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        "title": "Integrated Structural-Architectural Design for Interactive Planning",
        "date": "2017-12",
        "abstract": "Traditionally, building floorplans are designed by architects with their usability, functionality, and architectural aesthetics in mind, however, the structural properties of the distribution of load-bearing walls and columns are usually not taken into account at this stage. In this paper we propose a novel approach for the design of architectural floorplans by integrating structural layout analysis directly into the planning process. In order to achieve this, we introduce a planning tool which interactively enforces checks for structural stability of the current design, and which on demand proposes how to stabilize it if necessary. Technically, our solution contains an interactive architectural modeling framework as well as a constrained optimization module where both are based on respective architectural rules. Using our tool, an architect can predict already in a very early planning stage which designs are structurally sound such that later changes due to stability reasons can be prevented. We compare manually computed solutions with optimal results of our proposed automated design process in order to show how much our proposed system can help architects to improve the process of laying out structural models optimally.",
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        "abstract": "In computer graphics one of the most expensive fields is content creation. While today the rendering part is highly sophisticated and automated, 3d modeling is still a very challenging task due to the steep learning curve and the amount of work time required. Although there are a lot of free model databases available in the internet, this models are in general not perfectly suited to the customers needs and have to be adapted.\n\nStructure-aware shape manipulation deals with the complexity of creating variations, or adapting a given input model while retaining global features like symmetry and connectivity. The majority of existing algorithms only try to preserve structural features,  or have very limited support for adapting the overall structure of the model to changes made by the user. The lack of complex structural changes in the model, for example allowing a wheel to change the number of strokes, limits the number of possible variations this algorithms can generate. \n\nThe aim of this thesis is to exploit the possibilities of using curves and curve spaces to find a better representation of the input model, allowing for complex structural adaptions. In addition to this the usefulness of a multi-layered graphs to represent the model and it's constraints should be investigated.\n",
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        "title": "Sampling Gabor Noise in the Spatial Domain",
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        "abstract": "Gabor noise is a powerful technique for procedural texture generation. Contrary to other types of procedural noise, its sparse convolution aspect makes it easily controllable locally. In this paper, we demonstrate this property by explicitly introducing spatial variations. We do so by linking the sparse convolution process to the parametrization of the underlying surface. Using this approach, it is possible to provide control maps for the parameters in a natural and convenient way. In order to derive intuitive control of the resulting textures, we accomplish a small study of the influence of the parameters of the Gabor kernel with respect to the outcome and we introduce a solution where we bind values such as the frequency or the orientation of the Gabor kernel to a user-provided control map in order to produce novel visual effects.",
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        "title": "Voxel Cone Tracing",
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        "abstract": "Voxel cone tracing can simulate global illumination effect in real-time. This project tries to evaluate how plausible the simulation is and how well it scales in terms of performance and quality.",
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        "title": "Post Processing Effects",
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        "abstract": "Post processing effects, photo realistic ones as well as non photo-realistic ones are very important to modern computer games. This paper tries to give an overview of how post processing works and which methods can be used to perform them in real-time, giving hints how these special effects can be implemented on modern graphic hardware. Additionally, this paper gives an overview of algorithms used for special post processing effects like depth of field or motion blur, making them comparable to other implementations.",
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