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        "title": "Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?",
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        "title": "Re:Draw - Context Aware Translation as a Controllable Method for Artistic Production",
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        "abstract": "We introduce context-aware translation, a novel method that combines the benefits of inpainting and image-to-image translation, respecting simultaneously the original input and contextual relevance – where existing methods fall short. By doing so, our method opens new avenues for the controllable use of AI within artistic creation, from animation to digital art.\nAs an use case, we apply our method to redraw any hand-drawn animated character eyes based on any design specifications – eyes serve as a focal point that captures viewer attention and conveys a range of emotions; however, the labor-intensive na-\nture of traditional animation often leads to compromises in the complexity and consistency of eye design. Furthermore, we remove the need for production data for training and introduce a new character recognition method that surpasses existing work\nby not requiring fine-tuning to specific productions.\nThis proposed use case could help maintain consistency throughout production and unlock bolder and\nmore detailed design choices without the production cost drawbacks. A user study shows contextaware translation is preferred over existing work 95.16% of the time.",
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        "date_to": "2024-08-09",
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            "Methods and resources: Machine learning, deep learning, neural models, reinforcement learning",
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        "title": "A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets",
        "date": "2024-07-19",
        "abstract": "Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.",
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        "title": "Micromechanics stiffness upscaling of plant fiber-reinforced composites",
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        "abstract": "Fiber-reinforced green composites made from natural plant fibers are an increasingly popular sustainable alternative to conventional high-performance composite materials. Given the variety of natural fibers themselves, and the even larger variety of possible composites with specific fiber dosage, fiber orientation distribution, fiber length distribution, and fiber–matrix bond characteristics, micromechanics-based modeling is essential for characterizing the macroscopic response of these composites. Herein, an analytical multiscale micromechanics model for elastic homogenization is developed, capable of capturing the variety. The model features (i) a nanoscopic representation of the natural fibers to predict the fiber stiffness from the universal stiffness of the fiber constituents, mainly cellulose, (ii) a spring-interface model to quantify the compliance of the fiber–matrix bond, and (iii) the ability to model any (and any combination of) orientation distribution and aspect ratio distribution. Validation is performed by comparing the predicted stiffness to experimental results for as many as 73 composites available in the literature. Extensive sensitivity analyses quantify the composite stiffening upon increasing fiber volume fraction, fiber alignment, fiber length, and fiber–matrix interface stiffness, respectively.",
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        "title": "Reconstructing Curves from Sparse Samples on Riemannian Manifolds",
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        "abstract": "Reconstructing 2D curves from sample points has long been a critical challenge in computer graphics, finding essential applications in vector graphics. The design and editing of curves on surfaces has only recently begun to receive attention, primarily relying on human assistance, and where not, limited by very strict sampling conditions. In this work, we formally improve on the state-of-the-art requirements and introduce an innovative algorithm capable of reconstructing closed curves directly on surfaces from a given sparse set of sample points. We extend and adapt a state-of-the-art planar curve reconstruction method to the realm of surfaces while dealing with the challenges arising from working on non-Euclidean domains. We demonstrate the robustness of our method by reconstructing multiple curves on various surface meshes. We explore novel potential applications of our approach, allowing for automated reconstruction of curves on Riemannian manifolds.",
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        "title": "Precomputed radiative heat transport for efficient thermal simulation",
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        "abstract": "Architectural design and urban planning are complex design tasks. Predicting the thermal impact of design choices at interactive rates enhances the ability of designers to improve energy efficiency and avoid problematic heat islands while maintaining design quality. We show how to use and adapt methods from computer graphics to efficiently simulate heat transfer via thermal radiation, thereby improving user guidance in the early design phase of large-scale construction projects and helping to increase energy efficiency and outdoor comfort. Our method combines a hardware-accelerated photon tracing approach with a carefully selected finite element discretization, inspired by precomputed radiance transfer. This combination allows us to precompute a radiative transport operator, which we then use to rapidly solve either steady-state or transient heat transport throughout the entire scene. Our formulation integrates time-dependent solar irradiation data without requiring changes in the transport operator, allowing us to quickly analyze many different scenarios such as common weather patterns, monthly or yearly averages, or transient simulations spanning multiple days or weeks. We show how our approach can be used for interactive design workflows such as city planning via fast feedback in the early design phase.",
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        "date_to": "2023-11",
        "doi": "10.1111/cgf.14957",
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        "number": "7",
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        "pages": "14",
        "publisher": "WILEY",
        "volume": "42",
        "research_areas": [
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        "keywords": [
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    {
        "id": "wimmer-2023-acd",
        "type_id": "talk",
        "tu_id": null,
        "repositum_id": "20.500.12708/188946",
        "title": "Advanced Computational Design",
        "date": "2023-10-07",
        "abstract": "Architecture, Engineering and Construction (AEC) shapes our built environment, exerting substantial environmental, cultural and economic influence on society (New European Bauhaus initiative). However, it is among the least digitized industries, caught in silo-thinking and sequential planning processes. In contrast, Information and Communication Technology creates digital design tools that are well-founded in basic research, but often lack relevant domain knowledge. Therefore, we investigate how to advance digital design tools and design processes through multi- and interdisciplinary basic research in the areas of digital architecture, integrated building design, computer graphics and virtual reality, discrete and applied geometry, and computational mechanics. Particular focus will be placed on complexity that emerges from larger-scale structures, consideration of sustainability requirements, and deeper integration of simulations in the early design phase, where the biggest impact can be achieved.",
        "authors_et_al": false,
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        "date_from": "2023-10-04",
        "date_to": "2023-10-07",
        "event": "Advances in Architectural Geometry 2023",
        "lecturer": [
            193
        ],
        "location": "Stuttgart",
        "research_areas": [
            "Modeling"
        ],
        "keywords": [
            "Computational Design",
            "Architecture"
        ],
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    {
        "id": "reisinger-2023-iad",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/188467",
