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        "title": "Visual analytics and rendering for tunnel crack analysis",
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        "abstract": "The visual analysis of surface cracks plays an essential role in tunnel maintenance when assessing the condition of a tunnel. To identify patterns of cracks, which endanger the structural integrity of its concrete surface, analysts need an integrated solution for visual analysis of geometric and multivariate data to decide if issuing a repair project is necessary. The primary contribution of this work is a design study, supporting tunnel crack analysis by tightly integrating geometric and attribute views to allow users a holistic visual analysis of geometric representations and multivariate attributes. Our secondary contribution is Visual Analytics and Rendering, a methodological approach which addresses challenges and recurring design questions in integrated systems. We evaluated the tunnel crack analysis solution in informal feedback sessions with experts from tunnel maintenance and surveying. We substantiated the derived methodology by providing guidelines and linking it to examples from the literature.",
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        "title": "Vis-a-ware: Integrating spatial and non-spatial visualization for visibility-aware urban planning",
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        "abstract": "3D visibility analysis plays a key role in urban planning for assessing the visual impact of proposed buildings on the cityscape. A call for proposals typically yields around 30 candidate buildings that need to be evaluated with respect to selected viewpoints. Current visibility analysis methods are very time-consuming and limited to a small number of viewpoints. Further, analysts neither have measures to evaluate candidates quantitatively, nor to compare them efficiently. The primary contribution of this work is the design study of Vis-A-Ware, a visualization system to qualitatively and quantitatively evaluate, rank, and compare visibility data of candidate buildings with respect to a large number of viewpoints. Vis-A-Ware features a 3D spatial view of an urban scene and non-spatial views of data derived from visibility evaluations, which are tightly integrated by linked interaction. To enable a quantitative evaluation we developed four metrics in accordance with experts from urban planning. We illustrate the applicability of Vis-A-Ware on the basis of a use case scenario and present results from informal feedback sessions with domain experts from urban planning and development. This feedback suggests that Vis-A-Ware is a valuable tool for visibility analysis allowing analysts to answer complex questions more efficiently and objectively.",
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        "title": "A Taxonomy of Integration Techniques for Spatial and Non-Spatial Visualizations",
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        "abstract": "Research on visual data representations is traditionally classified into methods assuming an inherent mapping from data values to spatial coordinates (scientific visualization and real-time rendering) and methods for abstract data lacking explicit spatial references (information visualization). In practice, however, many applications need to analyze data comprising abstract and spatial information, thereby spanning both visualization domains. Traditional classification schemes do not support a formal description of these integrated systems. The contribution of this paper is a taxonomy that describes a holistic design space for integrating components of spatial and abstract visualizations. We structure a visualization into three components: Data, Visual, and Navigation. These components can be linked to build integrated visualizations. Our taxonomy provides an alternative view on the field of visualization in a time where the border between scientific and information visualization becomes blurred.",
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    {
        "id": "Mantler-2011-GEAR",
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        "title": "GEARViewer: A State of the Art Real-Time Geospatial Visualization Framework",
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        "abstract": "Geospatial visualization is playing an increasingly important part in the planning and public discussion of\r\ninfrastructure projects. In addition to pre-rendered highly realistic imagery, interactive viewers have become\r\nan important tool for this task. Advances in rendering technology and performance have reduced the gap in\r\nvisual quality between pre-rendered imagery and real-time applications, and the additional possibilities of a\r\nlive visualization may become important tools in the decision making process.\r\nHistorically, the step from GIS data or a highly detailed architectural model to a representation that is\r\nsuitable for real-time display has been complex and required a very finely tuned workflow. On the other side,\r\nthe general public is relatively spoiled by the extremely high quality of computer games and CGI films.\r\nNaturally, a tremendous amount of work and time is typically spent to fully optimize computer games for the\r\navailable hardware. This is usually not possible for geospatial visualization tasks, but nonetheless current\r\ninteractive viewing applications must strive to achieve similar quality and performance to be successful.\r\nIn this paper, we present GEARViewer, a state of the art geospatial rendering framework developed at\r\nVRVis. Developed in close cooperation with major stakeholders in the Austrian road and railway\r\ninfrastructure, it bridges the gap between GIS applications and real-time rendering, and achieves a high\r\ndegree of realism and performance while supporting many of the tasks involved in geospatial visualizations.",
