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        "id": "LUKSCH-2014-RTR",
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        "title": "Real-Time Rendering of Glossy Materials with Regular Sampling",
        "date": "2014-06",
        "abstract": "Rendering view-dependent, glossy surfaces to increase the realism in real-time applications is a computationally complex task, that can only be performed by applying some approximations—especially when immediate changes in the scene in terms of material settings and object placement are a necessity. The use of environment maps is a common approach to this problem, but implicates performance problems due to costly pre-filtering steps or expensive sampling. We, therefore, introduce a regular sampling scheme for environment maps that relies on an efficient MIP-map-based filtering step, and minimizes the number of necessary samples for creating a convincing real-time rendering of glossy BRDF materials.",
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        "event": "Computer Graphics International 2014",
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        "pages_from": "717",
        "pages_to": "727",
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    {
        "id": "LUKSCH-2013-FLM",
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        "tu_id": null,
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        "title": "Fast Light-Map Computation with Virtual Polygon Lights",
        "date": "2013-03",
        "abstract": "We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time. \n\nIn our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times. ",
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        "booktitle": "Proceedings of ACM Symposium on Interactive 3D Graphics and Games 2013",
        "date_from": "2013-03-21",
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    {
        "id": "purgathofer-2010-cgtrends",
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        "title": "Current Trends in Computer Graphics",
        "date": "2010",
        "abstract": "In this paper we give an overview of the current research trends and explore the challenges in several subfields of the scientific discipline of computer graphics: interactive and photorealistic rendering, scientific and information visualization, and visual analytics. Five challenges are extracted that play a role in each of these areas: scalability, semantics, fusion, interaction, acquisition. Of course, not all of these issues are disjunct to each other, however the chosen structure allows for a easy to follow overview of the concrete future challenges.",
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        "journal": "Buletinul Institutului Politehnic din Iaşi",
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    {
        "id": "Wilkie-2004-AMS",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "An Analytical Model for Skylight Polarisation",
        "date": "2004-06",
        "abstract": "Under certain circumstances the polarisation state of the illumination can have a significant influence on the appearance of scenes; outdoor scenes with specular surfaces -- such as water bodies or windows -- under clear, blue skies are good examples of such environments. In cases like that it can be essential to use a polarising renderer if a true prediction of nature is intended, but so far no polarising skylight models have been presented.\n  \nThis paper presents a plausible analytical model for the polarisation of the light emitted from a clear sky. Our approach is based on a suitable combination of several components with well-known characteristics, and yields acceptable results in considerably less time than an exhaustive simulation of the underlying atmospheric scattering phenomena would require.",
        "authors_et_al": false,
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        "booktitle": "Proceedings of the Eurographics Symposium on Rendering",
        "editor": "Alexander Keller and Henrik Wann Jensen ",
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    {
        "id": "tobler02_amrmg",
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        "repositum_id": null,
        "title": "A Multiresolution Mesh Generation Approach for Procedural Definition of Complex Geometry",
        "date": "2002",
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        "authors": [
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        "booktitle": "Shape Modeling International 2002",
        "date_from": "2002-05-17",
        "date_to": "2002-05-22",
        "isbn": "0-7695-1546-0",
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        "location": "Banff, Alberta, Canada",
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        "publisher": "IEEE",
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        "id": "tobler02_mbpls",
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        "title": "Mesh-Based Parametrized L-Systems and Generalized Subdivision for Generating Complex Geometry",
        "date": "2002",
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        "volume": "8",
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    {
        "id": "wilkie-2001-crp",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Combined Rendering of Polarization and Fluorescence Effects",
        "date": "2001-04",
