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        "title": "Visual Composition and Exploration of Financial Dataflows",
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        "abstract": "This thesis investigates how interactive visualization techniques can improve transparency\nin node-based editors for financial time-series data. Existing tools in this domain\nsupport workflow construction but provide limited means for inspecting intermediate\nvalues or tracing dataflow through a processing pipeline. Following a Data–Users–\nTasks design triangle, the work derives seven design requirements from the literature\nand implements them in a web-based node-based editor. The system provides nodelevel\nprobes for intermediate-state inspection, coordinated graph and chart views with\ncolor-coded linking, execution-based dataflow highlighting, and integrated backtesting\nvisualization. A case study using a moving average crossover workflow demonstrates\nthe system in operation. The results show that for static, fully visible time-series data,\ntemporal scrubbing provides no benefit over direct crosshair navigation, contrasting\nwith reactive visualization systems where timeline replay is necessary. Persistent color\nencoding replaces interactive brushing-and-linking, and user-controlled layout flexibility\nsupports both superposition and juxtaposition depending on the inspection task.",
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        "title": "Real-Time Volumetric Rendering of Meteorological Cloud Data",
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        "abstract": "Traditional meteorological visualizations collapse the vertical structure of the atmosphere\ninto two-dimensional map overlays, losing precisely the information most relevant in\ncomplex terrain. Expert tools for three-dimensional atmospheric exploration exist, but\ntarget domain scientists on dedicated workstation infrastructure. This thesis presents a\npipeline for the real-time volumetric rendering of meteorological cloud data within the\nweBIGeo web-based geographic visualization platform, with the goal of making cloud\nstructure intuitively readable to general users in a standard web browser.\nThe pipeline transforms hourly ICON-D2 forecast output into a compressed, streamable\ntile hierarchy that a WebGPU ray-marcher samples at interactive frame rates. Preprocessing\na single forecast timestamp completes in approximately 33 s of compute time,\nproducing a tile hierarchy of roughly 86MiB on average. Rendering cost is well within\ninteractive bounds: even under high cloud coverage, the cloud pass consumes around\n2.25ms of GPU time, a small fraction of the 33ms budget for 30 fps. Qualitative evaluation\nagainst EUMETSAT satellite imagery shows that large-scale cloud patterns are\nreproduced with reasonable fidelity. Comparison against webcam imagery reveals three\nconcrete limitations: the coarse and non-uniform vertical resolution of the source data\nis insufficient to resolve sharp fog layer boundaries, the sub-grid density distribution\ndoes not preserve the character of small cloud elements such as wispy puffs, and the tile\nresolution is too coarse to encode the surface texture of individual cumulus cells. The\nsystem is best understood as a large-scale atmospheric context layer rather than a precise\nlocal forecast tool.",
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    {
        "id": "Musleh_PhD",
        "type_id": "phdthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/224040",
        "title": "Guided Visual Analytics for Decision Making under Uncertainty",
        "date": "2026-03",
        "abstract": "Visual Analytics (VA) has emerged from the need to optimize decision making by involving human reasoning in sense making. The development of VA has been facilitated by significant technological advances in modern computer graphics and data processing capabilities. Involving humans in the loop aims to address high-risk scenarios where artificial intelligence (AI) automated approaches are insufficient. One active area of research with VA is the development of methods that enable the user to make efficient and effective decisions under high uncertainty. Yet, the field of VA research has not fully understood how user attitude, namely trust and confidence, interplay in VA decision making under uncertainty. Properties of the user attitude play a crucial role in optimizing VA decision making, but they are challenging to externalize and evaluate. For instance, user confidence in their decision emerges as an important indicator of effectiveness when the correctness of the decision cannot be measured. In this dissertation, we explore the use of guidance techniques to address uncertainties in VA decision making, focusing on scenarios where the correctness of decisions cannot be definitively established. Throughout this work, we learned that a multidimensional guidance mechanism can address uncertainties more effectively when uncertainties are challenging to quantify and visualize, especially in the case of subjective uncertainty. However, evaluating the effectiveness of guidance approaches requires a more comprehensive analysis of the interplay between trust and confidence within the sense-making process. Using provenance networks and SNA metrics can provide a more reliable and comprehensive assessment of user confidence, indicating that such approaches can be employed to support co-adaptive guidance.",
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        "tu_id": null,
        "repositum_id": "20.500.12708/226679",
        "title": "Style Brush: Guided Style Transfer for 3D Objects",
        "date": "2026-02-16",
        "abstract": "We introduce Style Brush, a novel style transfer method for textured meshes designed to empower artists with fine-grained control over the stylization process. Our approach extends traditional 3D style transfer methods by introducing a novel loss function that captures style directionality, supports multiple style images or portions thereof and enables smooth transitions between styles in the synthesized texture. The use of easily generated guiding textures streamlines user interaction, making our approach accessible to a broad audience. Extensive evaluations with various meshes, style images and contour shapes demonstrate the flexibility of our method and showcase the visual appeal of the generated textures. Finally, the results of a user study indicate that our approach generates visually appealing mesh textures that adhere to user-defined guidance and enable users to retain creative control during stylization. Our implementation is available on: https://github.com/AronKovacs/style-brush.",
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        "journal": "Computer Graphics Forum",
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        "publisher": "WILEY",
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        "repositum_id": "20.500.12708/226667",
        "title": "LoGCC: Local-to-Global Correlation Clustering for Scalar Field Ensembles",
        "date": "2026-02",
        "abstract": "Correlation clustering (CC) offers an effective approach to analyze scalar field ensembles by detecting correlated regions and consistent structures, enabling the extraction of meaningful patterns. However, existing CC methods are computationally expensive, making them impractical for both interactive analysis and large-scale scalar fields. We introduce the Local-to-Global Correlation Clustering (LoGCC) framework, which accelerates pivot-based CC by leveraging the spatial structure of scalar fields and the weak transitivity of correlation. LoGCC operates in two stages: a local step that uses the neighborhood graph of the scalar field's spatial domain to build highly correlated local clusters, and a global step that merges them into global clusters. We implement the LoGCC framework for two well-known pivot-based CC methods, Pivot and CN-Pivot, demonstrating its generality. Our evaluation using synthetic and real-world meteorological and medical image segmentation datasets shows that LoGCC achieves speedups—up to 15 × for Pivot and 200 × for CN-Pivot—and improved scalability to larger scalar fields, while maintaining cluster quality. These contributions broaden the applicability of correlation clustering in large-scale and interactive analysis settings.",
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        "doi": "10.1109/TVCG.2025.3630550",
        "issn": "1941-0506",
        "journal": "IEEE Transactions on Visualization and Computer Graphics",
        "number": "2",
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        "publisher": "IEEE COMPUTER SOC",
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        "id": "kaipel_nikolas-2025-baa",
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        "title": "Noisy Change Detection",
        "date": "2026-01-30",
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    {
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        "repositum_id": "20.500.12708/224033",
        "title": "3D Style Transfer: Lifting 2D Methods to 3D and Enabling Interactive Guidance",
        "date": "2026",
        "abstract": "3D style transfer refers to altering the visual appearance of 3D objects and scenes to match a given (artistic) style, usually provided as an image. 3D style transfer presents significant potential in streamlining the creation of 3D assets such as game environment props, VFX elements, or largescale virtual scenes. However, it faces challenges such as ensuring multi-view consistency, respecting computational and memory constraints, and enabling artist control. In this dissertation, we propose three methods that aim at stylizing 3D assets while addressing these challenges. We focus on optimization-based methods due to the higher quality of results compared to single-pass methods. 0ur contributions advance the state-of-the-art by introducing: (i) novel surface-aware CNN operators for direct mesh texturing, (ii) the first Gaussian Splatting (GS) method capable of transferring both high-frequency details and large scale patterns, and (iii) an interactive method that allows directional and region-based control over the stylization process. Each of these methods outperforms existing baselines in visual fidelity and robustness. Across three complementary projects, we explore different facets of 3D style transfer. In the first project, we propose a method that creates textures directly on the surface of a mesh. By replacing the standard 2D convolution and pooling layers in a pre-trained 2D CNN with surface-based operations, we achieve seamless, multi-view-consistent texture synthesis without relying on proxy 2D images. In the second project, we transfer both high-frequency and large-scale patterns using GS, while addressing representation-specific artifacts such as oversized or elongated Gaussians. Furthermore, we design a style loss capable of transferring style patterns at multiple scales, resulting in visually appealing stylized scenes that preserve both intricate details and large-scale motifs. In the third project, we propose an interactive method that allows users to guide stylization by drawing lines to control pattern direction, and painting regions on both the 3D surface and style image to specify where and how specific style patterns should be applied. Through our extensive qualitative and quantitative evaluations, we show that our methods surpass state-of-the-art techniques. We also demonstrate their robustness across diverse 3D objects, scenes, and styles, highlighting the flexibility of the presented methods. Future work may explore extensions such as geometry modification for style-driven shape changes, more efficient !arge-scale pattern synthesis, temporal coherence in dynamic or video-based scenes, and refined interactive controls informed by direct artist feedback to better integrate creative intent into the stylization pipeline.",
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        "title": "Data-Driven Compute Overlays for Interactive Geographic Simulation and Visualization",
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        "title": "Multi-Agent Data Visualization and Narrative Generation",
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        "abstract": "Offset surfaces are fundamental in computer graphics applications, such as computer-aided design or tool-path generation. However, generating them while preserving geometric details and handling self-intersections remains challenging, particularly for surfaces with sharp features. This thesis presents a robust method for non-uniform offset surface generation, extending volumetric, feature-preserving uniform offset approaches to allow per-vertex control over offset distances. This enables greater flexibility in handling complex geometries and user-defined specifications.To achieve a smooth distribution of offsets across the input mesh, the method introduces a Radial Basis Function interpolation combined with Dijkstra-based distance propagation. The method supports the extraction of both inner and outer offset components through an octree data structure and a modified Dual Contouring algorithm adapted for non-uniform distances, ensuring accurate and manifold surface generation. This approach's adaptability and robustness are demonstrated across diverse input models with varying offset assignments. They showcase successful extraction of inner and outer components and the ability to capture localized asymmetries while preserving geometric integrity.",
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        "title": "Analysis of the GPU Acceleration Potential of the FFT-Based Pressure Solver in the PALM-4U Model System",
        "date": "2025-11",
        "abstract": "Due to climate change, the frequency and severity of extreme weather events is increasing, which endangers human livelihoods and key infrastructures. Decision support tools can guide the development of climate-resilient cities by providing information on the potential effectiveness of specific measures during the planning process. In urban environments,decision support tools that incorporate accurate micro-climate models are particularly effective. PALM-4U, a state-of-the-art, scientifically validated microclimate model, could offer this functionality, however it remains largely inaccessible outside the scientific community as it is optimised to run on HPC clusters. However, with the rise of high-performance GPUs, a shift towards single workstations is possible.This study investigates the potential for performance increase of the PALM-4U’s pressuresolver, by utilising the GPU’s acceleration potential in combination with a change intarget architecture. Performance increase is measured using three parameters: speed up,validity (via NMSE, R, and FB), and memory efficiency. Also the effect on the runtime of the full simulation is measured and possible bottlenecks identified. Finally, the fullmodel is analysed to assess the overall feasibility of GPU optimisation, providing insights to guide future development.The pressure solver transforms the 3D Poisson equation using Fast Fourier Transform and solves the resulting 1D system via the Thomas algorithm. The code structure is optimised, CUDA-optimised kernels are implemented and the cuFFT library is integrated.In addition a mixed-precision approach is tested to evaluate its impact on performance and accuracy.The single core GPU implementation achieves a speed up of up to 65.5 times in single precision and up to 49.3 times for double precision for large domain sizes. The stability of the system remains unaffected by the mixed-precision approach, and no significant variation is observed between FP32 and FP64 runs. After 45 × 103 simulation steps, NMSE (0.02), FB (-0.017) and R (0.96), demonstrate a stable and accurate performance consistent across precisions. Additionally, the memory requirement is reduced up to 68% compared to the baseline CPU solver. The optimisations leads to a runtime reduction ofthe full model by 15%, demonstrating the potential for accessible, scientifically validated microclimate models.",
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        "title": "Agentic Visualization: Extracting Agent-Based Design Patterns From Visualization Systems",
        "date": "2025-11",
        "abstract": "Autonomous agents powered by large language models are transforming artificial intelligence (AI), creating an imperative for the visualization area. However, our field's focus on a human in the sensemaking loop raises critical questions about autonomy, delegation, and coordination for such agentic visualization that preserve human agency while amplifying analytical capabilities. This article addresses these questions by reinterpreting existing visualization systems with semiautomated or fully automatic AI components through an agentic lens. Based on this analysis, we extract a collection of design patterns for agentic visualization, including agentic roles, communication, and coordination. These patterns provide a foundation for future agentic visualization systems that effectively harness AI agents while maintaining human insight and control.",
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        "title": "ArtEvoViewer: A System for Visualizing Interpersonal Influence Among Painters",
        "date": "2025-10-31",
        "abstract": "Large-scale and objective painting analyses have recently gained attention. In particular, analyzing influence between individual painters requires substantial effort and is hard to reproduce due to subjectivity. Despite increasing demand for automatic estimation, this remains unresolved because such influence is complex and often directional, making it difficult to model. In this paper, we develop an interactive system that visualizes, manipulates, and analyses chains of painterly influence as a network. Using 32,401 paintings, the system infers directional links from color and brushstroke features. The resulting network based on color style features captures stylistic lineages such as landscape-focused and portrait-focused streams, while a multifaceted analysis of Picasso shows that Cézanne's impact appears in brushwork rather than color. Our contributions are twofold: (1) the use of an evolutionary model to assign explicit direction to painter influence and support art historical interpretation, and (2) providing a visualization system that allows dynamic comparison of influence networks based on multiple image features.",
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        "title": "Design and Implementation of an AI-Based Edge Device for Automated Traffic Counting",
        "date": "2025-10-27",
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        "repositum_id": "20.500.12708/221607",
        "title": "A Matter of Time: Revealing the Structure of Time in Vision-Language Models",
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        "abstract": "Large-scale vision-language models (VLMs) such as CLIP have gained popularity for their generalizable and expressive multimodal representations. By leveraging large-scale training data with diverse textual metadata, VLMs acquire open-vocabulary capabilities, solving tasks beyond their training scope. This paper investigates the temporal awareness of VLMs, assessing their ability to position visual content in time. We introduce TIME10k, a benchmark dataset of over 10,000 images with temporal ground truth, and evaluate the time-awareness of 37 VLMs by a novel methodology. Our investigation reveals that temporal information is structured along a low-dimensional, non-linear manifold in the VLM embedding space. Based on this insight, we propose methods to derive an explicit ''timeline'' representation from the embedding space. These representations model time and its chronological progression and thereby facilitate temporal reasoning tasks. Our timeline approaches achieve competitive to superior accuracy compared to a prompt-based baseline while being computationally efficient. All code and data are available at https://tekayanidham.github.io/timeline-page/.",
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        "title": "Visualization of Points of Interest in 3D Digital Maps",
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        "research_areas": [
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        ],
        "keywords": [
            "Visualisierung",
            "Lawinen",
            "3D Karten"
        ],
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        "title": "Risk of genitourinary late effects after radiotherapy for prostate cancer associated with early changes in bladder shape",
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        "abstract": "Background and purpose: The risk of genitourinary late effects is a major dose-limiting factor in radiotherapy for prostate cancer. By using shape analysis and machine learning, the aim of this study was to evaluate whether bladder shape descriptors from the first week of treatment could identify patients experiencing genitourinary late effects.\r\nMaterial and methods: From a cohort of 258 prostate cancer patients treated with daily cone-beam computed tomography (CBCT)-guided radiotherapy (prescription doses of 77.4–81.0 Gy), 7 pre-treatment asymptomatic cases experiencing RTOG genitourinary late effects ≥Grade 2 and 21 matched controls were selected. The bladder was manually contoured on each CBCT, and a 17-D vector comprising shape descriptors was used for patient clustering, focusing on bladder contours from the first week of treatment. ANOVA was used to test statistical significance of descriptors across and within clusters.\r\nResults: Of the contours from the first week of treatment, 84 % could be classified in two main clusters with distinct bladder shape characteristics. This cluster stratification remained identical when bladder contours from the entire course of treatment were used. Convexity, elliptic variance and compactness were significantly different between patients with vs. without genitourinary late effects ≥Grade 2 (p < 0.05). Dice Coefficients between predictive models using descriptors of the first week and the voxels’ probability of belonging to the bladder were above 93 ± 6 % (median ± interquartile range).\r\nConclusion: Bladder shape descriptors in the first week of treatment showed potential to predict the risk of developing genitourinary late effects after radiotherapy for prostate cancer.",
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        "title": "Enhancing Environmental Data Communication Through VR",
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        "abstract": "This paper examines how environmental data can be effectively communicated to non-experts in interactive, immersive 3D spaces. Utilizing a use case centered on global spatio-temporal CO2 emissions and population dynamics over the past six decades, we explore techniques for presenting both absolute (country-level) and per capita data within meaningful spatial and temporal contexts. We developed a VR prototype visualizing these data on an interactive 3D globe and conducted a qualitative user study to evaluate its clarity and interpretability for non-expert audiences. Our findings suggest that incorporating clear geographical context, intuitive representations, and user-centered interactions can enhance engagement and certain aspects of understanding. We thereby offer a practical contribution to tackling environmental data visualization and communication in immersive environments. This promotes transparency and mitigates the risk of misinterpretation or misinformation in data communication across emerging digital media platforms.",
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        "abstract": "Multi-modal object detection offers more significant results than 3D object de-\ntection within a single domain[Shi20]. In the case of autonomous driving, a\n\ncombination of modalities is used to complement other modalities weaknesses.\nWhile LIDAR sensors offer great depth and reflection information precision, the\noutput is a sparsely populated point cloud. RGB images, on the other hand,\noffer great resolution and improve object detection and classification results.\nHowever, to be able to extract precise 3D bounding cuboids, it is often fusioned\nwith point clouds or other depth information.",
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        "title": "Nearfield Viewer",
        "date": "2025-09-11",
        "abstract": "In lighting design, simulations rely on far-field photometry, which represents a luminaire\nby a point source with 2D angular luminous-intensity distribution. Moreover, lighting tools\nfocus on luminaire’s illumination while neglecting their visual appearance. For luminaires\nwith optically complex fixtures, far-field data is inaccurate. Near-field scans capture the\nrequired detail, but have large memomry requirements and are slow to render using current\napproaches. We present a real-time viewer that displays the luminaire appearance directly\nfrom near-field measurements rather than running a global illumination simulation. For every\nscreen pixel, we find the best measurement point and sample the corresponding data. Through\nour viewer, we showcase that near-field data can be used interactively on consumer hardware\nby using our data packing and sampling approach. Our approach provides a practical baseline\nfor future work on neural compression and using higher resolution scans, aiming to further\nimprove visual quality in lighting design.\n",
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        "title": "Splatshop: Efficiently Editing Large Gaussian Splat Models",
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        "abstract": "In this thesis, we compare different parameter-optimization algorithms on the example of Screened Poisson Surface Reconstruction. To do this, we first implemented five state-of-the-art algorithms. GEIST is a graph-based algorithm that splits the parameter space into an `optimal' and a `non-optimal' set to select new configurations. Iterated F-Race places a normal distribution of selection probabilities on the best configurations of the last iteration and uses that to choose the next configurations. ParamILS uses iterative local search to select a better neighbor and find an optimum this way. PostSelection uses a shortened version of an algorithm to find promising candidates and a second, more detailed one to evaluate these. As a simple baseline we also implemented Brute-Force.\n\nFor all of these algorithms, we first conduct several tests to find a good configuration to run them with. After that, we test them on point clouds from two datasets. Each dataset contains each cloud in different qualities, so we are able to test varying input qualities as well as types. We show that each of the implemented algorithms is able to find better parameter configurations than the default Screened Poisson Surface Reconstruction configuration. In most cases, GEIST and PostSelection lead to the best results but also have the longest run times, while ParamILS and Iterated F-Race lead to good results in a far shorter time period. Brute-Force is not competitive when it comes to high-quality configurations, but still leads to an improvement over the default in most cases.\n\nTo summarize the results over different types and qualities, the default configuration yields acceptable but not ideal results for point clouds of smooth meshes with little noise and we suggest an alternative. If the surface is rougher, the importance weight of the points should ideally be set higher. If there is a lot of noise, this weight as well as the Octree depth should be reduced.\n\nWe discuss the advantages and disadvantages of each implemented algorithm and compare their results to recommend which one to use. We describe our implementations of each and quickly mention what work could be done to expand on this thesis. Finally, we give recommendations as to which configurations to use for different types of point clouds. For data with higher accuracy, depth and pointWeight should be higher than for data with lower accuracy. If the topology of the object is very complex, pointWeight is best set very high in comparison to simpler point clouds. We find that for most cases, IF-Race is the best compromise to use between speed and resulting quality of reconstruction. If time is of no concern, GEIST is an alternative that yields high-quality results.",
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        "title": "An introduction to and survey of biological network visualization",
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        "abstract": "Biological networks describe complex relationships in biological systems, which represent biological entities as vertices and their underlying connectivity as edges. Ideally, for a complete analysis of such systems, domain experts need to visually integrate multiple sources of heterogeneous data, and visually, as well as numerically, probe said data in order to explore or validate (mechanistic) hypotheses. Such visual analyses require the coming together of biological domain experts, bioinformaticians, as well as network scientists to create useful visualization tools. Owing to the underlying graph data becoming ever larger and more complex, the visual representation of such biological networks has become challenging in its own right. This introduction and survey aims to describe the current state of biological network visualization in order to identify scientific gaps for visualization experts, network scientists, bioinformaticians, and domain experts, such as biologists, or biochemists, alike. Specifically, we revisit the classic visualization pipeline, upon which we base this paper’s taxonomy and structure, which in turn forms the basis of our literature classification. This pipeline describes the process of visualizing data, starting with the raw data itself, through the construction of data tables, to the actual creation of visual structures and views, as a function of task-driven user interaction. Literature was systematically surveyed using API-driven querying where possible, and the collected papers were manually read and categorized based on the identified sub-components of this visualization pipeline’s individual steps. From this survey, we highlight a number of exemplary visualization tools from multiple biological sub-domains in order to explore how they adapt these discussed techniques and why. Additionally, this taxonomic classification of the collected set of papers allows us to identify existing gaps in biological network visualization practices. We finally conclude this report with a list of open challenges and potential research directions. Examples of such gaps include (i) the overabundance of visualization tools using schematic or straight-line node-link diagrams, despite the availability of powerful alternatives, or (ii) the lack of visualization tools that also integrate more advanced network analysis techniques beyond basic graph descriptive statistics.",
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        "title": "ConAn: Measuring and Evaluating User Confidence in Visual Data Analysis Under Uncertainty",
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        "abstract": "User confidence plays an important role in guided visual data analysis scenarios, especially when uncertainty is involved in the analytical process. However, measuring confidence in practical scenarios remains an open challenge, as previous work relies primarily on self-reporting methods. In this work, we propose a quantitative approach to measure user confidence—as opposed to trust—in an analytical scenario. We do so by exploiting the respective user interaction provenance graph and examining the impact of guidance using a set of network metrics. We assess the usefulness of our proposed metrics through a user study that correlates results obtained from self-reported confidence assessments and our metrics—both with and without guidance. The results suggest that our metrics improve the evaluation of user confidence compared to available approaches. In particular, we found a correlation between self-reported confidence and some of the proposed provenance network metrics. The quantitative results, though, do not show a statistically significant impact of the guidance on user confidence. An additional descriptive analysis suggests that guidance could impact users' confidence and that the qualitative analysis of the provenance network topology can provide a comprehensive view of changes in user confidence. Our results indicate that our proposed metrics and the provenance network graph representation support the evaluation of user confidence and, subsequently, the effective development of guidance in VA.",
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        "title": "The Sampling-Reconstruction Dual",
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        "abstract": "Reconstructing surfaces of the real world from scans is an important and challenging problem. Its feasibility is limited by the number of the acquired points and their geometric configuration. The question of how many points exactly are required for the faithful reconstruction of the features leads to its inverse problem, sampling a known surface with the least possible number of points.\r\n \r\nThis talk is about reconstruction algorithms and attempts to prove their theoretical bounds in the number of points required and its dual, sampling curves (as their simpler 2D equivalent) and surfaces with specified bounds from different representations such as meshes, smooth higher-order boundaries, subdivision limit surfaces, and signed distance functions, depending on the application, e.g., lossless reduction of scanned data size, measuring scan error, handling scan artifacts such as noise, outliers, and holes, or secondary goals such as accelerating simulations.\r\n \r\nThe underlying assumption is that the smooth surface (reconstructed, or sampled) is richer than the sparse discrete set of geometric primitives (points + connectivity) it is represented with, leading to the goal of representing object boundaries, e.g., from the physical world, with the least amount of geometry.",
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        "title": "Investigating the Propagation of CT Acquisition Artifacts along the Medical Imaging Pipeline",
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        "abstract": "Extrapolating information from incomplete data is a key human skill, enabling us to inferpatterns and make predictions from limited observations. A prime example is our ability to perceive coherent shapes from seemingly random point sets, a key aspect of cognition.However, data reconstruction becomes challenging when no predefined rules exist, as it is unclear how to connect the data or infer patterns. In computer graphics, a major goal isto replicate this human ability by developing algorithms that can accurately reconstruct original structures or extract meaningful information from raw, disconnected data.The contributions of this thesis deal with point cloud reconstruction, leveraging proximity-based methods, with a particular focus on a specific proximity-encoding data structure -the spheres-of-influence graph (SIG). We discuss curve reconstruction, where we automate the game of connecting the dots to create contours, providing theoretical guarantees for our method. We obtain the best results compared to similar methods for manifold curves. We extend our curve reconstruction to manifolds, overcoming the challenges of moving to different domains, and extending our theoreticalguarantees. We are able to reconstruct curves from sparser inputs compared to the state-of-the-art, and we explorevarious settings in which these curves can live. We investigate the properties of the SIGas a parameter-free proximity encoding structure of three-dimensional point clouds. We introduce new spatial bounds for the SIG neighbors as a theoretical contribution. We analyze how close the encoding is to the ground truth surface compared to the commonly used kNN graphs, and we evaluate our performance in the context of normal estimationas an application. Lastly, we introduce SING – a stability-incorporated neighborhood graph, a useful tool with various applications, such as clustering, and with a strong theoretical background in topological data analysis.",
