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"abstract": "We can argue why VR and AR will become more important:\n- Virtual and Augmented Reality are efficient forms of visualizing content for the human:\n\tthey are immersive, 3 dimensional, interactive, natural, and easy to learn\n- Why did that not happen already? Simply because the technology was not ready, there were too many weaknesses. Now technology is ready!\n- And why is visualization important? Visualization is one fundamental pillar of modern computer science.\n- The human eyes carry 80-90% of all information input, images have the highest bandwidth (you know the saying: a picture is worth a thousand words)\n- And a visual summary of information makes it much easier to identify patterns and trends, \tand to analyze data communication easier and more efficient\n",
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"abstract": "We are living in interesting times, with the fastest technological development that humankind has ever experienced.\nThe last 200 years have brought us the industrial revolution.\nPeople have learned to build machines to release themselves from hard muscle work and from dangerous work.\nPeople have developed new technologies that enabled the realization of dreams from the past like the telephone, the car, the airplane, electrical light, or radio and television.\nAnd industrialization has enabled the production of enough goods for everyone, so that poverty has a much higher threshold today.\nNow we are in the middle of the information revolution, which tries to improve our lives through computers.\nWe are using electronic banking, social media, Computer Aided Design and Manufacturing, tomography diagnosis in medicine, smartphones, GPS, notebooks, computer games, and there are many more appearances of computers in everyday life.\nCurrently we are developing smart cities, digital twins, intelligent factories, autonomous cars and more.\nOur tools include Artificial Intelligence, Deep Learning, fast communication such as 5G, Cloud Computing, Augmented and Virtual Reality, and many others.\nDigital twins, that are digital representations of real world objects, they are the basis for the simulation and augmentation of scenarios, necessary to provide insight for better human decisions.\nIn this context, Visual Computing plays a central role, as it provides the key technologies to include the human into the decision making processes:\n- as the interface between computers and people, - as the most efficient channel to transfer data into users via images.\nVisual computing was also a main driver in developing parallel computing and the GPU. The full potential of visual computing has not yet been exploited in industrial applications, often because real world data are more difficult to handle that clean test data in science labs.\nSix V’s are the six challenges that we have to cope with in visual data processing:\nThe Volume of data is ever increasing. More and more sensors produce more and more data for more and more computers.\nThe Velocity with which such data is produced is steadily increasing.\nThe Variety of data that shall be utilized is becoming more complex. Not only numerical data, but also categorical data, functions, pictures and videos, complex relations shall be processed.\nThe Validity of available data has to be better checked the more data there are. Are some data wrong? Are data missing?\nThe Veracity of data is the next issue. Where do the data come from? Can we trust the data sources? Are some data manipulated or simply made up?\nAnd finally, the Value of our conclusions and results has to be analyzed. Not everything that can be calculated makes the world better.\nThe coping with these 6 V-challenges is essential for the practical utilization of big data.\nBut there is a seventh issue, the Confidentiality of the data. Companies are reluctant to give away their internal data without control who sees or uses them. And people want to maintain some privacy, they want their private data protected, according to data protection laws. Companies like Google or Amazon, but also governments in many countries, store a lot of data about individuals that contradict with such concerns. It must stay one of our most important goals to preserve enough data protection to avoid any misuse of private data. Big data is only a blessing if it is not misused.\nOur research institute VRVis, together with its Chinese partner VR-KB, works in the field of transferring scientific results from visual computing into valuable and innovative products in industry. International cooperation is a success factor in bringing these fields together.\nAnd international conferences such as this one provide the contacts for international cooperation and better understanding between the diverse disciplines profiting from the digitization process.",
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"title": "INTERACTIVE VISUAL ANALYSIS OF INTENSIVE CARE UNIT DATA: Relationship Between Serum Sodium Concentration, its Rate of Change, and Survival Outcome",
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"title": "A Critical Review of the Preetham Skylight Model",
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"abstract": "The Preetham skylight model is currently one of the most widely used\n analytic models of skylight luminance in computer graphics.\n Despite its widespread use, very little work has been carried out to verify the results generated by the model, both in terms of the luminance patterns it generates, and in terms of numerical reliability and stability.\n\nWe have implemented the model in Mathematica, visualise and discuss those parameter ranges which exhibit problematic behaviour, and compare the computed luminance values with references from literature, especially the 15 standard skylight distributions of the CIE 2003 Standard General Sky.\n\nWe also performed luminance measurements on real cloudless skies, and compare these measurements to the predictions of the model.",
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"title": "Accurate Display Gamma Functions based on Human Observation",
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"abstract": "This paper describes an accurate method to obtain the\nTone Reproduction Curve (TRC) of display devices without using\na measurement device. It is an improvement of an existing technique\nbased on human observation, solving its problem of numerical instability\nand resulting in functions in log--log scale which correspond better\nto the nature of display devices.\nWe demonstrate the effiency of our technique on different monitor\ntechnologies, comparing it with direct measurements using a\nspectrophotometer.",