        "abstract": "We propose a practicable way to include both polarization and fluorescence effects in a rendering system at the same time. Previous research in this direction only demonstrated support for either one of these phenomena; using both effects simultaneously was so far not possible, mainly because the techniques for the treatment of polarized light were complicated and required rendering systems written specifically for this task.\n\t\t The key improvement over previous work is that we use a different, more easily handled formalism for the description of polarization state, which also enables us to include fluorescence effects in a natural fashion. Moreover, all of our proposals are straightforward extensions to a conventional spectral rendering system.",
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        "keywords": [
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    {
        "id": "Hey-2001-ReaX",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Real-Time Occlusion Culling With A Lazy Occlusion Grid",
        "date": "2001-01",
        "abstract": "We present a new conservative image-based occlusion culling method to increase the speed of hardware accelerated rendering of very complex general scenes which may consist of millions of polygons without time-expensive preprocessing. The method is based on a low-resolution grid upon a conventional z-buffer or an occlusion-buffer. This grid is updated in a lazy manner which reduces the number of expensive occlusion queries at pixel-level significantly compared to a busy update. It allows fast decisions if an object is occluded or potentially visible. The grid is used together with a bounding volume hierarchy that is traversed in a front to back order and which allows to cull large parts of the scene at once. We show that the method works efficiently on today´s available hardware and we compare lazy and busy updates.",
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        "keywords": [
            "hardware accelerated rendering",
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    {
        "id": "Hey-2001-Rea",
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        "title": "Real-Time Occlusion Culling with a Lazy Occlusion Grid",
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        "note": "In Rendering Techniques'01 (proceedings of Eurographics Workshop on Rendering 2001, June 2001), Springer-Verlag, Wien, 2001",
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    {
        "id": "Wilkie-2001-Ori",
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        "title": "Orientation Lightmaps for Photon Radiosity in Complex Environments",
        "date": "2001",
        "abstract": "We present a method that makes the use of photon tracing methods feasible for complex scenes when a totally accurate solution is not essential. This is accomplished by using orientation lightmaps, which average the illumination of complex objects depending on the surface normal. Through this averaging, they considerably reduce the variance of the stochastic solution. In order to use these specialised lightmaps, which consume comparatively small amounts of memory, no changes have to be made to the basic photon-tracing algorithm. Also, they can be freely mixed with normal lightmaps. This gives the user good control over the amount of inaccuracy he introduces by their application. The area computations necessary for their insertion are performed using a stochastic sampling method that performs well for highly complex objects.",
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        "journal": "The Visual Computer",
        "note": "In The Visual Computer, Vol. 17, No. 5, pp. 318-327, Springer, Heidelberg, 2001",
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    {
        "id": "Wilkie-2001-Com",
        "type_id": "misc",
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        "title": "Combined Rendering of Polarization and Fluorescence Effects",
        "date": "2001",
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        "note": "In Rendering Techniques'01 (proceedings of Eurographics Workshop on Rendering 2001), June 2001, Springer- Verlag, Wien, 2001",
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    {
        "id": "Szirmay-2000-NDFS",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Incoming First-Shot for Non-Diffuse Global Illumination",
        "date": "2000-04",
        "abstract": "This paper presents a method that can replace the small and medium\nsize lightsources by their effect in non-diffuse global illumination\nalgorithms. Incoming first-shot is a generalization of a preprocessing technique called\nthe first-shot that was developed for speeding up global diffuse\nradiosity algorithms. Alternatively, it can also be approached as\na generalization of the direct-lightsource computation involved\nin gathering type methods. In order to reduce the prohibitive memory requirements of the\noriginal first-shot when it is applied to non-diffuse scenes in a direct manner,\nthe proposed new method computes and stores only the incoming radiance generated by the lightsources\nand the reflected radiance is obtained from the incoming radiance on the fly\ntaking into account the local BRDF.\nSince the radiance function of the reflection is smoother and flatter\nthan the original lightsource function, this replacement\nmakes the integrand of the rendering equation have significantly smaller\nvariation, which can speed up global illumination algorithms.\nThe paper also discusses how the first-shot technique can be\nbuilt into a stochastic iteration algorithm using ray-bundles,\n                  and provides run-time statistics.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            207,
