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        "title": "Tessellation-Independent Smooth Shadow Boundaries",
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        "title": "Differential Instant Radiosity for Mixed Reality",
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        "abstract": "In this paper we present a novel plausible realistic rendering method for mixed reality systems, which is useful for many real life application scenarios, like architecture, product visualization or edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates (20-30fps). The most important such effects are indirect illumination and shadows cast between real and virtual objects.\n\nOur approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. We describe a new method to assign virtual point lights to multiple primary light sources, which can be real or virtual. We use imperfect shadow maps for calculating illumination from virtual point lights and have significantly improved their accuracy by taking the surface normal of a shadow caster into account. Temporal coherence is exploited to reduce flickering artifacts. Our results show that the presented method highly improves the illusion in mixed reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.",
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        "title": "Visibility Computations for Real-Time Rendering in General 3D Environments",
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        "abstract": "Visibility computations are essential operations in computer graphics, which\nare required for rendering acceleration in the form of visibility culling, as well as for computing realistic lighting. Visibility culling, which is the main focus of this thesis, aims to provide output sensitivity by sending only visible primitives to the hardware. Regardless of the rapid development of graphics hardware, it is of crucial importance for many applications like game development or architectural design, as the demands on the hardware regarding scene complexity increase accordingly. Solving the visibility problem has been an important research topic for many years, and countless methods have been proposed. Interestingly, there are\nstill open research problems up to this day, and many algorithms are either impractical or only usable for specific scene configurations, preventing their widespread use. Visibility culling algorithms can be separated into algorithms for visibility preprocessing and online occlusion culling. Visibility computations are also required to solve complex lighting interactions in the scene, ranging from soft and hard shadows to ambient occlusion and full fledged global illumination. It is a big challenge to answer hundreds or thousands of visibility queries within a fraction\nof a second in order to reach real-time frame rates, which is one goal that we want to achieve in this thesis. The contribution of this thesis are four novel algorithms that provide solutions\nfor efficient visibility interactions in order to achieve high-quality output-sensitive real-time rendering, and are general in the sense that they work with any kind of 3D scene configuration. First we present two methods dealing with the issue of\nautomatically partitioning view space and object space into useful entities that are optimal for the subsequent visibility computations. Amazingly, this problem area was mostly ignored despite its importance, and view cells are mostly tweaked by hand in practice in order to reach optimal performance – a very time consuming task. The first algorithm specifically deals with the creation of an optimal view space partition into view cells using a cost heuristics and sparse visibility sampling. The second algorithm extends this approach to optimize both view space subdivision and object space subdivision simultaneously. Next we present a hierarchical online culling algorithm that eliminates most limitations of previous approaches, and is rendering engine friendly in the sense that it allows easy integration\nand efficient material sorting. It reduces the main problem of previous\nalgorithms – the overhead due to many costly state changes and redundant hardware occlusion queries – to a minimum, obtaining up to three times speedup over previous work. At last we present an ambient occlusion algorithm which works in screen space, and show that high-quality shading with effectively hundreds of samples per pixel is possible in real time for both static and dynamic scenes by utilizing temporal coherence to reuse samples from previous frames.",
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        "title": "Reconstruction Schemes for High Quality Raycasting                  of the Body-Centered Cubic Grid",
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        "abstract": "The body-centered cubic (BCC) grid has received attention\r\nin the volume visualization community recently due to its\r\nability to represent the same data with almost 30\\% fewer\r\nsamples as compared to the Cartesian cubic (CC) grid.\r\nIn this paper we present several resampling strategies for\r\nraycasting BCC grids. These strategies range from 2D\r\ninterpolation in planes to piece-wise linear (barycentric)\r\ninterpolation in a tetrahedral decomposition of the grid\r\nto trilinear and sheared trilinear interpolation.  We compare\r\nthem to raycasting with comparable resampling techniques in the\r\ncommonly used CC grid in terms of computational complexity and\r\n                 visual quality.",
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