author = "Alexandra Gamsj\"{a}ger", year = "2022", abstract = "Modeling and simulating of buildings, cities, and metropolis is of huge interest in today’s industries. It allows observing realistic representations in a three-dimensional virtual space as it is used in games and simulations of specific situations. One way to achieve this is procedural modeling, a method that only needs little input to generate complex scenes and structures. In combination with so-called parser generators, an efficient and less time-consuming approach is achieved. The resulting application then gives the user a simple and fast way to generate, model, and design highly complex structures. In this thesis, we first will go into detail about today’s standards and the possibilities which are available at the moment. Then resume with an illustration of two widely used parser generators called ANTLR and Bison and how we replaced the first with the second. Leaving us with a comparison, of their advantages and disadvantages and demonstrating the resulting outcome. ", month = apr, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", keywords = "parsing, procedural geometry, architecture", URL = "https://www.cg.tuwien.ac.at/research/publications/2022/gamsjaeger-2022-proc/", } @xmascard{ilcik-2021-xmas, title = "X-Mas Card 2021", author = "Martin Il\v{c}\'{i}k and Philipp Erler", year = "2021", month = nov, keywords = "christmas", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/ilcik-2021-xmas/", } @mastersthesis{Caic2021, title = "Modelling the Effect of emotional Feedback as Stimulus in fMRI Neurofeedback", author = "Victoria Caic", year = "2021", abstract = "Neurofeedback (NF) based on functional magnetic resonance imaging (fMRI) offers promising possibilities for therapeutic approaches in neurological and psychiatric diseases. By providing information over the current activity in a target brain region, conscious control can be learned allowing for counteracting disease-specific symptoms. Social feedback in the form of a face with changing expressions is often chosen as a very intuitive type of feedback. Since the brain regions affected in psychiatric conditions are often involved in the perception and processing of emotions, it is possible that these regions are additionally activated with emotional feedback. In this thesis it is examined whether such an additional activity has a significant influence on the measured activity, as this could lead to inaccurate feedback and, as a result, to suboptimal learning outcomes. For this purpose, the data of a previously published study is reanalysed while particularly taking the potential influence of the feedback signal into account. Using different model approaches, the exact nature of the influence is investigated, as well as whether positive and negative feedback differ in their influence. Given the highly individual aspects of NF and the goal to implement corrections for the training of a single subject in an openly available NF software, the analyses were conducted on an individual but also the group level allowing for tests of generalizability. At the single run level, a significant influence of both the feedback and its change over time was found. Positive feedback more often had a significant impact on the neuronal activation than negative feedback. With regard to the change over time, significant results could more often be found with negative feedback. At the group level, only the change in feedback showed a significant influence on the activation of the target region. In a cross-validation, it was not possible to determine generalizability beyond a single run for any of the models under investigation. The examined effect seems to be very individual both for subjects and measurements and should therefore be treated separately from case to case. In NF studies in which emotional feedback is used while training a brain region involved in emotion processing, accounting for the influence of the feedback signal could improve the accuracy of the presented feedback and, hence, learning performance and therapeutic success. ", month = oct, pages = "137", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien", keywords = "Neurofeedback, emotion processing", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/Caic2021/", } @article{Radwan_2021_Occ, title = "Fast occlusion-based point cloud exploration", author = "Mohamed Radwan and Stefan Ohrhallinger and Michael Wimmer", year = "2021", abstract = "Large-scale unstructured point cloud scenes can be quickly visualized without prior reconstruction by utilizing levels-of-detail structures to load an appropriate subset from out-of-core storage for rendering the current view. However, as soon as we need structures within the point cloud, e.g., for interactions between objects, the construction of state-of-the-art data structures requires O(NlogN) time for N points, which is not feasible in real time for millions of points that are possibly updated in each frame. Therefore, we propose to use a surface representation structure which trades off the (here negligible) disadvantage of single-frame use for both output-dominated and near-linear construction time in practice, exploiting the inherent 2D property of sampled surfaces in 3D. This structure tightly encompasses the assumed surface of unstructured points in a set of bounding depth intervals for each cell of a discrete 2D grid. The sorted depth samples in the structure permit fast surface queries, and on top of that an occlusion graph for the scene comes almost for free. This graph enables novel real-time user operations such as revealing partially occluded objects, or scrolling through layers of occluding objects, e.g., walls in a building. As an example application we showcase a 3D scene exploration framework that enables fast, more sophisticated interactions with point clouds rendered in real time.", month = sep, journal = "The Visual Computer Journal", volume = "37", issn = "1432-2315", doi = "10.1007/s00371-021-02243-x", booktitle = "The Visual Computer", pages = "13", publisher = "Springer", pages = "2769--2781", keywords = "Software, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/Radwan_2021_Occ/", } @inproceedings{eibens-2021-tsgpmg, title = "Temporal-Scope Grammars for Polyphonic Music Generation", author = "Lukas Eibensteiner and Martin Il\v{c}\'{i}k and Michael Wimmer", year = "2021", abstract = "We present temporal-scope grammars for automatic composition of polyphonic music. In the context of this work, polyphony can refer to any arrangement of musical entities (notes, chords, measures, etc.) that is not purely sequential in the time dimension. Given that the natural output of a grammar is a sequence, the generation of sequential structures, such as melodies, harmonic progressions, and rhythmic patterns, follows intuitively. By contrast, we associate each musical entity with an independent temporal scope, allowing the representation of arbitrary note arrangements on every level of the grammar. With overlapping entities we can model chords, drum patterns, and parallel voices – polyphony on small and large scales. We further propose the propagation of sub-grammar results through the derivation tree for synchronizing independently generated voices. For example, we can synchronize the notes of a melody and bass line by reading from a shared harmonic progression.", month = aug, isbn = "978-1-4503-8613-5/21/08", publisher = "ACM Press", location = "Virtual", address = "New York, NY, USA", event = "ACM SIGPLAN International Workshop on Functional Art, Music, Modelling, and Design", doi = "10.1145/3471872.3472971", booktitle = "Proceedings of the 9th ACM SIGPLAN International Workshop on Functional Art, Music, Modelling, and Design (FARM ’21)", pages = "12", pages = "23--34", keywords = "algorithmic composition, music, domain specific language", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/eibens-2021-tsgpmg/", } @mastersthesis{eibensteiner-2021-pmcg, title = "Polyphonic music composition with grammars", author = "Lukas Eibensteiner", year = "2021", abstract = "We present a theoretical framework for automatic music composition with formal grammars and a focus on polyphonic structures. In the context of this thesis, a polyphonic structure is any arrangement of musical entities (notes, chords, measures, etc.) that is not purely sequential in the time dimension. Given that the natural output of a grammar is a sequence, the generation of sequential structures, such as melodies, harmonic progressions, and rhythmic patterns, follows intuitively and has already been explored in prior works. By contrast, we associate each musical entity with an independent temporal scope, allowing the representation of both sequential and parallel arrangements. With overlapping entities we can model chords, drum patterns, and parallel voices---polyphony on small and large scales. Beyond a foundational discussion of functional techniques for polyphonic composition with non-deterministic context-free grammars, we demonstrate the implementation and practical application of an automated composition system developed on these principles.", month = apr, pages = "128", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien", keywords = "procedural, music, composition, functional, context-free, probabilistic, temporal, parametric, attribute-based, grammars", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/eibensteiner-2021-pmcg/", } @mastersthesis{Kellner-2021-DA, title = "Klassifikation Urbaner Punktwolken Mittels 3D CNNs In Kombination mit Rekonstruktion von Gehsteigen", author = "Lisa-Maria Kellner", year = "2021", abstract = "LiDAR devices are able to capture the physical world very accurately. Therefore, they are often used for 3D reconstruction. Unfortunately, such data can become extremely large very quickly and usually only a small part of the point cloud is of interest. Thus, the point cloud is filtered beforehand in order to apply algorithms only on those points that are relevant for it. A semantic information about the points can be used for such a filtering. Semantic segmentation of point clouds is a popular field of research and here there has been a trend towards deep learning in recent years too. However, contrary to images, point clouds are unstructured. Hence, point clouds are often rasterized, but this has to be done, such that the underlying structure is represented well. In this thesis, a 3D Convolutional Neural Network is developed and trained for a semantic segmentation of LiDAR point clouds. Thereby, a point cloud is represented with an octree data structure, which makes it easy to rasterize only relevant parts. Since, just dense parts of the point cloud, in which important information about the structure is located, are subdivided further. This allows to simply take nodes of a certain level of the octree and rasterize them as data samples. There are many application areas for 3D reconstructions based on point clouds. In an urban scenario, these can be for example whole city models or buildings. However, in this thesis, the reconstruction of sidewalks is explored. Since, for flood simulations in cities, an increase in height of a few centimeters can make a great difference and information about the curb geometry helps to make them more accurate. In the sidewalk reconstruction process, the point cloud is filtered first, based on a semantic segmentation of a 3D CNN, and then point cloud features are calculated to detect curb points. With these curb points, the geometry of the curb, sidewalk and street are computed. Taken all together, this thesis develops a proof-of-concept prototype for semantic point cloud segmentation using 3D CNNs and based on that, a curb detection and reconstruction algorithm.", month = mar, note = "1", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien", URL = "https://www.cg.tuwien.ac.at/research/publications/2021/Kellner-2021-DA/", } @mastersthesis{Pahr2020, title = "Vologram: Educational Craftworks for Volume Physicalization", author = "Daniel Pahr", year = "2020-22-24", abstract = "Long before the onset of computer technology, anatomical sculptures were already used for educational purposes. Digital imaging technology and its incorporation into the clinical workflow through the advancements of medical visualization led to a steady decline in the use of sculpture-based teaching aids. Currently, anatomical volume visualizations are predominantly presented on computer screens. Recent developments in augmented, mixed, and virtual reality o˙er new, exciting ways to digitally display medical imaging data. In recent years, the application of real-world sculptures to display patient imaging data has seen a resurgence through the field of data physicalization. Predominantly, it has been used to enhance the education of medical personnel and laymen through the use of physical models. Expensive 3D printing technology is often employed in the creation of high fidelity anatomical sculptures, with realistic look-and-feel. However, few approaches make use of a˙ordable physicalizations in the field of layman anatomical education. In the course of this thesis di˙erent ways to introduce self-made, custom physical-izations into layman medical education are explored. We propose a suitable concept, the Vologram, to display medical volume data in a visually appealing way for medical non-experts. This takes the form of slide-based sculptures, made out of a˙ordable ma-terials available to the general public with a high degree of interactivity, and can be produced through commonly available means. To support a customizable workflow in the creation of these sculptures, we provide a stand-alone desktop application, which allows layman users to create custom educational sculptures. Real medical imaging data can be filtered and displayed in di˙erent ways, delivering optically diverse results. We evaluate the concept in a small scale study, to determine the e˙ect of interactive medical visualizations as opposed to physicalizations on the target audience. The results of this study point to a great potential for the application of interactive educational concepts for layman anatomical education.", month = , pages = "131", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien", keywords = "Phyiscalizations, Anatomy Education", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/Pahr2020/", } @xmascard{AA2020, title = "X-Mas Card 2020", author = "Aleksandr Amirkhanov", year = "2020", month = dec, URL = "https://www.cg.tuwien.ac.at/research/publications/2020/AA2020/", } @mastersthesis{Brandstaetter2020, title = "Building a Sandbox Towards Investigating the Behavior of Control Algorithms and Training of Real-World Robots", author = "Klara Brandst\"{a}tter", year = "2020", abstract = "The control of legged robots and teaching robotic hands to grasp are still challenging tasks. Machine learning approaches already work well in simulation. However, the discrepancy between simulation and reality sometimes causes diÿculties when applying simulation results to the real robot. Learning algorithms also require a huge amount of training data. The goal of this work is to build a sandbox that provides a detailed comparison between simulated and real-world robots and o˙ers a way of controlled and continuous data collection and exploration. The sandbox consists of a motion capture and a simulation component. The motion capture component is responsible for the continuous data collection and is realized with a system from OptiTrack with six high-precision infrared cameras. The simulation com-ponent is realized with Simulink and the Simscape Multibody Library. This component is responsible for the exploration and comparison of simulated data with real-world data. The robot that is selected for this work is a small four-legged puppy robot from ROBOTIS that is actuated with 15 Dynamixel servomotors. To integrate the robot into the sandbox, the robot’s controller is reprogrammed to make a transfer from motion data to the robot easier and to control the robot remotely. The robot is programmed with a straight walking gait and equipped with reflective markers to track its movements. With the computer-aided design (CAD) software SolidWorks, a 3D model of the puppy robot is constructed that is used for simulation in Simulink. The result is a system that accurately gathers 6 degrees of freedom (DOF) data of a small robot. This data is transferred to the simulation and can be compared to simulated data. Data from the simulation can also be tested easily on the real robot and tracked again. This way, a closed-loop system is provided for iterative robot exploration. Two datasets are compared with the help of the resulting sandbox: A dataset from ROBOTIS containing ideal joint angles for the robot, and a dataset that is obtained with the motion capture system, containing tracked joint angles. The datasets are simulated and the position and orientation of the robot are compared to the data from the motion capture. Despite strong variations in the simulated results, the simulated robot kept a similar direction and was only a few centimetres o˙ from the real robot.", month = nov, pages = "108", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien", keywords = "robotic motion analysis, visualization", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/Brandstaetter2020/", } @talk{WIMMER-2020-ASG, title = "Applications of Smart Graphics", author = "Michael Wimmer", year = "2020", abstract = "For a long period of time, the focus of computer graphics was mostly the quality and speed of image generation. Meanwhile, commercial rendering engines leave little to be desired, but computer graphics research has expanded to solve application problems through so-called “smart graphics”. In this talk, I will present some of our latest advances in “smart” computer graphics in simulation, rendering and content generation. I will show how we can now simulate visual impairments in virtual reality, which