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        "title": "Reflective and Refractive Objects for Mixed Reality",
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        "abstract": "In this paper, we present a novel rendering method which integrates reflective or refractive objects into a differential instant radiosity (DIR) framework usable for mixed-reality (MR) applications. This kind of objects are very special from the light interaction point of view, as they reflect and refract incident rays. Therefore they may cause high-frequency lighting effects known as caustics. Using instant-radiosity (IR) methods to approximate these high-frequency lighting effects would require a large amount of virtual point lights (VPLs) and is therefore not desirable due to real-time constraints. Instead, our approach combines differential instant radiosity with three other methods. One method handles more accurate reflections compared to simple cubemaps by using impostors. Another method is able to calculate two refractions in real-time, and the third method uses small quads to create caustic effects. Our proposed method replaces parts in light paths that belong to reflective or refractive objects using these three methods and thus tightly integrates into DIR. In contrast to previous methods which introduce reflective or refractive objects into MR scenarios, our method produces caustics that also emit additional indirect light. The method runs at real-time frame rates, and the results show that reflective and refractive objects with caustics improve the overall impression for MR scenarios.",
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        "title": "Reciprocal Shading for Mixed Reality",
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        "abstract": "In this paper we present a novel plausible 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. 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. In addition, we avoid artifacts like double shadows or inconsistent color bleeding which appear in previous work. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. The scene gets illuminated by virtual point lights, which use imperfect shadow maps to calculate visibility. A sufficiently fast scene reconstruction is done at run-time with Microsoft's Kinect sensor. Thus a time-consuming manual pre-modeling step of the real scene is not necessary. 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": "Interactive BRDF Estimation for Mixed-Reality Applications",
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        "abstract": "Recent methods in augmented reality allow simulating mutual light interactions between real and virtual objects. These methods are able to embed virtual objects in a more sophisticated way than previous methods. However, their main drawback is that they need a virtual representation of the real scene to be augmented in the form of geometry and material properties. In the past, this representation had to be modeled in advance, which is very time consuming and only allows for static scenes.\n\nWe propose a method that reconstructs the surrounding environment and estimates its Bidirectional Reflectance Distribution Function (BRDF) properties at runtime without any preprocessing. By using the Microsoft Kinect sensor and an optimized hybrid CPU & GPU-based BRDF estimation method, we are able to achieve interactive frame rates. The proposed method was integrated into a differential instant radiosity rendering system to demonstrate its feasibility.",
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        "title": "Adaptive Camera-Based Color Mapping For Mixed-Reality Applications",
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        "abstract": "We present a novel adaptive color mapping method for virtual objects in mixed-reality environments. In several mixed-reality applications, added virtual objects should be visually indistinguishable from real objects. Recent mixed-reality methods use global-illumination algorithms to approach this goal. However, simulating the light distribution is not enough for visually plausible images. Since the observing camera has its very own transfer function from real-world radiance values to RGB colors, virtual objects look artificial just because their rendered colors do not match with those of the camera.\n\nOur approach combines an on-line camera characterization method with a heuristic to map colors of virtual objects to colors as they would be seen by the observing camera. Previous tone-mapping functions were not designed for use in mixed-reality systems and thus did not take the camera-specific behavior into account. In contrast, our method takes the camera into account and thus can also handle changes of its parameters during runtime. The results show that virtual objects look visually more plausible than by just applying tone-mapping operators.",
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        "title": "BRDF approximation and estimation for Augmented Reality",
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        "abstract": "In Augmented Reality applications it is important to have a good description of the surfaces of real objects if a consistent shading between real and virtual object is required. If such a description of a surface is not vailable it has to be estimated or approximated. In our paper we will present certain methods that deal\nwith real-time bi-directional reflectance distribution function\n(BRDF) approximation in augmented reality. Of course an important thing to discuss is whether the applications we present all work in real-time and compute good (and real)looking results.\nThere are different methods on how to achieve this goal. All of the methods we are going to present work via image based lighting and some require a 3D polygonal mesh representation\nof the object whose BRDF shall be approximated. Some methods estimate the BRDF parameters via error values and\nprovide results at each iteration.",