        "title": "Integrating AEC Domain-Specific Multidisciplinary Knowledge for Informed and Interactive Feedback in Early Design Stages",
        "date": "2023-10",
        "abstract": "In the context of digitalization in the industry, a variety of technologies has been developed for system integration and enhanced team collaboration in the Architecture, Engineering and Construction (AEC) industry. Multidisciplinary design requirements are characterized by a high degree of complexity. Early design methods often rely on implicit or experiential design knowledge, whereas contemporary digital design tools mostly reflect domain-specific silo thinking with time-consuming iterative design processes. Yet, the early design stages hold the greatest potential for design optimization. This paper presents a framework of a multidisciplinary computational integration platform for early design stages that enables integration of AEC domain-specific methods from architecture, engineering, mathematics and computer science. The platform couples a semantic integrative mixed reality sketching application to a shape inference machine-learning based algorithm to link methods for different computation, simulation and digital fabrication tasks. A proof of concept of the proposed framework is presented for the use case of a freeform geometry wall. Future research will explore the potential of the framework to be extended to larger building projects with the aim to connect the method into BIM-processes.",
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        "booktitle": "Advances in Information Technology in Civil and Building Engineering: Proceedings of ICCCBE 2022 - Volume 2",
        "date_from": "2022-10-26",
        "date_to": "2022-10-28",
        "doi": "10.1007/978-3-031-32515-1_12",
        "event": "19th International Conference on Computing in Civil and Building Engineering (ICCCBE 2022)",
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        "lecturer": [
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        "location": "Cape Town",
        "pages": "18",
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        "pages_to": "170",
        "publisher": "Springer",
        "volume": "358",
        "research_areas": [
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        ],
        "keywords": [
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            "Early Design Stage",
            "Mixed Reality Sketching",
            "Shape Inference",
            "Computational Design",
            "Integration Platform",
            "Digital Fabrication"
        ],
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    {
        "id": "rasoulzadeh-2023-ani",
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        "repositum_id": "20.500.12708/189820",
        "title": "A Novel Integrative Design Framework Combining 4D Sketching, Geometry Reconstruction, Micromechanics Material Modelling, and Structural Analysis",
        "date": "2023-08",
        "abstract": "State-of-the-art workflows within Architecture, Engineering, and Construction (AEC) are still caught in sequential planning processes. Digital design tools in this domain often lack proper communication between different stages of design and relevant domain knowledge. Furthermore, decisions made in the early stages of design, where sketching is used to initiate, develop, and communicate ideas, heavily impact later stages, resulting in the need for rapid feedback to the architectural designer so they can proceed with adequate knowledge about design implications. Accordingly, this paper presents research on a novel integrative design framework based on a recently developed 4D sketching interface, targeted for architectural design as a form-finding tool coupled with three modules: (1) a Geometric Modelling module, which utilises Points2Surf as a machine learning model for automatic surface mesh reconstruction from the point clouds produced by sketches, (2) a Material Modelling module, which predicts the mechanical properties of biocomposites based on multiscale micromechanics homogenisation techniques, and (3) a Structural Analysis module, which assesses the mechanical performance of the meshed structure on the basis of the predicted material properties using finite element simulations. The proposed framework is a step towards using material-informed design already in the early stages of design.",
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        "articleno": "102074",
        "doi": "10.1016/j.aei.2023.102074",
        "issn": "1873-5320",
        "journal": "Advanced Engineering Informatics",
        "publisher": "ELSEVIER SCI LTD",
        "volume": "57",
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            "Sketch-based interface",
            "Sketch-based modelling",
            "Structural analysis"
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    {
        "id": "kovacs-2023-ttm",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/190592",
        "title": "The theatre metaphor for spatial computing in architectural design",
        "date": "2023-06-20",
        "abstract": "New digital technologies require new conceptual approaches to help potential users understand existing\nand envision new use cases and applications. Moving from desktop computing to spatial computing\n(virtual, augmented, mixed and extended reality environments) also requires the introduction of new\nmetaphors. New interaction and visualisation possibilities afforded by current devices are causing virtual\nand real worlds to merge into an inseparable unity of reality and imagination.\nThere are many similarities between theatre and AEC workflows. However, the theatre process is scaled\ndown in terms of space, time, and budget, and is therefore better suited to explore innovative and\nexperimental methods. In order to conceptualise the role of a novel spatial computing drawing tool\n(MR.Sketch) in existing AEC processes, we propose the theatre metaphor, which embeds the\nconceptual foundations of the tool in a collaborative design workflow based on the cooperation of\ndifferent domain experts.\nThe metaphor proposal includes the analysis of the following theatre concepts: integrative collaboration\nwith specialists, stage infrastructure, workshops for different tools and manufacturing methods, stocks\nand the immersive experience of space and time in different scales. We illustrate the capabilities of the\ntheatre metaphor to cover the entire creation and performance process of architectural design in an\nexperimental mixed reality sketching application. The implementation of an early prototype of the\nsketching application was used to evaluate the applicability of the theatre metaphor to spatial computing.",
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        "booktitle": "Proceedings of the Creative Construction Conference 2023",
        "date_from": "2023-06-20",
        "date_to": "2023-06-23",
        "doi": "10.3311/CCC2023-087",
        "editor": "Skibniewski, Miroslaw and Hajdu, Miklós",
        "event": "Creative Construction Conference 2023",
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        "publisher": "Budapest University of Technology and Economics",
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    {
        "id": "pistellato-2023-elp",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": "20.500.12708/177652",
        "title": "Exploiting Light Polarization for Deep HDR Imaging from a Single Exposure",
        "date": "2023-06-02",