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"title": "Using Virtual Reconstructions in a Planetarium for Demonstrations in Archaeo-Astronomy",
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"abstract": "In the last decades, archaeologists in central Europe have found\n traces of enigmatic neolithic circular building structures buried in\n the soil. Recent studies indicate that the orientation of many of their\n doorways may have been chosen with an astronomical background in mind.\n\n This paper explains the use of virtual reconstructions of these\n buildings from archaeological data, in combination with a simulation\n of the sky of that time in a Planetarium, to present the\n astronomical findings to the public.",
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"abstract": "Within computer graphics, the field of predictive rendering is concerned with those methods of image synthesis which yield results that do not only look real, but are also radiometrically correct renditions of nature, i.e.which are accurate predictions of what a real scene would look like under given lighting conditions. \r\n\r\nIn order to guarantee the correctness of the results obtained by such techniques, three stages of such a rendering system have to be verified with particular care: the light reflection models, the light transport simulation and the perceptually based calculations used at display time.\r\n\r\nIn this report, we will concentrate on the state of the art with respect to the second step in this chain. Various approaches for experimental verification of the implementation of a physically based rendering system have been proposed so far. However, the problem of proving that the results are correct is not fully solved yet, and no standardized methodology is available. We give an overview of existing literature, discuss the strengths and weaknesses of the described methods and illustrate the unsolved problems. We also briefly discuss the related issue of image quality metrics. ",
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"title": "X-Mas 2003",
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"abstract": "25 Jahre Computergraphik an der TU Wien\r\n\r\nGeschichte ist eng mit Personen verbunden. Die Geschichte der Computergraphik an der Technischen Universität Wien begann unabhängig voneinander an zwei Instituten. In beiden Fällen entstanden die ersten Diplomarbeiten im Jahr 1978. Eine Initiative begann mit Johann Weiß, der sich mit dem Tracken von Lichtstiften beschäftigte, und Georg Stonawski, der eine Diplomarbeit über GKS schrieb. Die zweite Initiative kam von Prof. Wilhelm Barth, der die zwei Diplomanden Emanuel Wenger und Edwin Scherzer die Programmiersprache Pascal um graphische Elemente erweitern ließ. Im Jahr 1980 begann Werner Purgathofer zusammen mit einigen anderen bei Prof. Barth als Assistent und schloss 1984 seine Dissertation ab. Anschließend baute er zusammen mit Michael Gervautz und anderen eine Computergraphik-Arbeitsgruppe auf, die hauptsächlich im Bereich Rendering aktiv war. Als Werner Purgathofer 1988 Professor wurde, stellte er M. Eduard Gröller ein, der die Arbeitsgruppe für Visualisierung gründete. 1990 wurde das Institut in \"Institut für Computergraphik\" umbenannt, 1991 organisierte die Gruppe die Jahrestagung der Eurographics in der Wiener Hofburg. Bald danach begann Michael Gervautz im Bereich Virtual Reality zu forschen, woraufhin er 1998 die Spinoff-Firma \"Imagination\" gründete und Dieter Schmalstieg die Leitung der Virtual Reality-Gruppe übernahm. Anfang 2000 gründete das Institut zusammen mit anderen ein Kompetenzzentrum für Virtual Reality und Visualisierung (VRVis), in dem jetzt Georg Stonawski Geschäftsführer und Helwig Hauser wissenschaftlicher Direktor sind. Nach diesen 25 Jahren arbeiten heute in Wien mehr als 100 Personen im Bereich innovativer Computergraphik.\r\n\r\nDie Karte wurde unter Verwendung von Adobe Illustrator und Photoshop auf einem Apple iBook produziert. Für die Farbkalibration des bei der Herstellung der physischen Karten verwendeten Druckers wurde die Software ProfileMaker von Gretag Macbeth verwendet.\r\n\r\nIdee: Werner Purgathofer\r\nBilder: Der Meister, Emanuel Wenger, Michael Gervautz, Robert F. Tobler, Michael Feda, Christoph Traxler, Michael Wimmer, Alexander Wilkie, Helwig Hauser, Anton L. Fuhrmann und das Kollektiv der Visualisierungsgruppe\r\nHerstellung: Alexander Wilkie \r\n\r\n\r\n25 Years of Computer Graphics at the TU Vienna\r\n\r\nHistory is strongly connected to people. The history of Computer Graphics at the Vienna University of Technology began independently at two institutes. In both cases the first diploma theses were written in 1978. One initiative was started by Johann Weiss, who implemented the tracking of a light pen, and Georg Stonawski, who wrote a thesis about GKS. The second initiative was by Prof. Wilhelm Barth, who worked with the two diploma students Emanuel Wenger and Edwin Scherzer on extending the programming language Pascal with graphical elements. Amongst others, Werner Purgathofer started to work as an assistant of Prof. Barth in 1980, and finished his PhD in 1984. Together with Michael Gervautz and other colleagues, he then built up a Computer Graphics group that was active mainly in the area of Rendering. When Werner Purgathofer became Professor in 1988, he employed M. Eduard Gröller, who in turn founded a Visualisation research group. In 1990 the institute was renamed to \"Institute of Computer Graphics\", in 1991 the group organized the annual Eurographics conference in the Vienna Hofburg. Soon after that, Michael Gervautz started research in the area of Virtual Reality, which led to the founding of the spin-off company \"Imagination\" in 1998. Since then, the Virtual Reality group was led by Dieter Schmalstieg. Together with others, the institute created a competence center for Virtual Reality and Visualisation (VRVis) in January 2000, of which Georg Stonawski is the CEO and Helwig Hauser is the scientific director. After these 25 years, there are now more than 100 people in Vienna working in the field of innovative Computer Graphics.\r\n\r\nThe card was produced using Adobe Illustrator and Photoshop on an Apple iBook. The colour calibration of the printer used for the production of the pysical cards was performed using Gretag Macbeth ProfileMaker software.\r\n\r\nIdea: Werner Purgathofer\r\nImages by: The Master, Emanuel Wenger, Michael Gervautz, Robert F. Tobler, Michael Feda, Christoph Traxler, Michael Wimmer, Alexander Wilkie, Helwig Hauser, Anton L. Fuhrmann and the collective of the Visualisation group\r\nProduction: Alexander Wilkie ",