            208,
            216
        ],
        "number": "TR-186-2-00-04",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "first-shot",
            "finite-element techniques",
            "global methods",
            "Monte-Carlo quadrature",
            "stochastic iteration",
            "Non-diffuse global illumination"
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        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2000/Szirmay-2000-NDFS/",
        "__class": "Publication"
    },
    {
        "id": "Wilkie-2000-Ray",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Raytracing of Dispersion Effects",
        "date": "2000",
        "abstract": null,
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        "authors": [
            190,
            192,
            216
        ],
        "note": "In Proceedings of WSCG2000, Plzen, Czech Republic, February 2000",
        "research_areas": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2000/Wilkie-2000-Ray/",
        "__class": "Publication"
    },
    {
        "id": "Tobler-2000-Hie",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Hierarchical Stochastic Radiosity for Implicitly Defined Surfaces",
        "date": "2000",
        "abstract": null,
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        "substitute": null,
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        "repositum_presentation_id": null,
        "authors": [
            190,
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        ],
        "note": "In Machine Graphics & Vision, Vol. 9, No. 3, pp.561-571, 2000",
        "research_areas": [],
        "keywords": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2000/Tobler-2000-Hie/",
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    {
        "id": "Theussl-1999-MDH",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "The Multi-Dimensional Hartley Transform as a Basis for Volume\nRendering",
        "date": "1999-10",
        "abstract": "The Fast Hartley Transform (FHT), a discrete version of the Hartley\nTransform (HT), has been studied in various papers and shown to be\nfaster and more convenient to implement and handle than the\ncorresponding Fast Fourier Transform (FFT).  As the HT is not as\nnicely separable as the FT, a multidimensional version of the HT\nneeds to perform a final correction step to convert the result of\nseparate HTs for each dimension into the final multi-dimensional\ntransform. Although there exist algorithms for two and three\ndimensions, no generalization to arbitrary dimensions can be found\nin the literature. We demonstrate an easily comprehensible and\nefficient implementation of the fast HT and its multi-dimensional\nextension.  By adapting this algorithm to volume rendering by the\nprojection-slice theorem and by the use for filter analysis in\nfrequency domain we further demonstrate the importance of the HT in\n                 this application area.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
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        "authors": [
            175,
            216,
            166
        ],
        "number": "TR-186-2-99-21",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [],
        "keywords": [
            "volume rendering",
            "Fourier transform",
            "Hartley transform"
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Theussl-1999-MDH/",
        "__class": "Publication"
    },
    {
        "id": "Mastal-1999-RadX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Radiosity for Large Vegetation Scenes",
        "date": "1999-06",
        "abstract": "Calculating radiosity solutions for large scenes containing multiple\nplants is all but impossible using the radiosity method in its\noriginal form. With the introduction of sophisticated hierarchical and\nclustering algorithms radiosity for vegetation scenes becomes a\nsolvable challenge. The precomputation of the diffuse light\ndistribution in leaf canopies of forests and other plants can be used\nto calculate realistic images, but also for agricultural planning\npurposes. This state of the art report gives an overview of the\nmethods that can, and have been, used to calculate global illumination\nin vegetation scenes, including  hierarchical methods, statistical\nmethods based on simplifications, and specialized methods that have\nbeen optimized to handle scenes with a dense, non-isotropic\ndistribution of objects such as canopies.\n",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
            220,
            216,
            190
        ],
        "number": "TR-186-2-99-17",
        "pages_from": "1",
        "pages_to": "14",
        "research_areas": [],
        "keywords": [
            "vegetation scenes",
            "natural phenomena",
            "global illumination",
            "radiosity"
        ],
        "weblinks": [],
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        "__class": "Publication"
    },
    {
        "id": "wilkie-1999-ORI",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Orientation Lightmaps for Photon Radiosity in Complex Environments",
        "date": "1999-04",