        "abstract": "In computational photography, high dynamic range (HDR) imaging refers to the family of techniques used to recover a wider range of intensity values compared to the limited range provided by standard sensors. Classical techniques consist of acquiring a scene-varying exposure to compensate for saturated and underexposed regions, followed by a non-linear compression of intensity values called tone mapping. Recently, there has been a growing interest in estimating HDR images from a single exposure. Some methods exploit data-driven models trained to estimate values outside the camera’s visible intensity levels. Others make use of polarimetric cameras to reconstruct HDR information without exposure bracketing. In this paper, we present a novel HDR reconstruction method that employs a single PFA (polarimetric filter array) camera with an additional external polarizer to increase the scene’s dynamic range across the acquired channels and to mimic different exposures. Our contribution consists of a pipeline that effectively combines standard HDR algorithms based on bracketing and data-driven solutions designed to work with polarimetric images. In this regard, we present a novel CNN (convolutional neural network) model that exploits the underlying mosaiced pattern of the PFA in combination with the external polarizer to estimate the original scene properties, and a second model designed to further improve the final tone mapping step. The combination of such techniques enables us to take advantage of the light attenuation given by the filters while producing an accurate reconstruction. We present an extensive experimental section in which we validate the proposed method on both synthetic and real-world datasets specifically acquired for the task. Quantitative and qualitative results show the effectiveness of the approach when compared to state-of-the-art methods. In particular, our technique exhibits a PSNR (peak signal-to-noise ratio) on the whole test set equal to 23 dB, which is 18% better with respect to the second-best alternative.",
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        "doi": "10.3390/s23125370",
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        "journal": "Sensors",
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        "pages": "23",
        "publisher": "MDPI",
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        "research_areas": [
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        "id": "SCHUETZ-2023-LOD",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": "20.500.12708/191989",
        "title": "GPU‐Accelerated LOD Generation for Point Clouds",
        "date": "2023-06",
        "abstract": "About:\nWe introduce a GPU-accelerated LOD construction process that creates a hybrid voxel-point-based variation of the widely used layered point cloud (LPC) structure for LOD rendering and streaming. The massive performance improvements provided by the GPU allow us to improve the quality of lower LODs via color filtering while still increasing construction speed compared to the non-filtered, CPU-based state of the art.\n\n\nBackground: \nLOD structures are required to render hundreds of millions to trillions of points, but constructing them takes time.\n\n\nResults: \nLOD structures suitable for rendering and streaming are constructed at rates of about 1 billion points per second (with color filtering) to 4 billion points per second (sample-picking/random sampling, state of the art) on an RTX 3090 -- an improvement of a factor of 80 to 400 times over the CPU-based state of the art (12 million points per second). Due to being in-core, model sizes are limited to about 500 million points per 24GB memory.\n\n\nDiscussion: \nOur method currently focuses on maximizing in-core construction speed on the GPU. Issues such as out-of-core construction of arbitrarily large data sets are not addressed, but we expect it to be suitable as a component of bottom-up out-of-core LOD construction schemes.",
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        "abstract": "Due to the rapidly increasing consumption of resources and land worldwide, as well as the growing generation of waste, the building stock plays a crucial role not only for the reduction of the energy \n consumption, but also as a future source of materials (urban mining). However, there is a lack of information on the detailed material composition of the building stock, which is the main obstacle for \n modelling and predicting its future use. Therefore, the main research question is whether the use of the digital technologies \"Laser Scanning\" and \"Ground Penetrating Radar\" (GPR) as well as a \n gamification concept, enable to develop and maintain a digital twin (BIM model) which serves as a basis for urban mining.",
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        "title": "Gaze-Dependent Simulation of Light Perception in Virtual Reality",
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        "title": "Applications of Smart Graphics",
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        "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.",
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        "title": "CatARact: Simulating Cataracts in Augmented Reality",
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        "abstract": "For our society to be more inclusive and accessible, the more than 2.2 billion people worldwide with limited vision should be considered more frequently in design decisions, such as architectural planning. To help architects in evaluating their designs and give medical per-sonnel some insight on how patients experience cataracts, we worked with ophthalmologists to develop the first medically-informed, pilot-studied simulation of cataracts in eye-tracked augmented reality (AR). To test our methodology and simulation, we conducted a pilot study with cataract patients between surgeries of their two cataract-affected eyes. Participants compared the vision of their corrected eye, viewing through simulated cataracts, to that of their still affected eye, viewing an unmodified AR view. In addition, we conducted remote experiments via video call, live adjusting our simulation and comparing it to related work, with participants who had cataract surgery a few months before. We present our findings and insights from these experiments and outline avenues for future work.",
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        "title": "Fast Out-of-Core Octree Generation for Massive Point Clouds",
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        "abstract": "We propose an efficient out-of-core octree generation method for arbitrarily large point clouds. It utilizes a hierarchical counting sort to quickly split the point cloud into small chunks, which are then processed in parallel. Levels of detail are generated by subsampling the full data set bottom up using one of multiple exchangeable sampling strategies. We introduce a fast hierarchical approximate blue-noise strategy and compare it to a uniform random sampling strategy. The throughput, including out-of-core access to disk, generating the octree, and writing the final result to disk, is about an order of magnitude faster than the state of the art, and reaches up to around 6 million points per second for the blue-noise approach and up to around 9 million points per second for the uniform random approach on modern SSDs.",
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    {
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        "title": "Points2Surf: Learning Implicit Surfaces from Point Clouds",
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        "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.\n\nLearning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy.\n\nOur 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. \nOur source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf\n",
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        "abstract": "Probabilistic distribution models like Gaussian mixtures have shown great\npotential for improving both the quality and speed of several geometric operators. This is largely due to their ability to model large fuzzy data using only a reduced set of atomic distributions, allowing for large compression rates at minimal information loss. We introduce a new surface model that utilizes these qualities of Gaussian mixtures for the definition and control of a parametric smooth surface. Our approach is based on an enriched mesh data structure, which describes the probability distribution of spatial surface locations around each vertex via a Gaussian covariance matrix. By incorporating this additional covariance information, we show how to define a smooth surface via a nonlinear probabilistic subdivision operator based on products of Gaussians, which is able to capture rich details at fixed control mesh resolution. This entails new applications in surface reconstruction,\nmodeling, and geometric compression.",
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        "title": "Interactive Visualization of Flood and Heavy Rain Simulations",
