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"title": "Generating Aesthetic Plant Models from an Open Data Format of the Project for Sustainable Agroecosystems in Godot",
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"abstract": "This bachelor's thesis explores the development of a plugin for the open-source game engine Godot 3.5, aimed at providing an easy way for procedurally creating pleasing plant visualizations, specifically in the frame of the Sustainable Agroecosystem project. This is achieved by importing data conforming to a predefined format that abstractly describes the structure of plant organisms. Upon import, the plugin generates 3D surfaces for the branching structures and employs instancing for rendering leaves efficiently. One of the key features of the plugin is its adaptive surface subdivision mechanism, which dynamically generates the surface at different levels of detail based on the proximity to the camera.\n\nThe plugin's implementation leverages Godot's GDPlugin feature to seamlessly integrate into the engine's workflow. The procedural generation of plant structures is achieved through algorithmic processes that translate \"tree skeletons\" into 3D surfaces. However, due to limitations inherent in Godot 3, the adaptive subdivision mechanism is implemented on the CPU. In tests, this resulted in the following: Exports of models in the highest level of detail yielded better performance than models with adaptive subdivision.\n\nThe thesis covers the design, implementation, and theory behind the plugin. An evaluation of the plugin's functionality and performance is conducted, highlighting its capability to dynamically adapt the mesh at runtime. Performance comparisons between the adaptive subdivision approach and using the exported surface are presented, revealing the issues with the implementation on the CPU.\n\nIn conclusion, the developed plugin presents a novel approach to procedurally generate and render complex plant structures within the Godot 3.5 game engine. It extends the capabilities of the engine in creating realistic virtual environments while addressing the challenges of adaptive subdivision on the CPU. The thesis explores the intricacies of integrating such plugins into game engines and opens avenues for further optimizations.",
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"abstract": "This thesis focuses on improvements for an interactive lighting design approach that\nutilizes GPU-accelerated ray tracing and a view-independent global illumination solver.\nOur goal is to enable automated lighting design for a set of user-specified illumination\ntargets in 3D scenes. Current solvers are highly effective but still have some limitations.\nFor instance, they rely on an initial number of light sources and their respective placements\nin a given 3D scene and this can result in insufficient solutions when there are more target\nspots than provided light sources. On the other hand, if there are more light sources\nthan needed, the resulting solution can be sub-optimal, leading to superimposed lights\nthat can negatively impact performance and increase computational cost.\nIn response to the limitations, we investigate several strategies for increasing the effectiveness\nand efficiency of the optimization algorithm by developing a dynamic light\nsource generation approach that programmatically inserts and removes lights in the 3D\nscene to achieve a more refined light placement. In our results, we show that our specialized\noptimization approach, yields improved lighting solutions compared to established\nalgorithms.\nMoreover, we also implement a light source merging technique to address the issue of\nlight sources with overlapping areas of influence. By formulating conditions on intensity\nand proximity and then applying linear interpolation, we can combine overlapping light\nsources in a way that minimizes performance impact and computational cost. We also\ntake measures to remove lights with a small illumination contribution to the scene\nduring the optimization process. Evidence from our study suggests that our approach of\nexpanding the solution space and improving the light source placement achieves superior\nlighting solutions for any given scene.",
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"abstract": "The lighting design of (virtual) space is an important aspect of our daily environment. It\nnot only allows for creative expression but is often a necessary asset in professional work\nenvironments and artistic productions. However, due to the computational complexity of\nthis problem, current solutions are usually built in performance-oriented programming\nlanguages that offer a detailed low-level view of the application on the one hand but\ndo not allow for fast development and easy exchange of algorithms on the other. This\nwork builds on the already existing C++ rendering framework Tamashii, proposed\nby Lipp et al. in 2023 [20], which offers view-independent and gradient-based global\nlighting design optimization. We propose a way to integrate MATLAB functions into the\noptimization process in order to not only allow for easier development of optimization\nalgorithms but also enable access to MATLAB’s existing code base and numerical analysis\ntools. We therefore implement a bidirectional MATLAB/C++ interface for exchanging\noptimization data between the rendering process and the MATLAB process. In order to\nachieve this functionality, we use the MATLAB Engine API for C++ and the MATLAB\nMEX API, which are both natively contained within MATLAB. Further, we implement a\nmechanism for inter-process communication using Windows Named Pipes and a custom\ncommunication protocol.\nIn addition, this work also briefly discusses various optimization methods and the use\nof Surrogate-Based Optimization (SBO) for the global lighting design problem. We\nshow that our method achieves great performance and evaluate it against plain C++\nimplementations on two test scenes by not only testing optimization methods via the\ninterface but also testing simple rendering of new lighting configurations. The test results\nalso show that MALTAB’s current SBO implementation can bring good performance to\nthe optimization problem we encounter in Tamashii in certain scenes. Lastly, we discuss\nthe increased usability and insight into optimization methods achieved by integrating\nMATLAB into Tamashii.",
