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        "title": "Learning Shape Placements by Example",
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        "title": "Partial Shape Matching using Transformation Parameter Similarity",
        "date": "2014-11",
        "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.",
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        "title": "Edit Propagation using Geometric Relationship Functions",
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        "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.",
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        "title": "Dart Throwing on Surfaces",
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        "abstract": "In this paper we present dart throwing algorithms to generate maximal Poisson disk point sets directly on 3D surfaces. We optimize dart throwing by efficiently excluding areas of the domain that are already covered by\nexisting darts. In the case of triangle meshes, our algorithm shows dramatic speed improvement over comparable\nsampling methods. The simplicity of our basic algorithm naturally extends to the sampling of other surface types,\nincluding spheres, NURBS, subdivision surfaces, and implicits. We further extend the method to handle variable\ndensity points, and the placement of arbitrary ellipsoids without overlap. Finally, we demonstrate how to adapt our\nalgorithm to work with geodesic instead of Euclidean distance. Applications for our method include fur modeling, the placement of mosaic tiles and polygon remeshing.",
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        "title": "Route Visualization using Detail Lenses",
        "date": "2009",
        "abstract": "We present a method designed to address some limitations of typical route map displays of driving directions. The main\r\ngoal of our system is to generate a printable version of a route map that shows the overview and detail views of the route within a single, consistent visual frame. Our proposed visualization provides a more intuitive spatial context than a simple list of turns. We present a novel multi-focus technique to achieve this goal, where the foci are defined by points-of-interest (POI) along the route. A detail lens that encapsulates the POI at a finer geospatial scale is created for each focus. The lenses are laid out on the map to avoid occlusion with the route and each other, and to optimally utilize the free space around the route. We define a set of layout metrics to evaluate the quality of a lens layout for a given route map visualization. We compare standard lens layout methods to our proposed method and demonstrate the effectiveness of our method in generating aesthetically pleasing layouts. Finally, we perform a user study to evaluate the effectiveness of our layout choices.",
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        "title": "A Shape Grammar for Developing Glyph-based Visualizations",
        "date": "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\nincreases modeling efficiency over similarly flexible systems currently in use.",
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        "title": "GPU Rendering of Relief Mapped Conical Frusta",
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        "abstract": "This paper proposes to use relief-mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief-mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality.",
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        "title": "Real-time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights",
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        "abstract": "We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes.\nThe proposed method approximates the original scene geometry with a set of tightly fitting spheres. In previous\nwork, such spheres have been used to dynamically evaluate the visibility function to render soft shadows. In this\npaper, each sphere also acts as a low-frequency secondary light source, thereby providing diffuse one-bounce\nindirect illumination. The method is completely dynamic and proceeds in two passes: In a first pass, the light\nintensity distribution on each sphere is updated based on sample points on the corresponding object surface and\nconverted into the spherical harmonics basis. In a second pass, this radiance information and the visibility are\naccumulated to shade final image pixels. The sphere approximation allows us to compute visibility and diffuse\nreflections of an object at interactive frame rates of over 20 fps for moderately complex scenes.",
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        "title": "Pixel-Correct Shadow Maps with Temporal Reprojection and  Shadow Test Confidence",
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        "abstract": "Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able to provide satisfying results in real time.\n\nThis paper extends shadow mapping by reusing information of previously rasterized images, stored efficiently in a so-called history buffer. This buffer is updated in every frame and then used for the shadow calculation. In combination with a special confidence-based method for the history buffer update (based on the current shadow map), temporal and spatial aliasing can be completely removed. The algorithm converges in about 10 to 60 frames and during convergence, shadow borders are sharpened over time. Consequently, in case of real-time frame rates, the temporal shadow adaption is practically imperceptible. The method is simple to implement and is as fast as uniform shadow mapping, incurring only the minor speed hit of the history buffer update. It works together with advanced filtering methods like percentage closer filtering and more advanced shadow mapping techniques like perspective or light space perspective shadow maps.",
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        "date_to": "2007-06-27",
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        "title": "Interactive Landscape Visualization Using GPU Ray Casting",