        "abstract": "We present a method that makes the use of photon radiosity methods feasi\nble for complex scenes when a totally accurate solution is not essential. This is accompl\nished by using {\\em orientation lightmaps}, which average the illumination of complex obj\nects depending on the surface normal. Through this averaging, they considerably reduce th\ne variance of the stochastic solution. For the use of these specialised lightmaps, which\nconsume comparatively small amounts of memory, no changes have to be made to the actual p\nhoton tracing algorithm. Also, they can be freely mixed with normal lightmaps and inserte\nd at any point in the scene description graph. This gives the user good control over the\namount of inaccuracy he introduces by their application. The area computations necessary\nfor their insertion are performed using a stochastic sampling method that performs well f\nor highly complex objects.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            192,
            216,
            190
        ],
        "number": "TR-186-2-99-11",
        "pages_from": "1",
        "pages_to": "12",
        "research_areas": [],
        "keywords": [
            "lightmaps",
            "complex scenes",
            "photon radiosity",
            "global illumination"
        ],
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    },
    {
        "id": "Hey-1999-Laz",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Lazy Occlusion Grid Culling",
        "date": "1999-03",
        "abstract": "THIS TECHNICAL REPORT IS OUTDATED AND HAS BEEN SUPERSEDED BY TR-186-2-01-02.\nWe present Lazy Occlusion Grid Culling, a new image-based occlusion\nculling technique for rendering of very large scenes which can be of\ngeneral type. It is based on a low-resolution grid that is updated in a\nlazy manner and that allows fast decisions if an object is occluded or\nvisible together with a hierarchical scene-representation to cull large\nparts of the scene at once. It is hardware-accelerateable and it works\nefficiently even on systems where pixel-based occlusion testing is\n                implemented in software.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        ],
        "number": "TR-186-2-99-12",
        "pages_from": "1",
        "pages_to": "11",
        "research_areas": [],
        "keywords": [
            "real-time rendering",
            "hardware acceleration",
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    {
        "id": "Fuhr-1999-Conc",
        "type_id": "techreport",
        "tu_id": null,
        "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.",
        "authors_et_al": false,
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        "authors": [
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            216
        ],
        "number": "TR-186-2-99-05",
        "pages_from": "1",
        "pages_to": "6",
        "research_areas": [],
        "keywords": [
            "view-dependent algorithms applications",
            "level of detail",
            "bounding box area",
            "computer graphics"
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Fuhr-1999-Conc/",
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    {
        "id": "Wilkie-1999-ASp",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Spectral Extension to the Tagged Image File Format.",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
            190,
            192,
            216
        ],
        "note": "Short Communications of The Seventh International Conference in Central Europe on Computer Graphics, Visualisation and Digital Interactive Media '99, University of West Bohemia, Pilsen, Czech Republic, February 1999.",
        "research_areas": [],
        "keywords": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Wilkie-1999-ASp/",
        "__class": "Publication"
    },
    {
        "id": "xmas-1999",
        "type_id": "xmascard",
        "tu_id": null,
        "repositum_id": null,
        "title": "X-Mas 1999",
        "date": "1999",
        "abstract": "Das Bild zeigt die Mitarbeiter des Instituts für Computergraphik unter der Leitung von Prof. Mutzel und Prof. Purgathofer im Hof des neuen Informatik-Gebäudes in Wien.\r\n\r\nThe image shows the members of the Institute of Computer Graphics headed by Prof. Mutzel and Prof. Purgathofer in the court of the new computer science building in Vienna.",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/xmas-1999/",
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    },
    {
        "id": "Schmalstieg-1999-Fas",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Projected Area Computation for 3D Bounding Boxes.",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            202,
            216
        ],
        "note": "Journal of Graphics Tools, Vol. 4., No. 2, pp. 37-43, A. K. Peters, Ltd., 1999.",
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        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Schmalstieg-1999-Fas/",
        "__class": "Publication"
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    {
        "id": "Mastal-1999-Radi",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Radiosity for large Vegetation Scenes.",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            190,
            216,
            220
        ],
        "note": "State of the Art Report, Eurographics´99, Milano, Italy, 1999.",
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        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mastal-1999-Radi/",
