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        "title": "Trim Regions for Online Computation of From-Region Potentially Visible Sets",
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        "title": "Linking unstructured evidence to structured observations",
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        "abstract": "Efficient rendering of multiple views can be a critical performance factor for real-time rendering applications. Generating more than one view multiplies the amount of rendered geometry, which can cause a huge performance impact. Minimizing that impact has been a target of previous research and GPU manufacturers, who have started to equip devices with dedicated acceleration units. However, vendor-specific acceleration is not the only option to increase multi-view rendering (MVR) performance. Available graphics API features, shader stages and optimizations can be exploited for improved MVR performance, while generally offering more versatile pipeline configurations, including the preservation of custom tessellation and geometry shaders. In this paper, we present an exhaustive evaluation of MVR pipelines available on modern GPUs. We provide a detailed analysis of previous\ntechniques, hardware-accelerated MVR and propose a novel method, leading to the creation of an MVR catalogue. Our analyses cover three distinct applications to help gain clarity on overall MVR performance characteristics. Our interpretation of the observed results provides a guideline for selecting the most appropriate one for various use cases on different GPU architectures.",
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        "title": "How Sensemaking Tools Influence Display Space Usage",
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        "abstract": "We explore how the availability of a sensemaking tool influences users’ knowledge externalization strategies. On a large display,\nusers were asked to solve an intelligence analysis task with or without a bidirectionally linked concept-graph (BLC) to organize\ninsights into concepts (nodes) and relations (edges). In BLC, both nodes and edges maintain “deep links” to the exact source\nphrases and sections in associated documents. In our control condition, we were able to reproduce previously described spatial\norganization behaviors using document windows on the large display. When using BLC, however, we found that analysts apply\nspatial organization to BLC nodes instead, use significantly less display space and have significantly fewer open windows.",
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        "title": "Towards Ubiquitous Information Space Management",
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        "abstract": "Large, high-resolution display spaces are usually created by carefully aligning multiple monitors or projectors to obtain a perfectly flat, rectangular display. In this paper, we suggest the usage of imperfect surfaces as extension of personal workspaces to create ubiquitous, personalized information spaces. We identify five environmental factors ubiquitous information spaces need to consider: 1) user location and display visibility, 2) display gaps and holes, 3) corners and non-planarity of the display surface, 4) physical objects within and around the display surface, and 5) non-rectangular display shapes. Instead of compensating for fragmentations and non-planarity of the information space, we propose a ubiquitous information space manager, adapting interaction and window rendering techniques to the above mentioned factors. We hypothesize that knowledge workers will benefit from such ubiquitous information spaces due to increased exploitation of spatial cognition.\n",
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        "abstract": "This paper presents an efficient algorithm for occlusion culling of urban environments. It is conservative and accurate in finding all significant occlusion. It discretizes the scene into view cells, for which cell-to-object visibility is precomputed, making on-line overhead negligible. Unlike other precomputation methods for view cells, it is able to conservatively compute all forms of occluder interaction for an arbitrary number of occluders. To speed up preprocessing, standard graphics hardware is exploited and occluder occlusion is considered. A walkthrough application running an 8 million polygon model of the city of Vienna on consumer-level hardware illustrates our results.",
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        "authors": [
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        "booktitle": "Rendering Techniques 2000 (Proceedings Eurographics Workshop on Rendering)",
        "editor": "Bernard Péroche and Holly Rushmeier",
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        "location": "held in Brno, Czech Republic, June 26-28, 2000",
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        "publisher": "Springer-Verlag Wien New York",
        "research_areas": [
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            "image-based rendering.",
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        "id": "Kauf-2000-Con",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Construct3D: A Virtual Reality Application for Mathematics and Geometry Education",
        "date": "2000-06",