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        "abstract": "This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics cards. The rendering performance is output sensitive, i.e., it scales with\nthe number of pixels rather than the complexity of the landscape. Given a height field of a terrain and a  topographic map or similar data as input, the vegetation cover is extracted and stored on top of the height field in a preprocess, enhancing the terrain with forest canopies or other mesostructure. In addition, enhanced illumination models like shadowing and ambient occlusion can be calculated at runtime with reasonable computational cost, which greatly enhances the scene realism. Finally, including the presented technique into existing rendering systems is relatively simple, mainly consisting of data preparation and pixel shader programming.",
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    {
        "id": "jeschke-05-ISTAR",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Image-based Representations for Accelerated Rendering of Complex Scenes",
        "date": "2005-08",
        "abstract": "This paper gives an overview of image-based representations commonly used for reducing the geometric complexity of a scene description in order to accelerate the rendering process. Several different types of representations and ways for using them have been presented, which are classified and discussed here. Furthermore, the overview includes techniques for accelerating the rendering of static scenes or scenes with animations and/or dynamic lighting\neffects. The advantages and drawbacks of the different approaches are illuminated, and unsolved problems and roads for further research are shown.",
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        "booktitle": "EUROGRAPHICS 2005 State of the Art Reports",
        "date_from": "2005-08-29",
        "date_to": "2005-09-02",
        "editor": "Y. Chrysanthou and M. Magnor",
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        "pages_to": "20",
        "publisher": "The Eurographics Association and The Image Synthesis Group",
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            "Display Algorithms",
            "Three Dimensional Graphics and Realism",
            "Color, Shading, Shadowing and Texture"
        ],
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    {
        "id": "jeschke-05-AIP",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements",
        "date": "2005-04",
        "abstract": "Impostors are image-based primitives commonly used to replace complex geometry in order to reduce the rendering time needed for displaying complex scenes. However, a big problem is the huge amount of memory required for impostors. \nThis paper presents an algorithm that automatically places impostors into a scene so that a desired frame rate and\nimage quality is always met, while at the same time not requiring enormous amounts of impostor memory. The low memory requirements are provided by a new placement method and through the simultaneous use of other acceleration techniques like visibility culling and geometric levels of detail.",
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        "booktitle": "Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games",
        "date_from": "2005-04-03",
        "date_to": "2005-04-06",
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    {
        "id": "jeschke-05-ARI",
        "type_id": "phdthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Accelerating the Rendering Process Using Impostors",
        "date": "2005-03",
        "abstract": "The interactive rendering of three-dimensional geometric models is a research\narea of big interest in computer graphics. The generation of a fluent animation\nfor complex models, consisting of multiple million primitives, with more than\n60 frames per second is a special challenge. Possible applications include ship-,\ndriving- and flight simulators, virtual reality and computer games. Although the\nperformance of common computer graphics hardware has dramatically increased\nin recent years, the demand for more realism and complexity in common scenes\nis growing even faster.\nThis dissertation is about one approach for accelerating the rendering of such\ncomplex scenes. We take advantage of the fact that the appearance of distant scene\nparts hardly changes for several successive output images. Those scene parts are\nreplaced by precomputed image-based representations, so-called impostors. Impostors\nare very fast to render while maintaining the appearance of the scene part\nas long as the viewer moves within a bounded viewing region, a so-called view\ncell.\nHowever, unsolved problems of impostors are the support of a satisfying visual\nquality with reasonable computational effort for the impostor generation, as well\nas very high memory requirements for impostors for common scenes. Until today,\nthese problems are the main reason why impostors are hardly used for rendering\nacceleration.\nThis thesis presents two new impostor techniques that are based on partitioning\nthe scene part to be represented into image layers with different distances to\nthe observer. A new error metric allows a guarantee for a minimum visual quality\nof an impostor even for large view cells. Furthermore, invisible scene parts\nare efficiently excluded from the representation without requiring any knowledge\nabout the scene structure, which provides a more compact representation. One\nof the techniques combines every image layer separately with geometric information.\nThis allows a fast generation of memory-efficient impostors for distant scene\nparts. In the other technique, the geometry is independent from the depth layers,\nwhich allows a compact representation for near scene parts.\nThe second part of this work is about the efficient usage of impostors for a\ngiven scene. The goal is to guarantee a minimum frame rate for every view within\nthe scene while at the same time minimizing the memory requirements for all impostors.\nThe presented algorithm automatically selects impostors and view cells\nso that for every view, only the most suitable scene parts are represented as impostors.\nPrevious approaches generated numerous similar impostors for neighboring\nview cells, thus wasting memory. The new algorithm overcomes this problem.\ni\nThe simultaneous use of additional acceleration techniques further reduces the required\nimpostor memory and allows making best use of all available techniques\nat the same time. The approach is general in the sense that it can handle arbitrary\nscenes and a broad range of impostor techniques, and the acceleration provided\nby the impostors can be adapted to the bottlenecks of different rendering systems.\nIn summary, the provided techniques and algorithms dramatically reduce the\nrequired impostor memory and simultaneously guarantee a minimum output image\nquality. This makes impostors useful for numerous scenes and applications\nwhere they could hardly be used before.",