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"title": "Real-Time Rendering of Globally Illuminated Soft Glossy Scenes With Directional Light Maps",
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"title": "Combined Rendering of Polarization and Fluorescence Effects",
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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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"note": "In The Visual Computer, Vol. 17, No. 5, pp. 318-327, Springer, Heidelberg, 2001",
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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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"number": "TR-186-2-00-22",
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"title": "Comparison Methodology for Ray Shooting Algorithms",
"date": "2000-11",
"abstract": "In this paper we deal with a methodology for\ncomparing various ray shooting algorithms for a set\nof experiments performed on a set of scenes. We\ndevelop a computation model for ray shooting\nalgorithms, which allows us to map of any particular\nray shooting algorithm to the computation\nmodel. Further, we develop a performance model for\nray shooting algorithms, which establishes the\ncorrespondence between the computation model and the\nexecution time of the ray shooting algorithm for a\nsequence of ray shooting queries. Based on the\ncomputation and performance models, we propose a set\nof parameters describing the use of a ray shooting\nalgorithm in applications. This allows us to make a\nfair comparison of various ray shooting algorithms\nfor the same set of input data, i.e., the same scene\nand the same sequence of ray shooting queries, but\nvirtually independently of the hardware and the\nimplementation issues. Under certain conditions, the\nproposed comparison methodology enables to perform\ncross-comparison of published research work without\n reimplementing other ray shooting algorithms.",
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"title": "Statistical Comparison of Ray-Shooting Efficiency Schemes",
"date": "2000-05",
"abstract": "In this report we present an experimental efficiency\nstudy of spatial subdivision schemes for ray-shooting\nacceleration. Presented results are part of our\neffort to find the long-discussed best efficiency\nscheme from the statistical point of view. We propose\nfour testing procedures evaluating the ray-shooting\nalgorithm properties. We use these methods to\nproduce hardware independent statistics for different\nray-shooting acceleration schemes that have been\nreimplemented following the published literature. We\ndefine the the minimal set of parameters to be\nreported as well as scene invariants, parameters that\nstay the same regardless of the acceleration scheme\nused. The main results of first 1440 measurements\nfor 30 scenes from the SPD database and 12\nacceleration methods are reported. We also attempt to\noutline a method that suggests the most suitable\nacceleration scheme based on the scene complexity\n analysis of a given scene.",
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"title": "Scheduling for Very Large Virtual Environments and Networked Games Using Visibility and\nPriorities",
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"abstract": "The problem of network bandwidth limitations is encountered in almost any distributed virtual\nenvironment or networked game. In a typical client-server setup, where the virtual world is managed by a server\nand replicated by connected clients which visualize the scene, the server must repeatedly transmit update messages\nto the clients. By employing visibility information, the number of messages transmitted over the network can be\nreduced by sending each client only update messages for objects which are visible from the viewpoint of the\nclient. A naïve approach requires to examine visibility between pairs of objects and leads to a quadratic effort\nin the number of objects, substantially affecting the scalability of such environments. This paper presents a\ntechnique that allows the server to manage the transmission of update messages for each client with a constant\noverhead, reducing overall computational cost to a linear effort. We show how the server can employ visibility\ninformation to schedule all objects using the Priority Round-Robin algorithm. This algorithm is further enhanced\nwith activity monitoring that provides a graceful degradation of the system's performance, even if the behavior of\nobjects is unpredictable. This makes the algorithm suited to schedule update messages regarding server-controlled\nobjects as well as user-controlled avatars.",
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"tu_id": null,
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"title": "Priority Round-Robin Scheduling for Very Large Virtual Environments",
"date": "2000",
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"authors": [
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202,
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"note": "Proceedings of IEEE VR'2000, pp. 135-142, NEw Brunswick, NJ, 2000 (honorable mention in best paper award selection)",
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"note": "In IEEE Computer Graphics and Applications, VOl. 20(6), pp. 66-75, November 2000",
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"title": "Scheduling for very large Virtual Environments and Networked Games using Visibility and Priorities",
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"note": "In Proceedings of the DIS-RT 2000 conference, pp. 31-38, San Francisco, CA, 2000",
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"type_id": "misc",
"tu_id": null,
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"title": "Practical Calibration Procedures for Augmented Reality",
"date": "2000",
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"note": "In Environments'2000, pp. 3-12, Springer-Verlag, Wien, 2000",
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"title": "Importance-Driven Hierarchical Stochastic Ray Radiosity",
"date": "2000",
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"authors": [
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389
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"note": "In Proceedings of the 8th International Conference in Central Europe on Computer Graphics, Visualization and Interactive Digital Media'2000 (ed. V. Skala), vol.short comm. pp. 100-106, University of West Bohemia, Czech Republic, February 2000",
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{
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"tu_id": null,