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        "abstract": "In this paper, we present a real-time technique to visualize large-scale adaptive height fields withC1-continuous surfacereconstruction. Grid-based shallow water simulation is an indispensable tool for interactive flood management applications.Height fields defined on adaptive grids are often the only viable option to store and process the massive simulation data. Theirvisualization requires the reconstruction of a continuous surface from the spatially discrete simulation data. For regular grids,fast linear and cubic interpolation are commonly used for surface reconstruction. For adaptive grids, however, there exists nohigher-order interpolation technique fast enough for interactive applications.Our proposed technique bridges the gap between fast linear and expensive higher-order interpolation for adaptive surfacereconstruction. During reconstruction, no matter if regular or adaptive, discretization and interpolation artifacts can occur,which domain experts consider misleading and unaesthetic. We take into account boundary conditions to eliminate these artifacts,which include water climbing uphill, diving towards walls, and leaking through thin objects. We apply realistic water shadingwith visual cues for depth perception and add waves and foam synthesized from the simulation data to emphasize flow directions.The versatility and performance of our technique are demonstrated in various real-world scenarios. A survey conducted withdomain experts of different backgrounds and concerned citizens proves the usefulness and effectiveness of our technique.",
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        "abstract": "Global Illumination is affected by the slightest change in a 3D scene,\nrequiring a complete reevaluation of the distributed light. In cases\nwhere real-time algorithms are not applicable due to high demands on the\nachievable accuracy, this recomputation from scratch results in\nartifacts like flickering or noise, disturbing the visual appearance and\nnegatively affecting interactive lighting design workflows. We propose a\nnovel system tackling this problem by providing incremental updates of a\nbaked global illumination solution after scene modifications, and a\nre-convergence after a few seconds. Using specifically targeted\nincremental data structures and prioritization strategies in a\nmany-light global illumination algorithm, we compute a differential\nupdate from one illumination state to another. We further demonstrate\nthe use of a novel error balancing strategy making it possible to\nprioritize the illumination updates.",
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        "abstract": "Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable popping artifacts when additional chunks are blended in or out. \nThese popping artifacts are especially noticeable at lower levels of detail, and consequently in virtual reality, where high performance requirements impose a reduction in detail.\n\nWe propose a continuous level-of-detail method that exhibits gradual rather than sudden changes in density. Our method continuously recreates a down-sampled vertex buffer from the full point cloud, based on camera orientation, position, and distance to the camera, in a point-wise rather than chunk-wise fashion and at speeds up to 17 million points per millisecond.\nAs a result, additional details are blended in or out in a less noticeable and significantly less irritating manner as compared to the state of the art. The improved acceptance of our method was successfully evaluated in a user study.",
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        "authors": [
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            1030,
            193
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        "booktitle": "2019 IEEE Conference on Virtual Reality and 3D User Interfaces",
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        "pages_from": "103",
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        "publisher": "IEEE",
        "research_areas": [
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        "keywords": [
            "point clouds, virtual reality, VR"
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        ],
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    {
        "id": "ZOTTI-2016-VAA",
        "type_id": "inproceedings",
        "tu_id": 283908,
        "repositum_id": null,
        "title": "Virtual Archaeoastronomy: Stellarium for Research and Outreach",
        "date": "2019-03",
        "abstract": "In the last few years, the open-source desktop planetarium program Stellarium has become ever more popular for research and dissemination of results in Cultural Astronomy.\n\nIn this time we have added significant capabilities for applications in cultural astronomy to the program. The latest addition allows its use in a multi-screen installation running both completely automated and manually controlled setups. During the development time, also the accuracy of astronomical simulation has been greatly improved.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            1093,
            193,
            480
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        "booktitle": "Archaeoastronomy in the Roman World (Proceedings 16th Conference of the Italian Society for Archaeoastronomy)",
        "date_from": "2016-11-03",
        "date_to": "2016-11-04",
        "event": "SIA 2016 (16th Conference of the Italian Society for Archaeoastronomy)",
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        "lecturer": [
            222
        ],
        "location": "Milano, Italy",
        "pages_from": "187",
        "pages_to": "205",
        "publisher": "Springer",
        "research_areas": [
            "Rendering"
        ],
        "keywords": [
            "stellarium"
        ],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [
            "rend"
        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/ZOTTI-2016-VAA/",
        "__class": "Publication"
    },
    {
        "id": "ohrhallinger_stefan-2018-cgf",
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        "tu_id": null,
        "repositum_id": null,
        "title": "FitConnect: Connecting Noisy 2D Samples by Fitted Neighborhoods",
        "date": "2019-02",
        "abstract": "We propose a parameter-free method to recover manifold connectivity in unstructured 2D point clouds with high noise in terms of the local feature size. This enables us to capture the features which emerge out of the noise. To achieve this, we extend the reconstruction algorithm HNN-Crust, which connects samples to two (noise-free) neighbors and has been proven to output a manifold for a relaxed sampling condition. Applying this condition to noisy samples by projecting their k-nearest neighborhoods onto local circular fits leads to multiple candidate neighbor pairs and thus makes connecting them consistently an NP-hard problem. To solve this efficiently, we design an algorithm that searches that solution space iteratively on different scales of k. It achieves linear time complexity in terms of point count plus quadratic time in the size of noise clusters. Our algorithm FitConnect extends HNN-Crust seamlessly to connect both samples with and without noise, performs as local as the recovered features and can output multiple open or closed piece-wise curves. Incidentally, our method simplifies the output geometry by eliminating all but a representative point from noisy clusters. Since local neighborhood fits overlap consistently, the resulting connectivity represents an ordering of the samples along a manifold. This permits us to simply blend the local fits for denoising with the locally estimated noise extent. Aside from applications like reconstructing silhouettes of noisy sensed data, this lays important groundwork to improve surface reconstruction in 3D. Our open-source algorithm is available online.",
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            "image_height": 704,
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        "authors": [
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        "date_from": "2018-07-07",
        "date_to": "2018-07-11",
        "doi": "10.1111/cgf.13395",
        "event": "Eurographics Symposium on Geometry Processing",
        "first_published": "2018-05-11",
        "issn": "1467-8659",
        "journal": "Computer Graphics Forum",
        "lecturer": [
            948
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        "location": "Paris, France",
        "number": "1",
        "pages_from": "126",
        "pages_to": "137",
        "volume": "38",
        "research_areas": [
            "Geometry"
        ],
        "keywords": [
            "curve fitting, noisy samples, guarantees, curve reconstruction"
        ],
        "weblinks": [
            {