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        "title": "Design of the Harris Matrix Composer, a new  tool to create and edit Harris Matrices ",
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        "abstract": "The Harris Matrix - formulated by Dr. Edward C. Harris in 1973 - is the established way of representing the archaeological stratigraphy of an excavation. The Harris Matrix is a sequential diagram defining stratigraphic relations between stratigraphic units. It is an important method to document the stratification that is destroyed by the excavation process and hence a vital tool for analysis. The theory was recently extended to distinguish between two types of stratigraphic units, deposits and surfaces. Deposits represent layers that are dug away and hence are volumetric data, whereas surfaces represent immaterial interfaces between layers of stratigraphy. Based on the analysis of finds and samples temporal relations, like “later” or “contemporary” can be set to supplement stratigraphic ones. The analysis also results in a division of stratigraphic units into phases and periods. Phases are structural entities, like post-holes of an ancient dwelling. Periods represent a certain historical epoch. Since this extension of the theory is not considered by any tool, we decided to design and develop a new one, the Harris Matrix Composer (HMC). With the HMC a Harris Matrix can be created and edited by drawing its graph structure with an intuitive and easy to use GUI. A layout mechanism arranges units into a top-down structure that reflects their stratigraphic and temporal relations. The validity checker helps users to avoid errors. The HMC will have an interface to a GIS system to access digital archaeological data by selecting units, phases or periods in the Harris Matrix and hence in a meaningful way for analysis. In that respect it will close a gap in the archaeological toolbox.",
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        "abstract": "This paper describes the development of the 3D graphics part of an\nastronomical education installation for school children, called the\nVirtual Control Room, as part of the ASH project (IST-1999-10859). The\ncontent is a very detailed model of our Solar System, which can be\nused with an augmented reality interface or remote controlled with an\n                 external XML capable control application.",
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        "title": "Efficient Ray Tracing of Complex Natural Scenes",
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        "abstract": "In this paper we present a method for the consistent modelling and efficient ray tracing of complex natural scenes. Both plants and terrains are modelled and represented in the same way to allow mutual influences of their appearance and interdependencies of their geometry. Plants are generated together with a fractal terrain, so that they directly grow on it. This allows an accurate calculation of reflections and the cast of shadows. The scenes are modeled with a special kind of PL-Systems and are represented by cyclic object-instancing graphs. This is a very compact representation for ray tracing, which avoids restrictions to the complexity of the scenes. To significantly increase the\nefficiency of ray tracing with this representation an adaptation of conventional optimization\ntechniques to cyclic graphs is necessary. In this paper we introduce methods for the calculation of a\nbounding box hierarchy and the use of a regular 3d-grid for cyclic graphs.",
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        "title": "Representation and Realistic Rendering of Natural Phenomena\n                with Cyclic CSG-graphs",
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        "abstract": "A method for ray tracing of recursive objects defined by\nparametric rewriting systems is introduced. Constructive\nSolid Geometry (CSG) is used as underlying object\nrepresentation. Thus the formal languages of our rewriting\nsystems are subsets of the infinite set of CSG expressions.\nInstead of deriving such expressions to build up large CSG\ntrees we translate the systems into cyclic CSG graphs, which\ncan be used directly as an object representation for ray\ntracing. For this purpose the CSG concept is extended by\nthree new nodes. Selection nodes join all the rules for one\ngrammar symbol, control the flow by selecting proper rules,\nand are end-points of cyclic edges. Transformation nodes map\nthe rays in affine space. Calculation nodes evaluate a finite\nset of arithmetic expressions to modify global parameters,\nwhich effect flow control and transformations. The CSG\ngraphs introduced here are a very compact data structure,\nmuch like the describing data set. This property meets our\nintention to avoid both restrictions of the complexity of\nthe scenes by computer memory and the approximation accuracy\n\t\tof objects.",
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        "abstract": "This picture was modelled with L-Systems and rendered by FLIRT, one of the research raytracers developed at the institute at the beginning of the 1990s.\r\nCreator of this image was Chris Traxler, who implemented the cyclic graph c apabilities necessary for the display of grammar-based objects.",
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