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"abstract": "We propose a software rasterization pipeline for point clouds that is capable of brute-force rendering up to two billion points in real time (60fps). Improvements over the state of the art are achieved by batching points in a way that a number of batch-level optimizations can be computed before rasterizing the points within the same rendering pass. These optimizations include frustum culling, level-of-detail rendering, and choosing the appropriate coordinate precision for a given batch of points directly within a compute workgroup. Adaptive coordinate precision, in conjunction with visibility buffers, reduces the number of loaded bytes for the majority of points down to 4, thus making our approach several times faster than the bandwidth-limited state of the art. Furthermore, support for LOD rendering makes our software-rasterization approach suitable for rendering arbitrarily large point clouds, and to meet the increased performance demands of virtual reality rendering. ",
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"abstract": "Visual error metrics play a fundamental role in the quantification of perceived image similarity. Most recently, use cases for them in real-time applications have emerged, such as content-adaptive shading and shading reuse to increase performance and improve efficiency. A wide range of different metrics has been established, with the most sophisticated being capable of capturing the perceptual characteristics of the human visual system. However, their complexity, computational expense, and reliance on reference images to compare against prevent their generalized use in real-time, restricting such applications to using only the simplest available metrics.\n\nIn this work, we explore the abilities of convolutional neural networks to predict a variety of visual metrics without requiring either reference or rendered images. Specifically, we train and deploy a neural network to estimate the visual error resulting from reusing shading or using reduced shading rates. The resulting models account for 70%--90% of the variance while achieving up to an order of magnitude faster computation times. Our solution combines image-space information that is readily available in most state-of-the-art deferred shading pipelines with reprojection from previous frames to enable an adequate estimate of visual errors, even in previously unseen regions. We describe a suitable convolutional network architecture and considerations for data preparation for training. We demonstrate the capability of our network to predict complex error metrics at interactive rates in a real-time application that implements content-adaptive shading in a deferred pipeline. Depending on the portion of unseen image regions, our approach can achieve up to 2x performance compared to state-of-the-art methods.",
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"abstract": "LiDAR devices are able to capture the physical world very accurately. Therefore, they\nare often used for 3D reconstruction. Unfortunately, such data can become extremely\nlarge very quickly and usually only a small part of the point cloud is of interest. Thus,\nthe point cloud is filtered beforehand in order to apply algorithms only on those points\nthat are relevant for it. A semantic information about the points can be used for such a\nfiltering. Semantic segmentation of point clouds is a popular field of research and here\nthere has been a trend towards deep learning in recent years too. However, contrary to\nimages, point clouds are unstructured. Hence, point clouds are often rasterized, but this\nhas to be done, such that the underlying structure is represented well.\nIn this thesis, a 3D Convolutional Neural Network is developed and trained for a semantic\nsegmentation of LiDAR point clouds. Thereby, a point cloud is represented with an\noctree data structure, which makes it easy to rasterize only relevant parts. Since, just\ndense parts of the point cloud, in which important information about the structure is\nlocated, are subdivided further. This allows to simply take nodes of a certain level of the\noctree and rasterize them as data samples.\nThere are many application areas for 3D reconstructions based on point clouds. In an\nurban scenario, these can be for example whole city models or buildings. However, in this\nthesis, the reconstruction of sidewalks is explored. Since, for flood simulations in cities, an\nincrease in height of a few centimeters can make a great difference and information about\nthe curb geometry helps to make them more accurate. In the sidewalk reconstruction\nprocess, the point cloud is filtered first, based on a semantic segmentation of a 3D CNN,\nand then point cloud features are calculated to detect curb points. With these curb\npoints, the geometry of the curb, sidewalk and street are computed.\nTaken all together, this thesis develops a proof-of-concept prototype for semantic point\ncloud segmentation using 3D CNNs and based on that, a curb detection and reconstruction\nalgorithm.",
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"title": "A Novel Approach for Immediate, Interactive CT Data Visualization andEvaluation using GPU-based Segmentation and Visual Analysis",