        "abstract": "Construct3D is a three dimensional geometric construction tool based on\nthe collaborative augmented reality system Studierstube. Our setup uses\na stereoscopic head mounted display (HMD) and the Personal Interaction\nPanel (PIP) - a two-handed 3D interaction tool that simplifies 3D model\ninteraction. Means of application in mathematics and geometry education\nat high school as well as university level are being discussed. A pilot\nstudy summarizes the strengths and possible extensions of our system.\nAnecdotal evidence supports our claim that the use of Construct3D is easy\nto learn and encourages experimentation with geometric constructions.",
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            379
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        "pages_to": "12",
        "research_areas": [],
        "keywords": [
            "education",
            "mathematics",
            "geometry",
            "augmented reality",
            "virtual reality"
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        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Bridging Multiple User Interface Dimensions with Augmented Reality",
        "date": "2000-05",
        "abstract": "Studierstube is an experimental user interface system,\nwhich bridges multiple user interface dimensions. At its core, it uses\ncollaborative augmented reality to incorporate true 3D interaction into\na productivity environment. This concept is extended to include multiple\nusers, multiple host platforms, multiple display types, multiple concurrent\napplications, and a multi-context (i. e., 3D document) interface - into a\nheterogeneous distributed environment. All this happens almost totally\ntransparent to the application programmer. With this architecture, we can\nexplore the user interface design space between pure augmented reality and\nthe popular ubiquitous computing paradigm. We report on our design philosophy\ncentered around the notion of contexts and locales, as well as the underlying\nsoftware and hardware architecture. To illustrate our presentation, we\npresent several applications including a storyboard tool for cinematographic\ndesign which showcases many features of our system.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            205
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        "number": "TR-186-2-00-15",
        "pages_from": "1",
        "pages_to": "11",
        "research_areas": [],
        "keywords": [
            "three-dimensional user interface",
            "computer supported cooperative work",
            "distributed virtual environment",
            "ubiquitious computing",
            "user interface",
            "augmented reality"
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    {
        "id": "Faisst-2000-VPRR",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Scheduling for Very Large Virtual Environments and Networked Games Using Visibility and\nPriorities",
        "date": "2000-04",
        "abstract": "The problem of network bandwidth limitations is encountered in almost any distributed virtual\nenvironment or networked game. In a typical client-server setup, where the virtual world is managed by a server\nand replicated by connected clients which visualize the scene, the server must repeatedly transmit update messages\nto the clients. By employing visibility information, the number of messages transmitted over the network can be\nreduced by sending each client only update messages for objects which are visible from the viewpoint of the\nclient. A naïve approach requires to examine visibility between pairs of objects and leads to a quadratic effort\nin the number of objects, substantially affecting the scalability of such environments. This paper presents a\ntechnique that allows the server to manage the transmission of update messages for each client with a constant\noverhead, reducing overall computational cost to a linear effort. We show how the server can employ visibility\ninformation to schedule all objects using the Priority Round-Robin algorithm. This algorithm is further enhanced\nwith activity monitoring that provides a graceful degradation of the system's performance, even if the behavior of\nobjects is unpredictable. This makes the algorithm suited to schedule update messages regarding server-controlled\nobjects as well as user-controlled avatars.",
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        "number": "TR-186-2-00-09",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
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            "Scheduling",
            "Distributed Systems",
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            "Virtual Environments"
        ],
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    },
    {
        "id": "Faisstnauer-2000-Sch",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Scheduling for very large Virtual Environments and Networked Games using Visibility and Priorities",
        "date": "2000",
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        "authors": [
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        ],
        "note": "In Proceedings of the DIS-RT 2000 conference, pp. 31-38, San Francisco, CA, 2000",
        "research_areas": [],
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    },
    {
        "id": "Fuhrmann-2000-Pra",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Practical Calibration Procedures for Augmented Reality",
        "date": "2000",
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        "authors": [
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            204
        ],