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        "id": "holzer-edo",
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        "title": "Enhancing Dashboard Onboarding via LLMs",
        "date": "2025-01-03",
        "abstract": "Data visualization offers powerful insights that drive better decision-making, but its\ninherent complexity can often be challenging. To understand these visualizations, an\neffective onboarding process is essential, providing clear guidance on the purpose and\nfunctionality of visualizations for users of all experience levels. Traditional onboarding\napproaches, such as static tutorials, frequently fall short in addressing the unique needs\nof diverse users, leading to confusion and inefficiency. This thesis presents an innovative\nonboarding solution powered by Large Language Models (LLMs), designed to provide\npersonalized, context-aware assistance that adapts dynamically to each user.\nOur approach harnesses the capabilities of prompt engineering, adaptive sequencing, and\nconversational interactions to create a dynamic, engaging onboarding experience. Key\nfeatures include custom prompts to clarify complex visual elements, adaptive sequencing\nthat responds to user behavior, and tailored narratives that adjust to users’ expertise\nlevels. We implemented these features into a prototype system, powered by Llama 3.1\nand ChatGPT 4o, to provide real-time, responsive assistance.\nBy transforming dashboards into more approachable tools, this work makes data visualization\naccessible to a wider audience, ultimately enhancing the way users interact with\nand extract insights from complex data.\n",
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        "title": "BEMTrace: Visualization-driven approach for deriving Building Energy Models from BIM",
        "date": "2025-01",
        "abstract": "Building Information Modeling (BIM) describes a central data pool covering the entire life cycle of a construction project. Similarly, Building Energy Modeling (BEM) describes the process of using a 3D representation of a building as a basis for thermal simulations to assess the building's energy performance. This paper explores the intersection of BIM and BEM, focusing on the challenges and methodologies in converting BIM data into BEM representations for energy performance analysis. BEMTrace integrates 3D data wrangling techniques with visualization methodologies to enhance the accuracy and traceability of the BIM-to-BEM conversion process. Through parsing, error detection, and algorithmic correction of BIM data, our methods generate valid BEM models suitable for energy simulation. Visualization techniques provide transparent insights into the conversion process, aiding error identifcation, validation, and user comprehension. We introduce context-adaptive selections to facilitate user interaction and to show that the BEMTrace workfow helps users understand complex 3D data wrangling processes.",
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        "issn": "1941-0506",
        "journal": "IEEE Transactions on Visualization and Computer Graphics",
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        "publisher": "IEEE COMPUTER SOC",
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            "Data visualization",
            "Three-dimensional displays",
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            "BEM",
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            "3D selections",
            "Visualization for trust building"
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        "repositum_id": "20.500.12708/209410",
        "title": "D-Tour: semi-automatic generation of interactive guided tours for visualization dashboard onboarding",
        "date": "2025-01",
        "abstract": "Onboarding a user to a visualization dashboard entails explaining its various components, including the chart types used, the data loaded, and the interactions available. Authoring such an onboarding experience is time-consuming and requires significant knowledge and little guidance on how best to complete this task. Depending on their levels of expertise, end users being onboarded to a new dashboard can be either confused and overwhelmed or disinterested and disengaged. We propose interactive dashboard tours (D-Tours) as semi-automated onboarding experiences that preserve the agency of users with various levels of expertise to keep them interested and engaged. Our interactive tours concept draws from open-world game design to give the user freedom in choosing their path through onboarding. We have implemented the concept in a tool called D-TOUR PROTOTYPE, which allows authors to craft custom interactive dashboard tours from scratch or using automatic templates. Automatically generated tours can still be customized to use different media (e.g., video, audio, and highlighting) or new narratives to produce an onboarding experience tailored to an individual user. We demonstrate the usefulness of interactive dashboard tours through use cases and expert interviews. Our evaluation shows that authors found the automation in the D-Tour Prototype helpful and time-saving, and users found the created tours engaging and intuitive. This paper and all supplemental materials are available at https://osf.io/6fbjp/.",
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        "volume": "31",
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        "keywords": [
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            "open-world games",
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    {
        "id": "steinschorn-2025-par",
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        "title": "SPSR Parameter determined by Neural Network",
        "date": "2025-01",
        "abstract": "In ’Parameter Optimization for Surface Reconstruction’ we tested different parameter optimization methods to find the most accurate and fast way to find optimal parameters for longer-running tasks that cannot be exhaustively tested. One strategy that we did not test is using machine learning to solve this problem. If it is possible to train a neural network to determine close-to-optimal parameters for a given task, then that would certainly be faster than all the other tested solutions. For this report, we generated training data for the problem of reconstructing meshes from point clouds using Screened Poisson Surface Reconstruction. We used ParamILS for this, and then tested two different networks to see if this is achievable. We describe our strategy for this, present our results, and discuss the encountered problems.",
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        "keywords": [
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            "Parameter Optimization",
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        "repositum_id": "20.500.12708/216205",
        "title": "Shape shifting : a multiscale optimal transport approach to 3D point cloud comparison",
        "date": "2025",
        "abstract": "Advances in measurement technologies and 3D vision have significantly enhanced the speed and precision with which real-world objects and landscapes can be captured and reconstructed. These virtual reconstructions are relevant for surveying applications and are often encoded as point clouds, i.e., a set of 3D coordinates, possibly accompanied by additional attributes like colors or normals. Often, reconstructions of objects or landscapes are acquired over time to monitor their changes. Intuitive visualization that allows one to comprehend the shifts over time in such reconstructions could be of help, but the vast size of the data imposes challenges on comparative visualization pipelines. On the other hand, it is simpler than ever to amass numerous reconstructions of real-world objects, even for novice users. Still, outside of computationally intensive algorithms tailored to applications for the medical domain, there is a gap in approaches that allow for comparing differences within ensembles of shapes. Available algorithms outside of medicine are built upon nearest neighbor queries, which do not scale well to complex shapes and lack guidance for the comparison. Extensive ensembles of spatial data need to be delivered in a structured way to avoid time-intensive manual ordering when there is no chronological ordering implied or known. We designed and implemented a framework to support the comparative visualization of ensembles of point clouds. By utilizing the mature mathematical framework of optimal transport, we circumvent shortcomings of commonly employed nearest neighbor-based approaches and allow our method to compare a whole ensemble of reconstructions in a comprehensive representation. If there is no inherent ordering, our method enables the automatic arrangement of individual point clouds, establishing their relationships and simplifying the analysis process. We derive additional metrics about the whole ensemble, which are then used to enrich the visualization and help to detect patterns of variation within the data. By leveraging fast GPU-based implementations, we enable a smooth transition between displayed point clouds in an animation and offer visual aids that highlight the characteristics of each shape and how these change. Our method processes the data fast and provides comprehensive means to browse through a large ensemble of point clouds.",
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            "Shape Space",
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            "Rendering",
            "Earth Mover's Distance"
        ],
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    {
        "id": "stoff-2025-pvu",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/209541",
        "title": "Prototypical Visualization: Using Prototypical Networks for Visualizing Large Unstructured Data",
        "date": "2025",
        "abstract": "Making sense of data is something that many professionals are required to do on a daily basis. This can be a difficult task if the amount of data is so large that it can not be easily examined. One effective method of quickly getting an overview of data structure is visualization, but this is not always a feasible solution with large data due to the sheer amount of data and also the potentially high dimensionality. Machine learning models can help with with the organization and classification of data, but they often require large quantities of labeled training data, which is frequently not readily available. This is why models that can reliably classify data based on only few examples for each class are an interesting topic of research. One such kind of model are prototypical networks. They utilize few samples to create an embedding space in fewer dimensions, in which similar data points cluster around a single class prototype. In this thesis, we investigate if the embedding space of a prototypical network makes for a good approach for the purpose of visualizing high-dimensional, unstructured data. The goal is to reduce the dimensionality of the data in such a way that the highdimensional relations and structures between data points are preserved, resulting in 2D representations of the data that form coherent class clusters in a scatter plot visualization. This approach is compared with, and evaluated against, other well known supervised and unsupervised dimensionality reduction techniques. Through quantitative experiments relying on statistical measures, as well as a qualitative evaluation of our results, we find that our ProtoNet is capable of producing point embeddings in which the spatial separation of classes is as good or better than the other methods.",
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    {
        "id": "tretyak-2025-tmv",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/216548",
        "title": "Tactical Medicine VR Training",
        "date": "2025",
        "abstract": "This thesis presents the design, implementation, and evaluation of a virtual reality (VR) training simulation for tactical medicine, developed using Unity and optimized for the Meta Quest 3 headset. The system recreates a high-stress scenario inspired by realworld knife attack incidents and integrates hand tracking for natural interaction. The training focuses on triage, bleeding control, and communication with injured patients and bystanders. A qualitative user study involving ten participants with prior first aid or tactical medical experience was conducted to evaluate three research questions: (1) whether realistic scenario design affects perceived stress and immersion, (2) how different interaction methods (hand tracking vs. controllers) impact usability, and (3) whether users view VR as a complement or replacement for traditional training. Thematic analysis of the interviews revealed that realistic audio-visual cues increase immersion, but do not necessarily heighten stress. Hand tracking was perceived as more intuitive, though limited by technical constraints. Participants overwhelmingly saw VR as a valuable supplement to—but not a substitute for—physical training. The findings highlight VR’s potential for scalable, immersive, and safe training solutions in emergency medicine.",
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        "pages": "93",
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        "title": "Automated Prioritization for Context-Aware Re-rendering in Editing",
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        "abstract": "Real-time Monte Carlo path tracing has become a feasible option for interactive 3D scene editing due to recent advancements in GPU ray tracing performance, as well as (AI-accelerated) denoising techniques. While it is thus gaining increasing support in popular modeling software, even minor edits such as adjusting materials or moving small objects typically require current solutions to discard previous samples and restart the image formation process from scratch. A recent solution introduced two adaptive, priority-based re-rendering techniques implementing incremental updates while focusing first on reconstructing regions of high importance and gradually addressing less critical areas. An extensive user study compared these prioritized renderings with conventional same-time re-rendering to evaluate their effectiveness for interactive scene editing. Results indicate a significant preference for incremental rendering techniques for editing small objects over traditional full-screen re-rendering with denoising, even with basic priority policies. Building upon these results, we revisit the underlying design choices and derive more sophisticated priority policies that respect global illumination effects (shadows and reflections) as well as employing attention-based techniques (based either on eye tracking to prioritize areas in the user’s gaze or, alternatively, using the cursor position).",
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        "ac_number": "AC17528723",
        "articleno": "353",
        "doi": "10.1007/s42979-025-03863-z",
        "issn": "2661-8907",
        "journal": "SN Computer Science",
        "number": "2025",
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        "pages": "14",
        "publisher": "Springer Nature",
        "volume": "6",
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        "title": "Schnelles Rendern hochdetailierter Geometrie in Echtzeit mit modernen GPUs",
        "date": "2025",
        "abstract": "Rasterization-based graphics pipelines are still essential for rendering today’s real-time rendering applications and games. We generally see high demand for efficient rasterization-based rendering techniques. With alternative approaches, such as hardware-accelerated ray tracing, it remains challenging to render more than 60 frames per second (FPS) for many real-time applications across different GPU models, or more than 90 FPS in stereo as often demanded for a smooth experience in Virtual Reality (VR) applications.In recent years, some trends emerged which put pressure on rasterization-based graphics pipelines with high geometry loads. One of these trends is VR rendering, which sometimes not only requires rendering a given scene faster and two times in every frame but some applications or settings require even more than two views to be rendered for the creation of one single frame. Another trend was mainly initiated by Epic Games’ Nanite technology, which enables the rendering of static meshes with sub-pixel geometric detail in real time. As a consequence, skinned models and other scene objects might well be expected to be rendered in similar geometric detail, increasing the geometry load even further.With this dissertation, we contribute fundamental methods and evaluations to high geometry-load scenarios in the context of real-time rendering using rasterization-based graphics pipelines to help reach the performance or quality requirements of modern real-time rendering applications and games:We contribute an in-depth analysis of the state of the art in multi-view rendering and introduce geometry shader-based pipeline variants that can help to improve compatibility and performance in challenging multi-view rendering scenarios. We describe a fundamental approach for artifact-free culling when rendering animated 3D models divided into clusters for ultra-detailed geometry scenarios. With our approach, also parts of skinned models can be culled in a fine-grained manner to match Nanite’s fine-grained culling of static clusters. In contrast to static meshes, finding conservative bounds for clusters of animated meshes is non-trivial, but is achieved with our approach. Finally, in order to render other scene objects—such as, e.g., items or generally shapes which can be described with a parametric function—in similar geometric detail, we describe a method to generate ultra-detailed geometry on the fly: After compute shader-based level of detail (LOD) determination, the resulting parametrically defined shapes are either rendered point-wise or geometry is generated on-chip using the hardware tessellator.In our research, we regard new technological developments such as hardware-accelerated multi-view rendering, new task and mesh shader stages, efficient usage of classical shader stages (such as tessellation shaders), and generally efficient usage of the vast set of features, stages, and peculiarities of modern GPUs, with the goal to accelerate real-time rendering of ultra-detailed geometry.",
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        "title": "Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility",
        "date": "2025",
        "abstract": "Virtual reality (VR) is often designed as a standing experience, excluding individuals with limited mobility. Given that a significant portion of the population experiences lower-body mobility restrictions, accessible VR locomotion must accommodate users without requiring lower-body movement. To build a comprehensive understanding of suitable locomotion techniques (LTs) for this demographic, it is crucial to evaluate the feasibility of various approaches in virtual environments (VEs). As a starting point, we present our evaluation approach and a user study on the feasibility and potential of selected LTs for accessible seated locomotion in VR. Our findings indicate that common LTs can be adapted for seated stationary VR. Teleportation-based techniques, in particular, stand out as viable options for accessible locomotion. Although our simulated wheelchair was less popular with non-disabled participants, it was well-received by wheelchair users and shows promise as an intuitive LT for (More)",
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        "booktitle": "Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - GRAPP",
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    {
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        "type_id": "masterthesis",
        "tu_id": null,
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        "title": "Flattening-based visualization of supine breast MRI",
        "date": "2025",
        "abstract": "We propose two novel visualization methods optimized for supine breast images that “flatten” breast tissue, facilitating examination of larger tissue areas within each coronal slice. Breast cancer is the most frequently diagnosed cancer in women, and early lesion detection is crucial for reducing mortality. Supine breast magnetic resonance imaging (MRI) enables better lesion localization for image-guided interventions; however, traditional axial visualization is suboptimal because the tissue spreads over the chest wall, resulting in numerous fragmented slices that radiologists must scroll through during standard interpretation. Using a human-centered design approach, we incorporated user and expert feedback throughout the co-design and evaluation stages of our flattening methods. Our first proposed method, a surface-cutting approach, generates offset surfaces and flattens them independently using As-Rigid-As-Possible (ARAP) surface mesh parameterization. The second method uses a landmark-based warp to flatten the entire breast volume at once. While the surface-cutting approach is based on the parameterization of individual surfaces, the second method uses control points to realize a coherent, global deformation.Expert evaluations revealed that the surface-cutting method provides intuitive overviews and clear vascular detail, with low metric (2.1-3.5%) and area (3.7-5.8%) distortions. However, independent slice flattening can introduce depth distortions across layers. The landmark warp offers consistent slice alignment and supports direct annotations and measurements, with radiologists favoring it for its anatomical accuracy. Both methods significantly reduced the number of slices needed to review, highlighting their potential for time savings and clinical impact - an essential factor for adopting supine breast MRI.",
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    {
        "id": "Machegger2018DTI",
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        "tu_id": null,
        "repositum_id": "20.500.12708/215536",
        "title": "Evaluating the impact of parameter tuning on glioblastoma segmentation using deep learning",
        "date": "2025",
        "abstract": "Background: Glioblastoma multiforme (GBM) is the most aggressive form of brain cancer, characterized by rapid growth and infiltration into surrounding brain tissue. Precise segmentation of GBM, particularly the contrast-enhancing region and necrotic (non-contrast-enhaning) core, is critical for surgical planning and treatment. Manual segmentation methods are time-consuming and subject to high interrater variability, necessitating automated approaches for greater consistency.Objective: This thesis aims to optimize key parameters in deep learning-based segmentation of glioblastomas, focusing on the impact of Batch size, data augmentation strategies, and the number of training cases on model performance, along with tuning the Focal Weight Factor in the Combined Loss Function. The goal is to improve the accuracy of segmenting clinically relevant tumor regions.Methods: In this study, 3D U-Net models were trained using the BraTS Challenge dataset, which includes multimodal MRI scans (T1 post-contrast, FLAIR, and T2) with expert-labeled segmentations reviewed by a neuroradiologist to eliminate interrater variability. The models were evaluated on 108 unseen clinical cases from patients at the University Hospital Salzburg to assess their generalization capability and performance. Segmentation accuracy was measured using Intersection over Union (IoU) and a Custom Weighted Dice Score, focusing on Dice coefficients for the contrast-enhancing and non-contrast-enhancing tumor. Four Case Groups (80, 160, 240, and 314) were used to examine the effect of Case Group size on performance.Results: Models trained with Batch size of four consistently ranked among the top performers, with 80% making it into the top 10, suggesting that larger Batch sizes contribute to better generalization and stability as number of training cases increase. However, augmentations generally resulted in worse performance, except for one outlier—the best performing model—trained with a 1:1 ratio of augmentations to originals, Case Group 314, and a Batch size of one, which performed exceptionally well.Conclusion: Augmentations with a ratio of 1:3 performed poorly, particularly when three variants of one original were included in a Batch size of four, leading to overfitting. This suggests a lack of diversity within the batches caused the model to overfit, whereas a strategy mixing different augmentations within each batch led to better generalization. Case Group 314 models performed best, highlighting the importance of more training data for improved performance.",
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        "date_end": "2018-01-31",
        "date_start": "2017-03-24",
        "doi": "10.34726/hss.2025.44861",
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        "title": "Designing a visual analysis pipeline for exploring TMS effects on heart rate",
        "date": "2025",
        "abstract": "We designed a highly flexible notebook-based visual analysis pipeline to explore Transcranial Magnetic Stimulation (TMS) and heart rate (HR) in different subjects’ cognitive states. TMS is a promising treatment of major depressive disorder not responsive to pharmacological treatment. However, the mechanism of action is not yet fully understood. The research in the best acquiring settings, such as stimulation intensities and target sites, is emerging. Multimodal analysis pipeline integrating TMS, Functional Magnetic Resonance Imaging (fMRI), and HR could shed light on both understanding the neural pathways and increasing the efficiency of TMS. To extend the already available concurrent TMS-fMRI analysis pipeline towards multimodal concurrent TMS-fMRI-HR, exploring the effect of TMS on HR is the next step. To design the visual analysis pipeline, we introduce and apply an extension of Data–Users–Tasks design triangle [Miksch and Aigner, 2014] by integrating the previous data workflow approach in the designing process. When the data processing workflow in the domain is only evolving, integrating the previous workflow approach into the design process benefits by respecting the data legacy, supports users’ adaptability, and ensures tasks’ compatibility. We refer to this framework as the Data–Users–Workflow-Tasks design pyramid. We subsequently provide a visual analysis pipeline to support data exploration in the early stages of research. The interactive preprocessing pipeline involves extracting data, handling missing data, and reducing noise. To compare time series of HR with different properties, we visualize Dynamic Time Warping (DTW) similarity measurement, and heart rate variability (HRV) metric clustering. We quantitatively evaluate the preprocessing steps using simulated ECG data. The key result is that linear and polynomial interpolation with root mean squared error (RMSE) values as low as to the power of -3 and -5, respectively, are especially effective as imputation methods for ECG with 400 Hz sampling frequency. To further assess the values of the usage scenarios for TMS and ECG data exploration, we employ Qualitative Result Inspection (QRI). Our proposed visual analysis pipeline assembles the first steps towards integrating TMS-HR analysis into a trimodal concurrent TMS-fMRI-HR approach.",
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        "id": "haeusle-2025-uup",
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        "title": "Unraveling uncertainty propagation in the medical visualization pipeline",
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        "abstract": "Quantifying, raising awareness, and visualizing uncertainty stand as challenges in data visualization, especially in critical application domains such as medicine. Medical diagnosis and following treatment are always based on human decision-making, which itself is prone to uncertainty due to subjectivity or perception. Furthermore, decisions are often taken by analyzing measurements or images, which themselves are affected by uncertainty, caused by effects such as noise or resolution limitations. Thus, the whole process of diagnosis in clinical environments is concerned with interwoven uncertainties that accumulate and may change a pipeline's result substantially, potentially with detrimental effects on the patient's health, if uncertainties are not considered. This work aims to contribute to unraveling the complex interplay of uncertainties within the medical visualization pipeline. We do so by investigating the complex phenomena of uncertainty propagation in the medical visualization pipeline, in combination with extracting and analyzing provenance information from the pipeline encapsulated in an interactive framework. As a consequence, we utilize the provenance information, which can be seen as a complete history of the pipeline, to compare uncertainty propagation results of distinct pipeline states and thus gain insights into the behavior of uncertainty. In order to demonstrate the conceptual effectiveness of the framework, meaningful usage scenarios are presented. Those lay out simple and more complex scenarios to analyze the behavior and impact of different sorts of parameters present in the pipeline. Furthermore, we present ways in which a user can express their uncertainty for certain image regions or parameters and thereby gain insights into the impact of the specified uncertainties. The usage scenarios emphasize both positive and negative aspects of the framework and thus provide users with the means to assess the underlying work independently.",
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        "title": "Inspired by Biology: Towards Visualizing Complex Networks",
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        "abstract": "The term “biological network” comprises a large and multifaceted set of different types of networks. These different network types bring with it unique visualization and visual analysis challenges. We first survey the literature in order to characterize and identify outstanding gaps in the visualization of biological networks. Inspired by these many challenges and difficulties faced by the field. Specifically, we focus on three challenges of particular interest to us: i) improving the visual quality of commonly employed straight-line node-link diagrams, ii) the visualization of uncertainty in networks, and iii) the visualization of group structures in compound graphs. To tackle these three challenges, we conduct five investigations.To tackle challenge 1, we first investigate the principled and algorithmic splitting of vertices to iteratively resolve edge crossings and thereby improve the readability of graphs. As an alternative solution to challenge 1, we investigate the visualization of so-called ego-networks, which allow for the visualization of only node-relative and node-relevant topology, instead of the entirety of a network. Third, within the context of challenge 2, we investigate the visualization of node attribute uncertainty using animated “wiggliness”, i.e., animated node motion. Fourth, in order to tackle challenge 3, we survey the current state of compound graph visualization and, finally, we combine the aforementioned four works together and develop a prototypical dashboard for the visualization of compound graphs.",
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        "title": "BattleGraphs: Forge, Fortify, and Fight in the Network Arena",
        "date": "2025",
        "abstract": "Constructive visualization enables users to create personalized data representations and facilitates early insight generation and sensemaking. Based on NODKANT, a toolkit for creating physical network diagrams using 3D printed parts, we define a competitive network physicalization game: BattleGraphs. In BattleGraphs, two players construct networks independently and\ncompete in solving network analysis benchmark tasks. We propose a workshop scenario where we deploy our game, collect strategies for interaction and analysis from our players, and measure the effectiveness of the strategy with the success of the player to discuss in a reflection phase. Printable parts of the game, as well as instructions, are available through the Open Science Framework at -- https://osf.io/x6zv7/ -- All proceedings (including this submission) available on the eurographics digital library: https://diglib.eg.org/collections/d1483cdb-603e-46b6-b315-d9a6e750427e",
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        "booktitle": "Visgames 2025: EuroVis Workshop on Visualization Play, Games, and Activities",
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        "editor": "Stoiber, C. and Boucher, Magdalena and de Jesus Oliveira, V. A. and Schetinger, Victor and Filipov, Velitchko and Raidou, Renata Georgia and Amabili, L. and Keck, M. and Aigner, Wolfgang",
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    {
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        "title": "Penta: Towards Visualizing Compound Graphs as Set-Typed Data",
        "date": "2025",
        "abstract": "Compound graphs are graphs whose nodes, in addition to topological connections, share group-level relationships. The need to incorporate both topological and group-level relationships makes them inherently challenging to visualize, especially for large data. We present Penta, a prototypical dashboard that, by combining elements of compound graph and set visualization, provides a complete view of both types of relationships. To this end, we employ five linked views that provide insight into a compound graph’s i) global and set local topology using both hypernode and traditional node-link diagrams, respectively, ii) set and entity-level relationship and identity using similarity matrices linked by a bipartite node-link diagram, as well as iii) node-centric topology across sets visualized as a layered node-link diagram. We demonstrate the workflow and advantages of Penta in three small-scale case studies, using character co-occurrence networks as well as biochemical pathway data. While still a prototype, the proposed dashboard shows promise in facilitating a complete visual exploration of the topology and group-level relationships present in compound graphs, simultaneously.",
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        "doi": "10.5220/0013242300003912",
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        "title": "From Interactions to Integrated Actions: Exploring Active Perception and Inter-Modality in Data Physicalization",
        "date": "2025",