        "__class": "Publication"
    },
    {
        "id": "Mastal-1999-Rad",
        "type_id": "misc",
        "tu_id": null,
        "repositum_id": null,
        "title": "Radiosity Calculations for Rotational Surfaces.",
        "date": "1999",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            190,
            216,
            220
        ],
        "note": "Proceedings of WSCG´99, pp. 186-193, Univ.of Plzen, 1999.",
        "research_areas": [],
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        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mastal-1999-Rad/",
        "__class": "Publication"
    },
    {
        "id": "Wilkie-1998-Ase",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Spectral Extension to the Tag Image File Format",
        "date": "1998-10",
        "abstract": "We propose a simple, consistent and yet powerful extension to the Tagged Image File Format (commonly referred to as TIFF) that enables the user to store spectral image data.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
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        "authors": [
            192,
            216,
            190
        ],
        "number": "TR-186-2-98-28",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [],
        "keywords": [
            "image file format",
            "spectral rendering"
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    {
        "id": "Mastal-1998-Rad",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Radiosity--Calculations for Rotational Surfaces",
        "date": "1998-10",
        "abstract": "Rotational Surfaces are very important for photorealistic representations of plants and other natural phenomena. In this paper radiosity calculations for rotational surfaces are presented that handle surfaces as whole objects rather than approximating them by large numbers of plane patches. Mathematical expressions are given for the radiance of cylinders, cones and spheres that are ideal Lambertian reflectors.   Although there exists no complete radiosity algorithm which uses the formulae for cylinders, cones and spheres at the moment, it can be estimated that the number of objects of a global illumination scene as well as the number of interactions could be reduced dramatically. Therefore it should be possible to render more complex scenes with plants, like forests, in reasonable time.",
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        "authors": [
            220,
            216,
            190
        ],
        "number": "TR-186-2-98-27",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "natural phenomena",
            "rotational surfaces",
            "radiosity"
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1998/Mastal-1998-Rad/",
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    {
        "id": "Tobler-1998-DPO",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Designing a Parallel Object Oriented Graphics Framework",
        "date": "1998-09",
        "abstract": "This paper aims to present a design strategy for\ngraphics frameworks, that facilitates easy parallelization.  This is\nachieved by introducing two mechanisms for dealing with the main\nissues of parallelization, that can be seamlessly integrated into\ngraphics frameworks which have been designed adhering to a few\nimplementation rules.  These two main mechanisms are Remote\nAccess Nodes, that mainly deal with memory distribution and memory\naccess, and Parallelizing Group Nodes, that deal with task\ngeneration and load balancing.  These objects are designed to fit into\nobject oriented, scene--graph based frameworks, which can be used as\na basis for most graphics based algorithms.",
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        "id": "Tobler-1998-FFA",
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        "repositum_id": null,
        "title": "A new Form Factor Analogy and its Application to\nStochastic Global Illumination Algorithms",
        "date": "1998-06",
        "abstract": "A new form factor analogy, that has been derived\nfrom results of integral geometry, is introduced.  The new analogy is\nshown to be useful for stochastic evaluation of the local form of the\nrendering equation used in various Monte Carlo methods for calculating\nglobal illumination.  It makes it possible to improve importance\nsampling in these methods, thereby speeding up convergence.  A new\nclass of bidirectional reflection distribution functions that directly\nbenefits from the analogy and permits exact evaluation and\ncalculation of correctly distributed vectors for Monte Carlo\nintegration is presented.",
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        "note": "In  the Proceedings of the 2nd Eurographics Workshop on Parallel Rendering and  Visualisation, Rennes, September 1998.",
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        "id": "Wilkie-1998-Pho",
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        "title": "Photon Radiosity Lightmaps for CSG  Solids",
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        "note": "In Proceedings of the CSG98 conference \"CSG98 - Set theoretic Solid  Modelling Techniques and Applications\", Ammerdown, UK, April 1998.",
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    {
        "id": "Tobler-1998-Lin",
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        "repositum_id": null,