        "note": "In Environments'2000, pp. 3-12, Springer-Verlag, Wien, 2000",
        "research_areas": [],
        "keywords": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2000/Fuhrmann-2000-Pra/",
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    },
    {
        "id": "Faisstnauer-2000-Pri",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Priority Round-Robin Scheduling for Very Large Virtual Environments",
        "date": "2000",
        "abstract": null,
        "authors_et_al": false,
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        "main_image": null,
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        "authors": [
            190,
            202,
            230
        ],
        "note": "Proceedings of IEEE VR'2000, pp. 135-142, NEw Brunswick, NJ, 2000 (honorable mention in best paper award selection)",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2000/Faisstnauer-2000-Pri/",
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    {
        "id": "Faisstnauer-2000-Prio",
        "type_id": "misc",
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        "repositum_id": null,
        "title": "Priority Scheduling for Networked Virtual Environments",
        "date": "2000",
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        "authors": [
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            230
        ],
        "note": "In IEEE Computer Graphics and Applications, VOl. 20(6), pp. 66-75, November 2000",
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    {
        "id": "Wimmer-1999-FWIb",
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        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
        "date": "1999-12",
        "abstract": "We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multi-stage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one oder of magnitude.",
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        "number": "6",
        "pages_from": "831",
        "pages_to": "838",
        "volume": "23",
        "research_areas": [
            "Rendering"
        ],
        "keywords": [],
        "weblinks": [],
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        "projects_workgroups": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Wimmer-1999-FWIb/",
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    },
    {
        "id": "Wonka-1999-Occ",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occluder Shadows for Fast Walkthroughs of Urban Environments.",
        "date": "1999-09",
        "abstract": "This paper describes a new algorithm that employs image-based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does not rely on any visibility precalculation or occluder preselection. Speed-ups of one order of magnitude can be obtained.",
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        "date_to": "1999-09-11",
        "event": "EUROGRAPHICS'99",
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        "journal": "Computer Graphics Forum",
        "location": "Milan, Italy",
        "number": "3",
        "pages_from": "51",
        "pages_to": "60",
        "volume": "18",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Wonka-1999-Occ/",
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    },
    {
        "id": "schmalstieg-1999-Coa",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Coarse View-Dependent Levels of Detail for Hierarchical\nand Deformable Models",
        "date": "1999-09",
        "abstract": "While a large amount of work is geared towards\nmulti-resolution modeling and rendering, the presented methods work\nalmost exclusively with static models and scenes. The ASLOD\n(Animated Smooth Level Of Detail) approach presented in this paper\nis capable of rendering animated scenes consisting of mixtures of\nconventional and multi-resolution models. It features coarse view-dependent\nmulti-resolution rendering by a consistent decomposition of large models\ninto arbitrary regions together with an analytic solution to optimize\npolygon allocation to such assemblies of multi-resolution models.\nThe multi-resolution model can be used together with animated\nhierarchical scene graphs. Finally, the multi-resolution model\ncan be combined with a hierarchical skeleton and a real-time\ndeformation algorithm for animating organic shapes rendered\n at any desired level of detail.",
        "authors_et_al": false,
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        "authors": [
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        ],
        "number": "TR-186-2-99-20",
        "pages_from": "1",
        "pages_to": "17",
        "research_areas": [],
        "keywords": [
            "articulated figures",
            "rigid bodies",
            "deformation",
            "scene graph",
            "hierarchical modeling",
            "coarse view-dependent rendering",
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    {
        "id": "Faisstnauer-1999-Pri",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Priority Round-Robin Scheduling for Very Large Virtual\nEnvironments",
        "date": "1999-08",