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        "title": "Simulation and Visualization of the Behavior of Handicapped People in Virtually Reconstructed Public Buildings",
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        "abstract": "The planning of public transport infrastructures today must respect the needs of a wide variety of travelers. In particular the design of guiding systems needs to take the reduced reception capabilities of the elderly and handicapped people into account.\r\nTherefore tools for the evaluation of guiding systems need to be developed. Such tools must be based on empirical knowledge on the perception capabilities of the various user groups as well as detailed microscopic pedestrian movement models in order to represent typical paths taken. We model the cognition of guiding systems to enable a realistic representation for the motion and orientation behavior of elderly and handicapped people having difficulties perceiving the guidance information and not being familiar with a building.\r\nTo demonstrate the feasibility of the approach we discuss a technique to virtually reconstruct public buildings in 3D and visualize the simulated crowd with detailed models for each individual. The lines of sight of selected, handicapped persons, who are moving amongst other persons, are also shown in order to evaluate the visibility of the guiding information in the infrastructure and to hint at possible improvements.",
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        "title": "Guided Visibility Sampling",
        "date": "2006-07",
        "abstract": "This paper addresses the problem of computing the triangles visible\nfrom a region in space. The proposed aggressive visibility solution\nis based on stochastic ray shooting and can take any triangular\nmodel as input. We do not rely on connectivity information,\nvolumetric occluders, or the availability of large occluders, and\ncan therefore process any given input scene. The proposed algorithm\nis practically memoryless, thereby alleviating the large memory\nconsumption problems prevalent in several previous algorithms. The\nstrategy of our algorithm is to use ray mutations in ray space to\ncast rays that are likely to sample new triangles. Our algorithm\nimproves the sampling efficiency of previous work by over two orders\nof magnitude.",
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        "id": "Schmalstieg-2001-Aug",
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        "title": "The Studierstube Augmented Reality Project",
        "date": "2000-12",
        "abstract": "This paper describes Studierstube, an augmented reality\nsystem developed over the past four years at Vienna University of Technology,\nAustria, in extensive collaboration with Fraunhofer CRCG, Inc. in Providence,\nRhode Island, U.S. Our starting point for developing the Studierstube system\nwas the belief that augmented reality, the less obtrusive cousin of virtual\nreality, has a better chance of becoming a viable user interface for applications\nrequiring manipulation of complex three-dimensional information as a daily routine.\nIn essence, we are searching for a 3D user interface metaphor as powerful as the\ndesktop metaphor for 2D. At the heart of the Studierstube system, collaborative\naugmented reality is used to embed computer-generated images into the real work\nenvironment. In the first part of this paper, we review the user interface of\nthe initial Studierstube system, in particular the implementation of collaborative\naugmented reality, and the Personal Interaction Panel, a two-handed interface for\ninteraction with the system. In the second part, an extended Studierstube system\nbased on a heterogeneous distributed architecture is presented. This system allows\nthe user to combine multiple approaches--augmented reality, projection displays,\nubiquitous computing--to the interface as needed. The environment is controlled\nby the Personal Interaction Panel, a two-handed pen-and-pad interface, which has\nversatile uses for interacting with the virtual environment. Studierstube also\nborrows elements from the desktop, such as multi-tasking and multi-windowing.\nThe resulting software architecture resembles in some ways what could be called\nan augmented reality operating system. The presentation is complemented by\n                 selected application examples.",
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        "authors": [
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        "number": "TR-186-2-00-22",
        "pages_from": "1",
        "pages_to": "24",
        "research_areas": [],
        "keywords": [
            "three-dimensional user interface",
            "two-handed interaction",
            "computer supported cooperative work",
            "distributed virtual environment",
            "ubiquitious computing",
            "user interface",
            "augmented reality"
        ],
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    {
        "id": "Schm-2000-BriX",
        "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,
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        "authors": [
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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",
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    },
    {
        "id": "Hes-1999-",
        "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.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            202,
            204,
            190
        ],