        "abstract": "The growing field of data physicalization holds significant potential for integrating user actionsdirectly into the sense making process through physical artifacts. Two promising factors for physical, as opposed to virtual representations, are physical interaction and multimodal perception. Unmediated interaction in the physical space allows users to manipulate and explore dataphysicalizations in a natural way, harnessing a user’s actions to encode and decode information ina different way than purely virtual representations. In this dissertation, I explore the incorporation of user action as a means of manipulation and perception into data physicalizations, moving from representations where perception only happens after physical interactions, to representations where physical interactions directly stimulate the user’s perception. I investigate four distinct types of user interactions with data physicalizations and show how each of them can support human perception in different ways. Firstly, I show how a modular 3D representation of dynamic data can leverage physical embodiment using natural spatial perception.I demonstrate this by creating a simple interactive physical representation of a space-time-cubemetaphor and investigating it in a case study with a domain expert. Secondly, I investigate the influence of construction — an intuitively physical interaction in the physical space — of apre-defined physical representation on human perception. I show this by designing a networkdata physicalization toolkit and conducting a between-subject study, comparing different ways to instruct a user during construction. Thirdly, I introduce tactile perception of the elastic properties of an object in a multi-modal representation of volume data. I showcase this at the hands of a fabrication pipeline that creates elastic artifacts from volume data using consumer-level 3D printing and validate the method through computational, mechanical, and perceptualstudies. Finally, I explore the benefits of manually operating a physical representation of adynamic process, leveraging the tactile feedback to the user for information encoding. By means of a between-subject user study, I show that integrating a user’s actions into a representation significantly increases engagement.Overall, the results show that even a simple physicalization can highlight the perceptual benefits of physically encoding data by ways of natural perception. Abstract representations have to be learned by users but can be supported by physical interactions, while embodied metaphors profit from direct interactivity if the stimulus fits the sensory capabilities.",
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        "title": "HoloGraphs: An Interactive Physicalization for Dynamic Graphs",
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        "abstract": "We present HoloGraphs, a novel approach for physically representing, explaining, exploring, and interacting with dynamic networks. HoloGraphs addresses the challenges of visualizing and understanding evolving network structures by providing an engaging method of interacting and exploring dynamic network structures using physicalization techniques. In contrast to traditional digital interfaces, our approach leverages tangible artifacts made from transparent materials to provide an intuitive way for people with low visualization literacy to explore network data. The process involves printing network embeddings on transparent media and assembling them to create a 3D representation of dynamic networks, maintaining spatial perception and allowing the examination of each timeslice individually. Interactivity is envisioned using optional Focus+Context layers and overlays for node trajectories and labels. Focus layers highlight nodes of interest, context layers provide an overview of the network structure, and global overlays show node trajectories over time. In this paper, we outline the design principles and implementation of HoloGraphs and present how elementary digital interactions can be mapped to physical interactions to manipulate the elements of a network and temporal dimension in an engaging matter. We demonstrate the capabilities of our concept in a case study. Using a dynamic network of character interactions from a popular book series, we showcase how it represents and supports understanding complex concepts such as dynamic networks.",
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        "abstract": "Physicalizations, which combine perceptual and sensorimotor interactions, offer an immersive way to comprehend complex data visualizations by stimulating active construction and manipulation. This study investigates the impact of personal construction on the comprehension of physicalized networks. We propose a physicalization toolkit—NODKANT—for constructing modular node-link diagrams consisting of a magnetic surface, 3D printable and stackable node labels, and edges of adjustable length. In a mixed-methods between-subject lab study with 27 participants, three groups of people used NODKANT to complete a series of low-level analysis tasks in the context of an animal contact network. The first group was tasked with freely constructing their network using a sorted edge list, the second group received step-by-step instructions to create a predefined layout, and the third group received a pre-constructed representation. While free construction proved on average more time-consuming, we show that users extract more insights from the data during construction and interact with their representation more frequently, compared to those presented with step-by-step instructions. Interestingly, the increased time demand cannot be measured in users' subjective task load. Finally, our findings indicate that participants who constructed their own representations were able to recall more detailed insights after a period of 10–14 days compared to those who were given a pre-constructed network physicalization. All materials, data, code for generating instructions, and 3D printable meshes are available on https://osf.io/tk3g5/.",
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        "title": "Squishicalization: Exploring Elastic Volume Physicalization",
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        "abstract": "Traditional anatomy flashcards, with their recognizable static illustrations on the front side and comprehensive lists of concepts on the back, are a long-standing tool for memorizing and refreshing anatomical concepts. This study repurposes such established tool by introducing two key elements: (i) Augmented Reality (AR) lenses acting as magic mirrors enabling users to view anatomical illustrations mapped onto their own faces, and (ii) a knowledge map layer acting as the card’s backside to visually and explicitly illustrate conceptual connections between anatomical reference points. Using Snapchat’s Lens Studio, we crafted a deck of interactive facial anatomy flashcards to assess the potential of AR and knowledge maps for retaining and refreshing anatomical concepts. We conducted a user study involving 44 university-level students. Divided into two groups, participants utilized either flashcard lenses with knowledge maps or traditional flashcards to quickly grasp and refresh anatomical concepts. By employing an approach that integrates anatomical quizzes for objective assessment with surveys and interviews for subjective feedback, our results indicate that anatomy flashcard lenses with knowledge maps offer a more engaging educational experience, yielding higher user preferences and satisfaction levels compared to traditional flashcards. While both approaches showed similar effectiveness in quiz scores, anatomy flashcard lenses with knowledge maps were favored for their usability, significantly reducing temporal demand. These findings underscore the engaging and effective nature of anatomy flashcard lenses with knowledge maps, highlighting them as an alternative tool for the quick retention and review of anatomical concepts.",
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        "abstract": "We propose an interactive game based on visual narratives to edutain, i.e., to educate while entertaining, broad audiences against misleading visualizations in healthcare. Uncertainty at various stages of the visualization pipeline may give rise to misleading visual representations. These comprise misleading elements that may negatively impact the audiences by contributing to misinformed decisions, delayed treatments, and a lack of trust in medical information. We investigate whether visual narratives within the setting of an educational game support recognizing and addressing misleading elements in healthcare-related visualizations. Our methodological approach focuses on three key aspects: (i) identifying uncertainty types in the visualization pipeline which could serve as the origin of misleading elements, (ii) designing fictional visual narratives that comprise several misleading elements linking to these uncertainties, and (iii) proposing an interactive game that aids the communication of these misleading visualization elements to broad audiences. The game features eight fictional visual narratives built around misleading visualizations, each with specific assumptions linked to uncertainties. Players assess the correctness of these assumptions to earn points and rewards. In case of incorrect assessments, interactive explanations are provided to enhance understanding For an initial assessment of our game, we conducted a user study with 21 participants. Our study indicates that when participants incorrectly assess assumptions, they also spend more time elaborating on the reasons for their mistakes, indicating a willingness to learn more. The study also provided positive indications on game aspects such as memorability, reinforcement, and engagement, while it gave us pointers for future improvement.",
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        "abstract": "Advancements in big data processing and interactive visualization tools have led to significant changes in how users analyze and explore their data. This thesis aims to\naddress the challenges resulting from these changes through a two-step approach to support users. We first address the issues at the spreadsheet level before moving on to more complex visual representations in a dashboard environment. We use the Fuzzy Spreadsheet approach at the spreadsheet level to include uncertain information in the decision-making process. Our approach augments traditional spreadsheets with uncertain\ninformation where a cell can hold and display a distribution of values, in addition to other contextually relevant information, such as impact and relationship between cells, to convey sensitivity and robustness information to the user. When users transition from spreadsheet representations to advanced visualization tools such as interactive dashboards, they often face challenges related to their use that can lead them to revert to their old, familiar static analysis tools. With the help of dashboard onboarding, authors can communicate the intended use and purpose of their dashboards, along with the\nworkings of visualizations present on the dashboards, to fill the user’s knowledge gap.\nWe created a process model for dashboard onboarding that formalizes and unifies different onboarding strategies for dashboards and facilitates the design and implementation of new\nonboarding approaches. Using this process model as a base and drawing inspiration from the fields of data storytelling and open-world game design, we developed an approach for\ncrafting semi-automated interactive dashboard tours (D-Tours) to produce an onboarding experience tailored to individual users while preserving their agency. We implemented\nthis concept in a tool called D-Tour Prototype which allows authors to create D-Tours from scratch or using automatic templates. Finally, we provide future directions based\non the insights from this thesis to explore the role of AI in the design and development of dashboard onboarding.",
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        "repositum_id": "20.500.12708/209323",
        "title": "RSVP for VPSA : A Meta Design Study on Rapid Suggestive Visualization Prototyping for Visual Parameter Space Analysis",
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        "abstract": "Visual Parameter Space Analysis (VPSA) enables domain scientists to explore input-output relationships of computational models. Existing VPSA applications often feature multi-view visualizations designed by visualization experts for a specific scenario, making it hard for domain scientists to adapt them to their problems without professional help. We present RSVP, the Rapid Suggestive Visualization Prototyping system encoding VPSA knowledge to enable domain scientists to prototype custom visualization dashboards tailored to their specific needs. The system implements a task-oriented, multi-view visualization recommendation strategy over a visualization design space optimized for VPSA to guide users in meeting their analytical demands. We derived the VPSA knowledge implemented in the system by conducting an extensive meta design study over the body of work on VPSA. We show how this process can be used to perform a data and task abstraction, extract a common visualization design space, and derive a task-oriented VisRec strategy. User studies indicate that the system is user-friendly and can uncover novel insights.",
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        "title": "Micromechanics stiffness upscaling of plant fiber-reinforced composites",
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        "abstract": "Rooms that are used for communication or entertainment need suitable room acoustics.\nOften acoustics simulation is a fundamental part of the design of such rooms. While\nexpensive and/or hard to use software packages exist that have a wide range of scientific\napplications, cheap and easy to use possibilities have not been available in the past.\nIn the course of this work, a prototype was developed that aims to simplify the specific\nuse case of calculating and visualizing room modes, a specific undesirable phenomenon in\nroom acoustics.\nIf possible, meaningful values are automatically assumed without user input. High\nautomation and good user guidance are the focus.\nInterviews with test users have shown that not only do they manage to visualize room\nmodes without instruction, but also that they only need 1-2 minutes during their first\nuse to obtain their first calculation result.",
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        "title": "Investigating the Effect of Operation Mode and Manifestation on Physicalizations of Dynamic Processes",
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        "abstract": "We conducted a study to systematically investigate the communication of complex dynamic processes along a two-dimensional design space, where the axes represent a representation's manifestation (physical or virtual) and operation (manual or automatic). We exemplify the design space on a model embodying cardiovascular pathologies, represented by a mechanism where a liquid is pumped into a draining vessel, with complications illustrated through modifications to the model. The results of a mixed-methods lab study with 28 participants show that both physical manifestation and manual operation have a strong positive impact on the audience's engagement. The study does not show a measurable knowledge increase with respect to cardiovascular pathologies using manually operated physical representations. However, subjectively, participants report a better understanding of the process—mainly through non-visual cues like haptics, but also auditory cues. The study also indicates an increased task load when interacting with the process, which, however, seems to play a minor role for the participants. Overall, the study shows a clear potential of physicalization for the communication of complex dynamic processes, which only fully unfold if observers have to chance to interact with the process.",
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        "abstract": "Interactive visualization is important for many workflows. Especially so in the context\nof 3D geo-informations systems, where large quantities of data have to be processed\nand presented to the user at interactive speeds for productivity and orientation in the\ngeo-spatial context. In heavily forested countries like Austria enormous amounts of\ngeometry have to be drawn when visualizing forests. Naïve rendering approaches fail,\neven when using heavily simplified geometry for the individual trees. The region in which\ndetails are necessary is small and changes frequently. A major part of the scene is far\naway and needs little detail. These constraints are what this thesis attempts to find a\nsolution for. Thus each tree is represented by a billboard, if not close to the camera. To\ndecrease the computational complexity of selecting the appropriate level of detail for all\ntrees, they are grouped into batches, for which frustum culling and level of detail selection\nhappens. This new approach is implemented, qualitatively evaluated, and compared with\nexisting alternative approaches. Comparison of the approaches on a stress test scene\nshows that our new approach can be between 1.7 and 6 times faster than the approaches\ntested against depending on the scenario, while barely reducing visual quality.",
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        "title": "Reducing the Memory Footprint of 3D Gaussian Splatting",
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        "abstract": "3D Gaussian splatting provides excellent visual quality for novel view synthesis, with fast training and realtime rendering; unfortunately, the memory requirements of this method for storing and transmission are unreasonably high. We first analyze the reasons for this, identifying three main areas where storage can be reduced: the number of 3D Gaussian primitives used to represent a scene, the number of coefficients for the spherical harmonics used to represent directional radiance, and the precision required to store Gaussian primitive attributes. We present a solution to each of these issues. First, we propose an efficient, resolution-aware primitive pruning approach, reducing the primitive count by half. Second, we introduce an adaptive adjustment method to choose the number of coefficients used to represent directional radiance for each Gaussian primitive, and finally a codebook-based quantization method, together with a half-float representation for further memory reduction. Taken together, these three components result in a x27 reduction in overall size on disk on the standard datasets we tested, along with a x1.7 speedup in rendering speed. We demonstrate our method on standard datasets and show how our solution results in significantly reduced download times when using the method on a mobile device (see Fig. 1).",
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        "title": "SimLOD: Simultaneous LOD Generation and Rendering for Point Clouds",
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        "abstract": "Understanding and analyzing univariate distributions of data in terms of their shapes as well as their specific characteristics, regarding gaps, spikes, or outliers, is crucial in many scientific disciplines. In this paper, we propose a design space composed of the visual channels position and color for representing accumulated distributions. The designs are a mixture of color-coded stripes with density lines. The width and coloring of the stripes is based on the applied binning technique. In a crowd-sourced experiment we explore a subspace, called the AccuStripes (i.e., “accumulated stripes”) design space, consisting of nine representations. These AccuStripes designs integrate three composition strategies (color only, overlay, filled curve) with three binning techniques, one uniform (UB) and two adaptive methods, namely Bayesian Blocks (BB) and Jenks’ Natural Breaks (NB). We evaluate the accuracy, efficiency, and confidence ratings of the nine AccuStripes designs for structural estimation and comparison tasks. Across all study tasks, the overlay composition was found to be most accurate and preferred by observers. Furthermore, the results demonstrate that while no binning method performed best in both identification and comparison, detection of structures using adaptive binning was the most accurate one. For validation we compared the best AccuStripes’ design, i.e., the overlay composition, to line charts. Our results show that the AccuStripes’ design outperformed the line charts in accuracy for all study tasks.",
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        "repositum_id": "20.500.12708/197699",
        "title": "BaggingHook: Selecting Moving Targets by Pruning Distractors Away for Intention-Prediction Heuristics in Dense 3D Environments",
        "date": "2024",
        "abstract": "Selecting targets in dense, dynamic 3D environments presents a significant challenge. In this study, we introduce two novel selection techniques based on distractor pruning to assist users in selecting targets moving unpredictably: BaggingHook and AutoBaggingHook. Both are built upon the Hook intention-prediction heuristic, which continuously measures the distance between the user's cursor and each object to compute per-object scores and estimate the intended target. Our techniques reduce the number of targets in the environment, making heuristic convergence potentially faster. Once pruned away, distractors are also made semi-transparent to reduce occlusion and the overall difficulty of the task. However, their motion is not altered, so that users can still perceive the dynamics of the environment. We designed two pruning approaches: BaggingHook lets users manually prune distractors away, while AutoBaggingHook uses automated, score-based pruning. We conducted a user study in a virtual reality setting inspired by molecular dynamics simulations, featuring crowded scenes of objects moving fast and unpredictably, in 3D. We compared both proposed techniques to the Hook baseline under more challenging circumstances than it had previously been tested. Our results show that AutoBaggingHook was the fastest, and did not lead to higher error rates. BaggingHook, on the other hand, was preferred by the majority of participants, due to the greater degree of control it provides to users, leading some to see entertainment value in its use. This work shows the potential benefits of varying the types of inputs used in intention-prediction heuristics, not just to improve performance, but also to reduce occlusion, overall task load, and improve user experience.",
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        "authors": [
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        "booktitle": "2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)",
        "date_from": "2024-03-16",
        "date_to": "2024-03-21",
        "doi": "10.1109/VR58804.2024.00110",
        "event": "2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)",
        "isbn": "9798350374025",
        "lecturer": [
            5368
        ],
        "location": "Orlando, FL",
        "pages": "11",
        "pages_from": "913",
        "pages_to": "923",
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        "keywords": [
            "Algorithms",
            "AR/VR/Immersive",
            "Human-Subjects Qualitative Studies",
            "Human-Subjects Quantitative Studies",
            "Interaction Design",
            "Mobile",
            "Specialized Input/Display Hardware"
        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2024/boffi-2024-bagginghook/",
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    {
        "id": "eitler-2024-sos",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/205306",
        "title": "Spatial Organization Strategies in Exploratory Analysis of Unstructured Data",
        "date": "2024",
        "abstract": "As not only the amount but also the complexity of data increases, there is a growing need to support humans in the analysis of data that is not structured in a way that can be easily interpreted by machines. So-called “knowledge-assisted visual analytics” (KAVA) tools aim to address these challenges by integrating the knowledge of the analyst into their system to support the analysis process.In this thesis, we investigate the spatial organization strategies that users employ when exploring unstructured data. We aim to characterize the types of strategies that users employ, how they change over time, and how we can use them to infer the users’ knowledge of the data. To answer these questions, we first conduct a user study in which the participants explore an image dataset on a multitouch tabletop interface imitating an analogue setting and externalize their findings into concept maps. We observe their organization strategies and analyse their methods in a mixed-methods approach, combining qualitative analysis of the participants’ interview statements with quantitative analysis of the interaction logs.We find that the participants’ spatial organization strategies can be characterized by four features: semantic clusters, type of layout, uncovering process, and reorganization of the data. While most participants prefer layouts that give them an overview of the data, only about half create semantic clusters (i.e., grouping similar images together). The participants also mostly uncovered all images — which were initially on a stack — in the task right away before externalizing their knowledge, and only a few reorganized the images. We further find that the participants generally did not change their organization strategies over time, and that the resulting spatial arrangements do not necessarily provide valuable insights into the users’ knowledge of the data.Finally, we discuss our findings and list the limitations of our study. As this thesis is embedded in a research project that aims to develop a tool for knowledge-assisted visual analytics, we discuss potential design implications for the development of such a tool.",
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        "authors": [
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        "doi": "10.34726/hss.2024.117186",
        "open_access": "yes",
        "pages": "95",
        "supervisor": [
            1110
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        "research_areas": [
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        "keywords": [
            "visual analytics",
            "unstructured data",
            "spatial organization",
            "exploratory analysis",
            "knowledge-assisted visual analytics",
            "semantic interaction",
            "knowledge externalization"
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    {
        "id": "wimmer-2024-adh",
        "type_id": "phdthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/201047",
        "title": "Addressing Data Heterogeneity in Image-Based Computer-Aided Detection and Diagnosis Methods",
        "date": "2024",
        "abstract": "The acquisition of medical imaging data is inevitable for screening, diagnosis, planning of surgery or therapy, or monitoring of diseases. In clinical practice, the data is assessed by medical experts, which can be a very time-consuming task. Hence, for decades a lot of research effort has been dedicated to the automated analysis of medical imaging data and to the question of how Computer-Aided Detection and Diagnosis algorithms can assist the tasks mentioned above. However, one of the biggest challenges in this regard is the highly heterogeneous nature of medical imaging data. The acquisition of data from different imaging modalities, like X-ray or Magnetic Resonance Imaging (MRI), changes of acquisition parameters, and the use of different scanners results in diverse data. The varying spatial resolution as well as the high dimensionality of the data pose additional challenges to the development of automated solutions. In this thesis, we investigate different machine learning-based methods to address the analysis of heterogeneous medical imaging data, such as multi-parametric, multi-modal, multi-center, or multi-view data. We present three different pipeline approaches that follow generalization- and fusion- based approaches and demonstrate their applicability on diverse public datasets. Our contributions target two selected use cases in radiology: the semantic labeling of the spine in MRI data and the analysis of mammograms. In semi- and fully-automated spine labeling in MRI data, we are confronted with the problem that MRI data does not exhibit a standardized intensity scale, which results in a large variety of different image contrasts. To overcome this problem for semantic spine labeling, we propose an iterative labeling pipeline that employs Entropy-Optimized Texture Models (ETMs). The application of trained ETMs allows us to apply our models to a wide range of different MRI data. This is in contrast to various related works that develop methods for specific MRI image sequences and protocols. For the analysis of mammography screening data, not only one but four X-ray images from different fields of view are available that form a study of a patient. In addition to this multi-view data, we deal with multi-scale information at various levels, e.g., on a patient, image, or lesion level. To utilize and combine this information efficiently, we develop several deep learning-based models that aim for a specific task important in examining mammograms, such as the localization of abnormalities. For a comprehensive prediction on a patient level, we propose to fuse predictions and features from the individual models to increase performance, which is in contrast to standard ensembling techniques. The results in this thesis demonstrate that considering the different aspects of heterogeneous medical imaging data is inevitable to improve both generalization and predictive capabilities of Computer-Aided Detection and Diagnosis methods.",
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        "authors": [
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        "doi": "10.34726/hss.2024.125391",
        "open_access": "yes",
        "pages": "163",
        "supervisor": [
            166
        ],
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        "keywords": [
            "Medical Image Analysis",
            "Image Processing",
            "Data Heterogeneity",
            "Computer-Aided Detection and Diagnosis",
            "Mammography",
            "Spine Labeling",
            "Machine Learning",
            "Deep Learning"
        ],
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    {
        "id": "irendorfer-2024-uat",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/202525",
        "title": "User Approaches to Knowledge Externalization in Visual Analytics of Unstructured Data",
        "date": "2024",
        "abstract": "Traditional machine learning approaches for analyzing large unstructured data often depend on labelled training data and well-defined target definitions. However, these may not be available or feasible when dealing with unknown and unstructured data. It requires human reasoning and domain knowledge to interpret it. Interactive systems that combine human analytical abilities with machine learning techniques can address this limitation. However, to incorporate human knowledge in such systems, we need a better understanding of the semantic information and structures that users observe and expect while exploring unstructured data, as well as how they make their tacit knowledge explicit. This thesis aims to narrow the gap between human cognition and (knowledge-assisted) visual analytics. In a qualitative and exploratory user study, this thesis investigates how individuals explore a large unstructured dataset and which strategies they apply to externalize their mental models. By analyzing users' externalized mental models, we aim to better understand how their knowledge evolves during data exploration. We evaluate the comprehensiveness, detail and evolution of users' external knowledge representations by applying quantitative and qualitative methods, including a crowdsourcing step. The results show that users' externalized structures are able to represent a given dataset comprehensively and to a high degree of detail. While these knowledge representations are highly subjective and show various individual differences, we could identify structural similarities between individuals. In addition to the insights about how users externalize their tacit knowledge during data exploration, we propose design guidelines for (knowledge-assisted) visual analytics systems.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        "doi": "10.34726/hss.2024.115066",
        "open_access": "yes",
        "pages": "80",
        "supervisor": [
            1110
        ],
        "research_areas": [
            "InfoVis"
        ],
        "keywords": [
            "Knowledge Externalization",
            "Knowledge-Assisted Visualization",
            "Visual Analytics",
            "Unstructured Data",
            "Concept Maps",
            "Mental Models",
            "User Study",
            "Data Exploration"
        ],
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    {
        "id": "kovacs-2024-gsg",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": "20.500.12708/205211",
        "title": "G-Style: Stylized Gaussian Splatting",
        "date": "2024",
        "abstract": "We introduce G-Style, a novel algorithm designed to transfer the style of an image onto a 3D scene represented using Gaussian Splatting. Gaussian Splatting is a powerful 3D representation for novel view synthesis, as—compared to other approaches based on Neural Radiance Fields—it provides fast scene renderings and user control over the scene. Recent pre-prints have demonstrated that the style of Gaussian Splatting scenes can be modified using an image exemplar. However, since the scene geometry remains fixed during the stylization process, current solutions fall short of producing satisfactory results. Our algorithm aims to address these limitations by following a three-step process: In a pre-processing step, we remove undesirable Gaussians with large projection areas or highly elongated shapes. Subsequently, we combine several losses carefully designed to preserve different scales of the style in the image, while maintaining as much as possible the integrity of the original scene content. During the stylization process and following the original design of Gaussian Splatting, we split Gaussians where additional detail is necessary within our scene by tracking the gradient of the stylized color. Our experiments demonstrate that G-Style generates high-quality stylizations within just a few minutes, outperforming existing methods both qualitatively and quantitatively.",
        "authors_et_al": false,
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        "authors": [
            1950,
            5415,
            1410
        ],
        "articleno": "e15259",
        "doi": "10.1111/cgf.15259",
        "issn": "1467-8659",
        "journal": "Computer Graphics Forum",
        "number": "7",
        "pages": "13",
        "publisher": "WILEY",
        "volume": "43",
        "research_areas": [],
        "keywords": [
            "Artificial intelligence",
            "Computer graphics",
            "Neural networks"
        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2024/kovacs-2024-gsg/",
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    },
    {
        "id": "lucio-2024-kma",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/204917",
        "title": "Knowledge maps as a complementary tool to learn and teach surgical anatomy in virtual reality: A case study in dental implantology",
        "date": "2024",
        "abstract": "A thorough understanding of surgical anatomy is essential for preparing and training medical students to become competent and skilled surgeons. While Virtual Reality (VR) has shown to be a suitable interaction paradigm for surgical training, traditional anatomical VR models often rely on simple labels and arrows pointing to relevant landmarks. Yet, studies have indicated that such visual settings could benefit from knowledge maps as such representations explicitly illustrate the conceptual connections between anatomical landmarks. In this article, a VR educational tool is presented designed to explore the potential of knowledge maps as a complementary visual encoding for labeled 3D anatomy models. Focusing on surgical anatomy for implantology, it was investigated whether integrating knowledge maps within a VR environment could improve students' understanding and retention of complex anatomical relationships. The study involved 30 master's students in dentistry and 3 anatomy teachers, who used the tool and were subsequently assessed through surgical anatomy quizzes (measuring both completion times and scores) and subjective feedback (assessing user satisfaction, preferences, system usability, and task workload). The results showed that using knowledge maps in an immersive environment facilitates learning and teaching surgical anatomy applied to implantology, serving as a complementary tool to conventional VR educational methods.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