        "abstract": "In virtual environments containing a very large number\nof objects, the limited amount of available resources often proves to be\na bottleneck, causing a competition for those resources – for example\nnetwork bandwidth, processing power or the rendering pipeline. This\nleads to a degradation of the system’s performance, as only a small\nnumber of elements can be granted the resource required. In this paper\nwe present a generic scheduling algorithm that allows to achieve a\ngraceful degradation; it is output sensitive, minimizes the risk of\nstarvation and enforces priorities based on a freely definable error\nmetric. Hence it can be employed in virtual environments of almost any\nsize, to schedule elements which are competing for a determined\nresource, because of a bottleneck.",
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        ],
        "number": "TR-186-2-99-18",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "LOD",
            "graceful degradation",
            "very large virtual environments",
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        "id": "Wimmer-1999-FWIa",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
        "date": "1999-06",
        "abstract": "We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multi-stage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one oder of magnitude.",
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        "authors": [
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        "booktitle": "Virtual Environments '99. Proceedings of the 5th Eurographics Workshop on Virtual Environments",
        "editor": "Michael Gervautz and Dieter Schmalstieg and Axel Hildebrand",
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        "organization": "Eurographics",
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    {
        "id": "Fuhr-1999-Cal",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Calibration for Augmented Reality",
        "date": "1999-05",
        "abstract": "Augmented Reality overlays computer generated images over\nthe real world. To correctly depict spatial relations between real and\nvirtual objects, these images have to be generated using transformations\nwhich correctly project a point in virtual space onto its corresponding\npoint in the real world.\nThis requires precise knowledge of the viewing projection of the\nhead-mounted display (HMD) and its position. Methods to calibrate the\nprojection parameters of the virtual cameras to that of the HMD have been\npresented in previous work. Most of these methods are complicated or use\nspecial equipment for the calibration process.\nWe present a simple and fast calibration scheme, which does not require\nadditional instrumentation or complicated procedures. This allows us to\ncalibrate HMDs for specific users. The calibration process is presented to\nthe user as interactively guided initialization step, which enables even\ninexperienced users to adapt the calibration to their eye distance and head\ngeometry.\nThe calibration is stable - meaning that slight errors made by the user do\nnot result in gross miscalibrations - and applicable for see-through and\nvideo-based HMDs. Additionally we show a method for correcting the\ndistortions introduced by the camera lens in real-time using standard\nOpenGL hardware and for registering tracked objects to their augmentations.",
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        "keywords": [
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        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Distributed Open Inventor: A Practical Approach to\nDistributed 3D Graphics",
        "date": "1999-05",
        "abstract": "Distributed Open Inventor is an extension to the popular\nOpen Inventor toolkit for interactive 3D graphics. The toolkit is extended\nwith the concept of a distributed shared scene graph, similar to\ndistributed shared memory. From the application programmer's perspective,\nmultiple workstations share a common scene graph. The proposed system\nintroduces a convenient mechanism for writing distributed graphical\napplications based on a popular tool in an almost transparent manner. Local\nvariations in the scene graph allow for a wide range of possible\napplications, and local low latency interaction mechanisms called input\nstreams together with a sophisticated networking architecture enable high\nperformance while saving the programmer from network peculiarities.",
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        "number": "TR-186-2-99-15",
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        "keywords": [
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        "type_id": "techreport",
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        "repositum_id": null,
        "title": "Real-time Bounding Box Area Computation",
        "date": "1999-01",
        "abstract": "The area covered by a 3D bounding box after projection onto the\nscreen is relevant for view-dependent algorithms in real-time and photorealistic\nrendering. We describe a fast method to compute the accurate 2D area of a 3D\noriented bounding box, and show how it can be computed equally fast or faster\nthan its approximation with a 2D bounding box enclosing the projected 3D\n bounding box.",
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        "title": "Concept and Implementation of a Collaborative Workspace for Augmented Reality",
        "date": "1999-01",
        "abstract": "In this paper we present Studierstube Workspace, an application framework which supports multiple users,\nmultiple applications and multiple 3D and 2D interaction contexts in an augmented environment. We develop\na design concept for collaborative working environments in virtual reality, especially the concept of multi-user\naware applications and show how our implementation fits into this concept. Implementation details and appli-cation\nsamples conclude the paper.",