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"abstract": "CT data of industrially produced cast metal parts are often afflicted\nwith artefacts due to complex geometries ill-suited for the scanning\nprocess. Simple global threshold-based porosity detection algorithms\nusually fail to deliver meaningful results. Other adaptive methods can\nhandle image artefacts, but require long preprocessing times. This makes\nan efficient analysis workflow infeasible. We propose an alternative\napproach for analyzing and visualizing volume defects in a fully\ninteractive manner, where analyzing volumes becomes more of an\ninteractive exploration instead of time-consuming parameter guessing\ninterrupted by long processing times. Our system is based on a highly\nefficient GPU implementation of a segmentation algorithm for porosity\ndetection. The runtime is on the order of seconds for a full volume and\nparametrization is kept simple due to a single threshold parameter. A\nfully interactive user interface comprised of multiple linked views\nallows to quickly identify defects of interest, while filtering out\nartefacts even in noisy areas.",
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"title": "A VR-based user study on the effects of vision impairments on recognition distances of escape-route signs in buildings",
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"abstract": "The use of Building Information Modeling (BIM) methods is becoming more\nand more established in the planning stage, during the construction, and\nfor the management of buildings. Tailored BIM software packages allow to\nhandle a vast amount of relevant aspects, but have so far not been\ncovering specialized tasks like the evaluation of light distributions in\nand around a 3D model of a building. To overcome this limitation, we\ndemonstrate the use of the open-source IFC format for preparing and\nexchanging BIM data to be used in our interactive light simulation\nsystem. By exploiting the availability of 3D data and semantic\ndescriptions, it is possible to automatically place measurement surfaces\nin the 3D scene, and evaluate the suitability and sustainability of a\nplanned lighting design according to given constraints and industry\nnorms. Interactive visualizations for fast analysis of the simulation\nresults, created using state-of-the-art web technologies, are seamlessly\nintegrated in the 3D work environment, helping the lighting designer to\nquickly improve the initial lighting solution with a few clicks.",
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"abstract": "This work aims at improving methods for measuring the error of unbiased, physically\nbased light-transport algorithms. State-of-the-art papers show algorithmic improvements\nvia error measures like Mean Square Error (MSE) or visual comparison of equal-time\nrenderings. These methods are unreliable since outliers can cause MSE variance and\nvisual comparison is inherently subjective.\nWe introduce a simple proxy algorithm: pure algorithms produce one image corresponding\nto the computation budget N. The proxy, on the other hand, averages N independent\nimages with a computation budget of 1. The proxy algorithm fulfils the preconditions\nfor the Central Limit Theorem (CLT), and hence, we know that its convergence rate is\n(1/N). Since this same convergence rate applies for all methods executed using the\nproxy algorithm, comparisons using variance- or standard-deviation-per-pixel images are\npossible. These per-pixel error images can be routinely computed and allow comparing\nthe render quality of different lighting effects. Additionally, the average of pixel variances\nis more robust against outliers compared to the traditional MSE or comparable metrics\ncomputed for the pure algorithm.\nWe further propose the Error Spectrum Ensemble (ESE) as a new tool for evaluating lighttransport\nalgorithms. It summarizes expected error and outliers over spatial frequencies.\nESE is generated using the data from the proxy algorithm: N error images are computed\nusing a reference, transformed into Fourier power spectra and compressed using radial\naverages. The descriptor is a summary of those radial averages.\nIn the results, we show that standard-deviation images, short equal-time renderings, ESE\nand expected MSE are valuable tools for assessing light-transport algorithms.",
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"date_start": "2016-06-01",
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"abstract": "This bachelor’s thesis focuses on the comparison of two game engines, the Unreal Engine 4 and Unity 5 Engine. We will take a closer look at the different aspects that we find important, describe and compare them. Starting with the content-pipeline, which includes the usage of externally created content, we will focus on three big categories: Audio, Images and 3D-Assets. During this process it will be shown that Unity 5 supports much more formats to import than the Unreal Engine 4. This is especially noticeable with Audio and 3D-Assets. For the latter there is a feature in Unity 5 that allows you to directly import formats of various modelling tools like Maya, although it is fair to mention that in a few cases one will be reverting to the standard way of importing FBX files. While Unreal Engine 4 doesn’t have a huge support for external formats it offers more options to use the assets within the engine. \n\nIn the following chapter we will take a look at the features each engine has to offer. Both, Unreal and Unity, have a big arsenal of tools to simplify various aspects of the development process. Yet again the Unreal Engines offers a greater set of options. Afterwards we will create a simple small project in Unreal Engine 4 and Unity 5 to demonstrate the usability and tools both engines have to offer. As we will see, the level design and placing of some objects in the editor is very similar. The interesting part starts with the creation of a controllable player character. The behaviour of such is realized differently on both sides. In Unity 5 one uses C#-scripts whereas Unreal Engine 4 offers visual scripting. We will compare those two systems and point out their pros and cons.\n\nIn the further course we will take a look at the list of effects from the lecture UE Computergraphik (186.831) and check if they are available in either of both engines. In the last chapter, we’ll take a look at the legal aspects and limitation when using Unreal and Unity. It’s interesting to see how far it is possible to use those engines in university lectures.",