could be used to create empathy for people affected by these impairments. I will describe how we have advanced point-based rendering techniques to allow incorporating real environments into rendering applications with basically no preprocessing. On the other hand, virtual environments could be created efficiently by collaborative crowed-sourced procedural modeling. Finally, efficient simulations of floods and heavy rainfall may help experts and increase public awareness of natural disasters and the effects of climate change.", month = nov, event = "Smart Tools and Applications in Graphics (STAG) 2020", location = "online", keywords = "computer graphics, rendering, simulation", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/WIMMER-2020-ASG/", } @inproceedings{erler-2020-p2s, title = "Points2Surf: Learning Implicit Surfaces from Point Clouds", author = "Philipp Erler and Paul Guerrero and Stefan Ohrhallinger and Michael Wimmer and Niloy Mitra", year = "2020", abstract = "A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals. Learning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy. Our extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30% over SPR and by 270%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. Our source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf ", month = oct, isbn = "978-3-030-58558-7", series = "Lecture Notes in Computer Science", publisher = "Springer International Publishing", location = "Glasgow, UK (online)", address = "Cham", event = "ECCV 2020", editor = "Vedaldi, Andrea and Bischof, Horst and Brox, Thomas and Frahm, Jan-Michael", doi = "10.1007/978-3-030-58558-7_7", booktitle = "Computer Vision -- ECCV 2020", journal = "Computer Vision – ECCV 2020", pages = "17", volume = "12350", pages = "108--124", keywords = "surface reconstruction, implicit surfaces, point clouds, patch-based, local and global, deep learning, generalization", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/erler-2020-p2s/", } @inproceedings{honic-2020-w78, title = "Scan to BIM for the Semi-Automated Generation of a Material Passport for an Existing Building", author = "Meliha Honic and Iva Kovacic and Ildar Gilmutdinov and Michael Wimmer", year = "2020", month = aug, event = "Proceedings of the 37th International Conference of CIB W78, Sao Paulo - online", booktitle = " Proceedings of the 37th International Conference of CIB W78", pages = "338--346", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/honic-2020-w78/", } @article{miao_nar_2020, title = "Adenita: interactive 3D modelling and visualization of DNA nanostructures", author = "Elisa De Llano and Haichao Miao and Yasaman Ahmadi and Armanda J Wilson and Morgan Beeby and Ivan Viola and Ivan Barisic", year = "2020", month = jul, doi = "10.1093/nar/gkaa593", journal = "Nucleic Acids Research", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/miao_nar_2020/", } @article{leimer_2020-cag, title = "Pose to Seat: Automated design of body-supporting surfaces", author = "Kurt Leimer and Andreas Winkler and Stefan Ohrhallinger and Przemyslaw Musialski", year = "2020", abstract = "The design of functional seating furniture is a complicated process which often requires extensive manual design effort and empirical evaluation. We propose a computational design framework for pose-driven automated generation of body-supports which are optimized for comfort of sitting. Given a human body in a specified pose as input, our method computes an approximate pressure distribution that also takes frictional forces and body torques into consideration which serves as an objective measure of comfort. Utilizing this information to find out where the body needs to be supported in order to maintain comfort of sitting, our algorithm can create a supporting mesh suited for a person in that specific pose. This is done in an automated fitting process, using a template model capable of supporting a large variety of sitting poses. The results can be used directly or can be considered as a starting point for further interactive design.", month = apr, journal = "Computer Aided Geometric Design", volume = "79", event = "Conference", pages = "1--1", keywords = "pose estimation, furniture, computational design", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/leimer_2020-cag/", } @article{PUEYO-2019-SCL, title = "Shrinking City Layouts", author = "Oriol Pueyo and Albert Sabria and Xavier Pueyo and Michael Wimmer and Gustavo Patow", year = "2020", abstract = "One important use of realistic city environments is in the video game industry. When a company works on a game whose action occurs in a real-world environment, a team of designers usually creates a simplified model of the real city. In particular, the resulting city is desired to be smaller in extent to increase playability and fun, avoiding long walks and “boring” neighborhoods. This is manual work, usually started from scratch, where the first step is to take the original city map as input, and from it create the street network of the final city, removing insignificant streets and bringing important places closer together in the process. This first draft of the city street network is like a kind of skeleton with the most important places connected, from which the artist can (and should) start working until the desired result is obtained. In this paper, we propose a solution to automatically generate such a first simplified street network draft. This is achieved by using the well-established seam-carving technique applied to a sckeleton of the city layout, built with the important landmarks and streets of the city. The output that our process provides is a street network that reduces the city area as much as the designer wants, preserving landmarks and key streets, while keeping the relative positions between them. For this, we run a shrinking process that reduces the area in an irregular way, prioritizing the removal of areas of less importance. This way, we achieve a smaller city but retain the essence of the real-world one. To further help the designer, we also present an automatic filling algorithm that adds unimportant streets to the shrunken skeleton.", month = feb, doi = "10.1016/j.cag.2019.11.004", issn = "0097-8493", journal = "Computers & Graphics", volume = "86", pages = "15--26", keywords = "procedural modeling, computer games", URL = "https://www.cg.tuwien.ac.at/research/publications/2020/PUEYO-2019-SCL/", } @phdthesis{klein_2019_PHD, title = "Instant Construction of Atomistic Models for Visualization in Integrative Cell Biology", author = "Tobias Klein", year = "2019", abstract = "AbstractComputational models have advanced research of integrative cell biology in variousways. Especially in the biological mesoscale, the scale between atoms and cellularenvironments, computational models improve the understanding and qualitative anal-ysis. The mesoscale is an important range, since it represents the range of scalesthat are not fully accessible to a single experimental technique. Complex molecularassemblies within this scale have been visualized with x-ray crystallography, thoughonly in isolation. Mesoscale models shows how molecules are assembled into morecomplex subcelluar environments that orchestrate the processes of life. The skillfulcombination of the results of imaging and experimental techniques provides a glimpseof the processes, which are happening here. Only recently, biologists have startedto unify the various sources of information. They have begun to computationallyassemble and subsequently visualize complex environments, such as viruses or bacteria.Currently, we live in an opportune time for researching integrative structural biologydue to several factors. First and foremost, the wealth of data, driven through sourceslike online databases, makes structural information about biological entities publiclyavailable. In addition to that, the progress of parallel processors builds the foundationto instantly construct and render large mesoscale environments in atomistic detail.Finally, new scientific advances in visualization allow the efficient rendering of complexbiological phenomena with millions of structural units.In this cumulative thesis, we propose several novel techniques that facilitate the instantconstruction of mesoscale structures. The common methodological strategy of thesetechniques and insight from this thesis is “compute instead of store”. This approacheliminates the storage and memory management complexity, and enables instantchanges of the constructed models. Combined, our techniques are capable of instantlyconstructing large-scale biological environments using the basic structural buildingblocks of cells. These building blocks are mainly nucleic acids, lipids, and solubleproteins. For the generation of long linear polymers formed by nucleic acids, wepropose a parallel construction technique that makes use of a midpoint displacementalgorithm. The efficient generation of lipid membranes is realized through a texturesynthesis approach that makes use of the Wang tiling concept. For the population ofsoluble proteins, we present a staged algorithm, whereby each stage is processed inparallel. We have integrated the instant construction approach into a visual environmentin order to improve several aspects. First, it allows immediate feedback on the createdix structures and the results of parameter changes. Additionally, the integration ofconstruction in visualization builds the foundation for visualization systems that striveto construct large-scale environments on-the-fly. Lastly, it advances the qualitativeanalysis of biological mesoscale environments, where a multitude of synthesized modelsis required. In order to disseminate the physiology of biological mesoscale models,we propose a novel concept that simplifies the creation of multi-scale proceduralanimations. ", month = nov, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/klein_2019_PHD/", } @article{klein_2019_PGG, title = "Parallel Generation and Visualization of Bacterial Genome Structures", author = "Tobias Klein and Peter Mindek and Ludovic Autin and David Goodsell and Arthur Olson and Eduard Gr\"{o}ller and Ivan Viola", year = "2019", abstract = "Visualization of biological mesoscale models provides a glimpse at the inner workings of living cells. One of the most complex components of these models is DNA, which is of fundamental importance for all forms of life. Modeling the 3D structure of genomes has previously only been attempted by sequential approaches. We present the first parallel approach for the instant construction of DNA structures. Traditionally, such structures are generated with algorithms like random walk, which have inherent sequential constraints. These algorithms result in the desired structure, are easy to control, and simple to formulate. Their execution, however, is very time-consuming, as they are not designed to exploit parallelism. We propose an approach to parallelize the process, facilitating an implementation on the GPU.", month = nov, journal = "Computer Graphics Forum", volume = "38", number = "7", doi = "10.1111/cgf.13816", pages = "57--68", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/klein_2019_PGG/", } @mastersthesis{WINKLER-2019-PDG, title = "Pose-Driven Generation and Optimization of Seating Furniture", author = "Andreas Winkler", year = "2019", abstract = "Modern furniture design systems provide seating solutions for various applications, ranging from general purpose solutions to specific environments. The central goal of furniture design is to create comfortable seating surfaces. To provide optimal comfort for a specific person and environment, personalized furniture design is required. As comfort is generally seen as the user’s subjective feeling, objective comfort measures are defined that approximate a person’s comfort for a given seating surface. Computational furniture design systems create seating solutions for a given scenario using interactive algorithms. Specialized seating surfaces often require extensive manual design effort. In this thesis, a computational furniture design framework to generate personalized seating surfaces is proposed. Utilizing a notation of sitting comfort based on equal pressure distribution, our algorithm generates seating surface models fitted to a person in a specific pose. We introduce an automated furniture design framework able to create comfortable seating surfaces for specific body shapes and poses. We developed a generic template model capable of supporting a large variety of sitting poses and human body shapes that is matched to an input pose in multi stage fitting process. Furthermore, we introduce a non-linear mesh optimization algorithm for further functional and visual improvements. In addition, the proposed framework serves as a fully automated solution to create specialized control meshes usable as input meshes in other design frameworks, thus eliminating the need for manual design effort.", month = oct, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien", keywords = "optimization, fabrication", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/WINKLER-2019-PDG/", } @phdthesis{miao_thesis_2019, title = "Geometric Abstraction for Effective Visualization and Modeling", author = "Haichao Miao", year = "2019", abstract = "In this cumulative thesis, I describe geometric abstraction as a strategy to create an integrated visualization system for spatial scientific data. The proposed approach creates a multitude of representations of spatial data in two dominant ways. Along the spatiality axis, it gradually removes spatial details and along the visual detail axis, the features are increasingly aggregated and represented by different visual objects. These representations are then integrated into a conceptual abstraction space that enables users to efficiently change the representation to adjust the abstraction level to a task in mind. To enable the expert to perceive correspondence between these representations, controllable animated transitions are provided. Finally, the abstraction space can record user interactions and provides visual indications to guide the expert towards interesting representations for a particular task and data set. Mental models of the experts play a crucial role in the understanding of the abstract representations and are considered in the design of the visualization system to keep the cognitive load low on the user’s side. This approach is demonstrated in two distinct fields of placenta research and in silico design of DNA nanostructures. For both fields geometric abstraction facilitates effective visual inspection and modeling. The Adenita toolkit, a software for the design of novel DNA nanostructures, implements the proposed visualization concepts. This toolkit, together with the proposed visualization concepts, is currently deployed to several research groups to help them in nanotechnology research.", month = aug, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/miao_thesis_2019/", } @article{klein_2019_PMP, title = "Multi-Scale Procedural Animations of Microtubule Dynamics Based on Measured Data", author = "Tobias Klein and Ivan Viola and Eduard Gr\"{o}ller and Peter Mindek", year = "2019", abstract = "Biologists often use computer graphics to visualize structures, which due to physical limitations are not possible to imagewith a microscope. One example for such structures are microtubules, which are present in every eukaryotic cell. They are part ofthe cytoskeleton maintaining the shape of the cell and playing a key role in the cell division. In this paper, we propose a scientifically-accurate multi-scale procedural model of microtubule dynamics as a novel application scenario for procedural animation, which cangenerate visualizations of their overall shape, molecular structure, as well as animations of the dynamic behaviour of their growth anddisassembly. The model is spanning from tens of micrometers down to atomic resolution. All the aspects of the model are driven byscientific data. The advantage over a traditional, manual animation approach is that when the underlying data change, for instance dueto new evidence, the model can be recreated immediately. The procedural animation concept is presented in its generic form, withseveral novel extensions, facilitating an easy translation to other domains with emergent multi-scale behavior.", month = aug, journal = "IEEE Transactions on Visualization and Computer Graphics", volume = "26", number = "1", doi = "10.1109/TVCG.2019.2934612", pages = "622--632", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/klein_2019_PMP/", } @bachelorsthesis{pogrzebacz-2014-gggm, title = "A Graph Grammar for Modelling of 2D Shapes", author = "Viktor Pogrzebacz", year = "2019", abstract = "The creation of models for computer graphics is a very work intensive task, which places severe limits on the size of projects. Procedural modelling is an ongoing field of research which aims to alleviate this pressure by automatically generating multiple differing variations of models at multiple levels of detail. Within the realm of procedural model generation, there are a number of techniques specializing in either modelling plants e.g. L-Systems or in modelling buildings e.g. shape grammars or other such specialization. The following paper aims to show a possibility of improving this situation, by describing the conception and implementation of a graph grammar and support software, suitable for procedural modelling of both artificial (e.g. buildings and furniture) and organic (e.g. trees and flowers) objects in 2D space. A graph grammar with such aims was previously introduced by Christiansen and Bærentzen [CB13], but with a different definition and different characteristics. This work aims specifically to make using the introduced graph grammar simple and improve intuitiveness. The proposed graph grammars versatility is displayed through example production definitions creating a Koch snowflake, circular and square