        "title": "Linearly Combining Shading Models  for Texturing in Global Illumination Algorithms",
        "date": "1998",
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        "note": "In Proceedings of the  WinterSchool of Computer Graphics, Plzen, Czech Republic, February 1998.",
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        "title": "A new Form Factor  Analogy and its Application to Stochastic Global Illumination Algorithms",
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        "note": "In  Rendering Techniques 98, Springer-Verlag, Wien, 1998.",
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        "id": "Tobler-1998-ANe",
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        "note": "In Rendering Techniques´98 (ed. G.Drettakis, N.Max), Springer-Verlag,  Wien, July 1998.",
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    {
        "id": "Wilkie-1997-PRL",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Photon Radiosity Lightmaps for CSG Solids",
        "date": "1997-09",
        "abstract": "We propose a technique that enables one to exploit the\ninherent ability of stochastic radiosity algorithms to work correctly in the\npresence of arbitrary CSG intersections. With such radiosity algorithms the\ncommon approach to storing the illumination over a surface is to attach\nso--called {\\em lightmaps} to them. By suitably splitting those lightmap\nelements at set--up time that are partitioned in some way by CSG\nintersections, we create an environment where a photon simulation can be\nperformed without any modifications to the algorithm and little run--time\npenalty.",
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        "number": "TR-186-2-97-19",
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        "keywords": [
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    {
        "id": "tobler97_hsdasr",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Hierarchical Subdivision Algorithm for Stochastic Radiosity Methods",
        "date": "1997-06",
        "abstract": "The algorithm proposed in this paper uses a stochastic approach to incrementally calculate the illumination function over a surface. By tracking the illumination function at different levels of meshing resolution, it is possible to get a measure for the quality of the current representation, and to adoptively subdivide in places with inadequate accuracy. With this technique a hierarchical mesh that is based on the stochastic evaluation of global illumination is generated.",
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        "address": "St. Etienne, France",
        "booktitle": "Eurographics Rendering Workshop 1997",
        "editor": "Julie Dorsey and Philipp Slusallek",
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        "organization": "Eurographics",
        "pages_from": "193",
        "pages_to": "204",
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        "keywords": [
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    {
        "id": "Wimmer-1997-ITT",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive Techniques in Three-dimensional Modeling",
        "date": "1997-06",
        "abstract": "",
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        "booktitle": "13th Spring Conference on Computer Graphics",
        "editor": "Wolfgang Straßer",
        "isbn": "80-223-1176-6",
        "organization": "Comenius University, Bratislava, Slovakia",
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        "pages_to": "48",
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    {
        "id": "Tobler-thesis",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Global Illumination using Stochastic Radiosity for Constructive Solid Geometry",
        "date": "1997",
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        "date_end": "1997-04",
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    },
    {
        "id": "Schmalstieg-1996-EC2",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "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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        "authors": [
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        "number": "TR-186-2-96-18",
        "pages_from": "1",
        "pages_to": "2",
        "research_areas": [],
        "keywords": [
            "visibility computation",
            "coherence",
            "2 1/D visibility",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1996/Schmalstieg-1996-EC2/",
        "__class": "Publication"
    },
    {
        "id": "Tobler-1996-HSA",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Hierarchical Subdivision Algorithm for Stochastic\n                Radiosity Methods",
        "date": "1996-04",
        "abstract": "Stochastic radiosity methods have become a standard tool for\ngenerating global illumination solutions for very large\nscenes. Unfortunately, these methods need scene\ndescriptions that are premeshed to a very fine resolution,\nin order to compute an adequate solution of the global\nillumination. The algorithm proposed in this paper uses a\nstochastic Galerkin approach to incrementally calculate\nthe illumination function. By tracking the illumination\nfunction at different levels of resolution it is possible\nto get a measure for the quality of the representation,\nand thus adaptively subdivide in places with inadequate\naccuracy. With this technique a hierarchical mesh is\ngenerated, that is based on the stochastic evaluation of\n                global illumination.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