                "href": "https://github.com/stefango74/fitconnect",
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                "description": null,
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        "files": [
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    {
        "id": "ohrhallinger_stefan-2018-pg",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "StretchDenoise: Parametric Curve Reconstruction with Guarantees by Separating Connectivity from Residual Uncertainty of Samples",
        "date": "2018-08-24",
        "abstract": "We reconstruct a closed denoised curve from an unstructured and highly noisy 2D point cloud.\nOur proposed method uses a two-pass approach: Previously recovered manifold connectivity is used for ordering noisy samples along this manifold and express these as residuals in order to enable parametric denoising.\nThis separates recovering low-frequency features from denoising high frequencies, which avoids over-smoothing.\nThe noise probability density functions (PDFs) at samples are either taken from sensor noise models or from estimates of the connectivity recovered in the first pass.\nThe output curve balances the signed distances (inside/outside) to the samples.\nAdditionally, the angles between edges of the polygon representing the connectivity become minimized in the least-square sense.\nThe movement of the polygon's vertices is restricted to their noise extent, i.e., a cut-off distance corresponding to a maximum variance of the PDFs.\nWe approximate the resulting optimization model, which consists of higher-order functions, by a linear model with good correspondence.\nOur algorithm is parameter-free and operates fast on the local neighborhoods determined by the connectivity.\n%We augment a least-squares solver constrained by a linear system to also handle bounds.\nThis enables us to guarantee stochastic error bounds for sampled curves corrupted by noise, e.g., silhouettes from sensed data, and we improve on the reconstruction error from ground truth.\nSource code is available online. An extended version is available at: https://arxiv.org/abs/1808.07778",
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            "image_height": 812,
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        "authors": [
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        ],
        "booktitle": "Proceedings of Pacific Graphics 2018",
        "date_from": "2018-10-08",
        "date_to": "2018-10-11",
        "editor": "H. Fu, A. Ghosh, and J. Kopf (Guest Editors)",
        "event": "Pacific Graphics 2018",
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        "research_areas": [
            "Geometry"
        ],
        "keywords": [
            "Denoising",
            "Curve reconstruction",
            "Optimization"
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    {
        "id": "HECHER-2017-HDY",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": null,
        "title": "How Do Users Map Points Between Dissimilar Shapes?",
        "date": "2018-08",
        "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.",
        "authors_et_al": false,
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            "image_width": 1323,
            "image_height": 742,
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            "size": 1637744,
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        "doi": "10.1109/TVCG.2017.2730877",
        "issn": "1077-2626",
        "journal": "IEEE Transactions on Visualization and Computer Graphics",
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        "pages_to": "2338",
        "volume": "24",
        "research_areas": [
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            "Perception"
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            "transformations",
            "shape similarity"
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                "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2018/HECHER-2017-HDY/HECHER-2017-HDY-image:thumb{{size}}.png"
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    {
        "id": "kroesl-2018-TVS",
        "type_id": "poster",
        "tu_id": null,
        "repositum_id": null,
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        "title": "Beyond 3D Models: Simulation of Temporally Evolving Models in Stellarium",
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        "abstract": "In recent years, the interactive visual exploration and demonstration of three-dimensional virtual models of buildings or natural structures of archaeoastronomical interest under a simulated sky has become available for users of the open-source desktop planetarium program Stellarium [Zotti, 2015, 2016]. Users can load an architectural model in the well-known OBJ format and walk around to explore sight lines or light-and-shadow interaction in present and past times [Frischer et al., 2016].\n\nHowever, until now, the model itself did not change in time, and loading models for various building phases (e.g., the assumed order of building the various standing stones, timber circles and stone circles of Stonehenge) always required a break in simulation and user interaction to load a model for the next phase. On the other hand, displaying a model under the sky of the wrong time may lead to inappropriate conclusions. Large-area models required considerable time to load, and loading caused a reset of location, so the user interested in changes in a certain viewing axis had to recreate that view again. Given that Stellarium is an “astronomical time machine”, nowadays capable of replaying sky vistas thousands of years ago with increasing accuracy [Zotti et al., submitted] and also for models with several million triangular faces, it seemed worth to explore possibilities to also show changes over time in the simulated buildings.\nThe Scenery3D plugin of Stellarium is, however, not a complete game engine, and replicating the infrastructure found in such game engines like Unity3D – for example to interactively move game objects, or load small sub-components like standing stones and place them at arbitrary coordinates – seemed overkill. The solution introduced here is remarkably simple and should be easily adoptable for the casual model-making researcher: the MTL material description for the model, a simple plain-text file that describes colour, reflection behaviour, photo-texture or transparency of the various parts of the object, can be extended for our rendering system. Newly introduced values describe dates where parts of the model can appear and disappear (with transitional transparency to allow for archaeological dating uncertainties). The model parts with these enhanced, time-aware materials appear to fade in during the indicated time, will be fully visible in their “active” time, and will fade out again when Stellarium is set to simulate the sky when the real-world structures most likely have vanished. The only requirement for the model creator is now to separate objects so that they receive unique materials that can then be identified and augmented with these entries in the MTL text file.\n\nThe advantages of this new feature should be clear: an observer can remain in a certain location in the virtual model and let the land- and skyscape change over decades or centuries, without the need to load new models. This allows the simulation of construction and reconstruction phases while still always keeping particularly interesting viewpoints unchanged, and will always show the matching sky for the most appropriate reconstruction phase of the model. ",
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        "title": "The Skyscape Planetarium",
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        "id": "WIMMER-2016-HARVEST4D",
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        "title": "20 Years of the Central European Seminar on Computer Graphics",
        "date": "2016-05",
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        "title": "Collaborative Modeling with Symbolic Shape Grammars",
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        "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.",
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    {
        "id": "wallner-2015-ModelingRoutinization",
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        "title": "Modeling Routinization in Games: An Information Theory Approach",
        "date": "2015",