patterns, a building fa\c{c}ade schematic and a tree.", month = jul, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/pogrzebacz-2014-gggm/", } @bachelorsthesis{clemenz_2019_rosy_fields, title = "Fast Rotationally Symmetric Direction Fields on 3D Surfaces", author = "Christian Clemenz", year = "2019", abstract = "We demonstrate the implementation of the Globally Optimal Direction Field algorithm by Kn\"{o}ppel et al. as a plugin for a geometry processing software. The plugin constructs N-RoSy fields of arbitrary degree by solving a smallest eigenvalue problem. For that, we use a sparse Cholesky solver and the Inverse Power Method. The field can optionally be aligned to the principal curvature induced by the geometry. We also added the option to use the improvements proposed by Pellenard et al. These improvements contain constraints imposed on certain areas of the mesh. A linear least squares approach is then used for solving the over-constrained system. Our main contribution is to clarify ambiguities we found in these papers, especially regarding the constraints. We tested the algorithm using meshes of different common sizes used in 3D modeling for the computation time and ease of usage. Although the algorithm is very fast the responsiveness starts to decline at about 6 * 10^4 polygons. We recommend not to use it on huge meshes or detailed 3D scans if fast results are important. The degree of curvature alignment can be difficult to adjust. However, together with fast results, different parameter settings can be tested relatively easy. The results look very smooth and singularities are often located at geometric features. Using constraints helps to align the field to mesh boundaries, sharp edges or, if it is warped, to the principal curvature directions. Their use is very easy because the results are predictable. Only curvature constraints can sometimes be hard to predict and are best used in conjunction with other constraints.", month = jun, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", keywords = "Direction Fields, RoSy Fields, Global Approach", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/clemenz_2019_rosy_fields/", } @misc{miao_nantech_2019, title = "Interactive Visual Analysis for the Design of DNA Nanostructures", author = "Haichao Miao and Elisa De Llano and Ivan Viola and Ivan Barisic", year = "2019", month = may, event = "NANTECH 2019 – Nucleic Acid Nanotechnology: From Algorithmic Design to Biochemical Applications – Espoo, Finland", Conference date = "Poster presented at NANTECH 2019 – Nucleic Acid Nanotechnology: From Algorithmic Design to Biochemical Applications – Espoo, Finland (2019-05-27--2019-05-29)", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/miao_nantech_2019/", } @bachelorsthesis{scholz_2017_bac, title = "Tile-Based Procedural Terrain Generation", author = "Dominik Scholz", year = "2019", abstract = "In recent years, procedural content generation became a valuable tool to create virtual experiences. In a multitude of computer graphics applications, it aids designers to generate vast, detailed worlds. Previous methods for procedural content generation, for example, terrain generation, only cover certain distinct domains where highly specialized algorithms are used. These specialized algorithms can only be configured by programmers or artists with a technical background. With a new approach to procedural generation, called Model Synthesis, it is possible to generate a variety of content, like textures or models with a general purpose algorithm that can be configured by users without domainspecific knowledge of grammars or logical expressions. In this thesis, a proof-of-concept implementation is created to show how this new algorithmic approach can be utilized to generate infinite terrains. A widely used Model Synthesis algorithm named Wave Function Collapse is incorporated into a system providing the complete pipeline needed for the use in a production environment. This pipeline starts with processing of the input: three-dimensional blocks of geometry called tiles. In the terrain generation, they are placed in a lattice such that their geometry matches with the neighboring ones. To create this matching information, the developed system analyzes the geometry of the tiles to generate neighborhood constraints. The terrain generator then uses this information to solve small patches of terrain with instances of the Wave Function Collapse algorithm. Merging these patches to an arbitrary large terrain that can be extended on runtime is also achieved with the developed system.", month = jan, note = "1", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Research Unit of Computer Graphics, Institute of Visual Computing and Human-Centered Technology, Faculty of Informatics, TU Wien ", keywords = "procedural modelling, model synthesis, terrain generation", URL = "https://www.cg.tuwien.ac.at/research/publications/2019/scholz_2017_bac/", } @article{leimer-2018-sar, title = "Sit & Relax: Interactive Design of Body-Supporting Surfaces", author = "Kurt Leimer and Michael Birsak and Florian Rist and Przemyslaw Musialski", year = "2018", abstract = "We propose a novel method for interactive design of well-fitting body-supporting surfaces that is driven by the pressure distribution on the body's surface. Our main contribution is an interactive modeling system that utilizes captured body poses and computes an importance field that is proportional to the pressure distribution on the body for a given pose. This distribution indicates where the body should be supported in order to easily hold a particular pose, which is one of the measures of comfortable sitting. Using our approximation, we propose the entire workflow for interactive design of $C^2$ smooth surfaces which serve as seats, or generally, as body supporting furniture for comfortable sitting. Finally, we also provide a design tool for Rhino/Grasshopper that allows for interactive creation of single designs or entire multi-person sitting scenarios. We also test the tool with design students and present several results. Our method aims at interactive design in order to help designers to create appropriate surfaces digitally without additional empirical design passes.", month = oct, journal = "Computer Graphics Forum", volume = "37", number = "7", doi = "10.1111/cgf.13573", pages = "349--359", keywords = "interactive modeling, interactive design, digital fabrication", URL = "https://www.cg.tuwien.ac.at/research/publications/2018/leimer-2018-sar/", } @phdthesis{birsak-thesis, title = "Discrete Optimization on Graphs and Grids for the Creation of Navigational and Artistic Imagery", author = "Michael Birsak", year = "2018", month = sep, 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/2018/birsak-thesis/", } @article{HECHER-2017-HDY, title = "How Do Users Map Points Between Dissimilar Shapes?", author = "Michael Hecher and Paul Guerrero and Peter Wonka and Michael Wimmer", year = "2018", abstract = "Finding similar points in globally or locally similar shapes has been studied extensively through the use of various point descriptors or shape-matching methods. However, little work exists on finding similar points in dissimilar shapes. In this paper, we present the results of a study where users were given two dissimilar two-dimensional shapes and asked to map a given point in the first shape to the point in the second shape they consider most similar. We find that user mappings in this study correlate strongly with simple geometric relationships between points and shapes. To predict the probability distribution of user mappings between any pair of simple two-dimensional shapes, two distinct statistical models are defined using these relationships. We perform a thorough validation of the accuracy of these predictions and compare our models qualitatively and quantitatively to well-known shape-matching methods. Using our predictive models, we propose an approach to map objects or procedural content between different shapes in different design scenarios.", month = aug, doi = "10.1109/TVCG.2017.2730877", issn = "1077-2626", journal = "IEEE Transactions on Visualization and Computer Graphics", number = "8", volume = "24", pages = "2327--2338", keywords = "shape matching, transformations, shape similarity", URL = "https://www.cg.tuwien.ac.at/research/publications/2018/HECHER-2017-HDY/", } @mastersthesis{VASILJEVS-2018-PMPL, title = "Procedural Modelling of Park Layouts", author = "Michael Vasiljevs", year = "2018", abstract = "Procedural Modelling in Computer Graphics automates content generation, where commonly manual methods have been employed, as in using modelling applications like Maya. Grammar-based methods allow to describe creation of objects at a higher level, encoding design decisions in rule files and enabling generation of infinite variations by just altering the parameters. Methods for the synthesis of landscapes, street networks, buildings, and vegetation have been described. In the context of the city generation, CityEngine combines some such techniques into a commercial solution that can be used to generate the whole city at once. In the context of park synthesis, the process is divided into layout generation and placement of objects in it. Typically, a park layout is either created manually and inserted into the reserved area, or a shape grammar designed for building synthesis is employed. In the first case, a change to the design or the surrounding regions could result in considerable modifications required of the user. At the present moment, generation of parks and green spaces in a city is rather limited and mainly focused on vegetation placement. The aim of our work was to design a method for park layout synthesis, which when combined with basic placement methods could be used to create believable park models. Based on the observation of real-life parks and 3D models of parks, we have derived a number of patterns, which have been translated into the rules of our novel shape grammar. In particular, we introduce a rule for creating curved regions, which, to our knowledge, has not been addressed yet at this level in grammar-based methods. We also introduce a novel way to index arbitrary subset of the boundary and provide an additional insetting operation based on that. In our work we have considered the context of CityEngine as a possible use case.", month = may, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "procedural modeling, park layouts", URL = "https://www.cg.tuwien.ac.at/research/publications/2018/VASILJEVS-2018-PMPL/", } @article{Birsak2018-SA, title = "String Art: Towards Computational Fabrication of String Images", author = "Michael Birsak and Florian Rist and Peter Wonka and Przemyslaw Musialski", year = "2018", abstract = "In this paper we propose a novel method for the automatic computation and digital fabrication of artistic string images. String art is a technique used by artists for the creation of abstracted images which are composed of straight lines of strings ten- sioned between pins distributed on a frame. Together the strings fuse to a perceptible image. Traditionally, artists craft such images manually in a highly sophisticated and tedious design process. To achieve this goal fully automatically we propose a computational setup driven by a discrete optimization algorithm which takes an ordinary picture as input and converts it into a connected graph of strings that tries to reassemble the input image best possibly. Furthermore, we propose a hardware setup for automatic digital fabrication of these images using an industrial robot that spans the strings. Finally, we demonstrate the applicability of our approach by generating and fabricating a set of real string art images.", month = apr, journal = "Computer Graphics Forum (Proc. EUROGRAPHICS 2018)", volume = "37", number = "2", doi = "10.1111/cgf.13359", pages = "accepted", pages = "263--274", URL = "https://www.cg.tuwien.ac.at/research/publications/2018/Birsak2018-SA/", } @bachelorsthesis{gersthofer-2016-sosob, title = "Reduced-Order Shape Optimization Using Offset Surfaces in Blender", author = "Lukas Gersthofer", year = "2018", abstract = "The advance of 3D printers’ capabilities and their sinking costs led to a huge trend of personal and commercial fabrication. But those advances were restricted to the hardware side meaning that there was a lack of software to optimize the digital models before printing. This was necessary because physical properties like mass, center of mass or moments of inertia, were neglected in the design of digital 3D models. Those properties play an important role in the behavior of a real-world object. Examples of an objects behavior are the ability to stand in a specific pose, float in the water or stably rotate around a certain axis. In the last few years methods have been presented to optimize digital models by altering specific regions of their volume in order to change their physical properties and therefore to prepare them for printing. A recently presented method forms the basis of this thesis. Due to its flexibility and performance it is well suited to be integrated into current 3D modeling applications. The algorithm was implemented as a C/C++ library which can be integrated in almost every application. Afterwards this library was integrated into the open source 3D modeling application Blender as a modifier. ", month = feb, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "geometry processing, shape optimization, blender plugin", URL = "https://www.cg.tuwien.ac.at/research/publications/2018/gersthofer-2016-sosob/", } @talk{miao_kaust_2018, title = "Visual Abstraction and Modeling in DNA Nanotechnology", author = "Haichao Miao", year = "2017", month = dec, event = "Workshop @ Visual Computing Center, KAUST", location = "King Abdullah University of Science and Technology, Saudi Arabia", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/miao_kaust_2018/", } @article{steiner_2016_isad, title = "Integrated Structural-Architectural Design for Interactive Planning", author = "Bernhard Steiner and Elham Mousavian and Fatemeh Mehdizadeh Saradj and Michael Wimmer and Przemyslaw Musialski", year = "2017", abstract = "Traditionally, building floorplans are designed by architects with their usability, functionality, and architectural aesthetics in mind, however, the structural properties of the distribution of load-bearing walls and columns are usually not taken into account at this stage. In this paper we propose a novel approach for the design of architectural floorplans by integrating structural layout analysis directly into the planning process. In order to achieve this, we introduce a planning tool which interactively enforces checks for structural stability of the current design, and which on demand proposes how to stabilize it if necessary. Technically, our solution contains an interactive architectural modeling framework as well as a constrained optimization module where both are based on respective architectural rules. Using our tool, an architect can predict already in a very early planning stage which designs are structurally sound such that later changes due to stability reasons can be prevented. We compare manually computed solutions with optimal results of our proposed automated design process in order to show how much our proposed system can help architects to improve the process of laying out structural models optimally.", month = dec, doi = "10.1111/cgf.12996", issn = "1467-8659", journal = "Computer Graphics Forum", number = "8", volume = "36", pages = "80--94", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/steiner_2016_isad/", } @article{HU-2017-ETM, title = "Efficient Tree Modeling from Airborne LiDAR Point Clouds", author = "Shaojun Hu and Zhengrong Li and Zhiyi Zhang and Dongijan He and Michael Wimmer", year = "2017", abstract = "Modeling real-world trees is important in many application areas, including computer graphics, botany and forestry. An example of a modeling method is reconstruction from light detection and ranging (LiDAR) scans. In contrast to terrestrial LiDAR systems, airborne LiDAR systems – even current high-resolution systems – capture only very few samples on tree branches, which makes the reconstruction of trees from airborne LiDAR a challenging task. In this paper, we present a new method to model plausible trees with fine details from airborne LiDAR point clouds. To reconstruct tree models, first, we use a normalized cut method to segment an individual tree point cloud. Then, trunk points are added to supplement the incomplete point cloud, and a connected graph is constructed by searching sufficient nearest neighbors for each point. Based on the observation of real-world trees, a direction field is created to restrict branch directions. Then, branch skeletons are constructed using a bottom-up greedy algorithm with a priority queue, and leaves are arranged according to phyllotaxis. We demonstrate our method on a variety of examples and show that it can generate a plausible tree model in less than one second, in addition to preserving features of the original point cloud.", month = oct, issn = "0097-8493", journal = "Computers & Graphics", volume = "67", pages = "1--13", keywords = "tree modeling, LIDAR, point clouds", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/HU-2017-ETM/", } @article{leimer_2017_rbpesc, title = "Relation-Based Parametrization and Exploration of Shape Collections", author = "Kurt Leimer and Lukas Gersthofer and Michael Wimmer and Przemyslaw Musialski", year = "2017", abstract = "With online repositories for 3D models like 3D Warehouse becoming more prevalent and growing ever larger, new possibilities have emerged for both experienced and inexperienced users. These large collections of shapes can provide inspiration for designers or make it possible to synthesize new shapes by combining different parts from already existing shapes, which can be both easy to learn and a fast way of creating new shapes. But