        "number": "TR-186-2-99-15",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "virtual reality",
            "computer supported cooperative work",
            "distributed virtual environment",
            "scene graph",
            "concurrent programming",
            "Distributed graphics"
        ],
        "weblinks": [],
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                "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hes-1999-/Hes-1999--paper.pdf",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hes-1999-/",
        "__class": "Publication"
    },
    {
        "id": "Hesina-1999-Dis",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Distributed Open Inventor: A Practical Approach to Distributed 3D Graphics.",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            190,
            202,
            204,
            205
        ],
        "note": "Proceedings of ACM Virtual Reality Software & Technology '99 (VRST'99), pp. 74-81, London, <br>December 20-22, 1999.",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
        "files": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hesina-1999-Dis/",
        "__class": "Publication"
    },
    {
        "id": "Fuhrmann-1999-Occl",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occlusion in collaborative augmented environments (extended version). ",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            204,
            205,
            249,
            403
        ],
        "note": "Computers & Graphics 23 (1999) pp.809-819, Oxford, 1999.",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Fuhrmann-1999-Occl/",
        "__class": "Publication"
    },
    {
        "id": "Fuhrmann-1999-Occ",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occlusion in collaborative augmented environments",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            204,
            205,
            249,
            403
        ],
        "note": "Proceedings of the 5th EUROGRAPHICS Workshop on Virtual Environments (EGVE 1999), Vienna, June 1-2, 1999.",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Fuhrmann-1999-Occ/",
        "__class": "Publication"
    },
    {
        "id": "Faure-1999-Col",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Collaborative Animation over the Network.",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
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        "authors": [
            34,
            35,
            36,
            37,
            38,
            205,
            230,
            403
        ],
        "note": "IEEE Proceedings of Computer Animation 1999 (CA'99), 26-28 May, Geneva, Switzerland, 1999.",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Faure-1999-Col/",
        "__class": "Publication"
    },
    {
        "id": "Fuhrmann-1998-Occ",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occlusion in Collaborative Augmented Environments",
        "date": "1998-12",
        "abstract": "Augmented environments superimpose computer enhancements on the real world. Such augmented environments are well suited for collaboration of multiple users. To improve the quality and consistency of the augmentation the occlusion of real objects by computer-generated objects and vice versa has to be implemented. We present methods how this can be done for a tracked user's body and other real objects and how irritating artifacts due to misalignments can be reduced. Our method is based on simulating the occlusion of virtual objects by a representation of the user modeled as kinematic chains of articulated solids. Registration and modeling errors of this model are being reduced by smoothing the border between virtual world and occluding real object. An implementation in our augmented environment and the resulting improvements are presented.",
        "authors_et_al": false,
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        "authors": [
            204,
            205,
            403,
            249
        ],
        "number": "TR-186-2-98-29",
        "pages_from": "1",
        "pages_to": "14",
        "research_areas": [],
        "keywords": [
            "occlusion",
            "augmented reality",
            "virtual reality"
        ],
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        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1998/Fuhrmann-1998-Occ/",
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    {
        "id": "Hesina-1998-ANEX",
        "type_id": "techreport",
        "tu_id": null,
        "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.",
        "authors_et_al": false,
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        "authors": [
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        ],
        "number": "TR-186-2-98-02",
        "pages_from": "1",
        "pages_to": "4",
        "research_areas": [],
        "keywords": [
            "distributed virtual environments",
            "smooth levels of details",
            "remote rendering"
        ],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1998/Hesina-1998-ANEX/",
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    {
        "id": "Hesina-1998-ANe",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Network Architecture for Remote Rendering",
        "date": "1998",
        "abstract": null,
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        "authors": [
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        ],
        "note": "Proceedings of Second International Workshop on Distributed Interactive  Simulation and Real-Time Applications, pp. 88-91, Montreal, Canada, July 1998.  IEEE Computer Society.",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1998/Hesina-1998-ANe/",
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