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        "title": "LidarScout: Direct Out-of-Core Rendering of Massive Point Clouds",
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        "abstract": "Large-scale terrain scans are the basis for many important tasks, such as topographic mapping, forestry, agriculture, and infrastructure planning. The resulting point cloud data sets are so massive in size that even basic tasks like viewing take hours to days of pre-processing in order to create level-of-detail structures that allow inspecting the data set in their entirety in real time. In this paper, we propose a method that is capable of instantly visualizing massive country-sized scans with hundreds of billions of points. Upon opening the data set, we first load a sparse subsample of points and initialize an overview of the entire point cloud, immediately followed by a surface reconstruction process to generate higher-quality, hole-free heightmaps. As users start navigating towards a region of interest, we continue to prioritize the heightmap construction process to the user's viewpoint. Once a user zooms in closely, we load the full-resolution point cloud data for that region and update the corresponding height map textures with the full-resolution data. As users navigate elsewhere, full-resolution point data that is no longer needed is unloaded, but the updated heightmap textures are retained as a form of medium level of detail. Overall, our method constitutes a form of direct out-of-core rendering for massive point cloud data sets (terabytes, compressed) that requires no preprocessing and no additional disk space. Source code, executable, pre-trained model, and dataset are available at: https://github.com/cg-tuwien/lidarscout",
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        "title": "Splatshop: Efficiently Editing Large Gaussian Splat Models",
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        "title": "Live Coding of a VR Render Engine in VR",
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    {
        "id": "schuetz-2019-CLOD",
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        "title": "Real-Time Continuous Level of Detail Rendering of Point Clouds",
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        "abstract": "Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable popping artifacts when additional chunks are blended in or out. \nThese popping artifacts are especially noticeable at lower levels of detail, and consequently in virtual reality, where high performance requirements impose a reduction in detail.\n\nWe propose a continuous level-of-detail method that exhibits gradual rather than sudden changes in density. Our method continuously recreates a down-sampled vertex buffer from the full point cloud, based on camera orientation, position, and distance to the camera, in a point-wise rather than chunk-wise fashion and at speeds up to 17 million points per millisecond.\nAs a result, additional details are blended in or out in a less noticeable and significantly less irritating manner as compared to the state of the art. The improved acceptance of our method was successfully evaluated in a user study.",
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        "title": "Progressive Real-Time Rendering of Unprocessed Point Clouds",
        "date": "2018-08",
        "abstract": "Rendering tens of millions of points in real time usually requires either high-end \ngraphics cards, or the use of spatial acceleration structures. \nWe introduce a method to progressively display as many points as the GPU memory can hold in real time \nby reprojecting what was visible and randomly adding additional points to uniformly \nconverge towards the full result within a few frames. \n\nOur method heavily limits the number of points that have to be rendered each frame and \nit converges quickly and in a visually pleasing way, which makes it suitable even \nfor notebooks with low-end GPUs. \nThe data structure consists of a randomly shuffled array of points that is incrementally generated \non-the-fly while points are being loaded. \n\nDue to this, it can be used to directly view point clouds in common sequential formats such as LAS or LAZ while they are being loaded and without the need to generate spatial acceleration structures in advance, as long as the data fits into GPU memory.",
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        "date_to": "2018-08-16",
        "doi": "10.1145/3230744.3230816",
        "event": "ACM SIGGRAPH 2018",
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        "pages_from": "Article 41",
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    {
        "id": "kroesl_x_card_2017",
        "type_id": "xmascard",
        "tu_id": null,
        "repositum_id": null,
        "title": "X-Mas Card 2017",
        "date": "2017-12",
        "abstract": "This Christmas we want to illuminate your holidays with luminaires specifically designed for this occasion. The festive scene on this card features semi-translucent luminaires in the shape of christmas trees. The light distribution  of the corresponding luminaire model was simulated in LiteMaker,an interactive luminaire development tool that was developed at TU Wien and VRVis. LiteMaker provides interactive editing functionality and very fast high-quality previews of the final physically correct simulated light distribution of a luminaire model. The final  scene  and  light  distributions  were  rendered  using  our  light­\nplanning software HILITE.\n\nDie weihnachtliche Szene auf dieser Karte wird durch Leuchten in Form von Christbäumen erhellt. Für das Lichtdesign der Szene wurde LiteMaker verwendet, ein an der TU Wien und am VRVis entwickeltes interaktives Entwicklungswerkzeug fur Beleuchtungskörper. Durch interaktives Bearbeiten, und sehr schnelle aber dennoch hochwertige physikalisch korrekte Vorschaubilder, ermöglicht LiteMaker ein rascheres Design von Beleuchtungskonzepten. Die fertige Szene wurde anschließend in unserer Lichtsimuationssoftware HILITE gerendert.",
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    {
        "id": "SCHUETZ-2016-POT",
        "type_id": "masterthesis",
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        "title": "Potree: Rendering Large Point Clouds in Web Browsers",
        "date": "2016-09-19",
        "abstract": "This thesis introduces Potree, a web-based renderer for large point clouds. It allows users\nto view data sets with billions of points, from sources such as LIDAR or photogrammetry,\nin real time in standard web browsers.\nOne of the main advantages of point cloud visualization in web browser is that it\nallows users to share their data sets with clients or the public without the need to install\nthird-party applications and transfer huge amounts of data in advance. The focus on\nlarge point clouds, and a variety of measuring tools, also allows users to use Potree to\nlook at, analyze and validate raw point cloud data, without the need for a time-intensive\nand potentially costly meshing step.\nThe streaming and rendering of billions of points in web browsers, without the need\nto load large amounts of data in advance, is achieved with a hierarchical structure that\nstores subsamples of the original data at different resolutions. A low resolution is stored\nin the root node and with each level, the resolution gradually increases. The structure\nallows Potree to cull regions of the point cloud that are outside the view frustum, and\nto render distant regions at a lower level of detail.\nThe result is an open source point cloud viewer, which was able to render point cloud\ndata sets of up to 597 billion points, roughly 1.6 terabytes after compression, in real time\nin a web browser.",
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        "main_image": {
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        "title": "High-Quality Point Based Rendering Using Fast Single Pass Interpolation",
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