exploring large shape collections or searching for particular kinds of shapes can be difficult and time-consuming tasks as well, especially considering that online repositories are often disorganized. In our work, we propose a relation-based way to parametrize shape collections, allowing the user to explore the entire set of shapes based on the variability of spatial arrangements between pairs of parts. The way in which shapes differ from each other is captured automatically, resulting in a small number of exploration parameters. Furthermore, a copy-and-paste system for parts allows the user to change the structure of a shape, making it possible to explore the entire collection from any initial shape.", month = oct, issn = "0097-8493", journal = "Computers & Graphics", volume = "67", pages = "127--137", keywords = "3d database exploration, Model variability, Shape analysis, Shape collections", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/leimer_2017_rbpesc/", } @phdthesis{preiner_2017_phd, title = "Dynamic and Probabilistic Point-Cloud Processing", author = "Reinhold Preiner", year = "2017", month = oct, 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/2017/preiner_2017_phd/", } @bachelorsthesis{SIETZEN-2017-BBO, title = "A Method for Automatically Animating the Reassembly of Arbitrary Voronoi-Fractured Objects", author = "Stefan Sietzen", year = "2017", abstract = "In this paper I present a method to procedurally generate the necessary data to animate 2 robots assembling an arbitrary Voronoi-fractured object without intersections. The main problem of finding a possible assembly sequence is tackled using various methods of geometrical calculation and linear programming. The goal of this work is to automatically generate visually interesting animation which can then be used for various scenarios, for example decorative visuals or game scenery.", month = sep, 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/2017/SIETZEN-2017-BBO/", } @bachelorsthesis{LEOPOLD-2017-ALG, title = "Algorithmic Botany via Lindenmayer Systems in Blender", author = "Nikole Leopold", year = "2017", abstract = "Lindenmayer systems, or L-systems, are a well-established and thoroughly studied concept in the field of computer graphics. Originally introduced by theoretical botanist Aristid Lindenmayer to model the development of simple multicellular organisms, they are now commonly associated with the modeling of whole plants and complex branching structures. Various extensions such as stochastic, parametric and context-sensitive L-systems have been introduced to the formalism, allowing the modeling of stochastic, continuous growth and complex interactions of plant organisms with each other and with the external environment. More specialized interactive techniques are arguably better suited to more intuitively and predictably produce plant structures where artistic control is essential. Nonetheless, L-systems remain a fascinating and powerful methodology as they allow for the description of patterns of astonishing diversity via simple formal rules of production and graphical interpretation of the results. Small changes to these rules often yield unexpected but aesthetically fascinating results and the plethora of forms and patterns thus produced constitute a subject of study that is highly worthwhile in itself. The focus of this work is not to present novel techniques for the aesthetic or biological modeling of plants. This work aims at integrating the existing formalism of parametric, context-sensitive L-systems in a widely used open-source computer graphics software like Blender in the form of an add-on, as well as to discuss the potential advantages of such an integration. In this regard, special consideration is given to allow the modeling of environmental interaction of a growing structure with a Blender scene.", month = aug, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "l-systems, algorithmic botany", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/LEOPOLD-2017-ALG/", } @misc{kouril-2017-sccgposter, title = "Maya2cellVIEW: Integrated Tool for Creating Large and Complex Molecular Scenes", author = "David Kou\v{r}il and Mathieu Le Muzic and Barbora Kozlikova and Ivan Viola", year = "2017", month = may, event = "Spring Conference on Computer Graphics 2017", Conference date = "Poster presented at Spring Conference on Computer Graphics 2017 (2017-05)", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/kouril-2017-sccgposter/", } @bachelorsthesis{Winkler-2017, title = "Collaborative Procedural Modeling driven by User Feedback", author = "Andreas Winkler", year = "2017", abstract = "In this work a user centered procedural modeling framework is proposed which combines rule based content generation with the concepts of recommendation systems. Using the ACGAX modeling language, artists are able to write grammar scripts for the creation of diverse and complex 3D scenes, controlled with a simple goal notation. These scripts are evaluated and executed by the system to generate 3D-shapes using stored production rules from the cloud. The rule selection process is based on content based information filtering systems to create results matching the user’s preferences. User feedback is collected in a way that integrates explicit feedback into the modeling work flow via manual locking operations. These actions allow users to directly control the derivation process of grammars by fixing certain parts of the derivation tree. The goal of this research is not only to create a modeling tool, but a growing database of grammars, rules and feedback records. By observing how users interact with the grammars, the system learns which rules are most suitable for certain goals. The proposed system is designed to to learn from a user’s actions to improve the cloud based rule selection process for future modeling tasks.", month = apr, 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/2017/Winkler-2017/", } @inproceedings{SCHWAERZLER-2017-SBGM, title = "Sketch-based Guided Modeling of 3D Buildings from Oriented Photos", author = "Michael Schw\"{a}rzler and Lisa-Maria Kellner and Stefan Maierhofer and Michael Wimmer", year = "2017", abstract = "Capturing urban scenes using photogrammetric methods has become an interesting alternative to laser scanning in the past years. For the reconstruction of CAD-ready 3D models, two main types of interactive approaches have become prevalent: One uses the generated 3D point clouds to reconstruct polygonal surfaces, while the other focuses on 2D interaction in the photos to define edges and faces. We propose a novel interactive system that combines and enhances these approaches in order to optimize current reconstruction and modeling workflows. Our main interaction target are the photos, allowing simple 2D interactions and edge-based snapping. We use the underlying segmented point cloud to define the 3D context in which the sketched polygons are projected whenever possible. An intuitive visual guiding interface gives the user feedback on the accuracy to expect with the current state of modeling to keep the necessary interactions at a minimum level.", month = feb, isbn = "978-1-4503-4886-7", publisher = "ACM", location = "San Francisco, CA", event = "I3D 2017", booktitle = "Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games", pages = "9:1--9:8", keywords = "3D modeling, guidance, photogrammetry", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/SCHWAERZLER-2017-SBGM/", } @mastersthesis{kouril-2015-maya2cellview, title = "Maya2CellVIEW: 3D Package Integrated Tool for Creating Large and Complex Molecular Scenes", author = "David Kou\v{r}il", year = "2017", abstract = "Scientific illustrators communicate the cutting edge of research through their illustrations. There are numerous software tools that assist them with this job. Often they use professional modeling and animation 3D programs which are primarily used in games and movies industry. Because of that however these tools are not suitable for scientific illustration out of the box. There have been attempts to address this issue which brought tremendous results. This work focuses on visualization of structures and processes in biology, focusing mostly on the scales of nano- to micrometers. At this scale we often do not gain much by using hyper-realistic rendering style that the professional software aims for. Instead we want to employ more simplified style which helps to communicate the important story without losing much detail or scientific precision. The aim of this thesis is to push abilities of illustrators working on large scale molecular scenes. This is done by connecting two software packages—Maya and cellVIEW—combining the real-time rendering possibilities of cellVIEW and modeling and animation tools of Maya which results in more effective and efficient workflow.", 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/2017/kouril-2015-maya2cellview/", } @xmascard{mindek-xmas-card-2016, title = "X-Mas Card 2016", author = "Ludovic Autin and Peter Mindek", year = "2016", abstract = "As far as we can tell, the Universe is made of atoms. Or pixels. In any case, this Christmas card celebrates both. This year's Christmas tree is decorated with a chain of DNA molecules modeled as a spline populated by nucleotides. Several macromolecules of Fibrinogen, Hemoglobin, and Low-Density Lipoprotein are used as decorations as well. All the proteins, as well as the DNA, are modeled down to atomic resolution. The scene is rendered in real-time using cellVIEW - a molecular visualization framework developed at TU Wien and Scripps Research Institute. *** Soweit wir wissen besteht das Universum aus Atomen. Oder Pixel. Wie auch immer, diese Weihnachtskarte feiert beides. Der Weihnachtsbaum ist mit einer DNA-Molek\"{u}lkette geschm\"{u}ckt, modelliert als ein Spline der mit Nukleotiden besetzt ist. Auch mehrere Fibrinogen-, H\"{a}moglobin- und Lipoprotein-Makromolek\"{u}le wurden als Dekorationen verwendet. Alle Proteine, als auch die DNA, sind bis auf Atomaufl\"{o}sung modelliert. Die Szene wurde mit cellVIEW in Echtzeit gerendert. cellVIEW ist eine Visualisierungssoftware f\"{u}r Molek\"{u}le, die an der TU Wien und dem Scripps Research Institute entwickelt wurde.", month = dec, keywords = "Molecular Visualization, DNA, Proteins", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/mindek-xmas-card-2016/", } @bachelorsthesis{aichner-2016-sadf, title = "Interactive Shape-Aware Deformation of 3D Furniture Models", author = "Lea Aichner", year = "2016", abstract = "Resizing of 3D models can be very useful when creating new models or when reusing old ones. However, naive resizing can create serious visual artifacts which destroy the characteristics of an object. In this thesis an algorithm that protects the features of 3D models during resizing is introduced. It is specialized for furniture models because it should be applied to a furniture configurator. We observed that the distortion that occurs during scaling is not distributed uniformly across the object. Our algorithm automatically detects the vulnerable parts of a model and then stretches only the non- vulnerable ones. Furthermore, the algorithm takes into account that when scaling a mesh in a specific direction, the texture has to be adapted as well in order to prevent representation errors.", month = nov, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "geometry processing, shape modeling, shape-aware deformation", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/aichner-2016-sadf/", } @studentproject{erler_philipp-2016-femfluid-prakt, title = "Finite Element Fluids in Matlab", author = "Philipp Erler", year = "2016", abstract = "Implementation of a 2D finite elements free-surface liquid simulation with solid obstables in Matlab.", month = oct, keywords = "Finite Element Method, FEM, Fluid Simulation", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/erler_philipp-2016-femfluid-prakt/", } @misc{leimer-2016-rpe, title = "Relation-Based Parametrization and Exploration of Shape Collections", author = "Kurt Leimer and Michael Wimmer and Przemyslaw Musialski", year = "2016", abstract = "With online repositories for 3D models like 3D Warehouse becoming more prevalent and growing ever larger, new possibilities have opened up for both experienced and inexperienced users alike. These large collections of shapes can provide inspiration for designers or make it possible to synthesize new shapes by combining different parts from already existing shapes, which can be both easy to learn and a fast way of creating new shapes. But exploring large shape collections or searching for particular kinds of shapes can be difficult and time-consuming tasks as well, especially considering that online repositories are often disorganized. In our work, we propose a relation-based way to parametrize shape collections, allowing the user to explore the entire set of shapes by controlling a small number of parameters.", month = jul, publisher = "ACM", location = "Anaheim, CA, USA", isbn = "978-1-4503-4371-8", event = "ACM SIGGRAPH 2016", booktitle = "ACM SIGGRAPH 2016 Posters", Conference date = "Poster presented at ACM SIGGRAPH 2016 (2016-07-24--2016-07-28)", note = "34:1--34:1", pages = "34:1 – 34:1", keywords = "3D database exploration, shape analysis, shape collections", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/leimer-2016-rpe/", } @inproceedings{ilcik-2016-cmssg, title = "Collaborative Modeling with Symbolic Shape Grammars", author = "Martin Il\v{c}\'{i}k and Michael Wimmer", year = "2016", abstract = "Generative design based on symbolic grammars is oriented on individual artists. Team work is not supported since single scripts produced by various artists have to be linked and maintained manually with a lot of effort. The main motivation for a collaborative modeling framework was to reduce the script management required for large projects. We achieved even more by extending the design paradigm to a cloud environment where everyone is part of a huge virtual team. The main contribution of the presented work is a web-based modeling system with a specialized variant of a symbolic shape grammar.", location = "Oulu, Finland", booktitle = "Proceedings of eCAADe 2016", pages = "417--426", keywords = "collaboration, procedural modeling, procedural modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/ilcik-2016-cmssg/", } @bachelorsthesis{kendlbacher-2016, title = "Introduction Of OpenStreetMap For The Automatic Generation Of Destination Maps", author = "Felix Kendlbacher", year = "2016", abstract = "A destination map allows all travelers, within the given region of interest, to reach the same destination, no matter where exactly they start their journey at. For this purpose the important roads for traversing the road network are chosen, while the non-important roads are removed for clarity. These selected roads are then simplified to reduce unnecessary complexity, while maintaining the structure of the road network. The chosen data is then tweaked to increase the visibility of the small roads. During this process the layout is iteratively changed and evaluated according to certain aspects, and if a newly proposed layout performs better than the old one, that new one forms the basis for all future changes. In this work a method for automatically creating destination maps is implemented based on the algorithm proposed in the paper by Kopf et al. [KAB+10], with efforts made to improve the original work.", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "Destination Maps, OpenStreetMap", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/kendlbacher-2016/", } @studentproject{kreuzer-2016-isf, title = "Interactive Sketching of Floorplans", author = "Felix Kreuzer", year = "2016", abstract = "Traditional CAD tools for architects offer a vast variety of drawing utilities to design buildings. It is up to the architect to maintain structural constraints such as beams and room-accessibility. The main purpose of this internship was to design and implement an architectural CAD tool which automatically optimizes the building layout, based on constraints derived from architectural bestpractice concepts. The toolkit offers a user interface, where drawing and editing can be performed and a backend interface, where optimization algorithms i.e. constraint solvers can be implemented. ", keywords = "interactive modeling, architectural modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/kreuzer-2016-isf/", } @mastersthesis{leimer-2016-coan, title = "Co-Analysis and Parameterization of 3D Shape Collections for Shape Synthesis", author = "Kurt Leimer", year = "2016", abstract = "With online model repositories growing larger every day, both experienced and inexperienced modelers are presented with new possibilities for content creation. One such possibility is the creation of new shapes by combining parts of already existing shapes. The advantages of this shape synthesis method are that it takes less time than traditional modeling approaches and that it can be used even by inexperienced users. This thesis introduces a framework for this type of shape synthesis that consists of four stages, incorporating a new way for parameterization and exploration of shape collections. Using a modular and extensible approach, the co-analysis stage groups parts of shapes into categories based on their function, creating a correspondence between parts of different shapes. By analyzing relations between pairs of parts and how their spatial arrangements vary across the collection, a small number of parameters is found in the parameterization stage. Starting with an initial shape, these parameters can then be used to browse the collection in the exploration stage, either by altering the parameters directly or by interacting with the shape itself. Finally, in the synthesis stage a new shape can be created by exchanging parts of the initial shape with corresponding parts of the shapes found during the