        "abstract": "Routinization is the result of practicing until an action stops being a goal-directed process.  This paper formulates a definition of routinization in games based on prior\nresearch in the fields of activity theory and practice theory.  Routinization is analyzed using the formal model of discrete-time, discrete-space Markov chains and\ninformation theory to measure the actual error between the dynamically trained models and the player interaction.  Preliminary research supports the hypothesis that Markov\nchains can be effectively used to model routinization in games.  A full study design is presented to further explore\nand verify this hypothesis.",
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        "title": "YMCA - Your Mesh Comparison Application",
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        "title": "Continuous Projection for Fast L1 Reconstruction",
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        "title": "Advances in Real-Time Rendering",
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        "title": "Advances in Real-Time Rendering",
        "date": "2009",
        "abstract": "Real-time rendering is a quickly developing field in computer graphics. Recent advances in graphics hardware make it possible to tackle completely new challenges, and to rethink old ones. While previously, the main focus of real-time rendering lay on classical problems like visibility and level-of-detail rendering, nowadays we see new challenges in the form of interactive procedural content generation, handling of massive amounts of data, and interactive simulation of extremely complex objects like trees.\n\nIn this talk, I will try to broaden the definition of real-time rendering and give some insights how to address new research challenges. Starting with a few classical problems like rendering accurate shadows, achieving smooth transitions between different levels of detail, and global visibility computations, I will then show a few examples of recent advances in real-time rendering. One challenge is the ever-increasing size of models due to automatic acquisition methods like range scanners. In a new system we have developed, we are able to visualize and interact with datasets of over 1 Billion raw points. Another source of large models is procedural modeling, and we have developed a method to aid designers in creating these models interactively. Finally, vegetation plays an important role in interactive scenes. I will show a system to simulate both illumination and animation in such complex vegetation very realistically.",
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        "title": "Casting Shadows in Real Time",
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        "abstract": "Shadows are crucial for enhancing realism and provide important visual cues. In recent years, many important contributions have been made both for hard shadows and soft shadows. Often spurred by the tremendous increase of computational power and capabilities of graphics hardware, much progress has been made concerning visual quality and speed, making high-quality real-time shadows a reachable goal. But with the growing wealth of available choices, it is particularly difficult to pick the right solution and assess shortcomings. Because currently there is no ultimate approach available, algorithms should be selected in accordance to the context in which shadows are produced. The possibilities range across a wide spectrum; from very approximate but really efficient to slower but accurate, adapted only to smaller or only to larger sources, addressing directional lights or positional lights, or involving GPU- or CPU-heavy computations. This course tries to serve as a guide to better understand limitations and failure cases, advantages and disadvantages, and suitability of the algorithms for different application scenarios. We will focus on real-time to interactive solutions but also discuss offline approaches if needed for a better understanding.",
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        "event": "Veranstaltungsreihe Was IT alles kann ",
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        "title": "Visibility Computation in Computer Graphics",
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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": "Interactive Visual Editing of Grammars for Procedural Architecture",
        "date": "2008-08",
        "abstract": "We introduce a real-time interactive visual editing paradigm for\nshape grammars, allowing the creation of rulebases from scratch\nwithout text file editing. In previous work, shape-grammar based\nprocedural techniques were successfully applied to the creation of\narchitectural models. However, those methods are text based, and\nmay therefore be difficult to use for artists with little computer science\nbackground. Therefore the goal was to enable a visual workflow\ncombining the power of shape grammars with traditional modeling\ntechniques. We extend previous shape grammar approaches\nby providing direct and persistent local control over the generated\ninstances, avoiding the combinatorial explosion of grammar rules\nfor modifications that should not affect all instances. The resulting\nvisual editor is flexible: All elements of a complex state-of-the-art\ngrammar can be created and modified visually.",
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        "event": "INRIA Research Seminar",
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        "title": "Current Advances in Real-Time Rendering",
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        "abstract": "This talk will give a brief summary of recent research activities in the field of real-time rendering conducted by the real-time rendering group at the Vienna University of Technology. Highlights are interactive procedural architecture, physically based tree animation and visibility culling.",
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        "event": "Graphics Lunch",
        "location": "ETH Zürich, Switzerland",
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        "abstract": "We present a new method for integrating hierarchical levels of detail (HLOD) with occlusion culling. The algorithm refines the HLOD hierarchy using geometric criteria as well as the occlusion information. For the refinement we use a simple model which takes into account the possible distribution of the visible pixels. The traversal of the HLOD hierarchy is optimized by a new algorithm which uses spatial and temporal coherence of visibility. We predict the HLOD refinement condition for the current frame based on the results from the last frame. This allows an efficient update of the front of termination nodes as well as an efficient scheduling of hardware occlusion queries.  Compared to previous approaches, the new method improves on speed as well as image quality. The results indicate that the method is very close to the optimal scheduling of occlusion queries for driving the HLOD refinement.",
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        "booktitle": "Advances in Visual Computing (Third International Symposium on Visual Computing -- ISVC 2007)",
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        "series": "Lecture Notes in Computer Science, volume 4841",
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    {
        "id": "TR-186-2-07-09",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Rendering Imperfections: Dust, Scratches, Aging,...",
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        "abstract": "In order to incrase the realism of an image or a scene in a computergraphics application, so-called imperfections are often used during rendering. These are techniques which add details like dirt, scratches, dust or aging effects to the models and textures.\n\nRealism is improved through imperfections since computer generated models are usually too perfect to be accepted as realistic by human observers. By making them, for example, dusty and scratched, people can imagine them being part of their real world much more easily.\n\nThis article gives an overview of currently used imperfections techniques and algorithms. Topics like textures, scratches, aging, dust, weathering, lichen growth and terrain erosion are covered.",
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    {
        "id": "Habel_2007_RTT",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Physically Based Real-Time Translucency for Leaves",
        "date": "2007-06",