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"title": "Hierarchical Stochastic Radiosity for Implicitly Defined Surfaces",
"date": "2000",
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"authors": [
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"note": "In Machine Graphics & Vision, Vol. 9, No. 3, pp.561-571, 2000",
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{
"id": "Wilkie-2000-Ray",
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"title": "Raytracing of Dispersion Effects",
"date": "2000",
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"authors": [
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"note": "In Proceedings of WSCG2000, Plzen, Czech Republic, February 2000",
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{
"id": "Hladuvka-2000-CTF",
"type_id": "techreport",
"tu_id": null,
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"title": "Overview of Perceptually-Driven Radiosity Methods",
"date": "1999-12",
"abstract": "Despite its popularity among researchers the radiosity\nmethod still suffers of some disadvantages over other\nglobal illumination methods. Besides the fact that the\noriginal method allows only for solving the global\nillumination of environments consisting of purely\ndiffuse surfaces, the method is rather computationally\ndemanding. In the search for possible speed-up\ntechniques one of the possibilities is to take also the\ncharacteristic features of the human visual\nsystem. Being aware of how the human visual perception\nworks, one may compute the radiosity solution to lower\naccuracy in terms of physically based error metrics, but\nbeing sure that the physically correct solution won't\nbring any improvements in the image for the human\nobserver. In the following report we briefly summarize\nachievements in the radiosity research in the past years\nand present the state of the art in perceptual\napproaches used in computer graphics nowadays. We will\ngive an overview of known tone-mapping and\nperceptually-based image comparison techniques that can\nbe used in the scope of the radiosity method to further\nspeed up the computational process. In the second part\nof the report we concentrate on known radiosity methods\nthat already use these perceptual approaches to predict\ndifferent visible errors of the result of the radiosity\ncomputation. We will not speak about importance-driven\nradiosity solutions, as those methods are based on using\ngeometric visibility rather than on using human\n perception-aware techniques.",
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199,
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"number": "TR-186-2-99-26",
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"keywords": [
"perception",
"image difference",
"tone-mapping",
"radiosity"
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"id": "Prikryl-1999-PDT",
"type_id": "techreport",
"tu_id": null,
"repositum_id": null,
"title": "Importance-Driven Hierarchical Stochastic Ray Radiosity",
"date": "1999-10",
"abstract": "We present a hierarchical Monte-Carlo radiosity\nalgorithm driven by the view importance. Using this\nquantity it is possible to concentrate the\ncomputational effort on solution in the immediate\nenvironment of the observer, trading the low\nsolution quality in invisible areas for better\nquality in areas that are visible for the\nobserver. This is achieved by modifying the sampling\nprobabilities of scene elements so that more samples\nare concentrated in the area of high importance and\nby extending the subdivision oracle function so that\nthe subdivision is coarser in areas of low\n importance.",
"authors_et_al": false,
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"authors": [
199,
389,
190
],
"number": "TR-186-2-99-22",
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"pages_to": "7",
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"keywords": [
"view potential",
"view importance",
"hierarchical refinement",
"hierarchy",
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],
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"id": "Faisstnauer-1999-Pri",
"type_id": "techreport",
"tu_id": null,
"repositum_id": null,
"title": "Priority Round-Robin Scheduling for Very Large Virtual\nEnvironments",
"date": "1999-08",
"abstract": "In virtual environments containing a very large number\nof objects, the limited amount of available resources often proves to be\na bottleneck, causing a competition for those resources – for example\nnetwork bandwidth, processing power or the rendering pipeline. This\nleads to a degradation of the system’s performance, as only a small\nnumber of elements can be granted the resource required. In this paper\nwe present a generic scheduling algorithm that allows to achieve a\ngraceful degradation; it is output sensitive, minimizes the risk of\nstarvation and enforces priorities based on a freely definable error\nmetric. Hence it can be employed in virtual environments of almost any\nsize, to schedule elements which are competing for a determined\nresource, because of a bottleneck.",
"authors_et_al": false,
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"authors": [
230,
202,
190
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"number": "TR-186-2-99-18",
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"keywords": [
"LOD",
"graceful degradation",
"very large virtual environments",
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{
"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",
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"authors": [
220,
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],
"number": "TR-186-2-99-17",
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"pages_to": "14",
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"keywords": [
"vegetation scenes",
"natural phenomena",
"global illumination",
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],
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mastal-1999-RadX/",
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{
"id": "Fuhr-1999-Cal",
"type_id": "techreport",
"tu_id": null,
"repositum_id": null,
"title": "Fast Calibration for Augmented Reality",
"date": "1999-05",