exploration.", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "computer graphics, 3D shape segmentation, 3D shape co-analysis, 3D shape processing", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/leimer-2016-coan/", } @mastersthesis{spitaler-2015-pbi, title = "Procedural Generation of 3D Building-Interiors", author = "Franz Spitaler", year = "2015", abstract = " Procedural systems are a great way to create a lot of geometric 3D content for various purposes, e.g., computer games or feature movies. They are usually based on formal grammars theory. Nowadays, a well known approach for the generation of virtual cities is the so-called 'CGA'-grammar (computer generated architecture). It was introduced a few years ago and is widely in use, however, its major drawback is the complexity and amount of code that has to be written to create good-looking results. To overcome this problem, a visual editor for the design of buildings is introduced in this thesis. It allows the user to define the aspects of a building in a top-down manner, including their interiors. Starting from the amount of floors, the user is able to define how rooms should be distributed including cross-floor relations, like staircases or elevators. Using 'generation-rules' the user is also able to add more details to the interior (e.g., furniture) and exterior (e.g. facades, plants, etc.). We demonstrate that our technique can create a great variety of visually appealing and realistic results. ", month = aug, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "procedural geometric modeling, 3D modeling, geometric urban modeling, computer graphics", URL = "https://www.cg.tuwien.ac.at/research/publications/2015/spitaler-2015-pbi/", } @article{guerrero-2015-lsp, title = "Learning Shape Placements by Example", author = "Paul Guerrero and Stefan Jeschke and Michael Wimmer and Peter Wonka", year = "2015", abstract = "We present a method to learn and propagate shape placements in 2D polygonal scenes from a few examples provided by a user. The placement of a shape is modeled as an oriented bounding box. Simple geometric relationships between this bounding box and nearby scene polygons define a feature set for the placement. The feature sets of all example placements are then used to learn a probabilistic model over all possible placements and scenes. With this model we can generate a new set of placements with similar geometric relationships in any given scene. We introduce extensions that enable propagation and generation of shapes in 3D scenes, as well as the application of a learned modeling session to large scenes without additional user interaction. These concepts allow us to generate complex scenes with thousands of objects with relatively little user interaction.", month = aug, journal = "ACM Transactions on Graphics", volume = "34", number = "4", issn = "0730-0301", doi = "10.1145/2766933", pages = "108:1--108:13", keywords = "modeling by example, complex model generation", URL = "https://www.cg.tuwien.ac.at/research/publications/2015/guerrero-2015-lsp/", } @mastersthesis{fleiss-2015-da, title = "Interactive Exploration of Architecture Using Exploded Views", author = "Felix Flei{\ss}", year = "2015", abstract = "The master thesis at hand addresses automated generated explosion views as a tool of visualization and how they can be applied to illustrate architecture. I investigate existing solutions of the generation and the related theoretical foundation of explosion views, assembling process, architecture and visualization. Then I extract useful concepts from the foundation research to deduce design principles. The major part of the work is the designing and implementation of a visualization system that empowers the user to interactively explore and understand an architectural building. I hereby examine to what extend explosion views can be applied to do so. ", month = jun, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "exploded views, architecture visualization", URL = "https://www.cg.tuwien.ac.at/research/publications/2015/fleiss-2015-da/", } @article{Ilcik_2015_LAY, title = "Layer-Based Procedural Design of Facades", author = "Martin Il\v{c}\'{i}k and Przemyslaw Musialski and Thomas Auzinger and Michael Wimmer", year = "2015", abstract = "We present a novel procedural framework for interactively modeling building fa\c{c}ades. Common procedural approaches, such as shape grammars, assume that building fa\c{c}ades are organized in a tree structure, while in practice this is often not the case. Consequently, the complexity of their layout description becomes unmanageable for interactive editing. In contrast, we obtain a fa\c{c}ade by composing multiple overlapping layers, where each layer contains a single rectilinear grid of fa\c{c}ade elements described by two simple generator patterns. This way, the design process becomes more intuitive and the editing effort for complex layouts is significantly reduced. To achieve this, we present a method for the automated merging of different layers in the form of a mixed discrete and continuous optimization problem. Finally, we provide several modeling examples and a comparison to shape grammars in order to highlight the advantages of our method when designing realistic building fa\c{c}ades. You can find the paper video at https://vimeo.com/118400233 .", month = may, journal = "Computer Graphics Forum", volume = "34", number = "2", issn = "1467-8659", pages = "205--216", keywords = "procedural modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2015/Ilcik_2015_LAY/", } @mastersthesis{Adorjan-2015, title = "The OpenSFM Database", author = "Matthias Adorjan", year = "2015", abstract = "Besides using high-cost laser scanning equipment to capture large point clouds for topographical or architectural purposes, nowadays other, more affordable approaches exist. Structure-from-motion (SfM) in combination with multi-view stereo (MVS) is such a low-cost photogrammetric method used to generate large point datasets. It refers to the process of estimating three-dimensional structures out of two-dimensional image sequences. These sequences can even be captured with conventional consumer-grade digital cameras. In our work we aim to a establish a free and fully accessible structure-from-motion system, based on the idea of collaborative projects like OpenStreetMap. Our client-server system, called OpenSfM, consists of a web front-end which lets the user explore, upload and edit SfM-datasets and a back-end that answers client requests and processes the uploaded data and stores it in a database. The front-end is a virtual tourism client which allows the exploration of georeferenced point clouds together with their corresponding SfM-data like camera parameters and photos. The information is rendered in the context of an interactive virtual globe. An upload functionality makes it possible to integrate new SfM-datasets into the system and improve or extend existing datasets by adding images that fill missing areas of the affected point cloud. Furthermore, an edit mode allows the correction of georeferencing or reconstruction errors. On the other side the back-end evaluates the uploaded information and generates georeferenced point datasets using a state-of-the-art SfM engine and the GPS data stored in the uploaded images. The generated point clouds are preprocessed, such that they can be used by the front-end’s point cloud renderer. After that, they are stored together with the uploaded images and SfM parameters in the underlying database. On the whole, our system allows the gathering of SfM-datasets that represent different sights or landmarks, but also just locally famous buildings, placed all over the world. Those datasets can be explored in an interactive way by every user who accesses the virtual tourism client using a web browser.", 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/2015/Adorjan-2015/", } @talk{WIMMER-2015-CGFC, title = "Real-Time Computer Graphics and the Future of CAAD", author = "Michael Wimmer", year = "2015", abstract = "The gap between real-time and non-real-time computer graphics is closing. Current approaches are able to render large amounts of geometry at interactive rates while at the same time providing an unprecedented level of feedback and support for the user. Given these developments, it will be possible to bridge the classical divide between CAAD modelling and visualization that is still pre-eminent in the architectural world. This keynote talk will take one step into this direction, presenting both recent research conducted at TU Wien's Rendering Group and the computer graphics community world-wide.", event = "33rd Annual eCAADe conference", location = "Vienna, Austria", keywords = "computer graphics", URL = "https://www.cg.tuwien.ac.at/research/publications/2015/WIMMER-2015-CGFC/", } @article{fan-2014-scfl, title = "Structure Completion for Facade Layouts", author = "Lubin Fan and Przemyslaw Musialski and Ligang Liu and Peter Wonka", year = "2014", abstract = "We present a method to complete missing structures in facade layouts. Starting from an abstraction of the partially observed layout as a set of shapes, we can propose one or multiple possible completed layouts. Structure completion with large missing parts is an ill-posed problem. Therefore, we combine two sources of information to derive our solution: the observed shapes and a database of complete layouts. The problem is also very difficult, because shape positions and attributes have to be estimated jointly. Our proposed solution is to break the problem into two components: a statistical model to evaluate layouts and a planning algorithm to generate candidate layouts. This ensures that the completed result is consistent with the observation and the layouts in the database.", month = nov, journal = "ACM Transactions on Graphics (ACM SIGGRAPH Asia 2014)", volume = "33", number = "6", pages = "210:1--210:11", keywords = "facade modeling, facade completion, structure completion, urban modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2014/fan-2014-scfl/", } @article{Guerrero-2014-TPS, title = "Partial Shape Matching using Transformation Parameter Similarity", author = "Paul Guerrero and Thomas Auzinger and Michael Wimmer and Stefan Jeschke", year = "2014", abstract = "In this paper, we present a method for non-rigid, partial shape matching in vector graphics. Given a user-specified query region in a 2D shape, similar regions are found, even if they are non-linearly distorted. Furthermore, a non-linear mapping is established between the query regions and these matches, which allows the automatic transfer of editing operations such as texturing. This is achieved by a two-step approach. First, point-wise correspondences between the query region and the whole shape are established. The transformation parameters of these correspondences are registered in an appropriate transformation space. For transformations between similar regions, these parameters form surfaces in transformation space, which are extracted in the second step of our method. The extracted regions may be related to the query region by a non-rigid transform, enabling non-rigid shape matching.", month = nov, issn = "1467-8659", journal = "Computer Graphics Forum", number = "8", volume = "33", pages = "1--14", keywords = "Shape Matching, Texture Transfer, Non-Rigid, Deformable, Edit Propagation, Partial", URL = "https://www.cg.tuwien.ac.at/research/publications/2014/Guerrero-2014-TPS/", } @mastersthesis{steiner-2014-da, title = "Structure-aware shape manipulation", author = "Bernhard Steiner", year = "2014", abstract = "In computer graphics one of the most expensive fields is content creation. While today the rendering part is highly sophisticated and automated, 3d modeling is still a very challenging task due to the steep learning curve and the amount of work time required. Although there are a lot of free model databases available in the internet, this models are in general not perfectly suited to the customers needs and have to be adapted. Structure-aware shape manipulation deals with the complexity of creating variations, or adapting a given input model while retaining global features like symmetry and connectivity. The majority of existing algorithms only try to preserve structural features, or have very limited support for adapting the overall structure of the model to changes made by the user. The lack of complex structural changes in the model, for example allowing a wheel to change the number of strokes, limits the number of possible variations this algorithms can generate. The aim of this thesis is to exploit the possibilities of using curves and curve spaces to find a better representation of the input model, allowing for complex structural adaptions. In addition to this the usefulness of a multi-layered graphs to represent the model and it's constraints should be investigated. ", month = sep, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = " structure-aware model manipulation, modelling, cg", URL = "https://www.cg.tuwien.ac.at/research/publications/2014/steiner-2014-da/", } @article{Guerrero-2014-GRF, title = "Edit Propagation using Geometric Relationship Functions", author = "Paul Guerrero and Stefan Jeschke and Michael Wimmer and Peter Wonka", year = "2014", abstract = "We propose a method for propagating edit operations in 2D vector graphics, based on geometric relationship functions. These functions quantify the geometric relationship of a point to a polygon, such as the distance to the boundary or the direction to the closest corner vertex. The level sets of the relationship functions describe points with the same relationship to a polygon. For a given query point we ?rst determine a set of relationships to local features, construct all level sets for these relationships and accumulate them. The maxima of the resulting distribution are points with similar geometric relationships. We show extensions to handle mirror symmetries, and discuss the use of relationship functions as local coordinate systems. Our method can be applied for example to interactive ?oor-plan editing, and is especially useful for large layouts, where individual edits would be cumbersome. We demonstrate populating 2D layouts with tens to hundreds of objects by propagating relatively few edit operations.", month = mar, journal = "ACM Transactions on Graphics", volume = "33", number = "2", issn = "0730-0301", doi = "10.1145/2591010", pages = "15:1--15:15", keywords = "Shape Modeling, Floor Plans, Edit Propagation, Geometric Relationship Functions", URL = "https://www.cg.tuwien.ac.at/research/publications/2014/Guerrero-2014-GRF/", } @WorkshopTalk{ilcik-2014-cgbpmi, title = "Challenges in grammar-based procedural modeling of interiors", author = "Martin Il\v{c}\'{i}k", year = "2014", abstract = "While the creation of convincing cityscapes is a well researched problemm, there is a lack of robust and efficient techniques for modeling the interior of buildings. I my talk, I will introduce a recently started research project on Data-Driven Procedural Modeling of Interiors. In particular, I will focus on challenges for the subdivision of the interior space into rooms, placement of furniture and procedural generation of furniture pieces. Our preliminary results show first succesful extensions and generalizations to commonly used grammar-based approaches like the CGA-Shape or G^2 grammars.", month = feb, event = "High Visual Computing (HiVisComp) 2014", location = "Pec pod Snezkou, Czech Republic", keywords = "object placement, formal grammars, procedural modling, ideas, architecture", URL = "https://www.cg.tuwien.ac.at/research/publications/2014/ilcik-2014-cgbpmi/", } @studentproject{sippl-2014-fss, title = "Framework for Shape Segmentation", author = "Sebastian Sippl", year = "2014", keywords = "geometry processing, shape segmentation, shape processing", URL = "https://www.cg.tuwien.ac.at/research/publications/2014/sippl-2014-fss/", } @article{musialski-2013-surcgf, title = "A Survey of Urban Reconstruction", author = "Przemyslaw Musialski and Peter Wonka and Daniel G. Aliaga and Michael Wimmer and Luc van Gool and Werner Purgathofer", year = "2013", abstract = "This paper provides a comprehensive overview of urban reconstruction. While there exists a considerable body of literature, this topic is still under very active research. The work reviewed in this survey stems from the following three research communities: computer graphics, computer vision, and photogrammetry and remote sensing. Our goal is to provide a survey that will help researchers to better position their own work in the context of existing solutions, and to help newcomers and practitioners in computer graphics to quickly gain an overview of this vast field. Further, we would like to bring the mentioned research communities to even more interdisciplinary work, since the reconstruction problem itself is by far not solved.", month = sep, issn = "1467-8659", journal = "Computer Graphics Forum", number = "6", volume = "32", pages = "146--177", keywords = "facade modeling, state-of-the-art report, multi-view stereo, structure from motion, urban modeling, urban reconstruction, inverse-procedural modeling, facade reconstruction", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/musialski-2013-surcgf/", } @bachelorsthesis{sperl-2013-BA, title = "Procedural Textures for Architectural Models ", author = "Georg Sperl", year = "2013", abstract = "Texturing plays an extremely important role in computer graphics. They may for example give flat objects colour patterns and depth or roughness. However it is often difficult to find or create fitting textures for a geometry or surface. Creating textures by hand can prove extremely difficult as problems with seams or distortion may occur, which make the texture look unrealistic. In order to counter these problems many different kinds of texture synthesis have been developed among which procedural textures hold an important position. The types of texture