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        "title": "The Virtual Table - A Future CAD Workspace.",
        "date": "1999",
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        "note": "Proceedings of Computer Technology Solutions conference (former Autofact), Michigan, Detroit, USA, September 13-19, 1999.",
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        "id": "Schmalstieg-1999-Fas",
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        "repositum_id": null,
        "title": "Fast Projected Area Computation for 3D Bounding Boxes.",
        "date": "1999",
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        "authors": [
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        ],
        "note": "Journal of Graphics Tools, Vol. 4., No. 2, pp. 37-43, A. K. Peters, Ltd., 1999.",
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    {
        "id": "Schmalstieg-1999-Sew",
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        "title": "Sewing Virtual Worlds Together With SEAMS: A Mechanism to Construct Complex Virtual Environments.",
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        "note": "PRESENCE - Teleoperators and Virtual Environments, Vol. 8, No. 4, pp. 449-461, MIT Press, 1999.",
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        "id": "Schmalstieg-1999-Too",
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        "note": "U.S. patent no. PCT/US99/28390, filed Dec. 7, 1999.",
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        "id": "Schmalstieg-1999-Usi",
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        "note": "Proceedings of SIGGRAPH Symposium on <br>Interactive 3D Graphics '99, Atlanta, GI, April 26-28, 1999.",
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    {
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        "title": "Fast Calibration for Augmented Reality.",
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        "note": "Proceedings of ACM Virtual Reality Software & Technology '99 (VRST'99), pp. 166-167, London, December 20-22, 1999.",
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        "repositum_id": null,
        "title": "CADesk: The Virtual Table as Future CAD Workspace. ",
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        "title": "Distributed Open Inventor: A Practical Approach to Distributed 3D Graphics.",
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        "repositum_id": null,
        "title": "Virtual Environments '99",
        "date": "1999",
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        "note": "Springer Wien-New York, 1999.",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Gervautz-1999-Vir/",
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        "id": "Wimmer-1998-SMO",
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        "repositum_id": null,
        "title": "Load Balancing for Smooth LODs",
        "date": "1998-12",
        "abstract": "The paper shows how to derive an analytic formula for the following problem: given a set of objects in a continuous level of detail representation, and given a total number of polygons to display, determine the number of polygons to use for each object so that the best overall appearance is achieved. This improves on the situation of discrete levels of detail, where the problem has been shown to be equivalent to a constrained knapsack-problem.",
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    {
        "id": "Schmalstieg-1998-Usi",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Using Transparent Props for Interaction with the Virtual\nTable",
        "date": "1998-10",
        "abstract": "The Virtual Table presents stereoscopic graphics to a user\nin a workbench-like setting. This paper reports on a user interface and new\ninteraction techniques for the Virtual Table based on transparent props?a\ntracked hand-held pen and a pad. These props, but in particular the pad,\nare augmented with 3D graphics from the Virtual Table?s display. This\nconfiguration creates a very powerful and flexible interface for two-handed\ninteraction that can be applied to other back-projected stereographic\ndisplays as well: the pad can serve as a palette for tools and controls as\nwell as a window-like see-through interface, a plane-shaped and\nthrough-the-plane tool, supporting a variety of new interaction techniques.",
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        "number": "TR-186-2-98-25",
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        "pages_to": "8",
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        "keywords": [
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        "id": "Hesina-1998-ANEX",
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        "repositum_id": null,
        "title": "A Network Architecture for Remote Rendering",
        "date": "1998-04",
        "abstract": "Internet-based virtual environments (VEs) let users explore\nmultiple virtual\nworlds with many different geometric models which are downloaded rather than\npre-distributed. To avoid long download times, we have developed a method that\noptimally utilizes network bandwidth by downloading only the exact portion of\ngeometry that is necessary for rendering. The solution is based on progressive\ngeometry data structures (smooth levels of detail) and selective download.",