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        "authors": [
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            5408,
            1410,
            5409,
            5410,
            5411,
            5412,
            5413
        ],
        "booktitle": "Healthcare Technology Letters",
        "date_from": "2024-10-06",
        "date_to": "2024-10-06",
        "doi": "10.1049/htl2.12094",
        "event": "27th International Conference on Medical Image Computing and Computer Assisted Invertention (MICCAI 2024)",
        "lecturer": [
            5407
        ],
        "pages": "12",
        "research_areas": [],
        "keywords": [
            "biomedical education",
            "user interfaces",
            "virtual reality",
            "biomedical education",
            "user interfaces",
            "virtual reality"
        ],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2024/lucio-2024-kma/",
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    },
    {
        "id": "matt-2024-cvi",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/198406",
        "title": "Class-Centric Visual Interactive Labeling using Property Measures",
        "date": "2024",
        "abstract": "Human annotation of image data is relevant for supervised machine learning, where labeled datasets are essential for training models. Traditionally, reducing the labeling effort was achieved through active learning, where the optimal next instance for labeling is selected by some heuristic to maximize utility. More recent work has focused on integrating user initiative in the labeling process through visual interactive labeling to steer the labeling process. This thesis proposes cVIL, a class-centric approach for visual interactive labeling that simplifies the human annotation process for large and complex image datasets. Previously, visual labeling approaches were typically instance-based, where the system visualizes individual instances for the user to label. cVIL utilizes diverse property measures to enable the labeling of difficult instances individually and in batches to label simpler cases rapidly. Since the property measures express the properties of an instance using a single scalar value, the visualizations are simple and scalable. cVIL combines the heuristic guidance approach of active learning with the user-centered approach of visual interactive labeling. In simulations, we could show that property measures can facilitate effective instance and batch labeling. In a user study, cVIL demonstrated superior accuracy and user satisfaction compared to the conventional instance-based visual interactive labeling approach that employs scatterplots. Participants also needed less time to complete the assigned tasks in cVIL compared to the baseline.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        ],
        "co_supervisor": [
            5370
        ],
        "doi": "10.34726/hss.2024.102653",
        "open_access": "yes",
        "pages": "101",
        "supervisor": [
            1110
        ],
        "research_areas": [],
        "keywords": [
            "Human-centered computing",
            "Visual analytics",
            "User interface design"
        ],
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    },
    {
        "id": "staats-2024-atr",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/195524",
        "title": "Alpine Terrain Relighting",
        "date": "2024",
        "abstract": "Aerial orthophotos together with digital elevation models (DEMs) allow the rendering of 3D representations of the earth, including alpine terrain. These virtual landscapes provide the opportunity to simulate light conditions at different times of the day, aiding in trip planning. However, orthophotos used as texture often contain large shadows stemming from cliffs and rocks, which significantly impact the visual quality of relighted textures. The necessary single-image shadow-removal process presents a crucial problem for the computer vision domain, which also functions as a prerequisite for many other tasks like segmentation and classification. Many promising approaches have already been developed, but unlike previous methods, this study tries to capitalize on the availability of DEMs to enhance the shadow removal process. Shadows in orthophotos are inherently linked to the underlying geospatial topology, and DEMs provide a valuable source of information for mitigating their impact. Therefore, this thesis explores the integration of DEMs into a state-of-the-art deep learning pipeline. DEMs are examined for their role in generating training sets and as supplementary input for a multi-modal network. Notably, 3D geometry derived from DEMs complemented by ray-tracing is used to generate artificial shadows with realistic shapes. Subsequently, an experiment is conducted with the created dataset to empirically test if additional elevation data is beneficial for the performance of the models. Additionally, the model’s ability to generalize from artificial to real shadows was probed. The experiment on virtual shadows showed that providing additional elevation data to the shadow-removal network does yield significantly better results with a medium to large effect size. Initially, all trained models failed to generalize to real shadow data. Downsizing the dataset to a lower level of detail mitigated this problem. Together with an analysis of the output of each network layer, it was concluded that the reason for the subpar real data performance are remaining small-scale shadows in the train set. A visual analysis of the improved models showed noticeable improvements with the generated realistic shadow shapes compared to random ones. Moreover, the utility of additional elevation data as input for the models was demonstrated.",
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        "authors": [
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        "co_supervisor": [
            1919
        ],
        "doi": "10.34726/hss.2024.112641",
        "open_access": "yes",
        "pages": "70",
        "supervisor": [
            1110
        ],
        "research_areas": [],
        "keywords": [
            "Shadow-Removal",
            "Shadow-Detection",
            "Orthophotos",
            "Digital Elevation Models",
            "Deep-Learning",
            "Generative Adversarial Models",
            "Computer Vision"
        ],
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    {
        "id": "tanaka-2024-vor",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/209946",
        "title": "Visualization of Relationships between Precipitation and River Water Levels",
        "date": "2024",
        "abstract": "Observation of precipitation changes is important for a variety of purposes such as predicting river levels. Previous studies for data visualization of precipitation and river water levels plotted graphs and color bars were many stations on a map. Instead of such visualizations on a map, we construct a graph to imitate a connected structure such as a tributary of a river in this study. Our method displays two pseudo-coloring sparklines at nodes of the graph as the stations. The method can visualize the time difference between the increase in precipitation upstream and the increase in river water level downstream. Users can observe precipitation and river water levels at different observation points. Our method uses a Delaunay diagram connecting gauging positions to interpolate and calculate precipitation at river level observation points. This avoids the discrepancy between observation points.In addition, we adjust the amount of visualized information by skipping the display of several observation points based on the similarity of the time-series data at each station, which is calculated by applying the dynamic time-stretching method. The visualization results show that downstream, once the water level rises, it tends to take longer for the water level to drop. In addition, the results show that a time lag occurs between the increase in precipitation and the rise in river levels in the mainstream, while tributaries have little time lag. In addition, data on rainfall and river levels at the same station over multiple periods and their relationship are plotted as scatter plots. The scatter plots make it easier to compare data from multiple periods at the same time than two-tone pseudo coloring sparklines.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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            1937,
            1850,
            1410,
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        "booktitle": "2024 28th International Conference Information Visualisation (IV)",
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        "title": "BallMerge: High‐quality Fast Surface Reconstruction via Voronoi Balls",
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        "abstract": "We introduce a Delaunay-based algorithm for reconstructing the underlying surface of a given set of unstructured points in 3D. The implementation is very simple, and it is designed to work in a parameter-free manner. The solution builds upon the fact that in the continuous case, a closed surface separates the set of maximal empty balls (medial balls) into an interior and exterior. Based on discrete input samples, our reconstructed surface consists of the interface between Voronoi balls, which approximate the interior and exterior medial balls. An initial set of Voronoi balls is iteratively processed, merging Voronoi-ball pairs if they fulfil an overlapping error criterion. Our complete open-source reconstruction pipeline performs up to two quick linear-time passes on the Delaunay complex to output the surface, making it an order of magnitude faster than the state of the art while being competitive in memory usage and often superior in quality. We propose two variants (local and global), which are carefully designed to target two different reconstruction scenarios for watertight surfaces from accurate or noisy samples, as well as real-world scanned data sets, exhibiting noise, outliers, and large areas of missing data. The results of the global variant are, by definition, watertight, suitable for numerical analysis and various applications (e.g., 3D printing). Compared to classical Delaunay-based reconstruction techniques, our method is highly stable and robust to noise and outliers, evidenced via various experiments, including on real-world data with challenges such as scan shadows, outliers, and noise, even without additional preprocessing.",
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        "title": "Visual Analytics für Deep Learning mit Graphen: Case Study Neuronen Clustering",
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        "abstract": "Many deep learning applications are based on graph data in order to explore relationships or to analyze structures. Labeling this data is expensive and often requires expert knowledge. For the application of graph clustering to neuron data, the SOTA method GraphDINO generates self-supervised graph embeddings combined with the downstream task of clustering these embeddings. We observe on a particularly challenging neuron dataset that this method does not lead to satisfying clustering results. Therefore we use the graph embeddings generated by GraphDINO as an initial starting point to improve the network and to guide the network training. To achieve this, we developed the visual analytics framework NetDive. The user can analyze the graph embeddings and label single neurons that are falsely clustered. This annotation information is then used to train a semi-supervised model. To this end, we developed a network architecture, named GraphPAWS, that assembles components of GraphDINO and of the semi-supervised network architecture PAWS. The model training can be started from within the visual analytics application NetDive and the resulting graph embeddings are available in NetDive as soon as the retraining is completed. We demonstrate how we iteratively train the model using NetDive and GraphPAWS and evaluate our model against the self-supervised SOTA for our dataset.",
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        "title": "HORA 3D: Personalized Flood Risk Visualization as an Interactive Web Service",
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        "abstract": "We propose an interactive web-based application to inform the general public about personal flood risks. Flooding is the natural hazard affecting most people worldwide. Protection against flooding is not limited to mitigation measures, but also includes communicating its risks to affected individuals to raise awareness and preparedness for its adverse effects. Until now, this is mostly done with static and indiscriminate 2D maps of the water depth. These flood hazard maps can be difficult to interpret and the user has to derive a personal flood risk based on prior knowledge. In addition to the hazard, the flood risk has to consider the exposure of the own house and premises to high water depths and flow velocities as well as the vulnerability of particular parts. Our application is centered around an interactive personalized visualization to raise awareness of these risk factors for an object of interest. We carefully extract and show only the relevant information from large precomputed flood simulation and geospatial data to keep the visualization simple and comprehensible. To achieve this goal, we extend various existing approaches and combine them with new real-time visualization and interaction techniques in 3D. A new view-dependent focus+context design guides user attention and supports an intuitive interpretation of the visualization to perform predefined exploration tasks. HORA 3D enables users to individually inform themselves about their flood risks. We evaluated the user experience through a broad online survey with 87 participants of different levels of expertise, who rated the helpfulness of the application with 4.7 out of 5 on average.",
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        "title": "Automated Extraction of Complexity Measures from Engineering Drawings",
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        "abstract": "An engineering drawing is a detailed representation of an object used to communicate complex information for the purposes of design, manufacturing, and maintenance.These line drawings typically consist of multiple 2D orthographic views of a 3D object, along with dimensioning information and metadata about specific properties.Over the past decades, engineering drawings have evolved from hand-drawn sketches to highly standardized documents created with the help of CAD software.The large variety of engineering drawings makes it difficult to automatically extract abstract information in a robust way.The emergence of additive manufacturing (AM) promises companies that they can produce spare parts on demand for maintenance, potentially increasing the operational time of their infrastructure.Evaluating the AM potential of spare parts is essential from both an economic and technical perspective.This analysis of economic and technical viability requires the interpretation of complexity measures that can be derived from the engineering drawing of a spare part.The external dimensions of an object are key complexity measures to facilitate an AM potential analysis.In this thesis, we propose a processing pipeline that automates the extraction of complexity measures from engineering drawings, focusing on the external dimensions of the depicted objects.An in-depth examination of engineering drawings from different eras forms the basis of our methodology.Our pipeline is designed to be adaptable and consists of interpretable stages for specific tasks.We segment important entities in the input drawing to detect candidate dimension lines that are subsequently filtered by a sequence of processing steps.The grid structure of the orthographic views is determined, which allows us to assign axis labels to each view.We run optical character recognition (OCR) on detected dimension numbers and use the results to optimize the ratio between the OCR values and the length of dimension lines in pixels, providing us with a solution that is resilient to errors in the OCR predictions.A prototypical implementation of our pipeline demonstrates its capabilities in handling a large variety of drawings.We conduct a basic quantitative and qualitative evaluation of our methodology.The results confirm the effectiveness of our approach in automatically extracting abstract information from real-world engineering drawings.",
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        "abstract": "The lighting design of (virtual) space is an important aspect of our daily environment. It\nnot only allows for creative expression but is often a necessary asset in professional work\nenvironments and artistic productions. However, due to the computational complexity of\nthis problem, current solutions are usually built in performance-oriented programming\nlanguages that offer a detailed low-level view of the application on the one hand but\ndo not allow for fast development and easy exchange of algorithms on the other. This\nwork builds on the already existing C++ rendering framework Tamashii, proposed\nby Lipp et al. in 2023 [20], which offers view-independent and gradient-based global\nlighting design optimization. We propose a way to integrate MATLAB functions into the\noptimization process in order to not only allow for easier development of optimization\nalgorithms but also enable access to MATLAB’s existing code base and numerical analysis\ntools. We therefore implement a bidirectional MATLAB/C++ interface for exchanging\noptimization data between the rendering process and the MATLAB process. In order to\nachieve this functionality, we use the MATLAB Engine API for C++ and the MATLAB\nMEX API, which are both natively contained within MATLAB. Further, we implement a\nmechanism for inter-process communication using Windows Named Pipes and a custom\ncommunication protocol.\nIn addition, this work also briefly discusses various optimization methods and the use\nof Surrogate-Based Optimization (SBO) for the global lighting design problem. We\nshow that our method achieves great performance and evaluate it against plain C++\nimplementations on two test scenes by not only testing optimization methods via the\ninterface but also testing simple rendering of new lighting configurations. The test results\nalso show that MALTAB’s current SBO implementation can bring good performance to\nthe optimization problem we encounter in Tamashii in certain scenes. Lastly, we discuss\nthe increased usability and insight into optimization methods achieved by integrating\nMATLAB into Tamashii.",
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        "abstract": "This bachelor's thesis explores the development of a plugin for the open-source game engine Godot 3.5, aimed at providing an easy way for procedurally creating pleasing plant visualizations, specifically in the frame of the Sustainable Agroecosystem project. This is achieved by importing data conforming to a predefined format that abstractly describes the structure of plant organisms. Upon import, the plugin generates 3D surfaces for the branching structures and employs instancing for rendering leaves efficiently. One of the key features of the plugin is its adaptive surface subdivision mechanism, which dynamically generates the surface at different levels of detail based on the proximity to the camera.\n\nThe plugin's implementation leverages Godot's GDPlugin feature to seamlessly integrate into the engine's workflow. The procedural generation of plant structures is achieved through algorithmic processes that translate \"tree skeletons\" into 3D surfaces. However, due to limitations inherent in Godot 3, the adaptive subdivision mechanism is implemented on the CPU. In tests, this resulted in the following: Exports of models in the highest level of detail yielded better performance than models with adaptive subdivision.\n\nThe thesis covers the design, implementation, and theory behind the plugin. An evaluation of the plugin's functionality and performance is conducted, highlighting its capability to dynamically adapt the mesh at runtime. Performance comparisons between the adaptive subdivision approach and using the exported surface are presented, revealing the issues with the implementation on the CPU.\n\nIn conclusion, the developed plugin presents a novel approach to procedurally generate and render complex plant structures within the Godot 3.5 game engine. It extends the capabilities of the engine in creating realistic virtual environments while addressing the challenges of adaptive subdivision on the CPU. The thesis explores the intricacies of integrating such plugins into game engines and opens avenues for further optimizations.",
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    {
        "id": "Koeppl-2023-DLO",
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        "repositum_id": null,
        "title": "Gradient-based Light Optimization with Variable Light Count: Dynamic Generation and Merging of Light Sources",
        "date": "2023-12",
        "abstract": "This thesis focuses on improvements for an interactive lighting design approach that\nutilizes GPU-accelerated ray tracing and a view-independent global illumination solver.\nOur goal is to enable automated lighting design for a set of user-specified illumination\ntargets in 3D scenes. Current solvers are highly effective but still have some limitations.\nFor instance, they rely on an initial number of light sources and their respective placements\nin a given 3D scene and this can result in insufficient solutions when there are more target\nspots than provided light sources. On the other hand, if there are more light sources\nthan needed, the resulting solution can be sub-optimal, leading to superimposed lights\nthat can negatively impact performance and increase computational cost.\nIn response to the limitations, we investigate several strategies for increasing the effectiveness\nand efficiency of the optimization algorithm by developing a dynamic light\nsource generation approach that programmatically inserts and removes lights in the 3D\nscene to achieve a more refined light placement. In our results, we show that our specialized\noptimization approach, yields improved lighting solutions compared to established\nalgorithms.\nMoreover, we also implement a light source merging technique to address the issue of\nlight sources with overlapping areas of influence. By formulating conditions on intensity\nand proximity and then applying linear interpolation, we can combine overlapping light\nsources in a way that minimizes performance impact and computational cost. We also\ntake measures to remove lights with a small illumination contribution to the scene\nduring the optimization process. Evidence from our study suggests that our approach of\nexpanding the solution space and improving the light source placement achieves superior\nlighting solutions for any given scene.",
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        "title": "Scalable Interactive Visual Analysis Through Storytelling",
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        "repositum_id": null,
        "title": "Echtzeitvisualisierung von Lawinenrisiko basierend auf hochauflösenden Geodaten",
        "date": "2023-11-18",
        "abstract": "Um das Lawinenrisiko auf Touren abzuschätzen, konsultieren Tourengeher·innen typischerweise vorab den aktuellen Lawinenlagebericht (LLB) sowie die Geländeeigenschaften, wie Hangneigung, Höhe und Exposition der geplanten Tour auf einer Karte. Reduktionsmethoden wie Stop-or-Go oder die SnowCard können sowohl bei der Planung als auch vor Ort angewandt werden, um das Risiko abzuschätzen. Bei korrekter Anwendung dieser Methoden könnte ein Großteil der Todesfälle vermieden werden. Die Anwendung umfasst jedoch mehrere kognitiv aufwändige Schritte: Im ersten Schritt müssen Tourengeher·innen die Informationen aus LLB und Karte korrekt verknüpfen und anhand der gewählten Methode interpretieren, um potenziell kritische Regionen entlang der Route vorab identifizieren zu können. Im zweiten Schritt müssen potenziell kritische Regionen auch während der Tour als solche wiedererkannt und vor Ort beurteilt werden. \nUm die Anwendung von Reduktionsmethoden für Wintersportler·innen zu vereinfachen, können die Informationen aus LLB computergestützt mit den Geländeeigenschaften ausgewertet und direkt in einer Karte dargestellt werden. Skitourenguru, beispielsweise, berechnet das Lawinenrisiko entlang vorgegebener Routen und stellt diese in einer 2D Karte dar. Im Vergleich zu 2D Karten erleichtert eine dreidimensionale Darstellung jedoch die Interpretation des Geländes und das Finden von Routen. Unsere Hypothese ist daher, dass eine direkte Visualisierung des Lawinenrisikos auf einer detaillierten 3D Karte die Identifikation von potenziell kritischen Regionen einer Route in der Planungsphase, sowie deren Wiedererkennung während der Tour, erleichtert.\nWir stellen eine integrierte 3D Risikovisualisierung vor, welche Daten aus dem aktuellen LLB mit einem hochauflösenden Geländemodell kombiniert und existierende Reduktionsmethoden in Echtzeit auswertet, um das Ergebnis auf einer interaktiven Webseite zu visualisieren.\n",
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        "id": "ehlers-2023-iro",
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        "title": "Improving readability of static, straight-line graph drawings: A first look at edge crossing resolution through iterative vertex splitting",
        "date": "2023-11",
        "abstract": "We present a novel vertex-splitting approach to iteratively resolve edge crossings in order to improve the readability of graph drawings. Dense graphs, even when small in size (10 to 15 nodes in size) quickly become difficult to read with increasing numbers of edges, and form so-called “hairballs”. The readability of a graph drawing is measured using many different quantitative aesthetic metrics. One such metric of particular importance is the number of edge crossings. Classical approaches to improving readability, such as the minimization of the number of edge crossings, focus on providing overviews of the input graph by aggregating or sampling vertices and/or edges. However, this simplification of the graph drawing does not allow for detailed views into the data, as not all vertices or edges are rendered, and also requires sophisticated interaction approaches to perform well. To avoid this, our locally optimal vertex splitting approach aims to minimize the number of remaining edge crossings while also minimizing the number of vertices that need to be split. In each iteration, we identify the vertex contributing the largest number of edge crossings, remove it, locate the embedding locations of said vertex's two split copies, and determine each copy's unique adjacency. We conduct a user study with 52 participants to evaluate whether vertex splitting affects users’ abilities to conduct a set of graph analytical tasks on graphs 12 nodes in size. Users were tasked with identifying a vertex's adjacency, determining the shared neighbors of two vertices, and checking the validity of a set of paths. We ultimately conclude that within the context of small, dense graphs, systematic vertex splitting is preferred by participants and even positively impacts user performance, though at the cost of the time taken per task.",
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        "title": "Precomputed radiative heat transport for efficient thermal simulation",
        "date": "2023-11",
        "abstract": "Architectural design and urban planning are complex design tasks. Predicting the thermal impact of design choices at interactive rates enhances the ability of designers to improve energy efficiency and avoid problematic heat islands while maintaining design quality. We show how to use and adapt methods from computer graphics to efficiently simulate heat transfer via thermal radiation, thereby improving user guidance in the early design phase of large-scale construction projects and helping to increase energy efficiency and outdoor comfort. Our method combines a hardware-accelerated photon tracing approach with a carefully selected finite element discretization, inspired by precomputed radiance transfer. This combination allows us to precompute a radiative transport operator, which we then use to rapidly solve either steady-state or transient heat transport throughout the entire scene. Our formulation integrates time-dependent solar irradiation data without requiring changes in the transport operator, allowing us to quickly analyze many different scenarios such as common weather patterns, monthly or yearly averages, or transient simulations spanning multiple days or weeks. We show how our approach can be used for interactive design workflows such as city planning via fast feedback in the early design phase.",
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        "abstract": "State-of-the-art workflows within Architecture, Engineering, and Construction (AEC) are still caught in sequential planning processes. Digital design tools in this domain often lack proper communication between different stages of design and relevant domain knowledge. Furthermore, decisions made in the early stages of design, where sketching is used to initiate, develop, and communicate ideas, heavily impact later stages, resulting in the need for rapid feedback to the architectural designer so they can proceed with adequate knowledge about design implications. Accordingly, this paper presents research on a novel integrative design framework based on a recently developed 4D sketching interface, targeted for architectural design as a form-finding tool coupled with three modules: (1) a Geometric Modelling module, which utilises Points2Surf as a machine learning model for automatic surface mesh reconstruction from the point clouds produced by sketches, (2) a Material Modelling module, which predicts the mechanical properties of biocomposites based on multiscale micromechanics homogenisation techniques, and (3) a Structural Analysis module, which assesses the mechanical performance of the meshed structure on the basis of the predicted material properties using finite element simulations. The proposed framework is a step towards using material-informed design already in the early stages of design.",
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        "title": "Using a Drone for Automated 3D Scanning",
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        "id": "herzberger-2023-swv",
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        "title": "Scalable Web-based Volume Rendering for Large-scale Biomedical Data Sets",
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        "abstract": "Recent advances in imaging modalities produce large-scale volumetric data sets with a large number of channels. Interactive visualization of such data sets requires out-of-core direct volume rendering (DVR) methods such as octrees or page-table hierarchies. For this reason, data sets are both down-sampled into a multi-resolution hierarchy and divided into smaller bricks, in order to stream only those parts of the volume contributing to the rendered image to the GPU. Furthermore, rendering multiple channels requires careful optimization because the high computational cost of DVR grows with the number of channels to render. A common optimization in DVR is empty-space skipping where fully translucent regions in the volume are not sampled to reduce the number of loop iterations and texture look-ups during rendering. Previous out-of-core DVR methods are designed for single-channel volumes and are only suitable for multi-channel volumes to a limited extent. In octree-based methods, accessing cached volume data requires traversing the tree for each sample and channel. Furthermore, in previous approaches, the spatial subdivision of the octree is intrinsically coupled to the down-sampling ratio and bricking granularity in the data set. This leads to suboptimal cache utilization and makes fine-grained empty-space skipping costly. Page-table hierarchies, on the other hand, allow access to any cached brick from any resolution without traversing a tree structure. However, their support for empty-space skipping is also tied to the bricking granularity in the data set and is thus limited. We present a hybrid multi-volume rendering approach based on a novel Residency Octree that combines the advantages of out-of-core volume rendering using page tables with those of standard octrees. We enable flexible mixed-resolution out-of-core multi- volume rendering by decoupling the cache residency of multi-resolution data from a resolution-independent spatial subdivision determined by the tree. Instead of one-to-one node-to-brick correspondences, each residency octree node is mapped to a set of bricks in each resolution level. This makes it possible to efficiently and adaptively choose and mix resolutions, adapt sampling rates, and compensate for cache misses. At the same time, residency octrees support fine-grained empty-space skipping, independent of the data subdivision used for caching. Finally, to facilitate collaboration and outreach, and to eliminate local data storage, our implementation is a web-based, pure client-side renderer using WebGPU and WebAssembly. Our method is faster than prior approaches and efficient for many data channels with a flexible and adaptive choice of data resolution.",
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        "doi": "10.34726/hss.2023.106203",
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                "description": "Figure 1.1: Overview of our method. Volume bricks of different resolution levels and channels are streamed into a\nbrick cache (a), and referenced via a multi-channel page-table hierarchy (b). The residency octree (c) keeps track of the\ncorrespondence between spatial regions and the cache residency of bricks of different resolutions, enabling mixed-resolution,\nmulti-channel rendering (d) with efficient, adaptive substitution of missing higher resolutions by available lower resolutions.\nTraversal happens for spatial regions corresponding to octree nodes instead of memory pages and is also independent of the\nnumber of channels. (e) 16-channel rendering of melanoma.",
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    {
        "id": "kovacs-2023-ttm",
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        "tu_id": null,
        "repositum_id": "20.500.12708/190592",
        "title": "The theatre metaphor for spatial computing in architectural design",
        "date": "2023-06-20",