        "abstract": "This paper presents a new shading model for real-time rendering of plant leaves that reproduces all important attributes of a leaf and allows for a large number of leaves to be shaded. In particular, we use a physically based model for accurate subsurface scattering on the translucent side of directly lit leaves. For real-time rendering of this model, we formulate it as an image convolution process and express the result in an efficient directional basis that is fast to evaluate. We also propose a data  acquisition method for leaves that uses off-the-shelf devices.",
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        "booktitle": "Rendering Techniques 2007 (Proceedings Eurographics Symposium on Rendering)",
        "date_from": "2007-06-25",
        "date_to": "2007-06-27",
        "editor": "Jan Kautz and Sumanta Pattanaik",
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    {
        "id": "JESCHKE-2007-ISC",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive Smooth and Curved Shell Mapping",
        "date": "2007-06",
        "abstract": "Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting\nprisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation\nby subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts.\nIn this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the\nmapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need\nfor any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.",
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        "keywords": [
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        "title": "Gametools: Advanced Rendering Effects for Next-Gen Engines",
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        "abstract": "The GameTools Project is an EU project from the 6th Framework Programme that brings together leading European computer graphics experts from universities in Austria, France, Hungary and Spain with European industrial partners from the fields of computer game development and virtual reality to create next generation real-time 3D libraries for Geometry, Visibility and Global Illumination for the PC platform, with an extension to consoles PS2, XBox, PS3, XBox 360 planned.\n\nWith the project now completed after 3 years, this talk will introduce you to the advanced technology available partly as Open Source, partly under licensing. The project comprises technologies such as continuous multiresolution models for animated characters, massive tree rendering, robust PVS generation for visiblity determination of arbitrarily large game levels, and real-time global illumination effects such as soft shadows, real-time radiosity, caustics, cloud rendering, and many more.\n\nThe effects created in the GameTools project are available as plugins that can be incorporated into any game engine, and are demonstrated with the Open Source Ogre engine.",
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        "title": "Queried Virtual Shadow Maps",
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        "abstract": "In this article we present a new real-time shadow mapping algorithm capable of\nshadowing large scenes by virtually increasing the resolution of the shadow map\nbeyond the GPU hardware limit. We start with a brute force approach that uniformly\nincreases the resolution of the whole shadow map. We then introduce a smarter version\nwhich greatly increases runtime performance while still being GPU-friendly.\nThe algorithm contains an easy to use performance/quality-tradeoff parameter, making\nit tunable to a wide range of graphics hardware.",
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        "title": "Do We Need Accurate Reconstruction?",
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        "abstract": "The accurate reconstruction of high-quality representations from range scanning devices for archaeology is very time consuming and costly. The objective of this paper is to show that this accurate reconstruction step can be avoided in many cases. Instead, we present a method to make range scanning data instantly available to archaeologists and other scientists, so that they can immediately experiment and work with the data.",
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        "title": "Instant Points: Fast Rendering of Unprocessed Point Clouds",
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        "date_to": "2006-08-23",
        "event": "Games Convention Developers Conference 2006",
        "location": "Leipzig, Germany",
        "research_areas": [
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        "repositum_id": null,
        "title": "Sampling in Visibility",
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        "date_to": "2006-06-30",
        "event": "Ayia Napa Summer Seminar on Recent Results in Rendering and Modeling in Computer Graphics",
        "location": "Aiya Napa, Cyprus",
        "research_areas": [
            "Rendering"
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        "keywords": [],
        "weblinks": [],
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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",
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        "date_to": "2005-09-02",
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            "Display Algorithms",
            "Three Dimensional Graphics and Realism",
            "Color, Shading, Shadowing and Texture"
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    {
        "id": "bittner-2005-egsr",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Exact From-Region Visibility in Urban Scenes",
        "date": "2005-06",
        "abstract": "We present a fast exact from-region visibility algorithm for 2.5D\nurban scenes. The algorithm uses a hierarchical subdivision of\nline-space for identifying visibility interactions in a 2D\nfootprint of the scene. Visibility in the remaining vertical\ndimension is resolved by testing for the existence of lines\nstabbing sequences of virtual portals. Our results show that exact\nanalytic from-region visibility in urban scenes can be computed at\ntimes comparable or even superior to recent conservative methods. ",
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            "image_height": 962,
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            "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2005/bittner-2005-egsr/bittner-2005-egsr-image:thumb{{size}}.png"
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        "authors": [
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        "booktitle": "Rendering  Techniques 2005 (Proceedings Eurographics Symposium on Rendering)",
        "date_from": "2005-06-29",
        "date_to": "2005-07-01",
        "editor": "Kavita Bala and Philip Dutré",
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        "organization": "Eurographics",
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        "publisher": "Eurographics Association",
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        "keywords": [
            "real-time rendering",
            "visibility"
        ],
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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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            "image_height": 361,
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            357,
            190
        ],
        "booktitle": "Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games",
        "date_from": "2005-04-03",
        "date_to": "2005-04-06",
        "isbn": "1-59593-013-2",
        "lecturer": [
            356
        ],
        "location": "Washington DC",
        "organization": "ACM",
        "pages_from": "103",
        "pages_to": "110",
        "publisher": "ACM Press",
        "research_areas": [
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        ],
        "keywords": [],
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                "url": "https://www.cg.tuwien.ac.at/research/publications/2005/jeschke-05-AIP/jeschke-05-AIP-Video.mpg",
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    },
    {
        "id": "Wimmer-2005-HOQ",
        "type_id": "inbook",
        "tu_id": null,
        "repositum_id": null,
        "title": "Hardware Occlusion Queries Made Useful",
        "date": "2005-03",