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        "number": "TR-186-2-98-02",
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        "id": "Mantler-1998-DynX",
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        "repositum_id": null,
        "title": "Dynamic Load Balancing in Distributed Virtual Environments",
        "date": "1998-04",
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        "abstract": "We introduce a multi-user augmented reality system to support\ncollaboration of participants in research, presentation and education. Our system\n\"Studierstube\"  presents three-dimensional stereoscopic images simultaneously to a\ngroup of users wearing see-through head mounted displays. The displays do not affect\nnatural communication and interaction, making working together very effective. Users see\nthe same spatially aligned model, but can independently control their viewpoint and\n        different layers of the data to be displayed.",
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        "title": "Device-Independent Navigation and Interaction in Virtual\n                Environments",
        "date": "1997-08",
        "abstract": "We present a new approach to the integration of input\ndevices into virtual environment software systems. Our approach employs a\nso-called Mapper module as an intermediate between input device drivers and\nvirtual environment application. Major advantages of our approach are full\ndevice-independence, including the easy integration of new input devices\nand emulation of missing device capabilities, interactive reconfiguration,\nsharing of input devices among multiple applications, automatic selection\nof devices and interaction appropriate for the task, and high-level support\nfor a large variety of navigation styles in virtual environments.",
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        "title": "A Survey of Advanced Interactive 3-D Graphics Techniques",
        "date": "1997-03",
        "abstract": "The reader is introduced to the field of interactive\nthree-dimensional graphics. In order to convincingly display a virtual\nworld to a user, hardware-accelerated rendering is not enough. More\ndemanding applications require sophisticated graphics techniques, e.g.\nlevel of detail rendering and visibility culling. This report gives an\noverview of the state of the art in this area.",
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        "repositum_id": null,
        "title": "Collaborative Augmented Reality: Exploring Dynamical\n                 Systems",
        "date": "1997-03",
        "abstract": "In this paper we present collaborative scientific\nvisualization in STUDIERSTUBE. STUDIERSTUBE is an augmented reality system\nthat has several advantages over conventional desktop and other virtual\nreality environments, including true stereoscopy, 3D-interaction,\nindividual viewpoints and customized views for multiple users, unhindered\nnatural collaboration and low cost. We demonstrate the application of this\nconcept for the interaction of multiple  users and illustrate it with\nseveral visualizations of dynamical systems in DynSys3D, a visualization\nsystem running on top of AVS.",
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        "repositum_id": null,
        "title": "Smooth Levels of Detail",
        "date": "1997-03",
        "abstract": "Levels of detail (LODs) are used in interactive computer\ngraphics to avoid overload of the rendering hardware with to high numbers\nof polygons. While conventional methods use a small set of discrete LODs,\nwe introduce a new class of polygonal simplification: Smooth LODs. A very\nlarge number of small details encoded in a data stream allows a progressive\nrefinement of the object from a very coarse approximation to the original\nhigh quality representation. Advantages of the new approach include\nprogressive transmission and encoding suitable for networked applications,\ninteractive selection of any desired quality, and compression of the data\nby incremental and redundancy free encoding.",
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        "title": "recursIV: Interactive Rendering of Natural Phenomena",
        "date": "1997-03",
        "abstract": "We present an approach for direct rendering of natural\nphenomena such as trees, plants or mountains from a procedural\nrepresentation at interactive frame rates. Our approach is based on\ndirected cyclic graphs. It allows to represent extremely complex scenes\nwith little memory and modeling effort. Very large scale virtual\nenvironments are supported by a bandwidth-preserving networking approach\nthat makes use of the compact representation and on-the-fly database\namplification.",
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        "title": "'Studierstube' An Environment for Collaboration in\n                Augmented Reality",
        "date": "1997-01",
        "abstract": "We propose an architecture for multi-user augmented\nreality with applications in visualization, presentation and education,\nwhich we call ´Studierstube´. Our system presents three-dimensional\nstereoscopic graphics simultaneously to group of users wearing light weight\nsee-through head mounted displays. The displays do not affect natural\ncommunication and interaction, making working together very effective.\nUsers see the same spatially aligned model, but can independently control\ntheir viewpoint and different layers of the data to be displayed. Major\nfield of application serves computer supported cooperative work and\nenhances cooperation of experts. The paper presents the client server\nsoftware architecture underlying this system and details that must be\naddressed to create a high-quality augmented reality setup.",