"abstract": "Augmented Reality overlays computer generated images over\nthe real world. To correctly depict spatial relations between real and\nvirtual objects, these images have to be generated using transformations\nwhich correctly project a point in virtual space onto its corresponding\npoint in the real world.\nThis requires precise knowledge of the viewing projection of the\nhead-mounted display (HMD) and its position. Methods to calibrate the\nprojection parameters of the virtual cameras to that of the HMD have been\npresented in previous work. Most of these methods are complicated or use\nspecial equipment for the calibration process.\nWe present a simple and fast calibration scheme, which does not require\nadditional instrumentation or complicated procedures. This allows us to\ncalibrate HMDs for specific users. The calibration process is presented to\nthe user as interactively guided initialization step, which enables even\ninexperienced users to adapt the calibration to their eye distance and head\ngeometry.\nThe calibration is stable - meaning that slight errors made by the user do\nnot result in gross miscalibrations - and applicable for see-through and\nvideo-based HMDs. Additionally we show a method for correcting the\ndistortions introduced by the camera lens in real-time using standard\nOpenGL hardware and for registering tracked objects to their augmentations.",
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204,
202,
190
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"number": "TR-186-2-99-16",
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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": [
205,
202,
204,
190
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"number": "TR-186-2-99-15",
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"keywords": [
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"computer supported cooperative work",
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"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.",
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"authors": [
192,
216,
190
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"number": "TR-186-2-99-11",
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"keywords": [
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"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.",
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"authors": [
200,
216,
190
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"number": "TR-186-2-99-12",
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"type_id": "techreport",
"tu_id": null,
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"title": "Perceptually-Driven Termination for Stochastic\n Radiosity",
"date": "1999-01",
"abstract": "This technical report presents a heuristic\nperceptually-based termination criterion for a\nstochastic radiosity algorithms. The proposed\ncriterion makes it possible to terminate the\niterative radiosity simulation as soon as any\nfurther changes of the radiosity solution are\npredicted not to be noticed by the human\nobserver. We use tone mapping operators and\nperceptually uniform CIE L*u*v* colour space to\narrive at the difference of displayed values. In\norder to decide when to stop the iterations of the\nradiosity method, we evaluate the least squares fit\n of a power function to the error distribution data.",
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"authors": [
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190
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"number": "TR-186-2-99-01",
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"keywords": [
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"id": "Fuhrmann-1999-Fas",
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"title": "Fast Calibration for Augmented Reality.",
"date": "1999",
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"substitute": null,
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"authors": [
190,
202,
204
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"note": "Proceedings of ACM Virtual Reality Software & Technology '99 (VRST'99), pp. 166-167, London, December 20-22, 1999.",
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"id": "Hesina-1999-Dis",
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"title": "Distributed Open Inventor: A Practical Approach to Distributed 3D Graphics.",
"date": "1999",
"abstract": null,
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202,
204,
205
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"note": "Proceedings of ACM Virtual Reality Software & Technology '99 (VRST'99), pp. 74-81, London,
December 20-22, 1999.",
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{
"id": "Mastal-1999-Rad",
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"tu_id": null,
"repositum_id": null,
"title": "Radiosity Calculations for Rotational Surfaces.",
"date": "1999",
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190,
216,
220
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"note": "Proceedings of WSCG´99, pp. 186-193, Univ.of Plzen, 1999.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mastal-1999-Rad/",
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},
{
"id": "Mastal-1999-Radi",
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"tu_id": null,
"repositum_id": null,
"title": "Radiosity for large Vegetation Scenes.",
"date": "1999",
"abstract": null,
"authors_et_al": false,
"substitute": null,
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"authors": [
190,
216,
220
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"note": "State of the Art Report, Eurographics´99, Milano, Italy, 1999.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mastal-1999-Radi/",
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},
{
"id": "Prikryl-1999-Per",
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"tu_id": null,
"repositum_id": null,
"title": "Perceptually Driven Termination for Stochastic Radiosity.",
"date": "1999",
"abstract": null,
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"substitute": null,
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"authors": [
190,
199
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"note": "Proceedings of WSCG´99, pp. 418-425, Univ.of Plzen, 1999.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Prikryl-1999-Per/",
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{
"id": "Purgathofer-1999-Gra",
"type_id": "misc",
"tu_id": null,
"repositum_id": null,
"title": "Graphische Datenverarbeitung.",
"date": "1999",
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"authors": [
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190
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"note": "IPeter Rechenberg, Gustav Pomberger, Handbuch der Informatik. Carl Hanser Verlag, second edition, pp. 807-854, 1999.",
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{
"id": "Szirmay-1999-Ana",
"type_id": "misc",
"tu_id": null,
"repositum_id": null,
"title": "Analysis of the Quasi-Monte Carlo Integration of the Rendering Equation. ",
"date": "1999",
"abstract": null,
"authors_et_al": false,
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"authors": [