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"title": "Harvesting Dynamic 3DWorlds from Commodity Sensor Clouds",
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"abstract": "The EU FP7 FET-Open project \"Harvest4D: Harvesting Dynamic 3D Worlds from Commodity Sensor Clouds\" deals with the acquisition, processing, and display of dynamic 3D data. Technological progress is offering us a wide-spread availability of sensing devices that deliver different data streams, which can be easily deployed in the real world and produce streams of sampled data with increased density and easier iteration of the sampling process. These data need to be processed and displayed in a new way. The Harvest4D project proposes a radical change in acquisition and processing technology: instead of a goal-driven acquisition that determines the devices and sensors, its methods let the sensors and resulting available data determine the acquisition process. A variety of challenging problems need to be solved: huge data amounts, different modalities, varying scales, dynamic, noisy and colorful data. This short contribution presents a selection of the many scientific results produced by Harvest4D. We will focus on those results that could bring a major impact to the Cultural Heritage domain, namely facilitating the acquisition of the sampled data or providing advanced visual analysis capabilities.",
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{
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"title": "Potree: Rendering Large Point Clouds in Web Browsers",
"date": "2016-09-19",
"abstract": "This thesis introduces Potree, a web-based renderer for large point clouds. It allows users\nto view data sets with billions of points, from sources such as LIDAR or photogrammetry,\nin real time in standard web browsers.\nOne of the main advantages of point cloud visualization in web browser is that it\nallows users to share their data sets with clients or the public without the need to install\nthird-party applications and transfer huge amounts of data in advance. The focus on\nlarge point clouds, and a variety of measuring tools, also allows users to use Potree to\nlook at, analyze and validate raw point cloud data, without the need for a time-intensive\nand potentially costly meshing step.\nThe streaming and rendering of billions of points in web browsers, without the need\nto load large amounts of data in advance, is achieved with a hierarchical structure that\nstores subsamples of the original data at different resolutions. A low resolution is stored\nin the root node and with each level, the resolution gradually increases. The structure\nallows Potree to cull regions of the point cloud that are outside the view frustum, and\nto render distant regions at a lower level of detail.\nThe result is an open source point cloud viewer, which was able to render point cloud\ndata sets of up to 597 billion points, roughly 1.6 terabytes after compression, in real time\nin a web browser.",
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"abstract": "Diffusion curve images (DCI) provide a powerful tool for efficient 2D image generation, storage and manipulation. A DCI consist of curves with colors defined on either side. By diffusing these colors over the image, the final result includes sharp boundaries along\nthe curves with smoothly shaded regions between them. This paper extends the application of diffusion curves to render high quality surface details on 3D objects. The first extension is a view dependent warping technique that dynamically reallocates texture space\nso that object parts that appear large on screen get more texture for increased detail. The second extension is a dynamic feature embedding technique that retains crisp, anti-aliased curve details even in\nextreme closeups. The third extension is the application of dynamic feature embedding to displacement mapping and geometry images. Our results show high quality renderings of diffusion curve textures, displacements, and geometry images, all rendered interactively.",
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"abstract": "A vast amount of soft shadow map algorithms have been presented in recent years. Most use a single sample hard shadow map together with some clever filtering technique to calculate perceptually or even physically plausible soft shadows. \n\nOn the other hand there is the class of much slower algorithms that calculate physically correct soft shadows by taking and combining many samples of the light.\n\nIn this paper we present a new soft shadow method that combines the benefits of these approaches. It samples the light source over multiple frames instead of a single frame, creating only a single shadow map each frame. Where temporal coherence is low we use spatial filtering to estimate additional samples to create correct and very fast soft shadows.\n",
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"title": "Physically Based Real-Time Translucency for Leaves",