        "abstract": "Hardware occlusion queries make it possible for an application to ask the 3D API whether or not any pixels would be drawn if a particular object was rendered. With this feature, applications can check to see whether or not the bounding boxes of complex objects are visible; if the bounds are occluded, the application\ncan skip drawing those objects.  In this chapter, we present a simple and powerful algorithm to solve the problem of latency and CPU/GPU stall typically associated with a naive usage of hardware occlusion queries.",
        "authors_et_al": false,
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            "access": "public",
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            "image_height": 1390,
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        "authors": [
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        ],
        "booktitle": "GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation",
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        "isbn": "0-32133-559-7",
        "pages_from": "91",
        "pages_to": "108",
        "publisher": "Addison-Wesley",
        "research_areas": [
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        ],
        "keywords": [
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            "real-time rendering"
        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2005/Wimmer-2005-HOQ/",
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    },
    {
        "id": "Bittner-2004-CHC",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": null,
        "title": "Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful",
        "date": "2004-09",
        "abstract": "We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of query results. We reuse the results of the occlusion queries from the last frame in order to initiate and schedule the queries in the next frame. This is done by processing nodes of a spatial hierarchy in front-to-back order, interleaving occlusion queries with the rendering of certain previously visible nodes. The proposed scheduling of the queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves good culling efficiency for scenes of various characteristics. The implementation of the algorithm is straightforward, and it can be easily integrated in existing real-time rendering packages using various spatial data structures.",
        "authors_et_al": false,
        "substitute": null,
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            "image_height": 96,
            "name": "Bittner-2004-CHC-image.jpg",
            "type": "image/jpeg",
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            "url": "https://www.cg.tuwien.ac.at/research/publications/2004/Bittner-2004-CHC/Bittner-2004-CHC-image.jpg",
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        "authors": [
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        "date_from": "2004-08-30",
        "date_to": "2004-09-03",
        "event": "EUROGRAPHICS 2004",
        "issn": "0167-7055",
        "journal": "Computer Graphics Forum",
        "lecturer": [
            193
        ],
        "location": "Grenoble, France",
        "note": "Proceedings EUROGRAPHICS 2004",
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        "pages_from": "615",
        "pages_to": "624",
        "volume": "23",
        "research_areas": [
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        ],
        "keywords": [
            "occlusion query",
            "visibility",
            "real-time rendering",
            "occlusion culling"
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    },
    {
        "id": "Wimmer-2004-LSPM",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
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        "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",
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        "publisher": "Eurographics Association",
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        "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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            "environment maps",
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        "tu_id": null,
        "repositum_id": null,
        "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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        "id": "Bittner-2001-Vis",
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        "title": "Visibility Preprocessing for Urban Scenes using Line Space Subdivision",
        "date": "2001-10",
        "abstract": "We present an algorithm for visibility preprocessing of urban environments. The algorithm uses a subdivision of line space to analytically calculate a conservative potentially visible set for a given region in the scene. We present a detailed evaluation of our method including a comparison to another recently published visibility preprocessing algorithm. To the best of our knowledge the proposed method is the first algorithm that scales to large scenes and efficiently handles large view cells.",
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        "authors": [
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            194,
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        "booktitle": "Proceedings of Pacific Graphics 2001 (Ninth Pacific Conference on Computer Graphics and Applications)",
        "editor": "Bob Werner",
        "isbn": "0-7695-1227-5",
        "lecturer": [
            198
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        "location": "Tokyo, Japan",
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        "publisher": "IEEE Computer Society Press",
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    {
        "id": "Wimmer-2001-CCL",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Computerspiele in der Computergraphik-Lehre",
        "date": "2001-09",
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        "authors": [
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        "booktitle": "Wirtschaft und Wissenschaft in der Network Economy -- Visionen und Wirklichkeit, Tagungsband der GI/OCG-Jahrestagung",
        "editor": "Kurt Bauknecht and Wilfried Brauer and Thomas A. Mück",
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        "publisher": "Universität Wien",
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    {
        "id": "Wonka-2001-Ins",
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        "title": "Instant Visibility",
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        "abstract": "We present an online occlusion culling system which computes visibility in parallel to the rendering pipeline. We show how to use point visibility algorithms to quickly calculate a tight potentially visible set (PVS) which is valid for several frames, by shrinking the occluders used in visibility calculations by an adequate amount. These visibility calculations can be performed on a visibility server, possibly a distinct computer communicating with the display host over a local network. The resulting system essentially combines the advantages of online visibility processing and region-based visibility calculations, allowing asynchronous processing of visibility and display operations. We analyze two different types of hardware-based point visibility algorithms and address the problem of bounded calculation time which is the basis for true real-time behavior. Our results show reliable, sustained 60 Hz performance in a walkthrough with an urban environment of nearly 2 million polygons, and a terrain flyover.",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Point-Based Impostors for Real-Time Visualization",
        "date": "2001-06",
        "abstract": "We present a new data structure for encoding the appearance of a geometric model as seen from a viewing region (view cell). This representation can be used in interactive or real-time visualization applications to replace a complex model by an impostor, maintaining high quality rendering while cutting down rendering time. Our approach relies on an object-space sampled representation similar to a point cloud or a layered depth image, but introduces two fundamental additions to previous techniques. First, the sampling rate is controlled to provide sufficient density across all possible viewing conditions from the specified view cell. Second, a correct, antialiased representation of the plenoptic function is computed using Monte Carlo integration. Our system therefore achieves high quality rendering using a simple representation with bounded complexity. We demonstrate the method for an application in urban visualization.",
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