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        "keywords": [
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        "id": "Schmalstieg-1996-LOB",
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        "title": "Lodestar: An Octree-Based Level of Detail Generator for VRML",
        "date": "1996-10",
        "abstract": "Level of detail generation is important for managing\ngeometric complexity of three-dimensional objects and\nvirtual worlds. However, most algorithms that compute\nlevels of detail do not deal with the special\nrequirements of input data in VRML format. We report\nan algorithm called LODESTAR, based on octree\nquantization that robustly computes simplifications\n                for objects in VRML.",
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        "number": "TR-186-2-96-19",
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        "title": "Exploiting coherence in 2 1/2 D visibility computation",
        "date": "1996-07",
        "abstract": "In interactive 3-D graphics, the amount of geometric\nprimitives passed to the display algorithm frequently\nexceeds rendering capacity. Visibility computation is\nused to reduce the amount of geometry that must be\npassed to the rendering engine. In this paper we\npropose an algorithm that exploits coherence to\naccelerate visibility computation in 2 1/2D and can\nbe used for both, on-the-fly computation of\npotentially visible sets, and for accelerated\ngeneration of spans for a simple 2 1/2D rendering\n                engine.",
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        "number": "TR-186-2-96-18",
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        "id": "schmalstieg-1996-SEC",
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        "title": "'Studierstube' - An Environment for Collaboration in\n                Augmented Reality",
        "date": "1996-04",
        "abstract": "We present an architecture for multi-user augmented\nreality. See-through HMDs allow shared experience of\nvirtual objects that do not suffer from restriction of\n                previous projection screen based approaches.",
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        "title": "Interactive Rendering of Natural Phenomena with Directed\n                Cyclic Graphs",
        "date": "1996-04",
        "abstract": "This work proposes a compact representation of complex\nscenes for interactive rendering of natural phenomena.\nApplications include interactive design and modeling of\n                outdoor scenes for distributed virtual environments.",
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        "number": "TR-186-2-96-16",
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        "keywords": [
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        "id": "gervautz-1996-SMU",
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        "title": "Studierstube - A Multi-User Augmented Reality Environment\n                for Visualization and Education",
        "date": "1996-03",
        "abstract": "We propose an architecture for augmented reality\napplications. Three-dimensional stereoscopic graphics\nis presented to group of users wearing light weight\nsee-through displays simultaneously. Individuals can\nindependently control their viewpoint, and configure the\ndisplayed data to their likings and needs. As everybody\nsees the same model, and at the same time users see each\nother, working together is very effective. Numerous\napplications are possible, mostly for information\nvisualization and education purposes. To support our claims,\nwe describe the client server software architecture\nunderlying this system, and some of the details of technical\ndetails that must be addressed to create a high-quality\n                augmented reality setting.",
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        "number": "TR-186-2-96-10",
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        "id": "Schaufler-1996-HFI",
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        "tu_id": null,
        "repositum_id": null,
        "title": "High Fidelity for Immersive Displays",
        "date": "1996-01",
        "abstract": "Head-tracked immersive displays suffer from lag and\nnon-uniform frame rates. A novel rendering architecture\nis proposed that combines head prediction with dynamic\nimpostors for 3-D image correction and achieves bounded\n                frame rates and significantly reduced lag.",
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        "keywords": [
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            "uniform frame rates",
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    {
        "id": "Schmalstieg-1996-DDG",
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        "repositum_id": null,
        "title": "Demand-Driven Geometry Transmission for Distributed\n                Virtual Environments",
        "date": "1996-01",
