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        "title": "Decoupling Object Manipulation from Rendering in a Thin Client Visualization System",
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        "abstract": "Often, users of visualization applications do not have access to high performance systems for the computationally demanding visualization tasks. Rendering the visualization remotely and using a thin client (e.g. a web browser) to display the result enable the users to access the\r\nvisualization even on devices that do not target graphics processing. However, the flexibility to manipulate the data set interactively suffers in thin-client configurations. This makes a\r\nmeaningful interaction with data sets that contain many different objects difficult. This is especially true in in-situ visualization scenarios, where direct interaction with the data can\r\nbe challenging.\r\n\r\nWe solve this problem by proposing an approach that employs a deferred visualization pipeline to divide the visualization computation between a server and a client. Our thin client\r\nis built on web technologies (HTML5, JavaScript) and is integrated with the D3 library to enable interactive data-driven visualizations. An intermediate representation of objects is introduced which describes the data that is transferred from the server to the client on request.  The server side carries out the computationally expensive parts of the pipeline while the client retains extensive flexibility by performing object modification tasks without requiring a\r\nre-rendering of the data.\r\n\r\nWe introduce a novel Volume Object Model as an intermediate representation for deferred visualization. This model consists of metadata and pre-rendered visualizations of each object\r\nin a data set.\r\n\r\nIn order to guarantee client-side interactivity even on large data sets, the client only receives the metadata of all objects for a pre-visualization step. By allowing the user to\r\nperform filtering using the metadata alone, the complexity of the requested visualization data can be reduced from the client side before streaming any image data. Only when the user is\r\nsatisfied, the object images are requested from the server. In combination with the metadata,\r\nthe final visualization can then be reconstructed from the individual images. Moreover, all objects in the visualization can be investigated and changed programmatically by the user\r\nvia an integrated console.\r\n\r\nIn summary, our system allows for fully interactive object-related visualization tasks in a web browser without triggering an expensive re-rendering on the server.",
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    {
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        "title": "Caustics, Light Shafts, God Rays",
        "date": "2013-02",
        "abstract": "Lighting effects, such as caustics and light shafts are an important\r\ncomponent of the rendering of global illumination images. The correct\r\ndepiction of the interaction of light with different surfaces is\r\ncrucial to the realism of any rendered scene. Dealing with the complexity\r\nof global illumination has long been among the biggest challenges\r\nin computer graphics, a problem that is even more prominent\r\nwhen it comes to rendering interactive environments. Particularly\r\nthe simulation of caustics is a difficult task since they can only\r\nbe rendered satisfactorily through techniques which trace the light\r\nfrom the illuminants.\r\nSeveral different techniques to speed up the process of rendering\r\nrealistic global illumination effects have been developed. Among\r\nthose are path tracing, ray tracing and photon mapping. Most stateof-\r\nthe-art rendering techniques rely heavily on the computation\r\npower of the GPU. We wish to present a survey of current rendering\r\ntechniques for approximating physically exact representations\r\nof caustics, light shafts and god rays.",
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