synthesis methods vary from example-based synthesis to procedural noise, cellular textures and more, which can produce a wide array of different results. The aim of this paper is to introduce the reader into related topics of texture synthesis and to introduce a method for generating cellular brick pattern textures that represent brick bonds that are used in real architecture taking correct handling of wall and window borders into consideration. The method uses few parameters to control the synthesis process. In addition a method for generating random stone patterns is introduced. ", month = sep, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "brick texutre synthesis, cellular textures, texture synthesis, stone texture synthesis", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/sperl-2013-BA/", } @mastersthesis{Parzer_2013_IIG, title = "Irrational Image Generator", author = "Simon Parzer", year = "2013", abstract = "An approach called Inductive Rotation (IR), developed by artist Hofstetter Kurt, can be used to create intricate patterns that fill the 2D plane from a single prototile by repeated translation and rotation. These patterns are seemingly nonperiodic and have interesting features, both from a mathematical and artistic viewpoint. The IR method has not yet been described in scientific literature. It is related to and has been inspired by aperiodic tilings like the well-known Penrose tilings. During the course of this thesis some research on the patterns generated by Inductive Rotation has been done and algorithms that allow for automatic generation of these patterns have been developed. The implementation is then called the Irrational Image Generator, a tool that on the one hand is a reference implementation of the IR method,and on the other hand can be used by the artist for further experimentation to fully utilize the artistic possibilities of the IR approach. The Irrational Image Generator is preceded by a series of prototypes, that have been developed to get a better grasp of the expected results and performance of the tool. Each prototype as well as the final implementation were tested by Hofstetter Kurt. This iterative development process has led to two different implementation approaches that both have their advantages and disadvantages. For this reason, both methods have been considered in the final implementation. Generation algorithms that operate on geometry instead of directly manipulating bitmap data have been developed. The program makes use of the GPU through OpenGL to render the resulting patterns through textured polygons. It turns out that run-time and memory usage of the IR algorithm grow exponentially with the number of iterations. This means that iteration numbers are limited, although the tool’s performance is sufficient for artistic purposes.", month = jun, 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/2013/Parzer_2013_IIG/", } @article{Viola_Ivan_2013_RMA, title = "Rule-based method for automatic scaffold assembly from 3D building models", author = "Tyge Løvset and Dag Magne Ulvang and Tor Christian Bekkvik and K{\aa}re Villanger and Ivan Viola", year = "2013", abstract = "To manually specify an optimal scaffold assembly for a given building geometry is a time consuming task. Our goal is to automate the process of selecting and placing scaffold components in order to design an optimal scaffold assembly for a specific building. The resulting assembly must be possible to construct in practice, should be practical to use for the workers, must satisfy governmental rules and regulations and should ideally result in minimum accumulated component cost. We propose a novel procedural modeling pipeline based on an input house model. First we extract vital coordinates from the house model that define the 3D scaffold placement. These coordinates are the basis for defining the positioning of scaffold cells. In the next step we populate the cells with actual scaffold components geometry. The resulting model is visualized to assist the assembly process. Additionally it is decomposed into elementary building blocks to produce assembly component lists to estimate the scaffold cost estimates, compute the weight for transportation and packing of components from a warehouse. The result from the automated process is compared to scaffold design produced manually by a professional scaffold designer.", month = jun, issn = "0097-8493", journal = "Computer & Graphics", number = "4", volume = "37", pages = "256--268", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/Viola_Ivan_2013_RMA/", } @inproceedings{Viola_Ivan_2013_RSb, title = "Rapid Sketch-based 3D Modeling of Geology", author = "Endre M. Lidal and Morten Bendiksen and Daniel Patel and Ivan Viola", year = "2013", abstract = "We present and compare two different approaches for performing rapid 3D geological modeling. The ad-hoc approach is based on a composition of many specialized modeling functions, while the generic approach provides one powerful, generic modeling function. Our experiences after developing these two approaches are that the solution space of 3D geological modeling is more extensive than we initially expected and most likely larger than for other modeling domains such as architecture. Further, more research is needed to investigate whether it is possible to find one well defined toolset of sketching metaphors that is able to cover all of geological modeling.", month = jun, publisher = "Springer", organization = "Euro Vis 2013", note = "Workshop on Visualisation in Environmental Sciences (EnvirVis) (2013)", location = "Leipzig, Germany", booktitle = "Proceedings of EnvirVis Short Papers 2013, 2013", pages = "1--5", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/Viola_Ivan_2013_RSb/", } @inproceedings{ilcik-2013-cipmi, title = "Challenges and Ideas in Procedural Modeling of Interiors", author = "Martin Il\v{c}\'{i}k and Michael Wimmer", year = "2013", abstract = "While the creation of convincing cityscapes from the outside is already possible, there is a lack of robust and efficient techniques for modeling the interior of buildings. In particular, we focus on challenges for the subdivision of the interior space into rooms and for placement of furniture in those rooms.", month = may, isbn = "978-3-905674-46-0", publisher = "Eurographics Association", location = "Girona, Spain", issn = "2307-8251", editor = "Vincent Tourre and Gonzalo Besuievsky", booktitle = "Proceedings of Eurographics Workshop on Urban Data Modelling and Visualisation (UDMV 2013)", pages = "29--30", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/ilcik-2013-cipmi/", } @inproceedings{Musialski-2013-ipmum, title = "Inverse-Procedural Methods for Urban Models", author = "Przemyslaw Musialski and Michael Wimmer", year = "2013", abstract = "Procedural modeling is an elegant and fast way to generate huge complex and realistically looking urban sites. Due to its generative nature it can also be referred to as forward-procedural modeling. Its major drawback is the usually quite complicated way of control. To overcome this difficulty a novel modeling paradigm has been introduced: it is commonly referred to as inverse procedural modeling, and its goal is to generate compact procedural descriptions of existing models---in the best case in an automatic manner as possible. These compact procedural representations can be used as a source for the synthesis of identical or similar objects, applied in various simulations and other studies of urban environments. We believe that this technology is still a widely unexplored ground and that it will prove itself as a very important tool in the reconstruction process. In this paper we sketch how inverse procedural modeling can be applied in the urban modeling field.", month = may, isbn = "978-3-905674-46-0", publisher = "Eurographics Association", location = "Girona, Spain", issn = "2307-8251", editor = "V. Tourre and G. Besuievsky", booktitle = "Proceedings of Eurographics Workshop on Urban Data Modelling and Visualisation (UDMV 2013)", pages = "31--32", keywords = "inverse procedural modeling, urban modeling, urban reconstruction", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/Musialski-2013-ipmum/", } @article{arikan-2013-osn, title = "O-Snap: Optimization-Based Snapping for Modeling Architecture", author = "Murat Arikan and Michael Schw\"{a}rzler and Simon Fl\"{o}ry and Michael Wimmer and Stefan Maierhofer", year = "2013", abstract = "In this paper, we introduce a novel reconstruction and modeling pipeline to create polygonal models from unstructured point clouds. We propose an automatic polygonal reconstruction that can then be interactively refined by the user. An initial model is automatically created by extracting a set of RANSAC-based locally fitted planar primitives along with their boundary polygons, and then searching for local adjacency relations among parts of the polygons. The extracted set of adjacency relations is enforced to snap polygon elements together, while simultaneously fitting to the input point cloud and ensuring the planarity of the polygons. This optimization-based snapping algorithm may also be interleaved with user interaction. This allows the user to sketch modifications with coarse and loose 2D strokes, as the exact alignment of the polygons is automatically performed by the snapping. The generated models are coarse, offer simple editing possibilities by design and are suitable for interactive 3D applications like games, virtual environments etc. The main innovation in our approach lies in the tight coupling between interactive input and automatic optimization, as well as in an algorithm that robustly discovers the set of adjacency relations.", month = jan, journal = "ACM Transactions on Graphics", volume = "32", number = "1", issn = "0730-0301", doi = "10.1145/2421636.2421642", pages = "6:1--6:15", keywords = "interactive modeling, surface reconstruction, geometric optimization", URL = "https://www.cg.tuwien.ac.at/research/publications/2013/arikan-2013-osn/", } @article{musialski-2012-icb, title = "Interactive Coherence-Based Fa\c{c}ade Modeling", author = "Przemyslaw Musialski and Michael Wimmer and Peter Wonka", year = "2012", abstract = "We propose a novel interactive framework for modeling building fa\c{c}ades from images. Our method is based on the notion of coherence-based editing which allows exploiting partial symmetries across the fa\c{c}ade at any level of detail. The proposed workflow mixes manual interaction with automatic splitting and grouping operations based on unsupervised cluster analysis. In contrast to previous work, our approach leads to detailed 3d geometric models with up to several thousand regions per fa\c{c}ade. We compare our modeling scheme to others and evaluate our approach in a user study with an experienced user and several novice users.", month = may, journal = "Computer Graphics Forum (Proceedings of EUROGRAPHICS 2012)", volume = "31", number = "2", pages = "661--670", keywords = "facade modeling, urban modeling, facade reconstruction, image-based modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2012/musialski-2012-icb/", } @inproceedings{musialski-2012-sur, title = "A Survey of Urban Reconstruction", author = "Przemyslaw Musialski and Peter Wonka and Daniel G. Aliaga and Michael Wimmer and Luc van Gool and Werner Purgathofer", year = "2012", abstract = "This paper provides a comprehensive overview of urban reconstruction. While there exists a considerable body of literature, this topic is still under very active research. The work reviewed in this survey stems from the following three research communities: computer graphics, computer vision, and photogrammetry and remote sensing. Our goal is to provide a survey that will help researchers to better position their own work in the context of existing solutions, and to help newcomers and practitioners in computer graphics to quickly gain an overview of this vast field. Further, we would like to bring the mentioned research communities to even more interdisciplinary work, since the reconstruction problem itself is by far not solved. ", month = may, booktitle = "EUROGRAPHICS 2012 State of the Art Reports", location = "Cagliari, Sardinia, Italy", publisher = "Eurographics Association", series = "EG STARs", pages = "1--28", keywords = "facade modeling, structure from motion, multi-view stereo, urban reconstruction, inverse-procedural modeling, urban modeling, image-based modeling, city reconstruction, state-of-the-art report", URL = "https://www.cg.tuwien.ac.at/research/publications/2012/musialski-2012-sur/", } @studentproject{manpreet_kainth-2012-rus, title = "Rendering of Urban Scenes", author = "Manpreet Kainth", year = "2012", URL = "https://www.cg.tuwien.ac.at/research/publications/2012/manpreet_kainth-2012-rus/", } @incollection{Reichinger-12, title = " Computer-Aided Design of Tactile Models – Taxonomy and Case-Studies", author = "Andreas Reichinger and Florian Rist and M. Neum\"{u}ller and Stefan Maierhofer and Werner Purgathofer", year = "2012", abstract = "Computer-aided tools offer great potential for the design and production of tactile models. While many publications focus on the design of essentially two-dimensional media like raised line drawings or the reproduction of three-dimensional objects, we intend to broaden this view by introducing a taxonomy that classifies the full range of conversion possibilities based on dimensionality. We present an overview of current methods, discuss specific advantages and difficulties, identify suitable programs and algorithms and discuss personal experiences from case studies performed in cooperation with two museums.", booktitle = "Computers Helping People with Special Needs", chapter = "13th International Conference, ICCHP 2012, Linz, Austria, July 11-13, 2012, Proceedings, Part II", editor = "K. Miesenberger, A. Karshmer, P. Penaz, W. Zagler", isbn = "978-3-642-31533-6", publisher = "Springer Berlin-Heidelberg", series = "Lecture Notes in Computer Science", volume = "7383", URL = "https://www.cg.tuwien.ac.at/research/publications/2012/Reichinger-12/", } @article{lipp2011a, title = "Interactive Modeling of City Layouts using Layers of Procedural Content", author = "Markus Lipp and Daniel Scherzer and Peter Wonka and Michael Wimmer", year = "2011", abstract = "In this paper, we present new solutions for the interactive modeling of city layouts that combine the power of procedural modeling with the flexibility of manual modeling. Procedural modeling enables us to quickly generate large city layouts, while manual modeling allows us to hand-craft every aspect of a city. We introduce transformation and merging operators for both topology preserving and topology changing transformations based on graph cuts. In combination with a layering system, this allows intuitive manipulation of urban layouts using operations such as drag and drop, translation, rotation etc. In contrast to previous work, these operations always generate valid, i.e., intersection-free layouts. Furthermore, we introduce anchored assignments to make sure that modifications are persistent even if the whole urban layout is regenerated. ", month = apr, journal = "Computer Graphics Forum (Proceedings EG 2011)", volume = "30", number = "2", issn = "0167-7055", pages = "345--354", URL = "https://www.cg.tuwien.ac.at/research/publications/2011/lipp2011a/", } @inproceedings{reisner-2011-akgeo, title = "Reconstructing Buildings as Textured Low Poly Meshes from Point Clouds and Images", author = "Irene Reisner-Kollmann and Christian Luksch and Michael Schw\"{a}rzler", year = "2011", abstract = "Current urban building reconstruction techniques rely mainly on data gathered from either laser scans or image- based approaches, and do usually require a large amount of manual post-processing and modeling. Difficulties arise due to erroneous and noisy data, and due to the huge amount of information to process. We propose a system that helps to overcome these time-consuming steps by automatically generating low-poly 3D building models. This is achieved by taking both information from point clouds and image information into account, exploiting the particular strengths and avoiding the relative weaknesses of these data sources: While the segmented point cloud is used to identify the dominant planar surfaces in 3D space, the images are used to extract accurate edges, fill holes and generate textured polygonal meshes of urban buildings.", month = apr, location = "Llandudno, UK", editor = "Nick Avis and Sylvain Lefebvre", booktitle = "Eurographics 2011 - Short Papers", pages = "17--20", keywords = "Modeling packages, Computational Geometry and Object Modeli", URL = "https://www.cg.tuwien.ac.at/research/publications/2011/reisner-2011-akgeo/", } @studentproject{weiner_2011, title = "Easydrawer - A 2D Geometric Construction Tool", author = "Thomas Weiner", year = "2011", abstract = "Easydrawer is a graphical computer application which helps users to draw 2D constructions as they would do on a sheet of paper using a pair of compasses, a ruler and a pen. Easydrawer can significantly increase the productivity of geometrical drawers and help in making the construction process transparent to persons who are currently trained in technical drawing. The application comes with some features which specially qualify it for educational use. They are mainly: colorization of primitives, gradually playing back creation-history, entering author’s comments for each construction step, hiding or highlighting construction parts and giving objects a name. Users are able to directly use any paper-construction know-how with this tool. This means that users will not forget how to draw on a sheet of paper. In addition, Easydrawer supports geometric drawers when it comes to quality (exactness in distance and angle measurement, calculating intersections and completely dirt-free constructions), working speed and simplifying their job (blending-out uninteresting parts of the construction or coloring