190,
206
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"note": "Proceedings of WSCG´99, pp. 281-288, Univ.of Plzen, 1999.",
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"id": "Szirmay-1999-Imp",
"type_id": "misc",
"tu_id": null,
"repositum_id": null,
"title": "Importance Driven Quasi-Random Walk Solution of the Rendering Equation.",
"date": "1999",
"abstract": null,
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"substitute": null,
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"authors": [
190,
206,
233
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"note": "Computers&Graphics, No.23(2),
Pergamon Press, New York, 1999.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Szirmay-1999-Imp/",
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{
"id": "Szirmay-1999-Ont",
"type_id": "misc",
"tu_id": null,
"repositum_id": null,
"title": "On the Start-up Bias Problem of Metropolis Sampling.",
"date": "1999",
"abstract": null,
"authors_et_al": false,
"substitute": null,
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"authors": [
18,
190,
206
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"note": "Proceedings of WSCG´99, pp. 273-280, Univ.of Plzen,1999.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Szirmay-1999-Ont/",
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},
{
"id": "Szirmay-1999-Qua",
"type_id": "misc",
"tu_id": null,
"repositum_id": null,
"title": "Quasi-Monte Carlo Global Light Tracing with Infinite Number of Rays.",
"date": "1999",
"abstract": null,
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"substitute": null,
"main_image": null,
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"authors": [
14,
190,
206
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"note": "Computers&Graphics, No.23(2),
Pergamon Press, New York, 1999.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Szirmay-1999-Qua/",
"__class": "Publication"
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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,
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"substitute": null,
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"authors": [
190,
192,
216
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"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.",
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"url": "https://www.cg.tuwien.ac.at/research/publications/1999/Wilkie-1999-ASp/",
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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.",
"authors_et_al": false,
"substitute": null,
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"authors": [
220,
216,
190
],
"number": "TR-186-2-98-27",
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"pages_to": "8",
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"keywords": [
"natural phenomena",
"rotational surfaces",
"radiosity"
],
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"size": 67131,
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"url": "https://www.cg.tuwien.ac.at/research/publications/1998/Mastal-1998-Rad/",
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{
"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,
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"authors": [
192,
216,
190
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"number": "TR-186-2-98-28",
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"pages_to": "7",
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"keywords": [
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"spectral rendering"
],
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"id": "Szir-1998-QMC",
"type_id": "techreport",
"tu_id": null,
"repositum_id": null,
"title": " Analysis of the Quasi-Monte Carlo Integration of the Rendering Equation",
"date": "1998-08",
"abstract": "Quasi-Monte Carlo integration is said to be better than\nMonte-Carlo integration since its error bound can be in the\norder of $O(N^{-(1-\\epsilon)})$ instead of the $O(N^{-0.5})$\nprobabilistic bound of classical Monte-Carlo integration if the\nintegrand has finite variation. However, since in computer graphics\nthe integrand of the rendering equation is usually discontinous\nand thus has infinite variation, the superiority of quasi-Monte\nCarlo integration has not been theoretically justified. This\npaper examines the integration of discontinuous functions using\nboth theoretical arguments and simulations and explains what\nkind of improvements can be expected from the quasi-Monte Carlo\ntechniques in computer graphics.",
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"authors": [
206,
190
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"number": "TR-186-2-98-24",
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"keywords": [
"Hardy-Krause vari ation",
"quasi-Monte Carlo quadrature",
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"id": "Tobler-1998-FFA",
"type_id": "techreport",
"tu_id": null,
"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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"substitute": null,
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"authors": [
216,
177,
207,
190
],
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"title": "The Constant Radiance Term",
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"note": "In Machine, Graphics and Vision, No. 7(3), pp.535-549, Polish Academy of Sciences, Warsaw, 1998.",
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"title": "Importance Driven Quasi-Random Walk Solution of the Rendering Equation",
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"title": "Quasi-Monte Carlo Global Light Tracing with Infinite Number of Rays",
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"title": "Ray-bundle Tracing with Metropolis Sampling and Hardware Acceleration",
"date": "1998",
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"note": "In Rendering Techniques´98 (ed. G.Drettakis, N.Max), Springer-Verlag, Wien, July 1998.",
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"id": "Tobler-1998-ANe",
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"title": "A New Formfactor Analogy",
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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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"title": "Linearly Combining Shading Models for Texturing in Global Illumination Algorithms",
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"note": "In Proceedings of the WinterSchool of Computer Graphics, Plzen, Czech Republic, February 1998.",
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{
"id": "Wilkie-1998-Pho",
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"title": "Photon Radiosity Lightmaps for CSG Solids",