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        "authors": [
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            245,
            190,
            192
        ],
        "number": "TR-186-2-96-14",
        "pages_from": "1",
        "pages_to": "12",
        "research_areas": [],
        "keywords": [
            "radiosity",
            "stochastic",
            "Monte Carlo",
            "hierarchical",
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            "density estimation"
        ],
        "weblinks": [],
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    {
        "id": "Tobler-1995-AAC",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "ACSGM -- An adaptive CSG meshing algorithm",
        "date": "1995-12",
        "abstract": "We present a new algorithm, called ACSGM (which is short\nfor Adaptive CSG Mesher), that converts scenes in CSG\nrepresentation into a boundary representation composed of\ntriangles. The algorithm is based on the marching cubes\nalgorithm, but instead of working at a fixed resolution, the\nsize of the cubes used in the meshing process is changed\nadaptively. While the marching cubes algorithm, which\ncalculates the vertices of the triangles of the final mesh\nusing linear interpolation, ACSGM uses ray casting for this\ncomputation. This approach not only produces exact vertices\nbut provides some additional information (e.g.\\ the normal\nvectors in these vertices) that can be used to generate a\nmore accurate approximation of the CSG object by the final\n                mesh.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            190
        ],
        "number": "TR-186-2-95-13",
        "pages_from": "1",
        "pages_to": "15",
        "research_areas": [
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        ],
        "keywords": [
            "CSG",
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            "hierarchical"
        ],
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    {
        "id": "Tobler-1995-BGD",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "BABEL: A Generic Data structure for Geometric Modeling",
        "date": "1995-11",
        "abstract": "We present a basic data structure for geometric data which\ncan be adapted to represent common geometry representations\nlike CSG, BSP, aso. The new data structure has been designed\nto be easy to use, and easy to extend. Due to the\nrepresentation of geometric data using a directed acyclic\ngraph, a number of the standard rendering algorithms can be\nused on the data structure in a very straightforward way.\nThe new data structure has been implemented as a C++ library\nand can therefore serve as high-level tool for developing\ngraphics applications, or as an extension for using C++ as a\n                modeling language.",
        "authors_et_al": false,
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        "number": "TR-186-2-95-07",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [
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        ],
        "keywords": [
            "data structure",
            "C++",
            "geometric modeling"
        ],
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        "abstract": "This paper solves the system of radiosity\nequations with a numerical approach rather than\nwith a physical interpretation as most current\nalgorithms do. Due to the high complexity of the\nproblem for highly complex scenes, a stochastic\nvariation of Jacobi iteration is developed which\nconverges stochastically to the correct solution.\nThe new method, called Stochastic Ray Method, is a\nsignificant improvement of Stochastic Radiosity. A\nlarge number of independent rays is chosen\nstochastically by importance sampling of the\npatches according to their power after the previous\niteration step. They all carry an equal amount of\npower into random directions, thereby representing\ntogether the total energy interreflection of the\nentire environment in a stochastic manner.\nAssuming a correctly distributed initial solution,\nwhich can be reached easily, the iteration\nprocess converges quickly and reduces the error\nin the result faster than other stochastic\nradiosity approaches. The new algorithm can\neasily be extended to treat various phenomena which\nare normally rather costly to incorporate in\nradiosity environments: specular reflection and\nspecular transmittance, non-diffuse emission and\n                point light sources.",
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        "abstract": "This paper examines the possibilities of improving\nhalftoning techniques using dispersed dots. This\ncorresponds to finding micro-dot distributions that\napproximate the intensity levels that have to be\nrendered. A widely used halftoning method is ordered\ndithering, which uses a threshold matrix to decide\nif a micro-dot should be set in the output image. A\nway to generate improved threshold matrices for\nordered dithering will be introduced that avoids\nunwanted low-frequency portions without introducing\ntoo much random noise into the rendered image. Since\nthe presented method produces images of high quality\nit is ideally suited for output generation in high-end\n                image processing systems.",
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