        "abstract": "New digital technologies require new conceptual approaches to help potential users understand existing\nand envision new use cases and applications. Moving from desktop computing to spatial computing\n(virtual, augmented, mixed and extended reality environments) also requires the introduction of new\nmetaphors. New interaction and visualisation possibilities afforded by current devices are causing virtual\nand real worlds to merge into an inseparable unity of reality and imagination.\nThere are many similarities between theatre and AEC workflows. However, the theatre process is scaled\ndown in terms of space, time, and budget, and is therefore better suited to explore innovative and\nexperimental methods. In order to conceptualise the role of a novel spatial computing drawing tool\n(MR.Sketch) in existing AEC processes, we propose the theatre metaphor, which embeds the\nconceptual foundations of the tool in a collaborative design workflow based on the cooperation of\ndifferent domain experts.\nThe metaphor proposal includes the analysis of the following theatre concepts: integrative collaboration\nwith specialists, stage infrastructure, workshops for different tools and manufacturing methods, stocks\nand the immersive experience of space and time in different scales. We illustrate the capabilities of the\ntheatre metaphor to cover the entire creation and performance process of architectural design in an\nexperimental mixed reality sketching application. The implementation of an early prototype of the\nsketching application was used to evaluate the applicability of the theatre metaphor to spatial computing.",
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        "booktitle": "Proceedings of the Creative Construction Conference 2023",
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        "publisher": "Budapest University of Technology and Economics",
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    {
        "id": "eschner-2023-rar",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/177341",
        "title": "Real-Time Avalanche Risk Visualization on a Large-Scale Geospatial Dataset",
        "date": "2023-06-07",
        "abstract": "Every winter season reports of fatal avalanche accidents in the Alps are part of the news cycle. Data for tour planning with avalanche risk evaluation is available to recreationists in the form of daily avalanche reports and outdoor maps. These data are, however, distributed across different sources and have to be manually integrated by the end user to arrive at a risk value for a given tour. Risk reduction methods provide a framework for this integration process and thereby allow mountaineers to judge the overall risk and determine potential high-risk areas beforehand. We present an integrated risk visualization tool to support risk-averse tour planning for backcountry skiing. Based on a high-resolution Digital Elevation Model (DEM), our visualization displays avalanche risk levels in real-time as a web-based 2.5D map application. Different static and dynamic avalanche risk layers are rendered on the Graphics Processing Unit (GPU) covering the alpine regions of Austria. By implementing a prototype application, we show that reduction methods can be evaluated in real-time based on existing data sources consisting of a Digital Elevation Model (DEM) and the per-region avalanche report for Austria. This evaluation allows us to visualize localized avalanche risk for a large area. To evaluate our prototype visualization, we conducted a pilot user study. The results of the study show that users have low trust in an integrated risk visualization when they are not familiar with the underlying risk reduction method. However, results also indicate that the combination of a 2.5D map with our integrated risk layer facilitates the identification of potential high-risk areas. We conclude that our work provides a foundation for an integrated risk avalanche risk visualization, however, further validation steps are still necessary.",
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        "abstract": "Visual analytics (VA) is increasingly important in data exploration and analysis. While the qualitative results of interactive visual analysis (IVA) remain an essential strength of VA, we believe that extending the current IVA approach is necessary to support critical applications such as medical diagnosis and decision-making. This master thesis supports the existing research by incorporating more quantitative results and allowing users to reproduce their brushing results. Overlaid descriptive statistics and the relative difference plot contribute to decision-making and interpretation. The structured brushing space and novel brushes like percentile and Mahalanobis enable interactive and reproducible quantitative analysis. Positive feedback validates its applicability across domains.",
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        "title": "Visual Computing Methods for Radiotherapy Planning",
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        "abstract": "Radiotherapy (RT) is one of the major curative approaches for cancer. It is a complex andrisky treatment approach, which requires precise planning, prior to the administrationof the treatment. Visual Computing (VC) is a fundamental component of RT planning,providing solutions in all parts of the process — from imaging to delivery.VC employs elements from computer graphics and image processing to create meaningful,interactive visual representations of medical data, and it has become an influentialfield of research for many advanced applications like radiation oncology. InteractiveVC approaches represent a new opportunity to integrate knowledgeable experts andtheir cognitive abilities in exploratory processes, which cannot be conducted by solelyautomatized methods.Despite the significant technological advancements of RT over the last decades, thereare still many challenges to address. In RT planning medical doctors need to consider avariety of information sources for anatomical and functional target volume delineation.The validation and inspection of the defined target volumes and the resulting RT planis a complex task, especially in the presence of moving target areas as it is the case fortumors of the chest and the upper abdomen, for instance, caused by breathing motion.Handling RT planning and delivery-related uncertainties, especially in the presence oftumor motion, is essential to improve the efficiency of the treatment and the minimizationof side effects.This dissertation contributes to the handling of RT planning related uncertainties byproposing novel VC methods. Quantification and visualization of these types of uncer-tainties will be an essential part of the presented methods, and aims at improving the RTworkflow in terms of delineation and registration accuracy, margin definitions and theinfluence of these uncertainties onto the dosimetric outcome. The publications presentedin this thesis address key aspects of the RT treatment planning process, where humaninteraction is required, and VC has the potential to improve the treatment outcome.First, major requirements for a multi-modal visualization framework are defined andimplemented with the aim to improve motion management by including 4D imageinformation. The visualization framework was designed to provide medical doctors withthe necessary visual information to improve the accuracy of tumor target delineationsand the efficiency of RT plan evaluation.xiii\nFurthermore, the topic of deformable image registration (DIR) accuracy is addressed inthis thesis. DIR has the potential to improve modern RT in many aspects, includingvolume definition, treatment planning, and image-guided adaptive RT. However, mea-suring DIR accuracy is difficult without known ground truth, but necessary before theintegration in the RT workflow. Visual assessment is an important step towards clinicalacceptance. A visualization framework is proposed, which supports the exploration andthe assessment of DIR accuracy. It offers different interaction and visualization featuresfor exploration of candidate regions to simplify the process of visual assessment, andthereby improve and contribute to its adequate use in RT planning.Finally, the topic of healthy tissue sparing is addressed with a novel visualization approachto interactively explore RT plans, and identify regions of healthy tissue, which can bespared further without compromising the treatment goals defined for tumor targets. Forthis, overlap volumes of tumor targets and healthy organs are included in the RT planevaluation process, and the initial visualization framework is extended with quantitativeviews. This enables quantitative properties of the overlap volumes to be interactivelyexplored, to identify critical regions and to steer the visualization for a detailed inspectionof candidates.All approaches were evaluated in user studies covering the individual visualizations andtheir interactions regarding helpfulness, comprehensibility, intuitiveness, decision-makingand speed, and if available using ground truth data to prove their validity.",
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        "title": "Visual narratives against misleading visualizations in health care",
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        "abstract": "This thesis proposes a solution against misleading visualizations in health care, which convey inaccurate insights. Misleading elements of such visualizations originate from uncertainties emerging across the steps of the medical visualization pipeline. We investigate the field of storytelling and gamification to support the general audience in recognizing and addressing misleading visualizations in health care. Our research questions are: ``Which types of uncertainty arise in the medical visualization pipeline and is there any intent behind those?'' and ``How can we inform the general population about the existence of visualization uncertainty?'' To answer the research questions, we created a taxonomy of uncertainty types in the medical visualization pipeline and designed and developed the educational game ``DeteCATive'' to convey these concepts to the general public in an engaging way. The game includes eight tasks that contain amusing fictional stories with misleading visualizations created with intent and based on medical data. Every story comes with its own set of assumptions. A player should define whether an assumption is correct or false based on the story to gain points and rewards. Then, these points can be spent at the end of the game to fulfill the game objective. To assess the educational value of the game, we conducted a user study with 21 participants. This study provided us with significant insights. Certain misleading visualization tricks were hard to recognize by the participants. The game obtained positive participants feedback from the participants regarding memorability, reinforcement, and engagement. Incorrectly assessed assumptions required more time as opposed to correctly assessed ones, indicating the willingness of participants to learn more. Further research directions include the investigation of a potential correlation between uncertainty types and detectability or investigating further intents.",
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        "id": "tuscher-2023-qeo",
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        "title": "Quantitative Evaluation of Reading Times and Error Rates When Interpreting Visual Content",
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        "abstract": "As static visualizations like diagrams, maps, charts, or drawings get more and more important in everyday life, it is crucial to find out how helpful they actually are, especially in comparison to text. This diploma thesis outlines if visualizations or texts are processed faster by humans and which representation is better comprehensible. For this purpose, we conducted an exploratory study in which we measured processing times and error rates when interpreting either texts or visualizations. In a pre-study, in which each participant had to describe four visualizations in their own words, we found out which parts of a visualization are deemed most important by people. The focus of the participants was on extrema, as well as on certain other values. Furthermore, the participants often compared different values in order to describe the visualization. The pre-study gave us valuable insights which we used for writing the texts for our study. For our exploratory study, where we wanted to find out more about whether visualizations or text can be interpreted more easily, we used 15 visualizations and texts that contained the same information. Each participant had to work on at least six topics, thereof at least three by using visualizations and three by using texts, and had to answer three questions per topic at the end. The time was measured while the participants worked on the topics.We could see that the participants solved topics by using visualizations on average about 1.3 times faster as compared to when they used texts. This difference was statistically significant. We could not find significant differences between the error rates for topics, when participants used visualizations or texts. When texts were used, we found correlations between text lengths and processing speeds, as well as text lengths and error rates. The content of visualizations or texts did not seem to play a role for processing speed or error rates. However, we found cases in which topics with visualizations were solved more than 50 % faster as compared to topics with texts. Our results provide a solid basis for defining further hypotheses regarding the readability of visualizations compared to text. In this thesis, we present the final hypotheses that emerge from our exploratory study. We consider these to be extremely interesting for visualization research, as there is much evidence that visual information can be processed faster than text. Whereby it is worth mentioning that the actual increase in performance may be much lower than often claimed in the media (e.g. `60,000 times faster than text'). Furthermore, our results indicate that no significant differences can be found between visual information and text with regard to the error rate in answering final questions.",
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        "title": "A Holistic Approach for Metabolic Pathway Visualization",
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        "abstract": "Metabolic pathways represent interconnected reactions of chemical entities, which take place within cells. These pathways are represented in domain-specific notations, which are used for knowledge exchange in the life sciences. Since they can contain thousands of nodes, automatic layouts are required that conserve the meaning of these pathways. There are many graph drawing algorithms including hierarchical, topology-shape-metric, force-directed, and constraint-based approaches. They typically consider only a subset of the requirements needed to faithfully visualize metabolic pathways and rarely support domain-specific notations. In this work, we present a holistic approach to visualize metabolic pathways compliant with the Systems Biology Graph Notation (SBGN). Our approach starts with loading a metabolic pathway and mapping it to a clustered graph structure to model the hierarchy of subcellular locations. The nodes are then arranged through vectorized stress majorization using domain-specific constraints in a multilevel setup. This leads to a SBGN-compliant layout. To distinguish certain reactions at subcellular locations, we developed a visualization technique that produces distinct shapes in analogy to an elastic band. To explore large pathways, we provide an expand and collapse interaction in combination with motif simplification. We determine the degree of the layout's compliance with the SBGN by proposing domain-specific quality metrics. Our results demonstrate that the formulation of SBGN-specific constraints in the framework of vectorized stress majorization is feasible. Finally, our evaluation corroborates that our layout approach can faithfully represent metabolic pathways.",
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        "title": "Planarizing Graphs and Their Drawings by Vertex Splitting",
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        "abstract": "The splitting number of a graph G= (V, E) is the minimum number of vertex splits required to turn G into a planar graph, where a vertex split removes a vertex v∈ V, introduces two new vertices v1, v2, and distributes the edges formerly incident to v among v1, v2. The splitting number problem is known to be NP-complete for abstract graphs and we provide a non-uniform fixed-parameter tractable (FPT) algorithm for this problem. We then shift focus to the splitting number of a given topological graph drawing in R2, where the new vertices resulting from vertex splits must be re-embedded into the existing drawing of the remaining graph. We show NP-completeness of this embedded splitting number problem, even for its two subproblems of (1) selecting a minimum subset of vertices to split and (2) for re-embedding a minimum number of copies of a given set of vertices. For the latter problem we present an FPT algorithm parameterized by the number of vertex splits. This algorithm reduces to a bounded outerplanarity case and uses an intricate dynamic program on a sphere-cut decomposition.",
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        "title": "Advanced Importance Sampling Techniques for Virtual Ray Lights",
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        "title": "Visualization, Visual Analytics and Virtual Reality in Medicine : State-Of-the-art Techniques and Applications",
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        "title": "Semantic-Aware Animation of Hand-Drawn Characters",
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        "abstract": "In recent years there has been a lot of research in the area of edutainment, which facilitates effective learning processes by increasing the engagement of the learners. Guided visualisations, such as audio-guided museum tours or Augmented Reality-guided city tours, are one of the potential applications. Guided visualisations are a form of mental practice which traditionally involves verbal guidance that guides a user through a series of visualisations. With the technique of Augmented Reality, one can integrate additional information to guide users or embody verbal guidance with a virtual character, which enables an engaging experience. In this thesis, we aim to make a first step towards guided visualisation by introducing a hand-drawn character for instruction purposes. We especially focus on animation, since character animations are used in different applications, such as computer graphics, but can be hardly generated without certain pre-knowledge. Here, we present a novel pipeline for automatically generating believable movements for hand-drawn characters. The approach consists of five steps. (1) the hand-drawn character is detected from an input image, and (2) the sub-parts of the drawn character, such as the legs and thehead, are identified, respectively. (3) A bone skeleton for animation is extracted and augmented with the semantic information from the previous step. (4) Based on the augmented skeleton, we assign a super-class that the skeleton belongs to, i.e., quadruped, flying or humanoid, and match the end-effectors of the skeleton to the end-effectors of the reference skeleton of the super-class. (5) Finally, we generate a triangular mesh from the input illustration. Once the matching reference skeleton and the hand-drawn character are overlayed, the character is animated and can attract users in different applications. To show the feasibility of our approach, we evaluate the proposed pipeline with a set of hand-drawn characters showing several well-articulate drawings.",
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        "title": "Exploring and understanding the impact of machine learning choices on radiotherapy decision making",
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        "abstract": "In prostate cancer radiotherapy planning, the accurate description of the position and shape of pelvic organs is a crucial part of successful patient treatment. However, the treatment is conducted throughout a long period of time, during which the position and shape of the organs might significantly vary. In addition, the amount of variation tends to differ for each individual. Recent visual analytics publications investigated this by partitioning past patients into clusters with similar variability. Using this as part of a prediction for the organ variability of new patients could improve and further personalize therapy planning. However, the statistical and machine learning methods employed in these works have not been thoroughly and quantitatively evaluated so far and their impact on the final predictions has not been assessed. This thesis focuses on taking a particular implementation of these approaches, proposed by Furmanová et al. [FMCM+21], and quantitatively evaluating the effects of using different alternatives for the employed methods. We focus on two aspects: the effect of using different shape descriptor methods and the impact of modifications in the clustering methods employed. By providing an additional visual analytics framework to visually assess the effect of the aforementioned alternatives, we aim to ensure an effortless and interactive visual interpretation of the impact of various modifications. This is anticipated to support the developers of said predictive algorithms in designing more robust approaches. As a result of our investigation we have highlighted potential issues and improved the initial implementation of the proposed workflow. We conclude that at the current stage of the patient cohort used for the analysis, the selection of appropriate shape description methods should be of main focus, while a notable impact of using different clustering methods is limited to the prediction of the most extreme cases of organ shape variations.",
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        "title": "Proceedings of the 27th Central European Seminar on Computer Graphics : CESCG 2023",
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        "pages": "120",
        "publisher": "Vienna University of Technology",
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        "title": "Constraint-Based 3D Manipulation for Molecular Modelling on the Web",
        "date": "2023",
        "abstract": "Computer-Aided Molecular Design (MolCAD), or molecular modelling, is the computational design and manipulation of molecular structures. This field is experiencing a surge in interest and development, where the focus is often on advanced visualization techniques. However, existing MolCAD tools often lack the level of usability and efficient interaction commonly found in traditional CAD software. This thesis addresses this gap through three methods: (1) a survey of established CAD and MolCAD literature and software, (2) the implementation of identified promising interaction techniques; and (3) case studies to validate their effectiveness.As a result of this process, two interaction techniques are implemented in a web-based environment: a PCA-based alignment tool, and a real-time collision detection system. The decision to implement these tools for the web was made with the aim to provide ease of accessibility and deployment across various platforms, as no installation is required.The case studies conducted were aimed at validating these two implemented approaches. The real-time collision detection system received positive feedback, and showed great potential to make the MolCAD process less frustrating and more efficient. The PCA- based alignment tool, however, received mixed responses, indicating areas for future work. Nonetheless, both features demonstrate the potential to improve user satisfaction and efficiency in MolCAD.",
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        "title": "Investigating the Effect of Tumor Segmentations on Radiomics Analysis through Visual Analytics",
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        "abstract": "In recent years, radiomics has revolutionized the clinical assessment of tumors. By extracting quantitative features from medical images, this approach provides an objective analysis of tumorous tissues, which ultimately aids medical experts in decision-making processes regarding diagnosis and treatment. However, radiomics is highly dependent on the quality of tumor segmentation. Different tumor delineations resulting from intra- and interobserver variability may significantly affect the results of radiomics analysis. To our knowledge, no prior research has been conducted on the impact of interobserver differences in tumor segmentations on radiomic analytics.This thesis aims to investigate how different tumor segmentations influence radiomics analysis. We therefore design and propose the visual analytics tool ProSeRa (Probabilistic Segmentation on Radiomics), which provides visual analytics strategies for exploring the impact of probabilistic tumor segmentation on radiomics. We empower the users to examine the results of our radiomics analysis with respect to clinical data based on segmentation accuracy thresholds, which we calculate based on the observers’ agreement. We provide ways to explore and analyze the radiomics data using, among others, dimensionality reduction algorithms and cluster analysis mechanisms in conjunction with effective and expressive visualizations. ProSeRa facilitates the assessment of the robustness of the radiomics analysis and supports the exploration of the impact of segmentation on the analysis. Based on the evaluation of our results, we conclude that, as anticipated, variability intumor segmentations considerably influences the radiomics analysis results. The impactwas especially prominent in the cluster analysis, which provided different outcomes fordifferent segmentation accuracy thresholds. Thereby, we detected additional variables, such as the overall tumor stage, being crucial for grouping patients into clusters.",
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        "title": "Breast cancer patient characterisation and visualisation using deep learning and fisher information networks",
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        "abstract": "Precise 3D reconstruction of environments and real objects for Mixed-Reality applications can be burdensome. Photogrammetry can help to create accurate representations of actual objects in the virtual world using a high number of photos of a subject or an environment. Photogrammabot is an affordable mobile robot that facilitates photogrammetry and 3D reconstruction by autonomously and systematically capturing images. It explores an unknown indoor environment and uses map-based localization and navigation to maintain camera direction at different shooting points. Photogrammabot employs a Raspberry Pi 4B and Robot Operating System (ROS) to control the exploration and capturing processes. The photos are taken using a point-and-shoot camera mounted on a 2-DOF micro turret to enable photography from different angles and compensate for possible robot orientation errors to ensure parallel photos. Photogrammabot has been designed as a general solution to facilitate precise 3D reconstruction of unknown environments. In addition we developed tools to integrate it with and extend the Immersive Deck™ MR system [23], where it aids the setup of the system in new locations.",
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        "title": "Construction and Visualization of Gaussian Mixture Models from Point Clouds for 3D Object Representation",
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        "abstract": "Point clouds are a common representation of three-dimensional shapes in computer graphics\nand 3D-data processing. However, in some applications, other representations are more useful.\nGaussian Mixture Models (GMMs) can be used as such an alternative representation. A GMM\nis a convex sum of normal distributions, which aims to describe a point cloud’s density. In\nthis thesis, we investigate both visualization and construction of GMMs. For visualization,\nwe have implemented a tool that enables both isoellipsoid and density visualization of GMMs.\nWe describe the mathematical backgrounds, the algorithms, and our implementation of this\ntool. Regarding GMM construction, we investigate several algorithms used in previous papers\nfor constructing GMMs for 3D-data processing tasks. We present our implementations of the\nexpectation-maximization (EM) algorithm and top-down HEM. Additionally, we have adapted\nthe implementation of geometrically regularized bottom-up HEM to produce a fixed number of\nGaussians. We evaluate these three algorithms in terms of the quality of their generated GMMs.\nIn many cases, the statistical likelihood, which is maximized by the EM algorithm, is not a\nreliable indicator for a GMM’s quality. Therefore, we instead rely on the reconstruction error of a\nreconstructed point cloud based on the Chamfer distance. Additionally, we provide metrics for\nmeasuring the reconstructed point cloud’s uniformity and the GMM’s variation of Gaussians. We\ndemonstrate that EM provides the best results in terms of these metrics. Top-down HEM is a fast\nalternative, and can produce even better results when using fewer input points. The results of\ngeometrically regularized bottom-up HEM are inferior for lower numbers of Gaussians but it can\ncreate good GMMs consisting of high numbers of Gaussians very eciently.",
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        "abstract": "The automated detection of changes in a 3D space can be a useful tool. [PCBS16] names\n3D surface reconstruction, environment monitoring, natural events management, and\nforensic science as possible application scenarios. In this work, we introduce software\nthat scans an area at two different points in time and detects the changes between these\nscans. The software is based on InfiniTAM [PKG+17], a framework released under an\nOxford University License. InfiniTAM integrates multiple depth images (e.g. recorded\nwith a Kinect-V2-Camera) to a 3D model using volumetric representations. Because of\nthe volumetric representation and the fast GPU computation, the change detection can\nhappen in real-time. This is outstanding because in other approaches, (like [PCBS16])\nthe change detection can take minutes. Other approaches that detect changes in real-time\n(like [KMK+19]) use the same representation of data (T-SDF) as we do. Our approach\nalso takes sensor tolerance into account, which leads to a reduction of false change\ndetections. This work can be seen as a starting point for more specific use cases (like\n[LTW+21]) who specify on scene change detection and overcoming unnecessary changes\nsuch as light and seasons.",
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        "title": "Shape-Guided Mixed Metro Map Layout",
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        "title": "Multi-faceted Visual Analysis of Inter-Observer Variability",
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        "abstract": "Despite the advancements in auto-segmentation tools, manual delineation is still necessary in the medical field. For example, tumor segmentation is a crucial step in cancer radiotherapy and is still widely performed by hand by experienced radiologists. However, the opinions of experienced radiologists might differ, for a multitude of reasons. In this work, we visualize the variability originating from multiple experts delineating medical scans of the same patient, known as inter-observer variability.The novelty of this work consists of capturing the process of segmenting a target object. The focus lies in gaining insight into the observer’s thought processes and reasoning strategies. To investigate these aspects of segmenting we conduct a data acquisitionwith novice users and experts, capturing their thoughts in a think-aloud protocol and their areas of attention by tracking their mouse-movement during the segmentation process. This data is visualized with our Multi Observer Looking Environment (MOLE).MOLE allows to gain deep insight into the observers’ segmentation process and enables to compare different segmentation outcomes and how these occurred. With our proposed visualization techniques we emphasize regions of uncertainty that need more attention when delineating. Additionally, relevant keywords are extracted from the think-aloud protocol and aligned with the positions in the segmentation, providing information about the thought process of an observer. We link the initial image to a three-dimensional representation of the delineations and provide more details of the think-aloud protocol on demand.Our approach is universal to segmentation, attention and thought process data regardless of the domain of the data. We show how MOLE can be used with a medical dataset as well as an artificially created dataset. By validating our approach with the help of a medical expert actively working in the field, we define potential use cases in the existing pipeline of tumor delineation for cancer treatment.",
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        "date_end": "2022-12",
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        "id": "boeroendy-2022-uio",
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        "tu_id": null,
        "repositum_id": "20.500.12708/175674",
        "title": "Understanding the impact of statistical and machine learning choices on predictive models for radiotherapy",
        "date": "2022",
        "abstract": "During radiotherapy (RT) planning, an accurate description of the location and shape of the pelvic organs is a critical factor for the successful treatment of the patient. Yet, during treatment, the pelvis anatomy may differ significantly from the planning phase. A series of recent publications, such as PREVIS [FMCM∗21], have examined alternative approaches to analyzing and predicting pelvic organ variability of individual patients. These approaches are based on a combination of several statistical and machine learning methods, which have not been thoroughly and quantitatively evaluated within the scope of pelvic anatomical variability. Several of their design decisions could have an impact on the outcome of the predictive model. The goal of this work is to assess the impact of alternative choices, focusing mainly on the two key-aspects of shape description and clustering, to generate better predictions for new patients. The results of our assessment indicate that resolution-based descriptors provide more accurate and reliable organ representations than state-of-the-art approaches, while different clustering settings (distance metric and linkage) yield only slightly different clusters. Different clustering methods are able to provide comparable results, although when more shape variability is considered their results start to deviate. These results are valuable for understanding the impact of statistical and machine learning choices on the outcomes of predictive models for anatomical variability.",
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        "booktitle": "VCBM 2022: Eurographics Workshop on Visual Computing for Biology and Medicine",
        "date_from": "2022-09-22",
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        "doi": "10.2312/vcbm.20221188",
        "event": "Eurographics Workshop on Visual Computing for Biology and Medicine (2022)",
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    {
        "id": "chung-2022-sma",
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        "tu_id": null,
        "repositum_id": "20.500.12708/19642",
        "title": "Statistical methodologies for assessing an artificial intelligence (AI) software in a diagnostic setting",
        "date": "2022",