primitives, for example). To cover all constructions which are possible on a sheet of paper, the following primitives and operations are integrated: Primitives: points, lines, circles, text (as a primitive or as description of other primitives), splines (for free-hand parts as they are needed to draw ellipses or parables, for example) and areas (for shadow simulation). Operations: intersection of two lines, line and circle or two circles, changing visibility mode of primitives and coloring primitives.", keywords = "Point, Ruler-and-compass construction, Geometrical drawing tool", URL = "https://www.cg.tuwien.ac.at/research/publications/2011/weiner_2011/", } @phdthesis{musialski-2010-pfi, title = "Processing of Fa\c{c}ade Imagery", author = "Przemyslaw Musialski", year = "2010", abstract = "Modeling and reconstruction of urban environments is currently the subject of intensive research. There is a wide range of possible applications, including virtual environments like cyber-tourism, computer games, and the entertainment industries in general, as well as urban planning and architecture, security planning and training, traffic simulation, driving guidance and telecommunications, to name but a few. The research directions are spread across the disciplines of computer vision, computer graphics, image processing, photogrammetry and remote sensing, as well as architecture and the geosciences. Reconstruction is a complex problem and requires an entire pipeline of different tasks. In this thesis we focus on processing of images of fa\c{c}ades which is one specific subarea of urban reconstruction. The goal of our research is to provide novel algorithmic solutions for problems in fa\c{c}ade imagery processing. In particular, the contribution of this thesis is the following: First, we introduce a system for generation of approximate orthogonal fa\c{c}ade images. The method is a combination of automatic and interactive tools in order to provide a convenient way to generate high-quality results. The second problem addressed in this thesis is fa\c{c}ade image segmentation. In particular, usually by segmentation we mean the subdivision of the fa\c{c}ade into windows and other architectural elements. We address this topic with two different algorithms for detection of grids over the fa\c{c}ade image. Finally, we introduce one more fa\c{c}ade processing algorithm, this time with the goal to improve the quality of the fa\c{c}ade appearance. The algorithm propagates visual information across the image in order to remove potential obstacles and occluding objects. The output is intended as source for textures in urban reconstruction projects. The construction of large three-dimensional urban environments itself is beyond the scope of this thesis. However, we propose a suite of tools together with mathematical foundations that contribute to the state-of-the-art and provide helpful building blocks important for large scale urban reconstruction projects.", month = oct, address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "facade processing, urban reconstruction, image processing", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/musialski-2010-pfi/", } @mastersthesis{scharl-master-thesis, title = "Artist-Controlled Modeling of Urban Environments", author = "Johannes Scharl", year = "2010", abstract = "Creating large-scale virtual environments for interactive applications such as computer games poses a demanding challenge for computer graphics. Urban environments are usually hand-crafted by artists using commercial 3D modeling software. For today’s detail-rich games, this becomes less and less feasible. Procedural modeling techniques strive to help artists to create virtual worlds in less time. In this thesis, I present a system that helps artists and game designers to plan, layout and model urban environments for games and other media. Methods are described to create street networks manually and procedurally and to edit them interactively at any time in the development process. A stable street tessellation technique is employed that is able to represent street segments as well as crossings connecting an arbitrary number of streets and that adapts to the underlying terrain. Furthermore, I propose a constraint based method to automatically populate a city with buildings from a set of existing building models. ", month = jul, 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/2010/scharl-master-thesis/", } @inproceedings{ilcik-2010-ps, title = "Procedural Skeletons: Kinematic Extensions to CGA-Shape Grammars", author = "Martin Il\v{c}\'{i}k and Stefan Fiedler and Werner Purgathofer and Michael Wimmer", year = "2010", abstract = "Procedural modeling for architectural scenes was as yet limited to static objects only. We introduce a novel extension layer for shape grammars which creates a skeletal system for posing and interactive manipulation of generated models. Various models can be derived with the same set of parametrized rules for geometric operations. Separation of geometry generation and pose synthesis improves design efficiency and reusability. Moreover, by formal analysis of production rules we show how to efficiently update complex kinematic hierarchies created by the skeletons, allowing state-of-the-art interactive visual rule editing.", month = may, isbn = "978-80-223-2644-5", publisher = "Comenius University, Bratislava", booktitle = "Proceedings of the Spring Conference on Computer Graphics 2010", pages = "177--184", keywords = "procedural modeling, shape grammars, architecture, skeletal animation", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/ilcik-2010-ps/", } @inproceedings{musialski-2010-tof, title = "Tiling of Ortho-Rectified Fa\c{c}ade Images", author = "Przemyslaw Musialski and Meinrad Recheis and Stefan Maierhofer and Peter Wonka and Werner Purgathofer", year = "2010", abstract = "Typical building facades consist of regular structures such as windows arranged in a predominantly grid-like manner. We propose a method that handles precisely such facades and assumes that there must be horizontal and vertical repetitions of similar patterns. Using a Monte Carlo sampling approach, this method is able to segment repetitive patterns on orthogonal images along the axes even if the pattern is partially occluded. Additionally, it is very fast and can be used as a preprocessing step for finer segmentation stages.", month = may, isbn = "978-80-223-2644-5", publisher = "Comenius University, Bratislava", location = "Budmerice, Slovak Republic", editor = "Helwig Hauser , Reinhard Klein", booktitle = "Proceedings of 26th Spring Conference on Computer Graphics (SCCG 2010)", keywords = "image processing, facade segmentation, urban reconstruction", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/musialski-2010-tof/", } @inproceedings{reisner-2010-ind, title = "Interactive reconstruction of industrial sites using parametric models", author = "Irene Reisner-Kollmann and Anton Fuhrmann and Werner Purgathofer", year = "2010", abstract = "We present a new interactive modeling technique for reconstructing 3D objects from multiple images. We specifically address the problems that arise in industrial environments during camera orientation, image segmentation and modeling. An accurate camera orientation is ensured by using coded markers and surveyed points from a total station. Interactive segmentations of edges and regions in the images are used as input for fitting parametric models to the scene. We provide an intuitive interface which allows modeling artificial objects without having extensive knowledge about 3D modeling or photogrammetry.", month = may, isbn = "978-80-223-2644-5", publisher = "Comenius University, Bratislava", location = "Budmerice, Slovak Republic", editor = "Helwig Hauser , Reinhard Klein", booktitle = "Proceedings of 26th Spring Conference on Computer Graphics (SCCG 2010)", pages = "119--126", keywords = "multi-view reconstruction, model fitting", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/reisner-2010-ind/", } @studentproject{DOG10, title = "L-Systems for Fine Art", author = "Onur Dogang\"{o}n\"{u}l", year = "2010", abstract = "The media artist Hofstetter Kurt creates fascinating tilings by iterative transformations of basic graphical elements. The Inductive Rotation. This process should be automated by specifying the construction with L-Systems. L-Systems are formal grammars originally developed to simulate the growth of plants. But they are a very general tool for all kind of recursively defined objects. Hofstetter's tilings are very well suited for this approach. ", keywords = "L-Systems, Tilings", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/DOG10/", } @studentproject{dusberger-2010-msm, title = "Mesh-Subdivision Methods in CGA Shape Grammars", author = "Frederico Dusberger", year = "2010", abstract = "This report describes the application of mesh-subdivision algorithms in the context of CGA shape, a shape grammar for Computer Generated Architecture. Constituting a procedural modeling approach, CGA shape allows the creation of models under moderate effort, which can furthermore be varied easily by the possibility to parametrize the rules of CGA shape. At the Vienna University of Technology a CGA shape implementation is being designed and extended by a skeleton system, allowing an easier variation of poses for humanoid models. In this report we follow this idea and want to further extend CGA shape by meshsubdivision in order to achieve a higher quality and complexity in the resulting models. We discuss mesh-subdivision in general and evaluate the results of an implementation in the existing software system of the Vienna University of Technology.", keywords = "mesh subdivision, shape grammars, procedural modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/dusberger-2010-msm/", } @studentproject{kuehtreiber-2010-ikph, title = "Inverse Kinematics for Shape Grammars", author = "Patrick K\"{u}htreiber", year = "2010", abstract = "In this project I describe the implementation of a solver of the Inverse Kinematic (IK) problem in an environment using shape grammar based on CGA Shape. There exists a number of different algorithms for this problem, however, this report describes only the cyclic coordinate descent (CCD) in more detail as this is the method we implemented. The implementation enabels the positioning of a certain shape so that it touches a user-specified target point. The implemented algorithm rotates the shapes until the end effector is at the desired position.", keywords = "procedural modeling, inverse kinematics", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/kuehtreiber-2010-ikph/", } @studentproject{NIEDERREITER-2010-SIM, title = "Similarity Detection for Urban Modeling", author = "Christian Niederreiter", year = "2010", abstract = "This application is a basic graphical user interface framework for experiments on architectural meshes. The meshes are displayed in the form of wires or polygons inside the window and can be modified using custom controls in the control box at the left border of the window. By the support of OGRE3D, arbitrary information concerning the displayed meshes can be overlaid at 3D coordinates. The mesh can be translated and rotated using the mouse and keyboard.", keywords = "urban modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/NIEDERREITER-2010-SIM/", } @studentproject{RADAX-2010-LOD, title = "Levels of Detail for Procedural Modeling", author = "Ingo Radax", year = "2010", abstract = "The Cga-LoD program is used to create LoD models out of models created with Markus Lipp's Cga program. The LoDs are based on bounding boxes, rather than mesh simplification. The Cga program creates architectural models based on hierarchical rules. The Cga-LoD program now uses the hierarchy of each model to create the LoD models. Basically parts of the hierarchy will be replaced by oriented bounding boxes enclosing the geometry of this parts. This bounding boxes will them be texturized and used instead of the original geometry.", URL = "https://www.cg.tuwien.ac.at/research/publications/2010/RADAX-2010-LOD/", } @mastersthesis{recheis-2009-arr, title = "Automatic Recognition of Repeating Patterns in Rectified Facade Images", author = "Meinrad Recheis", year = "2009", abstract = "Building facades typically consist of multiple similar tiles which are arranged quite strictly in grid-like structures. The proposed method takes advantage of translational symmetries and is able to analyze and segment facades into tiles assuming that there are horizontal and vertical repetitions of similar tiles. In order to solve this quite complex computer vision task efficiently a Monte Carlo approach is presented which samples only selected image features. This method, which is meant to be a preprocessing step for more sophisticated tile segmentation and window identification in urban reconstruction tasks, is able to robustly identify orthogonal repetitive patterns on rectified facade images even if they are partially occluded, shadowed, blurry or otherwise damaged. Additionally, the algorithm is very running time efficient because neither quality of results nor the computational complexity are significantly depending on the image size.", month = dec, 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/2009/recheis-2009-arr/", } @inproceedings{LIPP-2009-PGL, title = "Parallel Generation of L-Systems", author = "Markus Lipp and Peter Wonka and Michael Wimmer", year = "2009", abstract = "This paper introduces a solution to compute L-systems on parallel architectures like GPUs and multi-core CPUs. Our solution can split the derivation of the L-system as well as the interpretation and geometry generation into thousands of threads running in parallel. We introduce a highly parallel algorithm for L-system evaluation that works on arbitrary L-systems, including parametric productions, context sensitive productions, stochastic production selection, and productions with side effects. Further we directly interpret the productions defined in plain-text, without requiring any compilation or transformation step (e.g., into shaders). Our algorithm is efficient in the sense that it requires no explicit inter-thread communication or atomic operations, and is thus completely lock free.", month = nov, isbn = "978-3980487481", location = "Braunschweig", editor = "Marcus Magnor, Bodo Rosenhahn, Holger Theisel", booktitle = "Vision, Modeling, and Visualization Workshop (VMV) 2009 ", pages = "205--214", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/LIPP-2009-PGL/", } @inproceedings{musialski-2009-sbfr, title = "Symmetry-Based Facade Repair", author = "Przemyslaw Musialski and Peter Wonka and Meinrad Recheis and Stefan Maierhofer and Werner Purgathofer", year = "2009", abstract = "In this paper we address the problem of removing unwanted image content in a single orthographic facade image. We exploit the regular structure present in building facades and introduce propagation process that is guided by the symmetry prevalent in the image. It removes larger unwanted image objects such as traffic lights, street signs, or cables as well as smaller noise, such as reflections in the windows. The output is intended as source for textures in urban reconstruction projects.", month = nov, isbn = "978-3980487481", location = "Braunschweig", editor = "Marcus Magnor, Bodo Rosenhahn, Holger Theisel ", booktitle = "Vision, Modeling, and Visualization Workshop 2009", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/musialski-2009-sbfr/", } @misc{LIPP-2009-PGL2, title = "Parallel Generation of L-Systems", author = "Markus Lipp and Peter Wonka and Michael Wimmer", year = "2009", abstract = "In this work we investigate whether it is possible to efficiently evaluate one of the most classical procedural modeling primitives, L-systems, directly on parallel architectures, exemplified by current GPUs and multi-core CPUs. The main motivation is to enable interactive editing of large L-systems by designers, therefore it is important to speed up the computation of L-systems in order to achieve low response times.", month = aug, location = "New Orleans, LA", event = "High-Performance Graphics 2009", Conference date = "Poster presented at High-Performance Graphics 2009 (2009-08-01--2009-08-03)", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/LIPP-2009-PGL2/", } @inproceedings{eibner-2009-gpc, title = "Generating Predictable and Convincing Folds for Leather Seat Design", author = "Gottfried Eibner and Anton Fuhrmann and Werner Purgathofer", year = "2009", month = apr, location = "Budmerice, Slowakei", booktitle = "Proceedings of the 25th Spring Conference on Computer Graphics (SCCG)", pages = "93--96", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/eibner-2009-gpc/", } @studentproject{fiedler-2009-php, title = "Procedural Human Posing Using CGA Grammars", author = "Stefan Fiedler", year = "2009", abstract = "This report presents a grammar for the procedural modeling of humanoid characters and poses based on CGA shape, a shape grammar for computer generated architecture. Various models can be derived with the same set of parametrized rules for geometric operations, and include a skeletal system for posing. The main part of this report defines basic rules and their effect on shapes and skeletons and discusses the results of an actual implementation of the grammar with examples.", keywords = "shape grammars, computer animation, character modeling, procedural modeling, computational geometry", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/fiedler-2009-php/", } @article{karnik-09-shapegrammar, title = "A Shape Grammar for Developing Glyph-based Visualizations", author = "Pushpak Karnik and Stefan Jeschke and David Cline and Anshuman Razdan and E. Wentz and Peter Wonka", year = "2009", abstract = "In this paper we address the question of how to quickly model glyph-based GIS visualizations. Our solution is based on using shape grammars to set up the different aspects