"date": "1998",
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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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"title": "Perception Based Color Image Difference",
"date": "1997-12",
"abstract": "A good image metric is often needed in digital image\nsynthesis. It can be used to check the convergence behavior in\nprogressive methods, to compare images rendered using various\nrendering methods etc. Since images are rendered to be observed by\nhumans, an image metric should correspond to human perception as\nwell. We propose here a new algorithm which operates in the original\nimage space. There is no need for Fourier or wavelet\ntransforms. Furthermore, the new metric is view distance\ndependent. The new method uses the contrast sensitivity\nfunction\\cite{[MANN74]}. The main idea is to place a number of various\nrectangles in images, and to compute the CIE LUV average color\ndifference between corresponding rectangles. Errors are then weighted\naccording to the rectangle size and the contrast sensitivity\nfunction.",
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"title": "Multi-Resolution Image Morphing",
"date": "1997-10",
"abstract": "The proposed technique extends conventional image\nmorphing algorithms by offering additional control over the\nprocessing of the individual multi-resolutions that are used in the\nwavelet representation when moving from the source to the destination\nimage. This gives the animator the possibility to introduce a disparity\nbetween the morphing of global and detail features that can lead to\ninteresting new effects that are not achievable with traditional methods.\nThe calculation of an intermediate image in conventional image\nmorphing algorithms is done in three steps: firstly the determination\nof feature correspondence and of an intermediate feature geometry,\nsecondly the warping of the source and the destination images to\nintermediate images that match the feature geometry, and finally the\nblending of the two warped images. The proposed algorithm alters the\nthird step by making the blending dependent on the multi-resolution\nlevels using a new specialized 2D wavelet transformation.",
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"id": "Purgathofer-1997-SNT",
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"title": "Selected New Trends in Scientific Visualization",
"date": "1997-09",
"abstract": "Visualization became an important branch of\nscientific research\nduring the past decade. Some topics of visualization, for\nexample, flow visualization and volume visualization, already\nprovide lots of high-quality solutions to the most important\nproblems. Others as, e.g., information visualization, are rather\nyoung disciplines which continuously provide lots of new\nadvances. One such topic is the visualization over the Internet.\nQuite a number of approaches emerged during the last two years\nwhich facilitate this idea and embed the World Wide Web into the\nvisualization process. Another trend in visualization is\ncollaborative visualization within an augmented reality setup.\nUsers exploit real 3D interaction and augmented reality to combine\ncommunication and investigation during research or education.\nThirdly, the visualization of multi-dimensional and multi-modal\ndata is a rather hot challenge to current scientific research.\nCoping with the restriction of just a few dimensions for\nrepresenting visualization results is a big open problem in\n visualization and currently subject to eager research.",
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"id": "Wilkie-1997-PRL",
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"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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"id": "tobler97_hsdasr",
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"tu_id": null,
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"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",
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"abstract": "Every rendering process consists of two steps. The\nfirst is the computing of luminance values by methods like ray tracing\nor radiosity, and the second step is the mapping of the computed\nvalues to values appropriate for displaying. In the last years, as\nalternative to simple linear scaling which maps the average value to\nthe medium lumninance, some new ways of mapping were introduced. These\nnew methods are based on photography analogies and on human vision\nmodels. All existing methods follow, implicitly or explicitly, the\nreflected light metering principle. The method introduced in this\npaper is the first that follows the incident light metering used in\nprofessional photography and in the movie industry. Actually the\nirradiances are measured using a set of diffusors, which are placed\nautomatically in the scene, and a linear scale factor based on these\nmeasurements is used to map the computed radiances to the display\ndevice. The diffusors act as half space integrators, they collect the\nlight energy from all half space directions. The light comes from the\nprimary light sources, or it is the result of various\ninterreflections. The newly introduced method reproduces original\ncolors faithfully even for scenes with very low or very high average\nreflectivity.Every rendering process consists of two steps. The first\nis the computing of luminance values by methods like ray tracing or\nradiosity, and the second step is the mapping of the computed values\nto values appropriate for displaying. In the last years, as\nalternative to simple linear scaling which maps the average value to\nthe medium lumninance, some new ways of mapping were introduced. These\nnew methods are based on photography analogies and on human vision\nmodels. All existing methods follow, implicitly or explicitly, the\nreflected light metering principle. The method introduced in this\npaper is the first that follows the incident light metering used in\nprofessional photography and in the movie industry. Actually the\nirradiances are measured using a set of diffusors, which are placed\nautomatically in the scene, and a linear scale factor based on these\nmeasurements is used to map the computed radiances to the display\ndevice. The diffusors act as half space integrators, they collect the\nlight energy from all half space directions. The light comes from the\nprimary light sources, or it is the result of various\ninterreflections. The newly introduced method reproduces original\ncolors faithfully even for scenes with very low or very high average\nreflectivity.",