        "abstract": "The radiological determination of bone age (BA) from a left-hand x-ray continues to be the reference standard for skeletal maturity assessment related to short or long stature, and underlying conditions. Artificial (AI) algorithms are becoming more prevalent due to the subjectivity and time-consuming nature of BA assessment. Therefore, we proposed methods and statistical recommendations in assessing standalone performance of an AI tool. Our strategy was verified in a retrospective study using the AI model, PANDA, a fully automated AI software used to estimate bone age (BA) on hand radiographs. We analyzed radiographs of 342 patients retrospectively. Three board-certified pediatric radiologists made blind reads of BA using the Greulich & Pyle (GP) method independently. The AI-software, PANDA, was subsequently used to provide automated estimations of BA from the same set of images. The ground truth was established based on the mean of the estimations. We assessed agreement of AI with readers based on comparison of Bland-Altman limits of agreement (LOA), orthogonal linear regression, and interchangeability.Bland-Altman assessment displayed a mean difference between readers and AI to be -0.72 with 95% CI (-1.46; 0.02) months displaying no fixed bias. Using orthogonal linear regression, the slope between readers and AI software was reported to be 1.02 95% CI (1.00, 1.03). No proportional bias was observed. The square root of the absolute value of the equivalence index of the AI software compared to assessments made by readers was observed to be -5.8 months. This indicates that the AI software is interchangeable with expert readers. The proposed framework is generalizable to the other applications aside from bone age. If one wants to find bias between two techniques of measurement, regression analysis should be performed. If the purpose is to see if one method may be safely replaced by another, especially in clinical practice, Bland-Altman plot is preferred. If there is no adequate reference standard to compare to, interchangeability can be used. This statistical method does not rely on a reference standard.",
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    {
        "id": "eichner-2022-music",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/196494",
        "title": "MuSIC: Multi-sequential interactive co-registration for cancer imaging data based on segmentation masks",
        "date": "2022",
        "abstract": "In gynecologic cancer imaging, multiple magnetic resonance imaging (MRI) sequences are acquired per patient to reveal different tissue characteristics. However, after image acquisition, the anatomical structures can be misaligned in the various sequences due to changing patient location in the scanner and organ movements. The co-registration process aims to align the sequences to allow for multi-sequential tumor imaging analysis. However, automatic co-registration often leads to unsatisfying results. To address this problem, we propose the web-based application MuSIC (Multi-Sequential Interactive Co-registration). The approach allows medical experts to co-register multiple sequences simultaneously based on a pre-defined segmentation mask generated for one of the sequences. Our contributions lie in our proposed workflow. First, a shape matching algorithm based on dual annealing searches for the tumor position in each sequence. The user can then interactively adapt the proposed segmentation positions if needed. During this procedure, we include a multi-modal magic lens visualization for visual quality assessment. Then, we register the volumes based on the segmentation mask positions. We allow for both rigid and deformable registration. Finally, we conducted a usability analysis with seven medical and machine learning experts to verify the utility of our approach. Our participants highly appreciate the multi-sequential setup and see themselves using MuSIC in the future.",
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        "booktitle": "VCBM 2022 : Eurographics Workshop on Visual Computing for Biology and Medicine",
        "date_from": "2022-09-22",
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        "doi": "10.2312/vcbm.20221190",
        "event": "Eurographics Workshop on Visual Computing for Biology and Medicine (VCBM2022)",
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    {
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        "type_id": "bachelorthesis",
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        "repositum_id": null,
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        "title": "Exploratory Visual System for Predictive Machine Learning of Event-Organisation Data",
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        "abstract": "In recent years, the usage of machine learning (ML) models and especially deep neural\nnetworks in many different domains has increased rapidly. One of the major challenges\nwhen working with ML models is to correctly and efficiently interpret the results given\nby a model. Additionally, understanding how the model came to its conclusions can be\na very complicated task even for domain experts in the field of machine learning. For\nlaypeople, ML models are often just black-boxes. The lack of understanding of a model\nand its reasoning often leads to users not trusting the model’s predictions.\n\nIn this thesis, we work with an ML model trained on event-organisation data. The\ngoal is to create an exploratory visual event-organisation system that enables event\norganisers to efficiently work with the model. The main user goals in this scenario are\nto maximise profits and to be able to prepare for the predicted number of visitors. To\nachieve these goals users need to be able to perform tasks like: interpreting the prediction\nof the current input and performing what-if analyses to understand the effects of\nchanging parameters. The proposed system incorporates adapted versions of multiple\nstate-of-the-art model-agnostic interpretation methods like partial dependence plots and\ncase-based reasoning. Since model-agnostic methods are independent of the ML model,\nthey provide high flexibility.\n\nMany state-of-the-art approaches to explain ML models are too complex to be understood\nby laypeople. Our target group of event organisers cannot be expected to have a sufficient\namount of technical knowledge in the field of machine learning. In this thesis, we want\nto find answers to the questions: How can we visualise ML predictions to laypeople in a\ncomprehensible way? How can predictions be compared against each other? How can\nwe support users in gaining trust in the ML model? Our event-organisation system is\ncreated using a human-centred design approach performing multiple case studies with\npotential users during the whole development circle.",
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        "title": "Modelling the Effect of emotional Feedback as Stimulus in fMRI Neurofeedback",
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        "abstract": "Neurofeedback (NF) based on functional magnetic resonance imaging (fMRI) offers promising possibilities for therapeutic approaches in neurological and psychiatric diseases. By providing information over the current activity in a target brain region, conscious control can be learned allowing for counteracting disease-specific symptoms. Social feedback in the form of a face with changing expressions is often chosen as a very intuitive type of feedback. Since the brain regions affected in psychiatric conditions are often involved in the perception and processing of emotions, it is possible that these regions are additionally activated with emotional feedback. In this thesis it is examined whether such an additional activity has a significant influence on the measured activity, as this could lead to inaccurate feedback and, as a result, to suboptimal learning outcomes. For this purpose, the data of a previously published study is reanalysed while particularly taking the potential influence of the feedback signal into account. Using different model approaches, the exact nature of the influence is investigated, as well as whether positive and negative feedback differ in their influence. Given the highly individual aspects of NF and the goal to implement corrections for the training of a single subject in an openly available NF software, the analyses were conducted on an individual but also the group level allowing for tests of generalizability. At the single run level, a significant influence of both the feedback and its change over time was found. Positive feedback more often had a significant impact on the neuronal activation than negative feedback. With regard to the change over time, significant results could more often be found with negative feedback. At the group level, only the\nchange in feedback showed a significant influence on the activation of the target region. In a cross-validation, it was not possible to determine generalizability beyond a single run for any of the models under investigation. The examined effect seems to be very individual both for subjects and measurements and should therefore be treated separately from case to case. In NF studies in which emotional feedback is used while training a brain region involved in emotion processing, accounting for the influence of the feedback signal could improve the accuracy of the presented feedback and, hence, learning performance and therapeutic success. ",
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        "date": "2021-10-14",
        "abstract": "The visualisation of limbs in Virtual Reality (VR) helps to get a better immersion in the virtual world and it creates better confidence in movement. Sadly a lot of VR applications omit the visualisation of limbs. One reason lies in technical difficulties with bigger scale VR environments and multi-user VR environments where you can not rely on outside-in tracking methods because of the size and possible occlusion that hinders accurate tracking data. Another reason is that developers do not want to exclude parts of their already small user base by demanding special hardware for foot tracking that costs as much as the hand controllers but is only usable in a small number of applications.\nThis thesis tackles these problems by generating a lightweight tracking system that only relies on the correct tracking of the head position so that either inside-out or outside-in tracking can be used with it. To achieve this, a RGB depth camera is mounted on the VR headset. A combination of fiducial marker tracking, depth tracking and inertial measurement units (IMUs) are used to track the user’s feet. These individual tracking signals are then fused to one signal that combines the advantages of the single tracking systems. This tracking information can then be used to animate the feet of a virtual avatar with an Inverse Kinematics (IK) algorithm.",
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        "abstract": "Regardless of what algorithms and technologies are developed, the human mind and logical reasoning remain important tools for analysing, modelling, and solving problems. Visual representation of data is considered the most e˙ective way to convey information to the human brain and promote analytical thinking. Visual analytics encompasses a set of techniques, methods, and tools that support analytical thinking through visual representations of various types of data. Due to their complexity and size, spatial time series data are suitable for implementation of such techniques, as their analysis remains challenging. Many environmental, social, and economic processes of modern civilization are represented by spatial time series, which emphasises the need for interactive visual representations for their more eÿcient analysis.\nOne clear example of such complex processes is economic recession, a decline in economic activity for which there is no single formal definition. However, it is often described in terms of recession factors such as GDP, the Gini index, or inflation, all of which are examples of spatial time series data, and whose change can be a clear indicator of the state of the economy. As recession analysis is a very complex topic and it is not entirely clear which economic factors have the greatest impact, purely automated techniques are not appropriate and there is scope for advances in analytical approaches.\nThis thesis proposes an application “Recession Explorer”: visual analytics of economic recession and its forecasting as an example of a holistic system that displays spatial time series data and explores patterns and insights in the data. Such a combination of approaches provides a unique perspective on economic recession studies by facilitating both high-level human reasoning and the use of advanced mathematical algorithms. The goal of the application is to demonstrate that the use of visual analytics is a beneficial approach to address the challenges of economic recession and, more generally, to assist users with interactive visualisations when dealing with and analysing spatial time series data.",
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        "title": "Fuzzy Spreadsheet: Understanding and Exploring Uncertainties in Tabular Calculations ",
        "date": "2021-10-11",
        "abstract": "Spreadsheet-based tools provide a simple yet effective way of calculating values, which makes them the number-one choice for building and formalizing simple models for budget planning and many other applications. A cell in a spreadsheet holds one specific value and gives a discrete, overprecise view of the underlying model. Therefore, spreadsheets are of limited use when investigating the inherent uncertainties of such models and answering what-if questions. Existing extensions typically require a complex modeling process that cannot easily be embedded in a tabular layout. In Fuzzy Spreadsheet, a cell can hold and display a distribution of values. This integrated uncertainty-handling immediately conveys sensitivity and robustness information. The fuzzification of the cells enables calculations not only with precise values but also with distributions, and probabilities. We conservatively added and carefully crafted visuals to maintain the look and feel of a traditional spreadsheet while facilitating what-if analyses. Given a user-specified reference cell, Fuzzy Spreadsheet automatically extracts and visualizes contextually relevant information, such as impact, uncertainty, and degree of neighborhood, for the selected and related cells. To evaluate its usability and the perceived mental effort required, we conducted a user study. The results show that our approach outperforms traditional spreadsheets in terms of answer correctness, response time, and perceived mental effort in almost all tasks tested. ",
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        "abstract": "Comparative analysis of multivariate datasets, e.g. of advanced materials regarding the characteristics of internal structures (fibers, pores, etc.), is of crucial importance in various scientific disciplines. Currently domain experts in materials science mostly rely on sequential comparison of data using juxtaposition. Our work assists domain experts to perform detailed comparative analyses of large ensemble data in materials science applications. For this purpose, we developed a comparative visualization framework, that includes a tabular overview and three detailed visualization techniques to provide a holistic view on the similarities in the ensemble. We demonstrate the applicability of our framework on two specific usage scenarios and verify its techniques using a qualitative user study with 12 material experts. The insights gained from our work represent a significant advancement in the field of comparative material analysis of high-dimensional data. Our framework provides experts with a novel perspective on the data and eliminates the need for time-consuming sequential exploration of numerical data.",
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        "title": "Conservative Meshlet Bounds for Robust Culling of Skinned Meshes",
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        "abstract": "Computer Graphics is, as the name suggests, a subdomain of Computer Science with strong relation to visuals. Often a lot of complex math is necessary to make a computer render a visual representation of something onto the screen. However, in many cases the algorithms used can also be explained nicely in a very visual manner. The goal of this Bachelor’s Thesis was to find novel ways to introduce people interested in Computer Graphics to selected topics, mainly focusing on Bézier Curves and their generalizations (B-Spline and NURBS curves). To reach this goal, interactive web-based demos that can be viewed with any state-of-the-art browser were created.\nRelated existing work is presented (publications on approaches to teaching Computer Graphics and existing teaching material, as well as learning resources/demos that were found online). The ways in which the collected knowledge was used when implementing the demos are described as well as key decisions that had to be made for the concrete implementation of the web app. Important implementation details are discussed, too. Finally, an overview of the lessons learnt over the course of the whole project is given.",
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        "title": "Fast Radial Search for Progressive Photon Mapping",
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    {
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        "repositum_id": "20.500.12708/58636",
        "title": "Agritology: A Decision Support System for Local Farmers in Malta and Palestine",
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        "abstract": " In this project, we are utilizing the potential of Semantic Web in organizing shareable knowledge. We constructed an ontology of the farming process that is reusable and interoperable in the domain of Agriculture. The ontology supports the decision making of farmers in Malta and Palestine. The web application uses the ontology to share knowledge based primarily on user input and other external data sources. In addition to English, information is also presented in Maltese and Arabic in aim to preserve domain-specific vocabulary in these languages.",
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        "abstract": "Visualization and analysis of primary and secondary X-ray computed tomography (XCT) data has become highly attractive for boosting research endeavors in the materials science domain. On the one hand, XCT allows to generate detailed and cumulative data of the specimens under investigation\nin a non-destructive way. On the other hand, through the conception, the development, and the implementation of novel, tailored analysis and visualization techniques, in-depth investigations of complex material systems turned into reality, e.g., in the form of interactive visualization of\nspatial and quantitative data, uncertainty quantification and visualization, comparative visualization, ensemble analysis and visualization, visual parameter space analysis, and many others.\nVisual analysis of XCT data enables a detailed understanding of the internal structures and the characteristics of materials and thus facilitates studies on a multitude of phenomena, at multiple scales, in different dimensions, or even using different modalities. This was simply impossible\nbefore. This habilitation thesis presents contributions to computer science in terms of novel methodsand techniques as well as respective algorithms and data structures, which are advancing visual analysis and visualization for enabling insights into XCT data on material systems. The introduced\nmethods and techniques focus on three distinct technical areas of visual analysis and visualization of XCT data. For each area, the problem statements, important research questions to be solved as well as the contributions of the habilitation candidate are discussed:\n1. Interactive visualization of spatial and quantitative data: Visualization and analysis techniques are introduced in this thesis for exploring, encoding, connecting, abstracting\nelaborating, reconfiguring, filtering, and finally selecting in \"rich\" XCT data. To reveal insights into complex objects, MObjects (i.e., mean objects) is discussed as a novel aggregation and exploration technique, which computes average volumetric representations from selections of individual objects of interest. To analyze various of these mean objects and to compare them with regards to their individual characteristics, visual analysis techniques as presented in FiberScout facilitate a detailed exploration of primary spatial data together with derived quantitative data (i.e., secondary data).\n2. Visual parameter space analysis (vPSA): The contributions towards vPSA focus on concepts for exploring and analyzing the space of possible parameter combinations of algorithms, models, and data processing pipelines as well as their effects on the ensemble of results. The presented methods and techniques visually guide users in finding adequate\ninput parameter sets, leading to optimal output results. In particular, the vPSA of segmentation and reconstruction algorithms is investigated. Similarity Metrics are introduced for comparing features as well as their characteristics.\n3. Comparative visualization and ensemble analysis: The comparison of larger sets of ensemble members as generated by vPSA is difficult, tedious, and error-prone, which is often\nexacerbated by subtle differences in the individual members. Here, techniques are presented to study the differences between multiple results regarding their visual representation as well as their characteristics. Dynamic Volume Lines is a novel technique for the visual analysis and comparison of large sets of 3D volumes using linearization methods combined with interactive data exploration. This technique is accompanied by a comparative visualization in the spatial domain to establish a link between the abstracted data and real world representations.\nFinally, in terms of visualization theory and modeling, this thesis abstracts the characteristics of visual parameter space analysis in a holistic conceptual framework. It also classifies and frames the novel area of visual computing in materials science, identifying research gaps within this\ndomain.",
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        "title": "Interactive Exploration of Point Clouds",
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        "abstract": "Laser scanning, photogrammetry and other 3D scanning approaches generate data sets comprising millions to trillions of points. Modern GPUs can easily render a few million and up to tens of millions of points in real time, but data sets with hundreds of millions of points and more require acceleration structures to be rendered in real time. In this thesis, we present three contributions to the state of the art with the goal of improving the performance as well as the quality of real-time rendered point clouds.\n\nTwo of our contributions address the performance of LOD structure generation. State-of-the-art approaches achieve a throughput of up to around 1 million points per second, which requires users to wait minutes even for smaller data sets with a few hundred million points. Our proposed solutions are: A bottom-up LOD generation approach that creates LOD structures up to an order of magnitude faster than previous work, and a progressive rendering approach that is capable of rendering any point cloud that fits in GPU memory in real time, without the need to generate LOD structures at all. The former achieves a throughput of up to 10 million points per second, and the latter is capable of loading point clouds at rates of up to 37 million points per second from an industry-standard point-cloud format (LAS), and up to 100 million points per second if the file format matches the vertex buffer format. Since it does not need LOD structures, the progressive rendering approach can render already loaded points right away while additional points are still being loaded. \n\nOur third contribution improves the quality of LOD-based point-cloud rendering by introducing a continuous level-of-detail approach that produces gradual transitions in point density, rather than the characteristic and noticeable blocks from discrete LOD structures. It is mainly targeted towards VR applications, where discrete levels of detail are especially noticeable and disturbing, in a large part due to the popping of chunks of points during motion. ",
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        "rigorosum": "2021-04-07",
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    {
        "id": "pirch_2021_VRN",
        "type_id": "journalpaper_notalk",
        "tu_id": 299243,
        "repositum_id": "20.500.12708/138336",
        "title": "The VRNetzer platform enables interactive network analysis in Virtual Reality",
        "date": "2021-04",
        "abstract": "Networks provide a powerful representation of interacting components within complex\nsystems, making them ideal for visually and analytically exploring big data. However, the size\nand complexity of many networks render static visualizations on typically-sized paper or\nscreens impractical, resulting in proverbial ‘hairballs’. Here, we introduce a Virtual Reality\n(VR) platform that overcomes these limitations by facilitating the thorough visual, and\ninteractive, exploration of large networks. Our platform allows maximal customization and\nextendibility, through the import of custom code for data analysis, integration of external\ndatabases, and design of arbitrary user interface elements, among other features. As a proof\nof concept, we show how our platform can be used to interactively explore genome-scale\nmolecular networks to identify genes associated with rare diseases and understand how they\nmight contribute to disease development. Our platform represents a general purpose, VRbased\ndata exploration platform for large and diverse data types by providing an interface\nthat facilitates the interaction between human intuition and state-of-the-art analysis\nmethods.",
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            1842,
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        "first_published": "2021-04",
        "journal": "Nature Communications",
        "number": "2432",
        "open_access": "yes",
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        "pages_to": "14",
        "volume": "12",
        "research_areas": [
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            "VR"
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        "keywords": [
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    {
        "id": "raidou_previs2021",
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        "tu_id": 301682,
        "repositum_id": "20.500.12708/138838",
        "title": "PREVIS: Predictive visual analytics of anatomical variability for radiotherapy decision support",
        "date": "2021-04",
        "abstract": "adiotherapy (RT) requires meticulous planning prior to treatment, where the RT plan is optimized with organ delineations on a pre-treatment Computed Tomography (CT) scan of the patient. The conventionally fractionated treatment usually lasts several weeks. Random changes (e.g., rectal and bladder filling in prostate cancer patients) and systematic changes (e.g., weight loss) occur while the patient is being treated. Therefore, the delivered dose distribution may deviate from the planned. Modern technology, in particular image guidance, allows to minimize these deviations, but risks for the patient remain.\n\nWe present PREVIS, a visual analytics tool for:\n\n(i) the exploration and prediction of changes in patient anatomy during the upcoming treatment, and\n\n(ii) the assessment of treatment strategies, with respect to the anticipated changes.\n\nRecords of during-treatment changes from a retrospective imaging cohort with complete data are employed in PREVIS, to infer expected anatomical changes of new incoming patients with incomplete data, using a generative model. Abstracted representations of the retrospective cohort partitioning provide insight into an underlying automated clustering, showing main modes of variation for past patients. Interactive similarity representations support an informed selection of matching between new incoming patients and past patients. A Principal Component Analysis (PCA)-based generative model describes the predicted spatial probability distributions of the incoming patient’s organs in the upcoming weeks of treatment, based on observations of past patients. The generative model is interactively linked to treatment plan evaluation, supporting the selection of the optimal treatment strategy.\n\nWe present a usage scenario, demonstrating the applicability of PREVIS in a clinical research setting, and we evaluate our visual analytics tool with eight clinical researchers.",
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        "volume": "97",
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    {
        "id": "reimer-2021-CVR",
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        "tu_id": 299074,
        "repositum_id": "20.500.12708/138272",
        "title": "Colocation for SLAM-Tracked VR Headsets with Hand Tracking",
        "date": "2021-04",
        "abstract": "In colocated multi-user Virtual Reality applications, relative user positions in the virtual environment need to match their relative positions in the physical tracking space. A mismatch between virtual and real relative user positions might lead to harmful events such as physical user collisions. This paper examines three calibration methods that enable colocated Virtual Reality scenarios for SLAM-tracked head-mounted displays without the need for an external tracking system. Two of these methods—fixed-point calibration and marked-based calibration—have been described in previous research; the third method that uses hand tracking capabilities of head-mounted displays is novel. We evaluated the accuracy of these three methods in an experimental procedure with two colocated Oculus Quest devices. The results of the evaluation show that our novel hand tracking-based calibration method provides better accuracy and consistency while at the same time being easy to execute. The paper further discusses the potential of all evaluated calibration methods. ",
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        "doi": "10.3390/computers10050058",
        "first_published": "2021-04",
        "issn": "2073-431X",
        "journal": "Computers",
        "number": "5",
        "open_access": "yes",
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        "volume": "10",
        "research_areas": [
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        "keywords": [
            " colocation",
            "multi-user VR",
            "hand tracking ",
            "shared space"
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    {
        "id": "panfili-2021-myop",
        "type_id": "otherreviewed",
        "tu_id": null,
        "repositum_id": "20.500.12708/58726",
        "title": "Myopia in Head-Worn Virtual Reality",
        "date": "2021-03-27",
        "abstract": "In this work, we investigate the influence of myopia on the perceived visual acuity (VA) in head-worn virtual reality (VR). Factors such as display resolution or vision capabilities of users influence the VA in VR. We simulated eyesight tests in VR and on a desktop screen and conducted a user study comparing VA measurements of participants with normal sight and participants with myopia. Surprisingly, our results suggest that people with severe myopia can see better in VR than in the real world, while the VA of people with normal or corrected sight or mild myopia is reduced in VR.",
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        "authors": [
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        "booktitle": "2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)",
        "date_from": "2021-03-27",
        "date_to": "2021-04-01",
        "doi": "10.1109/VRW52623.2021.00197",
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        "pages_from": "629",
        "pages_to": "630",
        "publisher": "IEEE Computer Society Press",
        "research_areas": [
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        "keywords": [
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    {
        "id": "Mistelbauer_2021",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": "20.500.12708/138958",
        "title": "Semi-automatic vessel detection for challenging cases of peripheral arterial disease ",
        "date": "2021-03-18",
        "abstract": "Objectives: Manual or semi-automated segmentation of the lower extremity arterial tree in patients with Pe-ripheral arterial disease (PAD) remains a notoriously difﬁcult and time-consuming task. The complex manifes-tations of the disease, including discontinuities of the vascular ﬂow channels, the presence of calciﬁed atherosclerotic plaque in close vicinity to adjacent bone, and the presence of metal or other imaging artifacts currently preclude fully automated vessel identiﬁcation. New machine learning techniques may alleviate this challenge, but require large and reasonably well segmented training data. \nMethods: We propose a novel semi-automatic vessel tracking approach for peripheral arteries to facilitate and accelerate the creation of annotated training data by expert cardiovascular radiologists or technologists, while limiting the number of necessary manual interactions, and reducing processing time. After automatically clas-sifying blood vessels, bones, and other tissue, the relevant vessels are tracked and organized in a tree-like structure for further visualization. \nResults: We conducted a pilot (N = 9) and a clinical study (N = 24) in which we assess the accuracy and required time for our approach to achieve sufﬁcient quality for clinical application, with our current clinically established workﬂow as the standard of reference. Our approach enabled expert physicians to readily identify all clinically relevant lower extremity arteries, even in problematic cases, with an average sensitivity of 92.9%, and an average speciﬁcity and overall accuracy of 99.9%. \nConclusions: Compared to the clinical workﬂow in our collaborating hospitals (28:40 ± 7:45 [mm:ss]), our approach (17:24 ± 6:44 [mm:ss]) is on average 11:16 [mm:ss] (39%) faster.   ",
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            "image_height": 478,
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        "doi": "10.1016/j.compbiomed.2021.104344",
        "first_published": "2021-03-18",
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    {
        "id": "schmidlehner2021",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Standards-based Clinical Data Repository",
        "date": "2021-03-10",
        "abstract": "During the treatment process of a patient the physician usually requests a Laboratory Report (e.g. a blood count) from the laboratory. The delivery of the Laboratory Report is ususally performed via fax or letter to the treating physician. The structured laboratory data, which were initially generated by the laboratory, are not available for the physician. Furthermore, the physician has to import the Laboratory Report manually to the Electronic Medical Record (EMR) system. Thus, enabling the electronic data exchange between a laboratory and relevant healthcare providers improves the current treatment processes.\nThe aim was the connection between a laboratory and an existing distributed Health Information Exchange (HIE), where several healthcare providers are connected to exchange medical docu-ments via the Cross-Enterprise Document Sharing (XDS) profile. A challenge was to perform the integration transparently with existing established exchange mechanisms and interfaces. While the Laboratory Information System (LIS) sends laboratory data via Health Level 7 (HL7) V2 messages over Transmission Control Protocol/Internet Protocol (TCP/IP), the HIE follows the document-based approach, and exchanges documents via XDS transactions over SOAP 1.2.\nA Clinical Data Repository (CDR) has been established for the storage and management of the laboratory data as Fast Healthcare Interoperability Resources (FHIR) resources. Furthermore, a Health Service Bus (HSB) has been developed to support the communication between the LIS, the CDR, and the HIE participating systems and components. The Clinical Document Architecture (CDA) standard was used to create a structured laboratory document, which has been exchanged with the participating healthcare providers of the HIE. The HSB integrates translation engines, which are responsible for the mapping from HL7 V2 messages into FHIR resources and further from FHIR resources into CDA documents.\nThe integration of the laboratory with the HIE was successful. An adequate mapping between the HL7 V2, FHIR, and CDA standards has been specified. Gaps between the particular standards have been identified and if necessary, an extension of the data structure has been defined. FHIR has proven its suitability as a flexible and robust storage format and its ability to provide the appropriate data structure to map laboratory data from HL7 V2 and convert FHIR resources to a CDA document.",