of a visualization, including the geometric content of the visualization, methods for resolving layout conflicts and interaction methods. Our approach significantly increases modeling efficiency over similarly flexible systems currently in use.", issn = "0167-7055", journal = "Computer Graphics Forum", number = "8", volume = "28", pages = "2176--2188", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/karnik-09-shapegrammar/", } @mastersthesis{reitsamer-2008-tsud, title = "Texture Synthesis for Urban Data", author = "Wolf Reitsamer", year = "2008", month = nov, 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/2008/reitsamer-2008-tsud/", } @article{LIPP-2008-IEV, title = "Interactive Visual Editing of Grammars for Procedural Architecture", author = "Markus Lipp and Peter Wonka and Michael Wimmer", year = "2008", abstract = "We introduce a real-time interactive visual editing paradigm for shape grammars, allowing the creation of rulebases from scratch without text file editing. In previous work, shape-grammar based procedural techniques were successfully applied to the creation of architectural models. However, those methods are text based, and may therefore be difficult to use for artists with little computer science background. Therefore the goal was to enable a visual workflow combining the power of shape grammars with traditional modeling techniques. We extend previous shape grammar approaches by providing direct and persistent local control over the generated instances, avoiding the combinatorial explosion of grammar rules for modifications that should not affect all instances. The resulting visual editor is flexible: All elements of a complex state-of-the-art grammar can be created and modified visually.", month = aug, journal = "ACM Transactions on Graphics", volume = "27", number = "3", note = "Article No. 102", issn = "0730-0301", doi = "10.1145/1360612.1360701", pages = "102:1--10", keywords = "procedural modeling, shape grammars, architectural modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2008/LIPP-2008-IEV/", } @inproceedings{zotti-2007-eg, title = "Tangible Heritage: Production of Astrolabes on a Laser Engraver", author = "Georg Zotti", year = "2007", abstract = "The astrolabe, an analog computing device, used to be the iconic instrument of astronomers during the Middle Ages. It allowed a multitude of operations of practical astronomy which were otherwise cumbersome to perform in an epoch when mathematics had apparently almost been forgotten. Usually made from wood or sheet metal, a few hundred instruments, mostly from brass, survived until today and are valuable museum showpieces. This paper explains a procedural modelling approach for the construction of the classical kinds of astrolabes, which allows a wide variety of applications from plain explanatory illustrations to 3D models, and even the production of working physical astrolabes usable for public or classroom demonstrations.", month = sep, publisher = "Eurographics", organization = "Eurographics", location = "Prague", issn = "1017-4656", editor = "David B. Arnold and Andrej Ferko", booktitle = "EG2007 Cultural Heritage Papers", pages = "41--48 (colorplate:p60)", keywords = "Cultural Heritage, Astronomy, Astrolabe, Procedural Modelling", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/zotti-2007-eg/", } @mastersthesis{LIPP-2007-CGA, title = "Interactive Computer Generated Architecture", author = "Markus Lipp", year = "2007", abstract = "The creation of visually convincing architectural models using traditional modeling methods is a labor intensive task. Procedural modeling techniques strive to reduce the manual work an artist has to perform when modeling architecture. In previous work, those techniques were successfully applied to the creation of architecture. However, previous methods have a limited usability, as they are based on text editing. This makes modeling unintuitive and diminishes the advantages of procedural modeling. Therefore, methods to interactively create procedural architecture, using a graphical user interface, are explored in this thesis. As interactivity also requires real-time rendering performance, methods to accelerate the generation of architecture are investigated. Further, the thesis provides a detailed report on previous procedural architecture generation techniques.", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", keywords = "computer generated architecture, procedural modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/2007/LIPP-2007-CGA/", } @inproceedings{zotti-2006-pla, title = "Using Virtual Reconstructions in a Planetarium for Demonstrations in Archaeo-Astronomy", author = "Georg Zotti and Alexander Wilkie and Werner Purgathofer", year = "2006", abstract = "In the last decades, archaeologists in central Europe have found traces of enigmatic neolithic circular building structures buried in the soil. Recent studies indicate that the orientation of many of their doorways may have been chosen with an astronomical background in mind. This paper explains the use of virtual reconstructions of these buildings from archaeological data, in combination with a simulation of the sky of that time in a Planetarium, to present the astronomical findings to the public.", month = nov, isbn = "963-9495-89-1", publisher = "Pannonian University Press", location = "Eger", editor = "Cecilia Sik Lanyi ", booktitle = "Third Central European Multimedia and Virtual Reality Conference (Proc. CEMVRC2006)", pages = "43--51", keywords = "Virtual Reality, Public Dissemination, Archaeo-Astronomy", URL = "https://www.cg.tuwien.ac.at/research/publications/2006/zotti-2006-pla/", } @article{Wonka-2003-Ins, title = "Instant Architecture", author = "Peter Wonka and Michael Wimmer and Fran\c{c}ois Sillion and William Ribarsky", year = "2003", abstract = "This paper presents a new method for the automatic modeling of architecture. Building designs are derived using split grammars, a new type of parametric set grammar based on the concept of shape. The paper also introduces an attribute matching system and a separate control grammar, which offer the flexibility required to model buildings using a large variety of different styles and design ideas. Through the adaptive nature of the design grammar used, the created building designs can either be generic or adhere closely to a specified goal, depending on the amount of data available.", month = jul, journal = "ACM Transaction on Graphics", volume = "22", number = "3", note = "Proceedings ACM SIGGRAPH 2003", issn = "0730-0301", doi = "10.1145/882262.882324", pages = "669--677", keywords = "architecture, shape grammars, urban environments, modeling, real-time simulation, building design", URL = "https://www.cg.tuwien.ac.at/research/publications/2003/Wonka-2003-Ins/", } @techreport{Zotti-2003-AMP, title = "A Multi-Purpose Virtual Reality Model of the Solar System (VRMoSS)", author = "Georg Zotti and Christoph Traxler", year = "2003", abstract = "This paper describes the development of the 3D graphics part of an astronomical education installation for school children, called the Virtual Control Room, as part of the ASH project (IST-1999-10859). The content is a very detailed model of our Solar System, which can be used with an augmented reality interface or remote controlled with an external XML capable control application.", month = feb, number = "TR-186-2-03-01", 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 = "Astronomy and Space Education, Educational Application, Augmented Reality", URL = "https://www.cg.tuwien.ac.at/research/publications/2003/Zotti-2003-AMP/", } @inproceedings{zotti-2003-ash, title = "The ASH Virtual Reality Model of the Solar System (VRMoSS)", author = "Georg Zotti and Christoph Traxler", year = "2003", abstract = "This paper describes the development of the 3D graphics part of an astronomical education installation for school children, called the Virtual Control Room. The content is a very detailed model of the Solar System, which can be used with an augmented reality interface or remote controlled with an external XML capable control application.", isbn = "0-88986-382-2", publisher = "ACTA Press", organization = "IASTED", address = "Anaheim, Calgary, Zurich", editor = "M. H. Hamza", booktitle = "Proc. of the Third IASTED Int. Conf. on Visualization, Imaging, and Image Processing", pages = "964--969", keywords = "Augmented Reality, Educational Application, Astronomy and Space Education", URL = "https://www.cg.tuwien.ac.at/research/publications/2003/zotti-2003-ash/", } @phdthesis{Maierhofer-thesis, title = "Rule-Based Mesh Growing and Generalized Subdivision Meshes", author = "Stefan Maierhofer", year = "2002", 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/2002/Maierhofer-thesis/", } @inproceedings{tobler02_amrmg, title = "A Multiresolution Mesh Generation Approach for Procedural Definition of Complex Geometry", author = "Robert F. Tobler and Stefan Maierhofer and Alexander Wilkie", year = "2002", isbn = "0-7695-1546-0", publisher = "IEEE", location = "Banff, Alberta, Canada", booktitle = "Shape Modeling International 2002", pages = "35--42", URL = "https://www.cg.tuwien.ac.at/research/publications/2002/tobler02_amrmg/", } @article{tobler02_mbpls, title = "Mesh-Based Parametrized L-Systems and Generalized Subdivision for Generating Complex Geometry", author = "Robert F. Tobler and Stefan Maierhofer and Alexander Wilkie", year = "2002", journal = "International Journal of Shape Modeling", number = "2", volume = "8", pages = "173--191", URL = "https://www.cg.tuwien.ac.at/research/publications/2002/tobler02_mbpls/", } @mastersthesis{HUMMEL-2001-MSE, title = "Modellierung von Stra{\ss}en f\"{u}r Echtzeitvisualisierung", author = "Gerald Hummel", year = "2001", abstract = "Diese Diplomarbeit ist die theoretische Abhandlung von VRMG, einem Softwareprojekt, das im Rahmen des praktischen Teiles der Arbeit realisiert wurde und die Modellierung von Terrain und Stra{\ss}en virtueller St\"{a}dte zum Zwecke der Echzeit-Visualisierung bewerkstelligt. Ausgehend von den Vermessungsdaten in Form von geografischen H\"{o}henwerten und dem Stra{\ss}ennetz, das als Stra{\ss}engraph vorliegt, werden alle Schritte zur Umsetzung dieser Rohdaten in Geometriedaten f\"{u}r die separate Modellerstellung des Terrains und der Stra{\ss}enz\"{u}ge behandelt. Der Schwerpunkt der Arbeit liegt auf dem Anwendungsfall – Stadtstra{\ss}en. Somit umfa{\ss}t VRMG zahlreiche Elemente f\"{u}r den Aufbau von Stra{\ss}en, wie sie typischerweise im Stadtbereich zu finden sind. Dadurch ist es m\"{o}glich, zahlreiche Stra{\ss}en-Konfigurationen aus der Realit\"{a}t nachzubilden. Das Terrain wird als konventioneller, Regul\"{a}rer-Raster erfa{\ss}t. Nach der Berechnung der Stra{\ss}en- bzw. H\"{o}henfeldgeometrie, die auf Grundlage von Beschreibungsfiles zur Eingabe der spezifischen Parameter erfolgt, liegt das Ergebnis dieses Schrittes in polygonaler Repr\"{a}sentationsform vor. Dadurch, da{\ss} die Modell-Geometrie vorzugsweise f\"{u}r Echtzeitanwendungen eingesetzt wird, ist die Aufbereitung der polygonalen Repr\"{a}sentation durch Nachfolgeoperationen zur Optimierung der Geometrie bedeutsam. Durch die Verfahren der Delaunay-Triangulierung und des Triangle- Stripping werden die Polygone mittels Dreieckszerlegung tesseliert und dadurch in eine Form gebracht, die die derzeitigen 3D-Hardwarebeschleunigerchips unterst\"{u}tzen. Das endg\"{u}ltige Resultat wird als Szenegraph, der als Baumstruktur die Geometrie- und Texturierungdaten in hierarchischer Form aufnimmt, gespeichert und f\"{u}r die Verwendung, etwa als Simulationsumgebung, zur Verf\"{u}gung gestellt.", 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/2001/HUMMEL-2001-MSE/", } @techreport{Traxler-1996-GAI, title = "Using Genetic Algorithms to Improve the Visual Quality of Fractal Plants Generated with CSG-PL-Systems", author = "Christoph Traxler and Michael Gervautz", year = "1996", abstract = "PL-systems are a powerful and flexible technique for plant modeling. Unfortunately it is a hard task to specify a PL-system, that generates a desired plant. Especially the tuning of the parameter values is time consuming and demands a lot of experience from the user. In this paper we describe how to apply genetic algorithms to CSG-PL-systems, which are a special class of PL-systems. A decomposition of CSG-PL-systems is introduced to extract those parts, which can serve as genotype. Mutation and mating, the two major operations of evolution techniques, are applied to this data set. With the described method it is possible to find easily natural looking individuals out of a species that is described in an abstract way by the underlying CSG-PL-system.", month = jan, number = "TR-186-2-96-04", 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 = "Genetic algorithms, artificial evolution, CSG-PL-systems, natural phenomena", URL = "https://www.cg.tuwien.ac.at/research/publications/1996/Traxler-1996-GAI/", } @techreport{Groeller-1995-SDC, title = "Simulation und Darstellung computergenerierter Strickware", author = "Eduard Gr\"{o}ller and R. T. Rau and Wolfgang Stra{\ss}er", year = "1995", abstract = "In Computer Graphics a boundary representation of objects is often used to generate realistic synthetic images. For certain objects it is more suitable to use a volume representation. In this paper we investigate the visualization of knitting patterns where the details of the yarn were modeled by voxel data. The visualization and the modeling of textiles has already been investigated in depth in the computer graphics literature. However most of the publications consider woven fabrics. In the case of knitwear the topological specification of the knitting pattern allows a subdivision into basic elements. The thread course and the microstructure of the yarn are then approximated by voxel data. The periodic structure of knitting patterns allows for a compact representation and an efficient rendering. The generated images demonstrate the possible realistic simulations. ", month = nov, number = "TR-186-2-95-15", 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 = "knitwear, volume visualization, textile modeling", URL = "https://www.cg.tuwien.ac.at/research/publications/1995/Groeller-1995-SDC/", } @article{groeller-1995-mod, title = "Modeling and Visualization of Knitwear", author = "Eduard Gr\"{o}ller and R. T. Rau and Wolfgang Stra{\ss}er", year = "1995", journal = "IEEE Transaction on Visualization and Computer Graphics", number = "4", volume = "1", URL = "https://www.cg.tuwien.ac.at/research/publications/1995/groeller-1995-mod/", } @inproceedings{gervautz-1993-use, title = "The Use of BSP-Trees for Solid Modelling", author = "Michael Gervautz", year = "1993", month = jun, location = "Budmerice, Slovakia", booktitle = "Proceedings of International Conference on Computer Graphics ICCG'93", pages = "75--95", URL = "https://www.cg.tuwien.ac.at/research/publications/1993/gervautz-1993-use/", } @incollection{zeiller-1993-coll, title = "Collision detection for objects modelled by CSG", author = "Michael Zeiller", year = "1993", month = apr, booktitle = "Visualization and Intelligent Design in Engineering and Architecture", editor = "Conner, Hernandez, Murthy, Power", isbn = "1853122270", publisher = "Elsevier Science Publishers", URL = "https://www.cg.tuwien.ac.at/research/publications/1993/zeiller-1993-coll/", } @inproceedings{ferschin-1992-kons, title = "Konstruktive Hilfsmittel f\"{u}r den CAD- Einsatz bei Architekten", author = "Peter Ferschin and Michael Gervautz", year = "1992", month = oct, location = "TU Wien", booktitle = "CAAD-Forum", URL = "https://www.cg.tuwien.ac.at/research/publications/1992/ferschin-1992-kons/", } @inproceedings{hiess-1992-comb, title = "Combining CAD-Systems EUCLID-IS with Rendering System RISS", author = "Gerhard Hie{\ss}", year = "1992", month = may, location = "Bratislava, Slovakia", booktitle = "Proceedings of 8th spring school on computer graphics", URL = "https://www.cg.tuwien.ac.at/research/publications/1992/hiess-1992-comb/", } @inproceedings{groeller-1992-frac, title = "Fractals and Solid Modeling", author = "Eduard Gr\"{o}ller", year = "1992", abstract = "Trying to combine fractal geometry and solid modeling seems to be a contradiction in itself, In this paper a new type of 3D objects is presented that accomplishes this combination in a specific way. Objects with a fractal macro structure and a 3D solid micro structure can be specified and rendered efficiently by using context free, attribute, geometric grammars. This new object type can be incorporated into the CSG-modeling technique (Constructive Solid Geometry) in two ways: a) using CSG for the specification of the micro structure of the new object type, b) using these fractal like objects as a new type of primitive in the CSG model. Ray tracing is used for generating high quality images of these geometrically complex objects.", booktitle = "Proceedings of Eurographics'92", URL = "https://www.cg.tuwien.ac.at/research/publications/1992/groeller-1992-frac/", } @inproceedings{griessmair-1989-def1, title = "Deformation of Solids with Trivariate B-Splines", author = "J Griessmair and Werner Purgathofer", year = "1989", month = sep, location = "North Holland, Hamburg", editor = "FRA Hopgood, W. Strasser", booktitle = "Proceedings fo Eurographics", URL = "https://www.cg.tuwien.ac.at/research/publications/1989/griessmair-1989-def1/", } @inproceedings{gervautz-1989-sol1, title = "SOL An Object Description Language for Solid Modelling", author = "Michael Gervautz", year = "1989", organization = "International Conference on CAD & CG", location = "Peking", booktitle = "Conference Proceedings of International Conference on CAD & CG", URL = "https://www.cg.tuwien.ac.at/research/publications/1989/gervautz-1989-sol1/", } @runmasterthesis{rasch-2016-imgses, title = "Image-Space Solvent-Excluded Surface Visualization", author = "Martina Rasch", URL = "https://www.cg.tuwien.ac.at/research/publications/ongoing/rasch-2016-imgses/", }