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"abstract": "This paper describes an accurate method to obtain the\nTone Reproduction Curve (TRC) of display devices without using\na measurement device. It is an improvement of an existing technique\nbased on human observation, solving its problem of numerical instability\nand resulting in functions in log--log scale which correspond better\nto the nature of display devices.\nWe demonstrate the effiency of our technique on different monitor\ntechnologies, comparing it with direct measurements using a\nspectrophotometer.",
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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": "Computer Graphics in Historical and Modern Sky Observations",
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"abstract": "This work describes work done in three areas of research where sky observations meet\ncomputer graphics. The whole topic covers several millennia of human history\nand posed combined challenges from fields including archaeology, astronomy,\ncultural heritage, digital image processing and computer graphics.\n\nThe first part presents interdisciplinary work done in the fields of\narchaeo-astronomy, visualisation and virtual reconstruction. A novel diagram\nhas been developed which provides an intuitive, easy visualisation to\ninvestigate archaeological survey maps for evidence of astronomically\nmotivated orientation of buildings. This visualisation was developed and first\napplied to a certain class of neolithic circular structures in Lower Austria\nin order to investigate the idea of solar orientation of access doorways.\nThis diagram and its intuitive interpretation allowed the author to set up a new\nhypothesis about practical astronomical activities in the middle neolithic\nperiod in central Europe.\n\nHow virtual reconstructions of these buildings characteristic for a short time\nduring the neolithic epoch can be combined with the excellent sky simulation\nof a modern planetarium to communicate these results to a broader audience is\ndescribed thereafter.\n\nThe second part of this work describes a certain class of historical scientific\ninstruments for sky observations and its reconstruction with methods of\ncomputer graphics.\nLong after the stone age, in the Middle Ages, the astrolabe was the most celebrated\ninstrument for celestial observations and has been explained in contemporary\nliterature, usually with the help of precomputed tables for a certain size or\nkind of instrument. Today, historical exhibitions frequently present one of\nthese instruments, but its various applications are hard to explain to the\ngeneral audience without hands-on demonstration.\nFor this challenge from the cultural heritage domain,\nan approach using the idea of procedural modelling is presented. Here, a\ncomputer graphics model is not statically drawn but specified by parametrised\nplotting functions, which can then be repeatedly executed with different\nparameters to create the final model. This approach is demonstrated to provide\na very flexible solution which can immediately be applied to specific needs\njust by tweaking a few parameters, instead of having to repetitively draw the whole model manually.\nFrom the two-dimensional procedural model, 3D models can be easily created,\nand even the production of wooden instruments on a Laser engraver/plotter is\ndemonstrated.\n\nThe third and longest part deals with methods of sky simulation and rendering\nin the domain of computer graphics. In this discipline, modelling of skylight\nand atmospheric effects has developed tremendously over the last two decades,\nwhich is covered by an extensive survey of literature from the computer\ngraphics and also atmosphere physics domains.\n\nThe requirements of physically correct or at least plausible rendering include\nrealistic values for sky brightness. Measurements performed with a luminance\nmeter on a clear sky in order to verify the currently most widely used\nanalytic skylight model [Preetham 1999] shows however its limited\napplicability.\n\nThere are two classical groups of clear-sky models: numerical simulations of\nscattering in the atmosphere, and fast analytical models. Recently, another\nmethod for more realistic looking skylight models has been developed: digital\nimages taken with a fisheye lens are combined into high dynamic range images\nwhich can be used for scene illumination and as sky background. These\nimages can be calibrated by photometric measurements of absolute luminance\nvalues. Long-time exposures allow to apply this system to quantitative\ninvestigations of sky brightness, sky colours, and also nocturnal light pollution by artificial\nillumination. Results and other applications of the system are described, and\nthe pipeline for creating such images is described in the appendix.\n\nThis work closes with some notes of future directions of research.",
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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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"title": "A Reflectance Model for Diffuse Fluorescent Surfaces",
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"title": "Fast Exact From-Region Visibility in Urban Scenes",
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"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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"title": "On Cross-Validation and Resampling of BRDF Data Measurements",
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"title": "Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements",
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"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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"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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