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        "authors": [
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        "date_end": "2021-03-10",
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        "diploma_examina": "2021-03-10",
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        "title": "2D Points Curve Reconstruction Survey and Benchmark",
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        "abstract": "Curve reconstruction from unstructured points in a plane is a fundamental problem with many applications that has generated research interest for decades. Involved aspects like handling open, sharp, multiple and non-manifold outlines, run-time and provability as well as potential extension to 3D for surface reconstruction have led to many different algorithms. We survey the literature on 2D curve reconstruction and then present an open-sourced benchmark for the experimental study. Our unprecedented evaluation on a selected set of planar curve reconstruction algorithms aims to give an overview of both quantitative analysis and qualitative aspects for helping users to select the right algorithm for specific problems in the field. Our benchmark framework is available online to permit reproducing the results, and easy integration of new algorithms.",
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        "abstract": "3D scanning is often not complete after a single pass from a single sensor. Multiple scanners, e.g. from a crowd, or multiple autonomous vehicles, may contribute data simultaneously. Or, after looking at the resulting model, more passes may be made to fill holes or improve the quality.\n\nThis requires updating a 3D reconstruction with new points, integrating those into the model and considering them equally with the existing points. In order to avoid dynamic and massive storage requirements, their coordinate information required for reconstruction can be stored as single median+variance vectors, which can be updated incrementally with new points, see e.g.: http://datagenetics.com/blog/november22017/index.html). With the local information at nodes, marching cubes can be used to generate a triangulation at grid cells. Since the octree has varying depths at leaf nodes, we need to apply an adapted version from an existing algorithm, Screened Poisson  (for source and paper see: http://www.cs.jhu.edu/~misha/Code/PoissonRecon/Version8.0/). See also http://infinitam.org for the source code and the paper it is based on.\n\nTasks:\n    Use a Kinect 3D scanner with the Infinitam software to scan several overlapping passes of an interior room, resulting in an octree with data in its nodes\n    Hand-align scans with Meshlab or register them using ICP (http://pointclouds.org/documentation/tutorials/iterative_closest_point.php) so that they correspond spatially\n    Add new points into octree nodes which overlap in space\n    Apply a provided surface orientation operator which uses median+variance of nodes in order to mark vertices of nodes as in- or outside\n    Create a mesh from the octree on demand for visualization, using marching cubes adapted to octrees as in Screened Poisson\n    Evaluate the quality of the incrementally created reconstruction with a single-pass reconstruction of a merged point cloud where all points are considered at once\n",
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        "title": "Embedding User-Defined Shapes into Metro Map Layouts",
        "date": "2021-03",
        "abstract": "Metro maps are essential when navigating through a public transportation network. They are schematic maps that have the aim to make orientation and navigation through a metro system easier. But creating them is quite complicated. Therefore numerous algorithms have been developed in the past trying to generate these maps automatically. The downside to using this approach is, that the designer only has limited possibilities to influence the resulting layout as well as contextual information of the city can not be taken into account. In order to overcome this limitation, this thesis presents a method where a potential user could influence the resulting layout by adding a set of guide paths. This method can be used to create artistically pleasing metro maps as well as make metro lines follow symbolic shapes in the layout. A mixed-layout – where some edges are rotated to be parallel to the closest guide path and other parts are octilinear – is proposed to integrate the guide paths better into the layout. To outline the potentials of this approach, examples of several metro networks were generated and are later also discussed.",
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        "title": "Klassifikation Urbaner Punktwolken Mittels 3D CNNs In Kombination mit Rekonstruktion von Gehsteigen",
        "date": "2021-03",
        "abstract": "LiDAR devices are able to capture the physical world very accurately. Therefore, they\nare often used for 3D reconstruction. Unfortunately, such data can become extremely\nlarge very quickly and usually only a small part of the point cloud is of interest. Thus,\nthe point cloud is filtered beforehand in order to apply algorithms only on those points\nthat are relevant for it. A semantic information about the points can be used for such a\nfiltering. Semantic segmentation of point clouds is a popular field of research and here\nthere has been a trend towards deep learning in recent years too. However, contrary to\nimages, point clouds are unstructured. Hence, point clouds are often rasterized, but this\nhas to be done, such that the underlying structure is represented well.\nIn this thesis, a 3D Convolutional Neural Network is developed and trained for a semantic\nsegmentation of LiDAR point clouds. Thereby, a point cloud is represented with an\noctree data structure, which makes it easy to rasterize only relevant parts. Since, just\ndense parts of the point cloud, in which important information about the structure is\nlocated, are subdivided further. This allows to simply take nodes of a certain level of the\noctree and rasterize them as data samples.\nThere are many application areas for 3D reconstructions based on point clouds. In an\nurban scenario, these can be for example whole city models or buildings. However, in this\nthesis, the reconstruction of sidewalks is explored. Since, for flood simulations in cities, an\nincrease in height of a few centimeters can make a great difference and information about\nthe curb geometry helps to make them more accurate. In the sidewalk reconstruction\nprocess, the point cloud is filtered first, based on a semantic segmentation of a 3D CNN,\nand then point cloud features are calculated to detect curb points. With these curb\npoints, the geometry of the curb, sidewalk and street are computed.\nTaken all together, this thesis develops a proof-of-concept prototype for semantic point\ncloud segmentation using 3D CNNs and based on that, a curb detection and reconstruction\nalgorithm.",
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    {
        "id": "KOCH-2021-GVSDA",
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        "title": "Visibility precomputation with RTX ray tracing",
        "date": "2021-03",
        "abstract": "Visibility computation is a common problem in the field of computer graphics. Examples\ninclude occlusion culling, where parts of the scene are culled away, or global illumination\nsimulations, which are based on the mutual visibility of pairs of points to calculate lighting.\nIn this thesis, an aggressive from-region visibility technique called Guided Visibility\nSampling++ (GVS++) is presented. The proposed technique improves the Guided\nVisibility Sampling algorithm through improved sampling strategies, thus achieving low\nerror rates on various scenes, and being over four orders of magnitude faster than the\noriginal CPU-based Guided Visibility Sampling implementation. We present intelligent\nsampling strategies that use ray casting to determine a set of triangles visible from a\nflat or volumetric rectangular region in space. This set is called a potentially visible set\n(PVS). Based on initial random sampling, subsequent exploration phases progressively\ngrow an intermediate solution. A termination criterion is used to terminate the PVS\nsearch. A modern implementation using the Vulkan graphics API and RTX ray tracing\nis discussed. Furthermore, optimizations are shown that allow for an implementation\nthat is over 20 times faster than a naive implementation.",
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        "title": "Linking unstructured evidence to structured observations",
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        "title": "Multi-modal Spatial Object Localization in Virtual Reality for Deaf and Hard-of-Hearing People",
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        "abstract": "Information visualization techniques play an important role in Virtual Reality (VR) because they improve task performance, support cognitive processes, and eventually increase the feeling of immersion. Deaf and Hard-of-Hearing (DHH) persons have special needs for information presentation because they feel and perceive VR environments differently. Therefore, it is necessary to pay attention to requirements about presenting information in VR for this group of users. Previous research showed that adding special features and using haptic methods helps DHH persons to do VR tasks better. In this paper, we propose a novel Omni-directional particle visualization method and also evaluate multi-modal presentation methods in VR for DHH persons, such as audio, visual, haptic, and a combination of them (AVH). Additionally, we compare the results with the results of persons without hearing problems. The methods for information presentation in our study focus on spatial object localization in VR. Our user studies show that both DHH persons and persons without hearing problems were able to do VR tasks significantly faster using AVH. Also, we found out that DHH persons can do visual-related VR tasks faster than persons without hearing problems by using our new proposed visualization method. Our results suggest that the benefits of using audio among persons without hearing problems and the benefits of using vision among DHH persons cause an interesting balance in the results of AVH between both groups. Finally, our qualitative and quantitative evaluation indicates that both groups of participants preferred and enjoyed AVH modality more than other modalities.",
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        "title": "Head Up Visualization of Spatial Sound Sources in Virtual Reality for Deaf and Hard-of-Hearing People",
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        "abstract": "This paper presents a novel method for the visualization of 3D spatial sounds in Virtual Reality (VR) for Deaf and Hard-of-Hearing (DHH) people. Our method enhances traditional VR devices with additional haptic and visual feedback, which aids spatial sound localization. The proposed system automatically analyses 3D sound from VR application, and it indicates the direction of sound sources to a user by two Vibro-motors and two Light-Emitting Diodes (LEDs). The benefit of automatic sound analysis is that our method can be used in any VR application without modifying the application itself. We evaluated the proposed method for 3D spatial sound visualization in a user study. Additionally, the conducted user study investigated which condition (corresponding to different senses) leads to faster performance in 3D sound localization task. For this purpose, we compared three conditions: haptic feedback only, LED feedback only, combined haptic and LED feedback. Our study results suggest that DHH participants could complete sound-related VR tasks significantly faster using LED and haptic+LED conditions in comparison to only haptic feedback. The presented method for spatial sound visualization can be directly used to enhance VR applications for use by DHH persons, and the results of our user study can serve as guidelines for the future design of accessible VR systems.",
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        "title": "Effects of Using Vibrotactile Feedback on Sound Localization by Deaf and Hard-of-Hearing People in Virtual Environments",
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        "abstract": "Immersive virtual environments (IVEs) in which multiple users nav-\n igate by walking and interact with each other in natural ways are\n perfectly suited for team applications from training to recreation. At\n the same time, they can solve scheduling conflicts by employing\n virtual agents in place of missing team members or additional par-\n ticipants of a scenario. While this idea has been long discussed in\n IVEs research there are no prior publications on social interactions\n in systems with multiple embodied users and agents. This paper\n presents an experiment at a work-in-progress stage that addresses\n the impact of perceived agency and control of a virtual character in\n a collaborative scenario with two embodied users and one virtual\n agent. Our future study will investigate whether users treat avatars\n and agents differently within a mixed-agency scenario, analysing\n several behavioural metrics and self-report of participants",
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        "title": "Framework proposal for automated generation of production layout scenarios: A parametric design technique to connect production planning and structural industrial building design",
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        "title": "Integrated multi-objective evolutionary optimization of production layout scenarios for parametric structural design of flexible industrial buildings",
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        "abstract": "Due to product individualization, customization and rapid technological advances in manufacturing, production systems are faced with frequent reconfiguration and expansion. Industrial buildings that allow changing production scenarios require flexible load-bearing structures and a coherent planning of the production layout and building systems. Yet, current production planning and structural building design are mostly sequential and the data and models lack interoperability. In this paper, a novel parametric evolutionary design method for automated production layout generation and optimization (PLGO) is presented, producing layout scenarios to be respected in structural building design. Results of a state-of-the-art analysis and a case study are combined to develop a novel concept of integrated production cubes and the design space for PLGO as basis for a parametric production layout design method. The integrated production cubes concept is then translated into a parametric PLGO framework, which is tested on a pilot-project of a hygiene production facility to evaluate the framework and validate the defined constraints and objectives. Results suggest that our framework can produce feasible production layout scenarios which respect flexibility and building requirements. In future research the design process will be extended by the development of a multi-objective evolutionary optimization process for industrial buildings to provide flexible building solutions that can accommodate a selection of several prioritized production layouts.",
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        "title": "SCI_BIM Scanning and data capturing for Integrated Resources and Energy Assessment using Building Information Modelling",
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        "abstract": "Due to the rapidly increasing consumption of resources and land worldwide, as well as the growing generation of waste, the building stock plays a crucial role not only for the reduction of the energy \n consumption, but also as a future source of materials (urban mining). However, there is a lack of information on the detailed material composition of the building stock, which is the main obstacle for \n modelling and predicting its future use. Therefore, the main research question is whether the use of the digital technologies \"Laser Scanning\" and \"Ground Penetrating Radar\" (GPR) as well as a \n gamification concept, enable to develop and maintain a digital twin (BIM model) which serves as a basis for urban mining.",
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    {
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        "title": "Design and development of an immersive collaborative geographical environment for tactical decision-making",
        "date": "2021",
        "abstract": "Planning tactical and strategical military operations is a well-structured and complex process and involves interdisciplinary expertise. A crucial part of the decision-making process of planning tasks that contains geographical data, is familiarizing professionals with the terrain and surrounding infrastructure. This is commonly operated by analog planning tools such as terrain models, sand tables, and standard 2D paper maps. The shortcoming of traditional equipment for tactical analysis is the lack of intuitive transfer of spatial relationships and geographical structures for visibility tasks and height judgment of ground elements. Immersive Virtual Geographical Environments (VGEs) provide advantageous perspectives for rapid decision-making and reasoning in spatial structures. 2D displays offer a 2D impression of a reduced 3D environment, while immersive displays transfer true depth information. Further, digital planning tools support remote collaboration using a virtual task space for the planning process. A virtual task space has several benefits compared to analog equivalents, such as the option to save planning states, visualize a common mental concept, no physical boundaries, and increased engagement.In this thesis, we set out to investigate how to utilize the benefits of immersive virtual spaces for tactical planning and decision-making in the context of a military staff exercise, to overcome the limitations of current analog and 2D digital planning tools. We design and implement a collaborative Virtual Reality (VR) prototype based on requirements derived from observations of an on-site military staff training and unstructured interviews with consultants from the Austrian Institute for Military Geography (IMG). The key contribution of this thesis is the design, implementation, and evaluation of a VR prototype that supports the decision-making and mission planning for officers in training and commanders during a military staff training. The development of our prototype represents a case study for comparable planning tasks in other domains, such as space missions or disaster prevention management.",
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    {
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        "title": "Visual Analysis of Defects",
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        "abstract": "In everyday life, we use many objects on which we rely and expect them to work correctly. We use phones to communicate with friends, bicycles to commute, payment cards to buy groceries. However, due to defects, these objects may fail at some time, leading to adverse outcomes. Modern industry continually improves the quality of outputs (e.g., products and services) and ensures that they meet their specifications. A common quality management strategy is the defect analysis used to identify and control outputs that do not conform to their specifications. Traditional defect analysis methods are often manual and, therefore, time-consuming procedures. To build more efficient solutions, defect analysis increasingly employs visual analytics techniques. These techniques automatize and enhance the up-to-now manual analysis steps and support new visual approaches for defect representations that resolve existing defects without introducing new ones. In this dissertation, visual analytics techniques applied to defect analysis are referred to as visual analysis of defects. Being a rapidly developing area, the domain of visual analysis of defects is still missing a formalized basis.\n\nThis dissertation presents and discusses a workflow for the visual analysis of defects based on the plan-do-check-act cycle of continual improvement. The workflow consists of four steps: defect prevention, control of defective outputs, performance evaluation, and improvement. During the defect prevention step, domain experts plan the design and development processes to ensure that intended results can be achieved while forecasting risks and opportunities. During the control of defective outputs step, domain experts implement the processes and control defects arising throughout these processes. During the performance evaluation step, domain experts ensure that defective outputs are identified by measuring the object's characteristics. During the improvement step, domain experts explore possible actions that improve the object quality.\n\nThis dissertation presents four solutions that advance the visual analysis of defects at the four distinct steps of the workflow. The first solution corresponds to the defect prevention step and provides a preview of dental treatment. It helps dental technicians to identify the most suitable treatment option and avoid cases when patients are unsatisfied with the results due to poor denture aesthetics. The second solution corresponds to the control of defective outputs step and supports dental technicians in designing aesthetic and functional dentures. The approach provides immediate visual feedback on a change in the denture design, which helps to evaluate how the change affects aesthetics. The third solution corresponds to the performance evaluation step and supports material engineers in investigating the damage mechanism in composite materials. First, the system captures and measures various defects such as matrix fracture, fiber/matrix debonding, fiber pull-out, and fiber fracture. Later, users analyze these defects using several interactive visualization techniques. The fourth solution corresponds to the improvement step and visualizes 4D dynamical systems describing various phenomena. The solution enables the 4D representation of dynamical systems and allows the 4D representation to seamlessly transition into, familiar to the user, lower-dimensional plots.",
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        "title": "XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces",
        "date": "2021",
        "abstract": "Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is\n difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing\n ergonomic metrics available to creators during design by estimating the interaction cost at each reachable position in the user´s\n environment. We present XRgonomics, a toolkit to visualize the interaction cost and make it available at runtime, allowing creators\n to identify UI positions that optimize users´ comfort. Two scenarios show how the toolkit can support 3D UI design and dynamic\n adaptation of UIs based on spatial constraints. We present results from a walkthrough demonstration, which highlight the potential of\n XRgonomics to make ergonomics metrics accessible during the design and development of 3D UIs. Finally, we discuss how the toolkit\n may address design goals beyond ergonomics.",
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        "id": "Kan_Peter-2021-BuildingMonitoring",
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        "title": "Building Information Monitoring via Gamification",
        "date": "2021",
        "abstract": "For efficient facility management it is of high importance to monitor building information, such as energy consumption, indoor temperature, occupancy as well as changes in building structure. In this paper we present a novel methodology for monitoring information about building via gamification. In our approach, the employees of a facility record the states of building elements by playing a competitive mobile game. Traditionally, external sensors are used to automatically collect information about the building usage. In contrast to that, our methodology utilizes personal mobile phones of employees as sensors to identify objects of interest and report their state. Moreover, we propose to use crowdsourcing as a tool for data collection. This way the users of the mobile game are collecting points and compete with each other. At the end of the game the winning team gets the reward. We utilized various gamification strategies to increase motivation of users to collect building data. We ex tended the traditional 3D BIM model with temporal domain to enable tracking of building changes over time. Finally, we run an experiment with real use case building in which the employees used our system for the duration of three months. We studied our approach and our motivation strategies in a post-experiment study. Our results suggest that gamification can be a viable tool for building information monitoring. Additionally, we note that motivation plays a critical role in the data acquisition by gamification.",
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        "type_id": "journalpaper_notalk",
        "tu_id": 298527,
        "repositum_id": "20.500.12708/138110",
        "title": "Automatic Interior Design in Augmented Reality Based on Hierarchical Tree of Procedural Rules",
        "date": "2021",
        "abstract": "Augmented reality has a high potential in interior design due to its capability of visualizing numerous prospective designs directly in a target room. In this paper, we present our research on utilization of augmented reality for interactive and personalized furnishing. We propose a new algorithm for automated interior design which generates sensible and personalized furniture configurations. This algorithm is combined with mobile augmented reality system to provide a user with an interactive interior design try-out tool. Personalized design is achieved via a recommender system which uses user preferences and room data as input. We conducted three user studies to explore different aspects of our research. The first study investigated the user preference between augmented reality and on-screen visualization for interactive interior design. In the second user study, we studied the user preference between our algorithm for automated interior design and optimization-based algorithm. Finally, the third study evaluated the probability of sensible design generation by the compared algorithms. The main outcome of our research suggests that augmented reality is viable technology for interactive home furnishing.",
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        "tu_id": null,
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        "title": "Interactive 3D dense surface exploration in immersive virtual reality",
        "date": "2021",
        "abstract": "Dense 3D reconstructions of real-world environments become wide spread and are foreseen to act as data base to solve real world problems, such as remote inspections. Therefore not only scene viewing is required but also the ability to interact with the environment,such as selection of a user-defined part of the reconstruction for later usage. However, inter-object occlusion is inherent to large dense 3D reconstructions, due to scene geometry or reconstruction artifacts that might result in object containment. Since prior art lacks approaches for occlusion management in environments that consist of one or multiple(large) continuous surfaces, we propose the novel technique Large Scale Cut Plane that enables segmentation and subsequent selection of visible, partly or fully occluded patches within a large 3D reconstruction, even at far distance. An immersive Virtual reality setup consisting of a Head-Mounted Display, a locomotion device (omni-directional treadmill)and a 6DOF-hand-tracking device are combined with the Large Scale Cut Plane technique to foster 3D scene understanding and natural user interactions. We furthermore present results from a user study where we investigate performance and usability of our proposed technique compared to a baseline technique. Our results indicate Large Scale Cut Plane to be superior in terms of speed and precision, while we found need of improvement of the user interface.",
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            "Oclulus Rift",
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        "id": "Pahr2020",
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        "title": "Vologram: Educational Craftworks for Volume Physicalization",
        "date": "2020-22-24",
        "abstract": "Long before the onset of computer technology, anatomical sculptures were already used for educational purposes. Digital imaging technology and its incorporation into the clinical workflow through the advancements of medical visualization led to a steady decline in the use of sculpture-based teaching aids. Currently, anatomical volume visualizations are predominantly presented on computer screens. Recent developments in augmented, mixed, and virtual reality o˙er new, exciting ways to digitally display medical imaging data. In recent years, the application of real-world sculptures to display patient imaging data has seen a resurgence through the field of data physicalization. Predominantly, it has been used to enhance the education of medical personnel and laymen through the use of physical models. Expensive 3D printing technology is often employed in the creation of high fidelity anatomical sculptures, with realistic look-and-feel. However, few approaches make use of a˙ordable physicalizations in the field of layman anatomical education.\nIn the course of this thesis di˙erent ways to introduce self-made, custom physical-izations into layman medical education are explored. We propose a suitable concept, the Vologram, to display medical volume data in a visually appealing way for medical non-experts. This takes the form of slide-based sculptures, made out of a˙ordable ma-terials available to the general public with a high degree of interactivity, and can be produced through commonly available means. To support a customizable workflow in the creation of these sculptures, we provide a stand-alone desktop application, which allows layman users to create custom educational sculptures. Real medical imaging data can be filtered and displayed in di˙erent ways, delivering optically diverse results. We evaluate the concept in a small scale study, to determine the e˙ect of interactive medical visualizations as opposed to physicalizations on the target audience. The results of this study point to a great potential for the application of interactive educational concepts for layman anatomical education.",
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        "id": "Ortner_PhD",
        "type_id": "phdthesis",
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        "repositum_id": "20.500.12708/18026",
        "title": "Tight Integration of Visual Analysis and 3D Real-Time Rendering",
        "date": "2020-12-29",
        "abstract": "In many domains, such as urban planning, civil engineering, or disaster management, analysts\nneed to deal with complex geometric data that also contain multivariate attributes. In addition to\nthe visual analysis of the attribute data, typical tasks involve the localization and understanding\nof shapes, and judging spatial relations between geometric objects and the surrounding geometry,\nas for instance a digital terrain model. One way to address this in a visualization design is with\ncoordinated multiple views, combining a 3D geometric view and attribute views by brushing\n& linking. However, a naive coordination of such views highlights challenges inherent to 3D\nvisualization, as brushed objects may be occluded or lie outside of the current viewing volume.\nThis can easily lead to disorientation and failing of localization, shape understanding, and spatial\nrelation tasks, which ultimately breaks the iterative analysis loop provided through coordinated\nmultiple views.\nIn this thesis we explore different visual integration approaches for combining geometric and\nattribute views with respect to three application domains. In the first chapter, we deal with the\ndomain of tunnel inspection and documentation, concerned with revealing patterns in tunnel\ncrack data. We integrate a 3D geometric view with multiple attribute views to a coordinated\nmultiple view solution and present several domain-specific visualization and interaction strategies\nto overcome the aforementioned challenges. We conclude the chapter with a methodological\nframework that provides visualization designers with integration guidelines regarding ‘Guided\nNavigation’, ‘Enhanced Geometric Rendering’, and ‘Similarity-based Analysis’.\nIn the second chapter, we explore the potential visual impact of candidate buildings to a cityscape\nin the context of visibility-aware urban planning. We present the visualization system Vis-A-Ware\nto qualitatively and quantitatively evaluate and compare visibility data of candidate buildings\nwith respect to a large number of viewpoints. Vis-A-Ware features a 3D view of an urban scene\nand a novel ranking view to compare and filter candidates with respect to visual impact data\nderived from visibility evaluations. The ranking view is tightly integrated with the other views\nfor qualitative evaluation and to judge spatial relations in the cityscape. We provide users with a\nworkflow to ultimately arrive at a small set of candidates supporting a jury-based decision-making\nprocess.\nIn the third chapter, we are concerned with the domain of geological analysis of digital outcrop\nmodels (DOMs) which plays an essential role in the current NASA and ESA missions seeking\nsigns of past life on Mars. Geologists interpret and measure DOMs, create sedimentary logs, and\ncombine them in ‘correlation panels’. Currently, the creation of correlation panels is manual and therefore time-consuming, and inflexible. With InCorr we present a visualization solution that\nencompasses a 3D logging tool and an interactive data-driven correlation panel that evolves with\nthe stratigraphic analysis. Correlation panels are an important part of geological publications.\nWith InCorr we provide geologists with an interactive correlation panel that is reproducible and\ntakes significantly less effort to create.\nThe results of this thesis demonstrate that the tight integration of 3D geometric and attribute\nviews is essential for certain domains and needs to be approached in a methodological way with\nthoughtful visualization and interaction design.",