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            "access": "public",
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        "co_supervisor": [
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        "date_end": "2005",
        "date_start": "2002",
        "supervisor": [
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        ],
        "research_areas": [
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        ],
        "keywords": [
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            "impostors",
            "rendering acceleration"
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        "id": "Jeschke-2002-TDMR",
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        "repositum_id": null,
        "title": "Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes",
        "date": "2002-06",
        "abstract": "This paper presents a new approach to generate textured depth\nmeshes (TDMs), an impostor-based scene representation that can be\nused to accelerate the rendering of static polygonal models. The\nTDMs are precalculated for a fixed viewing region (view cell).\n\nThe approach relies on a layered rendering of the scene to produce\na voxel-based representation. Secondary, a highly complex polygon\nmesh is constructed that covers all the voxels. Afterwards, this\nmesh is simplified using a special error metric to ensure that all\nvoxels stay covered. Finally, the remaining polygons are resampled\nusing the voxel representation to obtain their textures.\n\nThe contribution of our approach is manifold: first, it can handle\npolygonal models without any knowledge about their structure.\nSecond, only scene parts that may become visible from within the\nview cell are represented, thereby cutting down on impostor\ncomplexity and storage costs. Third, an error metric guarantees\nthat the impostors are practically indistinguishable compared to\nthe original model (i.e. no rubber-sheet effects or holes appear\nas in most previous approaches). Furthermore, current graphics\nhardware is exploited for the construction and use of the\nimpostors.",
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        "booktitle": "Rendering Techniques 2002 (Proceedings Eurographics Workshop on Rendering)",
        "date_from": "2002-06-26",
        "date_to": "2002-06-28",
        "editor": "Paul Debevec and Simon Gibson",
        "isbn": "1-58133-534-3",
        "lecturer": [
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        "location": "Pisa, Italy",
        "organization": "Eurographics",
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        "publisher": "Eurographics Association",
        "research_areas": [
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    {
        "id": "Jeschke-2002-LEMA",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Layered Environment-Map Impostors for Arbitrary Scenes",
        "date": "2002-05",
        "abstract": "This paper presents a new impostor-based approach to\naccelerate the rendering of very complex static scenes. The scene\nis partitioned into viewing regions, and a layered impostor\nrepresentation is precalculated for each of them. An optimal\nplacement of impostor layers guarantees that our representation is\nindistinguishable from the original geometry. Furthermore the\nalgorithm exploits common graphics hardware both during\npreprocessing and rendering. Moreover the impostor representation\nis compressed using several strategies to cut down on storage\n                 space.",
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        "booktitle": "Proceedings of Graphics Interface 2002",
        "date_from": "2002-05-27",
        "date_to": "2002-05-29",
        "editor": "Wolfgang Stürzlinger and Michael McCool",
        "isbn": "1-56881-183-7",
        "lecturer": [
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        "location": "Calgary, CA",
        "pages_from": "1",
        "pages_to": "8",
        "publisher": "AK Peters Ltd.",
        "research_areas": [
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        ],
        "keywords": [
            "virtual environments",
            "environment maps",
            "impostors",
            "walkthroughs",
            "image-based rendering"
        ],
        "weblinks": [],
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    {
        "id": "TR-186-2-02-04",
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        "title": "An Error Metric for Layered Environment Map Impostors",
        "date": "2002-02",
        "abstract": "Impostors are image-based primitives commonly used to replace complex geometry in order to accelerate the\nrendering of large virtual environments. This paper describes\na “layered impostor technique” used for representing distant scene-parts when seen from a bounded viewing region. A special layer placement is derived\nwhich bounds the geometric error introduced by parallaxes to a defined value. In combination with a special\ntechnique for image generation, a high-quality impostor representation without image artifacts can be obtained.",
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        "authors": [
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        "number": "TR-186-2-02-04",
        "research_areas": [
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        "keywords": [
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