        "abstract": "We present a strategy for rendering in distributed virtual\nenvironments. A geometry database is maintained by a server,\nwhile user invoke individual clients to interact with the\nenvironment. Instead of downloading a complete copy of the\ngeometry data, the data is distributed on demand, thus\ngaining significant savings in network bandwidth. Our strategy\ncombines several techniques, including levels of detail,\nprogressive refinement and graceful degradation to deliver\nthe data 'just in time' over the network to the rendering\nprocess. The method allows operate on a tight resource budget,\nwhich important if attempting to use low cost systems for\n                virtual reality applications.",
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        "number": "TR-186-2-96-01",
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        "keywords": [
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            "distributed graphics",
            "multi-user applications",
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    {
        "id": "Schmalstieg-1995-OCD",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Optimizing Communication in Distributed Virtual Environments\n\t\tby Specialized Protocols",
        "date": "1995-11",
        "abstract": "We present a set of protocols designed to be used for\nspecial communication needs in client-server based virtual\nenvironments. They address simulation, animation, interaction\nand VE authoring, and can be combined as needed for multiple\nlevels of participation in the VE. Separating these tasks in\ndifferent optimized protocols leads to more efficiency in\n\t\tusing the given bandwidth of todays computer networks.",
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        "number": "TR-186-2-95-14",
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        "keywords": [
            "virtual reality",
            "virtual environments",
            "communication",
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            "distributed graphics",
            "client-server architectures"
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    {
        "id": "Schmalstieg-1995-CHI",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Constructing a Highly Immersive Virtual Environment: A\n\t\tCase Study",
        "date": "1995-11",
        "abstract": "Virtual reality (VR) applications raise enormous interest\ninside and outside computer science. Unfortunately, VR\nsystems are rather complex, involving many software and\nhardware modules being integrated. Theoretical papers are\nnot always of much aid in the actual implementation of VR\napplications. We try to fill this gap with a case study on\na simple example VR system, that is used to demonstrate\nthe most important aspects of a VR implementation, including\napplication design, implementation strategy, selection of\nhardware and software, rendering, tracking and display\ntechnology. Special attention is paid to practical issues\nthat are usually only learned by experience, and on the\ndiscussion of devices and methods that are inexpensive and\n\t\treadily available.",
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        "number": "TR-186-2-95-12",
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        "title": "Zoom Rendering: Accelerating 3-D Rendering Performance\n                With 2-D Operations",
        "date": "1995-07",
        "abstract": "We propose a new method to accelerate rendering during the\ninteractive visualization of complex scenes. The method is\napplicable if the cost of per-pixel processing is high\ncompared to simple frame buffer transfer operations, as\nsupported by low-end graphics systems with high-performance\nCPUs or 2-D graphics accelerators. In this case rendering\nan appropriately down-scaled image and then enlarging it\nallows a trade-off of rendering speed and image quality.\nUsing this method, more uniform frame rates can be achieved,\n\t\tand the dynamic viewing error can be reduced.",
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        "title": "Towards a virtual environment for interactive world building",
        "date": "1995-06",
        "abstract": "We propose an architecture for virtual environments that\nis aimed at the construction of a continuous global\ninformation space. Persistent simulation engines with freely\nprogrammable content are the key to achieve this goal. Our\napproach is based on a hybrid client-server/peer-to-peer\nnetwork: simulation data is maintained on a server that is\nresponsible for a region of the virtual environment. The\nserver exchanges information with neighboring servers, and\nallows users to participate in the environment through\nclients. The database is composed of object-oriented\nautonomous actors that communicate with each other by message\n\t\tpassing.",
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        "number": "TR-186-2-95-08",
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            "distributed virtual environments",
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        "title": "On System Architectures for Virtual Environments",
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        "note": "TALK: D. Schmalstieg 30.5.1995",
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        "title": "Integrating a Scripting Language into an Interactive Animation System",
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        "booktitle": "Proceedings Computer Animation '94",
        "date_from": "1994-05-25",
        "date_to": "1994-05-27",
        "location": "Genf, Schweiz",
        "note": "TALK: M. Gervautz 27.5.1994",
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        "title": "A Programming Language for Computer Animation",
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