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"title": "A Survey of Tone Mapping Techniques",
"date": "1997-04",
"abstract": "This paper gives a survey of tone mapping techniques\nusid with global illumination models. Linear and non-linear methods\nare compared, and drawbacks and strengths of all methods are given\naccording to the authors' opinions. The tone mapping is an important\nstep in the rendering process, and this survey can help potentional\nusers to choose the right mapping technique for a particular\npurpose.",
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"title": "Animating Flowfields: Rendering of Oriented Line Integral\n\t\tConvolution",
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"title": "Classifying the Visualization of Analytically Specified\n Dynamical Systems",
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"abstract": "In this paper we suggest a classification of visualization\ntechniques for analytically specified dynamical systems\ninto four different approaches. We distinguish between local\nproperties, the topology of behavior, global properties, and\nclasses of dynamical systems with respect to various topics\nof visualization. By presenting advanced visualization\ntechniques that we applied during three recent projects, we\ndiscuss their embedding within the classification scheme The\ndynamical systems visualized are the ``Dynastic Cycle'',\nwhich is a model for rise and fall of dynasties in ancient\nChina, the ``Wonderland'' model, that simulates the\ninteractions of population growth, economic activities, and\nenvironmental pollution, and a model for mixed-mode\n oscillations, which occurs in chemistry. ",
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"id": "loeffelmann-1996-SVM",
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"title": "Streamarrows: Visualizing Multiple Layers of\n Streamsurfaces",
"date": "1996-04",
"abstract": "Occlusion is a crucial spatial cue for the human visual\nsystem. Painters as well as researchers in the field of\ncomputer graphics have been dealing with this aspect for a\nlong time. In the field of visualization occlusion can be\nespecially problematic. We present a new approach to\ndealing with streamsurfaces that occlude major parts of the\nsystem representation. Analyzing mixed-mode oscillations,\nwhich are a special class of analytically defined dynamical\nsystems, we came across geometrically complex streamsurfaces\nwith curly shape. Certain regions of these surfaces, that\nare necessary to describe the behavior of the system,\nocclude major parts of the model. We combined and adopted\nseveral visualization techniques to deal with this problem.\nStreamarrows, which are semi-transparent portions of the\nstreamsurface, allow the viewer to see through and diminish\nthe problem of occlusion. Cross-sections and the removal\nof certain portions of the model reduce occlusion as well\nand thus improve visual perception. Choosing the shape of\nan arrow for segmentation allows to visualize even more\ninformation at the streamsurface, e.g., the direction of\nthe flow. An anisotropic spot noise texture is further\nused to emphasize flow within a streamsurface. Finally\nanimation techniques were applied to facilitate the\ninterpretation of dynamical systems with complex shaped\n streamsurfaces.",
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"id": "Tobler-1996-HSA",
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"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.",
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"id": "wegenkittl-1996-GTW",
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"title": "A Guided Tour to Wonderland: Visualizing the Slow-Fast\n Dynamics of an Analytical Dynamical System",
"date": "1996-04",
"abstract": "The analysis of complex dynamical systems produces large\namounts of data that have to be interpreted efficiently.\nVisualizing the phase space of such systems illustrates\ngeometrically the behavior of the underlying dynamics. This\nwork investigates the visualization of Wonderland, a four\ndimensional econometric model, which describes interactions\nbetween population growth, economic activity and\nenvironmental implications. Wonderland belongs to a class\nof interesting dynamical systems with a pronounced\nslow-fast dynamics, i.e., some variables are changing much\nfaster than others. Furthermore the behavior of the\nWonderland model is characterized by manifolds which are\nnot streamsurfaces, i.e., the flow does not stay within\nthese surfaces. This paper discusses the application and\nadaptation of various visualization techniques to\nanalytical dynamical systems with special properties as\n mentioned above.",
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"title": "Automatic Exposure in Computer Graphics based on the\n\t\t Minimum Information Loss Principle",
"date": "1996-03",
"abstract": "The available contrast of common display devices is\nmuch lower than image data often demand. Usually a\nvariant of an average of the field of view is used\nto normalize the image. In this paper an alternative\napproach will be taken to define the mapping of\nrendered values to the displayable intensity range.\nThe luminance range is chosen such that a minimum\namount of information is lost, thereby preserving\nthe contrast ratio of all correctly displayed\nparts. The loss of information can be regulated by\ndifferent error functions. The introduced method\n\t\t can be applied on the color and gray scale images",
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"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,
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216,
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190
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"number": "TR-186-2-95-13",
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"pages_to": "15",
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"id": "Tobler-1995-BGD",
"type_id": "techreport",
"tu_id": null,
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"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.",
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399,
437,
190
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"number": "TR-186-2-95-07",
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"title": "A New Stochastic Radiosity Method for Highly Complex Scenes",
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"title": "Efficient Collision Detection for General CSG Objects",
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"title": "Generating Semi-Stochastic Threshold Matrices for Ordered Dithering",
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