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        "abstract": "We present the VROnSite platform that supports immersive training of first responder units´ on-site squad leaders. Our training platform is fully immersive, entirely untethered to ease use and provides two means of navigation-abstract and natural walking-to simulate stress and exhaustion, two important factors for decision making. With the platform´s capabilities, we close a gap in prior art for first responder training. Our research is closely interlocked with stakeholders from multiple fire brigades to gather early feedback in an iterative design process. In this paper, we present the system´s design rationale, provide insight into the process of training scenario development and present results of a user study with 41 squad leaders from the firefighting domain. Virtual disaster environments with two different navigation types were evaluated using quantitative and qualitative measures. Participants considered our platform highly suitable for training of decision making in complex first responder scenarios and results show the importance of the provided navigation technologies in this context.",
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        "title": "The Future is Big Graphs! A Community View on Graph Processing Systems",
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        "abstract": "There are at least 2.2 billion people affected by vision impairments worldwide, and the number of people suffering from common eye diseases like cataracts, diabetic retinopathy, glaucoma or macular degeneration, which show a higher prevalence with age, is expected to rise in the years to come, due to factors like aging of the population.\n\nMedical publications, ophthalmologists and patients can give some insight into the effects of vision impairments, but for people with normal eyesight (even medical personnel) it is often hard to grasp how certain eye diseases can affect perception. We need to understand and quantify the effects of vision impairments on perception, to design cities, buildings, or lighting systems that are accessible for people with vision impairments. Conducting studies on vision impairments in the real world is challenging, because it requires a large number of participants with exactly the same type of impairment. Such a sample group is often hard or even impossible to find, since not every symptom can be assessed precisely and the same eye disease can be experienced very differently between affected people.\n\nIn this thesis, we address these issues by presenting a system and a methodology to simulate vision impairments, such as refractive errors, cataracts, cornea disease, and age-related macular degeneration in virtual reality (VR) and augmented reality (AR), which allows us to conduct user studies in VR or AR with people with healthy eyesight and graphically simulated vision impairments. We present a calibration technique that allows us to calibrate individual simulated symptoms to the same level of severity for every user, taking hardware constraints as well as vision capabilities of users into account.\n\nWe measured the influence of simulated reduced visual acuity on maximum recognition distances of signage in a VR study and showed that current international standards and norms do not sufficiently consider people with vision impairments. In a second study, featuring our medically based cataract simulations in VR, we found that different lighting systems can positively or negatively affect the perception of people with cataracts. We improved and extended our cataract simulation to video–see-through AR and evaluated and adjusted each simulated symptom together with cataract patients in a pilot study, showing the flexibility and potential of our approach. In future work we plan to include further vision impairments and open source our software, so it can be used for architects and lighting designers to test their designs for accessibility, for training of medical personnel, and to increase empathy for people with vision impairments. This way, we hope to contribute to making this world more inclusive for everyone.\n",
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        "title": "InCorr: Interactive Data-Driven Correlation Panels for Digital Outcrop Analysis",
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        "abstract": "Geological analysis of 3D Digital Outcrop Models (DOMs) for reconstruction of ancient habitable environments is a key aspect of the upcoming ESA ExoMars 2022 Rosalind Franklin Rover and the NASA 2020 Rover Perseverance missions in seeking signs of past life on Mars. Geologists measure and interpret 3D DOMs, create sedimentary logs and combine them in ‘correlation panels’ to map the extents of key geological horizons, and build a stratigraphic model to understand their position in the ancient landscape. Currently, the creation of correlation panels is completely manual and therefore time-consuming, and inflexible. With InCorr we present a visualization solution that encompasses a 3D logging tool and an interactive data-driven correlation panel that evolves with the stratigraphic analysis. For the creation of InCorr we closely cooperated with leading planetary geologists in the form of a design study. We verify our results by recreating an existing correlation analysis with InCorr and validate our correlation panel against a manually created illustration. Further, we conducted a user-study with a wider circle of geologists. Our evaluation shows that InCorr efficiently supports the domain experts in tackling their research questions and that it has the potential to significantly impact how geologists work with digital outcrop representations in general.",
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        "title": "Medicinae Notitia Visibilis Fac – Quo Vadis?",
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        "title": "Points2Surf: Learning Implicit Surfaces from Point Clouds",
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        "abstract": "A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals.\n\nLearning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy.\n\nOur extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30% over SPR and by 270%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. \nOur source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf\n",
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        "id": "pointner_simon-2020",
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        "repositum_id": null,
        "title": "Controllable Animation for Information Visualisation",
        "date": "2020-10-23",
        "abstract": "Understanding and identifying the alternations between different visualisations are cognitively demanding tasks. Distinct visualisations can lead to a different interpretation of data, thus it is important to understand how visualisations correlate with each other and how the insight to the data gained might vary. An approach to achieve the correlation understanding is to introduce animated transitions between different visualisations that allows to precisely follow changes, pursuing the research in the field of animated transitions. In particular, the focus of this research is on animated transitions between commonly used visualisations like bar, doughnut, pie and radial column charts with the addition of implementing them controllable. A controllable animation allows the user to control the animation with a seek-bar like in a video player. This work proposes and implements two new animated transitions, one animation between bar and pie charts and another one for hierarchical bar charts, both utilising other charts as intermediate steps. Expectations are to further improve the effectiveness and graphical perception of animated transitions. Though, a quantitative user study yielded no significant improvements apart from a little effectiveness gain among elder persons.",
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    {
        "id": "purgathofer-2020-nch",
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        "repositum_id": "20.500.12708/87073",
        "title": "VR and Visualization in Industry",
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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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        "event": "World VR Industry Conference Cloud Summit",
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        "repositum_id": "20.500.12708/16178",
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        "abstract": "This work discusses the extension of the popular Quake III game engine using real-time raytracing.\nIt investigates how ray tracing can be implemented using the most recent graphics card generation by NVIDIA, which offers dedicated hardware support and acceleration via an new API.\nIn addition, strategies will be discussed about how offline ray-tracing algorithms can be transformed to an online real-time context.\n\nIn order to implement ray tracing, Quake III needs to be extended with a Vulkan backend.\nNext, distributed ray tracing is implemented and is used to render the whole game world except for the user interface (UI) elements. The UI will be handled by the rasterizer.\n\nThe performance and efficiency of ray tracing in a game engine using the RTX hardware features is analyzed and discussed.\nThe focus lies on how quality and performance relate to each other, and how far ray tracing can be pushed with still acceptable frame rate of around 30/60 frames per second.\nFurthermore, implementation strategies that improve the quality, performance or both will be discussed.",
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        "date_end": "2020-10-15",
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    {
        "id": "Mazza_2020",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": "20.500.12708/140975",
        "title": "Homomorphic-Encrypted Volume Rendering",
        "date": "2020-10-13",
        "abstract": "Computationally demanding tasks are typically calculated in dedicated data centers, and real-time visualizations also follow this trend. Some rendering tasks, however, require the highest level of confidentiality so that no other party, besides the owner, can read or see the sensitive data. Here we present a direct volume rendering approach that performs volume rendering directly on encrypted volume data by using the homomorphic Paillier encryption algorithm. This approach ensures that the volume data by using the homomorphic Paillier encryption algorithm. This approach ensures that the volume data and rendered image are uninterpretable to the rendering server. Our volume rendering pipeline introduces novel approaches for encrypted-data compositing, interpolation, and opacity modulation, as well as simple transfer function design, where each of these routines maintains the highest level of privacy. We present performance and memory overhead analysis that is associated with our privacy-preserving scheme. Our approach is open and secure by design, as opposed to secure through obscurity. Owners of the data only have to keep their secure key confidential to guarantee the privacy of their volume data and the rendered images. Our work is, to our knowledge, the first privacy-preserving remote volume-rendering approach that does not require that any server involved be trustworthy; even in cases when the server is compromised, no sensitive data will be leaked to a foreign party.",
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        "doi": "10.1109/TVCG.2020.3030436",
        "event": "IEEE VIS (SciVis) 2020 conference",
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        "journal": "IEEE Transactions on Visualization andComputer Graphics",
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        "open_access": "yes",
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        "pages_to": "10",
        "volume": "27",
        "research_areas": [
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        "keywords": [
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    {
        "id": "zechmeister2020",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/16181",
        "title": "Interactive Visualization of Vector Data on Heightfields",
        "date": "2020-10-13",
        "abstract": "The accurate visualization of huge amounts of georeferenced vector data on heightfields in real-time is a common problem in the field of geographic information systems (GIS). Vector data usually consist of lines and polygons, which represent objects such as roads, rivers, buildings, and parks. The interactive exploration of these vector entities in large-scale virtual 3D environments and the resulting large zoom range pose an additional performance challenge for their visualization. Ensuring clear visibility of all objects of interest in overview and of their details in close-up views is diÿcult in such large-scale environments.\nIn this thesis, a screen-based visualization method of vector data is proposed, which combines two di˙erent approaches, a static and a dynamic approach, to control the behavior and the visibility of the corresponding vector entities. The vector data can represent real-world objects and to preserve their relative size to the rest of the 3D world, a constant object size is used for the static approach. But, this static behavior can cause vector entities to disappear when zooming out. Since lines are especially a˙ected due to their small width, the dynamic approach scales them according to the current view in order to be clearly visible even from far away.\nThe evaluation results show that both screen-based visualization approaches can be applied in real-world use cases of a geospatial decision support system with large-scale environments and vector data consisting of several millions of vertices and still provide real-time performance. The results also highlight that the proposed screen-based visualization method produces larger render overheads compared with a volume-based visualization, but for large vector data sets, the new method outperforms it.",
        "authors_et_al": false,
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        "date_end": "2020-10-13",
        "date_start": "2020-01-20",
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    {
        "id": "furmanova_2020",
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        "title": "VAPOR: Visual Analytics for the Exploration of Pelvic Organ Variability in Radiotherapy",
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        "abstract": "In radiation therapy (RT) for prostate cancer, changes in patient anatomy during treatment might lead to inadequate tumor coverage and higher irradiation of healthy tissues in the nearby pelvic organs. Exploring and analyzing anatomical variability throughout the course of RT can support the design of more robust treatment strategies, while identifying patients that are prone to radiation-induced toxicity. We present VAPOR, a novel application for the exploration of pelvic organ variability in a cohort of patients, across the entire treatment process. Our application addresses: (i) the global exploration and analysis of anatomical variability in an abstracted tabular view, (ii) the local exploration and analysis thereof in anatomical 2D/3D views, where comparative and ensemble visualizations are integrated, and (iii) the correlation of anatomical variability with radiation doses and potential toxicity. The workflow is based on available retrospective cohort data, which include segmentations of the bladder, the prostate, and the rectum through the entire treatment period. VAPOR is applied to four usage scenarios, which were conducted with two medical physicists. Our application provides clinical researchers with promising support in demonstrating the significance of treatment adaptation to anatomical changes.",
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        "title": "Mixed Labeling: Integrating Internal and External Labels",
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        "title": "Visualization of Correlations between Places of Music Listening and Acoustic Features ",
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        "title": "The Turing Test for Graph Drawing Algorithms",
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        "title": "Semi-Automatic Creation of Concept Maps",
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        "title": "Adenita: interactive 3D modelling and visualization of DNA nanostructures",
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        "title": "The Role of Visual Computing in the Digitization Process",
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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": "PINGU Principles of Interactive Navigation for Geospatial Understanding",
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        "abstract": "Monitoring conditions in the periglacial areas of Antarctica helps geographers and geologists to understand physical processes associated with mesoscale land systems. Analyzing these unique temporal datasets poses a significant challenge for domain experts, due to the complex and often incomplete data, for which corresponding exploratory tools are not available. In this paper, we present a novel visual analysis tool for extraction and interactive exploration of temporal measurements captured at the polar station at the James Ross Island in Antarctica. The tool allows domain experts to quickly extract information about the snow level, originating from a series of photos acquired by trail cameras. Using linked views, the domain experts can interactively explore and combine this information with other spatial and non-spatial measures, such as temperature or wind speed, to reveal the interplay of periglacial and aeolian processes. An abstracted interactive map of the area indicates the position of measurement spots to facilitate navigation. The design of the tool was made in tight collaboration with geographers, which resulted in an early prototype, tested in the pilot study. The following version of the tool and its usability has been evaluated in the user study with five domain experts and their feedback was incorporated into the final version, presented in this paper. This version was again discussed with two experts in an informal interview. Within these evaluations, they confirmed the significant benefit of the tool for their research tasks.",
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        "title": "A Survey on Transit Map Layout – from Design, Machine, and Human Perspectives",
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        "abstract": "Transit maps are designed to present information for using public transportation systems, such as urban railways. Creating a transit map is a time-consuming process, which requires iterative information selection, layout design, and usability validation, and thus maps cannot easily be customised or updated frequently. To improve this, scientists investigate fully- or semi-automatic techniques in order to produce high quality transit maps using computers and further examine their corresponding usability. Nonetheless, the quality gap between manually-drawn maps and machine-generated maps is still large. To elaborate the current research status, this state-of-the-art report provides an overview of the transit map generation process, primarily from Design, Machine, and Human perspectives. A systematic categorisation is introduced to describe the design pipeline, and an extensive analysis of perspectives is conducted to support the proposed taxonomy. We conclude this survey with a discussion on the current research status, open challenges, and future directions.",
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        "title": " A Visual Exploration Tool forTemporal Analysis of CustomerReviews",
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        "abstract": "This thesis explores textual review data and how it changes over time.  The thesisis motivated by the constantly generated textual reviews. Review sites like Yelp andTripAdvisor are generating hundreds of thousands of reviews monthly. Analysing thisamount of data is impossible by simply reading every individual review. We look forways to answer questions that business analysts, business owners, and investors ask aboutcustomer review data. This thesis asks questions such as: Why do review scores andtopics change over time? What are the major topics people discuss? What are the typicalreasons why review scores suddenly increase or decrease? What are topics that invokepermanent or transient changes in a large collection of review scores?We created a tool called Review Watcher, which provides novel approaches to examineand analyse review changes over time. The tool aims to provide simple, easily accessibleinformation regarding temporal changes in a collection of restaurant reviews. The tooluses real data provided by Yelp. It employs graphical ways to indicate changes in reviewscores over different periods of time. The tool analyses the review scores over time, andit tries to explain changes in these scores based on the textual content of the reviews.The tool utilises automated text processing algorithms to highlight important and oftenused words in text corpora.We used a qualitative evaluation to determine how well the tool manages to answer theresearch questions. We completed a user study with experts in the field of economics.They shared the insights they gathered using Review Watcher and compared them totheir experiences working with other tools for customer satisfaction and review analysis.As a result of our research, we show that Review Watcher manages to provide betterinsight into what are major topics in a collection of textual reviews. In the thesis, we showthat Review Watcher is better suited to highlighting review changes occurring over timeand giving insights to why the changes occurred, compared to existing tools for reviewexploration. The tool is also proving capable of handling millions of textual reviews oftens of thousands of restaurants with acceptable loading times for the user. The userstudy also reveals some of the tool’s limitations and potential for future work, for examplein introducing improved categorisation functions and geographical information about restaurants.",
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        "abstract": "The Planetary Robotics 3D Viewer (PRo3D) is an interactive visualization tool thatallows for geological analyses of planetary surfaces. The primary goal is to supportgeologists at NASA and ESA in their mission to find signs of life on Mars by enablingthem to perform analyses on a high-resolution 3D surface model. While PRo3D facilitatesan exploratory workflow to gain new insights, there is a lack of support to communicatenew findings. In this thesis, we discuss the design and implementation of storytellingmechanisms into PRo3D that allow for an easy, fast, and interactive communicationof results. Moreover, we show how provenance information can be incorporated intostories, enabling geoscientists to present how they arrived at a certain discovery orinterpretation. Provenance includes the individual steps in the analysis process thatlead to a given finding, supporting its verification and reproducibility. We present abroad overview about storytelling and provenance in visualization, and discuss the designspace of a provenance-based storytelling approach in the context of geological analysesas conducted in PRo3D. Finally, we present a prototype as a proof of concept based onthese deliberations.",
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        "abstract": "Virtual Reality (VR) has a great potential to improve skills of Deaf and Hard-of-Hearing (DHH) people. Most VR applications and devices are designed for persons without hearing problems. Therefore, DHH persons have many limitations when using VR. Adding special features in a VR environment, such as subtitles, or haptic devices will help them. Previously, it was necessary to design a special VR environment for DHH persons. We introduce and evaluate a new prototype called \"EarVR\" that can be mounted on any desktop or mobile VR Head-Mounted Display (HMD). EarVR analyzes 3D sounds in a VR environment and locates the direction of the sound source that is closest to a user. It notifies the user about the sound direction using two vibro-motors placed on the user's ears. EarVR helps DHH persons to complete sound-based VR tasks in any VR application with 3D audio and a mute option for background music. Therefore, DHH persons can use all VR applications with 3D audio, not only those applications designed for them. Our user study shows that DHH participants were able to complete a simple VR task significantly faster with EarVR than without. The completion time of DHH participants was very close to participants without hearing problems. Also, it shows that DHH participants were able to finish a complex VR task with EarVR, while without it, they could not finish the task even once. Finally, our qualitative and quantitative evaluation among DHH participants indicates that they preferred to use EarVR and it encouraged them to use VR technology more.",
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        "date_from": "2020-03-22",
        "date_to": "2020-03-26",
        "doi": "10.1109/TVCG.2020.2973441",
        "event": "IEEE  VR 2021",
        "journal": "IEEE Transactions on Visualization and Computer Graphics",
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        "volume": "26",
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            "Handicapped Aids",
            "Haptic Interfaces",
            "Helmet Mounted Displays",
            "Virtual Reality",
            "3 D Sounds",
            "3 D Audio",
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            "Head Mounted Display",
            "VR Application",
            "Ear VR",
            "VR Technology",
            "Haptic Devices",
            "DHH Persons",
            "Hearing Problems",
            "VR Apps."
        ],
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    {
        "id": "raidou_visgap2020",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/58269",
        "title": "Lessons Learnt from Developing Visual Analytics Applications for Adaptive Prostate Cancer Radiotherapy",
        "date": "2020-05",
        "abstract": "In radiotherapy (RT), changes in patient anatomy throughout the treatment period might lead to deviations between planned\nand delivered dose, resulting in inadequate tumor coverage and/or overradiation of healthy tissues. Adapting the treatment to\naccount for anatomical changes is anticipated to enable higher precision and less toxicity to healthy tissues. Corresponding\ntools for the in-depth exploration and analysis of available clinical cohort data were not available before our work. In this\npaper, we discuss our on-going process of introducing visual analytics to the domain of adaptive RT for prostate cancer. This\nhas been done through the design of three visual analytics applications, built for clinical researchers working on the deployment\nof robust RT treatment strategies. We focus on describing our iterative design process, and we discuss the lessons learnt from\nour fruitful collaboration with clinical domain experts and industry, interested in integrating our prototypes into their workflow.",
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        "authors": [
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        "booktitle": "The Gap between Visualization Research and Visualization Software (VisGap) (2020)",
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        "event": "EGEV2020 - VisGap Workshop",
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        ],
        "open_access": "yes",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [
            "InfoVis",
            "MedVis"
        ],
        "keywords": [
            "Visual Analytics",
            "Life and Medical Sciences"
        ],
        "weblinks": [],
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    {
        "id": "Kovacs_2020",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "VR Bridges: An Approach to Simulating Uneven Surfaces in VR",
        "date": "2020-04-30",
        "abstract": "Virtual reality (VR) promises boundless potential for experiences. Yet, due to technical restrictions, current VR experiences are often limited in many ways and incomparable to their real-world counterparts. Walkable smooth uneven surfaces are inherent to reality but lacking in VR. At the same time, VR enables the alteration and manipulation of perception, o˙ering tools for reshaping the experience. In this thesis, we explore the possibility of simulating walkable smooth uneven surfaces in VR via a multi-sensory stimulation approach. We examine human height and slant perception and incorporate our findings into a multi-modal approach by combining visual manipulations, haptic and vibrotactile stimuli.\nOur approach is realized by constructing physical bridge props and creating a complex software application to introduce multi-sensory stimuli to the user. The simulation is evaluated in two user studies, each focusing on one of two di˙erently shaped physical bridge props. In the studies, we evaluate the feasibility of a flat and an upward curved prop for the simulation of di˙erent virtual surface heights. The data collected during the studies is subjected to a qualitative and quantitative analysis.\nOur results suggest that the use of a curved prop enables the convincing simulation of significantly higher uneven surfaces than the actual height of the prop. The haptic feedback of the curved surface and the proprioceptive cues of actual vertical traversal facilitate user provided height and slant estimations to be closer to the values suggested by the visual cues. The use of a flat prop is less realistic and leads to height and slant underestimations, despite the simulated visual height and slant cues. However, a flat surface might be still used to simulate indentations and protrusions with smaller height di˙erences.",
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        "authors": [
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        "date_end": "2020-04-30",
        "date_start": "2019-10-20",
        "diploma_examina": "2020-04-30",
        "matrikelnr": "01227520",
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        "supervisor": [
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        ],
        "research_areas": [
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    {
        "id": "Unger2020",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/1114",
        "title": "Interactive Visual Exploration ofLarge Bipartite Graphs usingFirework Plots",
        "date": "2020-04-30",
        "abstract": "In this thesis, we introduce a web-based interactive exploration interface for a broadaudience to investigate large, weighted, bipartite graphs. The motivation of this workis based on theMedia Transparency Databasewhich arises from an Austrian law thatcompels legal entities to announce their advertisement spendings to media organizationsand meets the specified characteristics.Most current interactive exploration tools use complex visualizations because they weredeveloped for domain experts. As the Media Transparency Database is of potentialinterest to a broad audience, we provide a framework not just for domain experts butalso for inexperienced users.Therefore, we conducted systematic benchmarks to compare state-of-the-art web-basedrendering techniques. Furthermore, we compared the performance of different librariesto determine the most efficient rendering solution and current limitations of web-basedrendering.We introduce the concept of Firework Plots, which aims to provide a common visualizationthat scales well with the size of the data. Our visualization concept is based on intuitivenode-link visualization in combination with multiple visualization and interaction concepts.Hierarchical aggregation is used to improve scalability. Constrained, layered, force-basedgraph layouts, as well as firework animations and seamless zoom, are used to allowinexperienced users to drill down the graph hierarchy and track nodes through thehierarchy.  Moreover, visibility management is used to reduce clutter and improveperformance.Based on the insights of our web-based graph rendering analysis, we implementedour framework and the concept of Firework Plots.  We show the usefulness of theimplementation by discussing different use cases and comparing it to related work.Moreover, we conducted multiple benchmarks to show the rendering performance and calculation times.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
            "description": null,
            "filetitle": "image",
            "main_file": true,
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            "access": "public",
            "image_width": 430,
            "image_height": 275,
            "name": "Unger2020-image.JPG",
            "type": "image/jpeg",
            "size": 44075,
            "path": "Publication:Unger2020",
            "url": "https://www.cg.tuwien.ac.at/research/publications/2020/Unger2020/Unger2020-image.JPG",
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        "authors": [
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        ],
        "date_end": "2020-04-30",
        "date_start": "2019-04-01",
        "diploma_examina": "2020-05",
        "doi": "10.34726/hss.2020.66221",
        "matrikelnr": "01325652",
        "open_access": "yes",
        "pages": "104",
        "supervisor": [
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            1110
        ],
        "research_areas": [
            "IllVis"
        ],
        "keywords": [
            "Node-Link Diagram",
            "Bipartite Projection"
        ],
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                "caption": "Firework Plots Online",
                "description": "Firework plots showing the Media Transparency Database data 2012 to 2019 (without §31).  ",
                "main_file": 1
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        ],
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                "image_height": 275,
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                "path": "Publication:Unger2020",
                "url": "https://www.cg.tuwien.ac.at/research/publications/2020/Unger2020/Unger2020-Master Thesis.pdf",
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                "path": "Publication:Unger2020",
                "url": "https://www.cg.tuwien.ac.at/research/publications/2020/Unger2020/Unger2020-Poster.pdf",
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                "access": "public",
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                "type": "video/mp4",
                "size": 30258086,
                "path": "Publication:Unger2020",
                "url": "https://www.cg.tuwien.ac.at/research/publications/2020/Unger2020/Unger2020-video.mp4",
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        ],
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    },
    {
        "id": "schindler2020",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Anatomical Entertainer: Physical Visualization in a Medical Context",
        "date": "2020-04-24",
        "abstract": "Visualizations are essential for anatomical education of the general public. Traditional\nvisualization methods focus on 2D and 3D information representations, either digital\nor printed, but visualizations also have a physical form. Physical visualization is a\nsubdomain of the traditional visualization domain, where the data is represented by\nmeans of a physical object. Physical visualizations have been reported to lead to greater information insights for the interacting user, but a lot of the fabrication methods to create physical visualizations of the anatomy are not accessible for the general public. In\nthis thesis, we present a workflow to ease the process of creating physical visualizations, made out of paper. The proposed workflow can be used to create two different types of anatomical visualizations. First, we generate 2D visualizations, examinable with color\nfilters that enhance the interactivity of the visualization. To encode multiple channels of information from the anatomical structures, a specific method of color blending is used, which enables the users to access the different anatomical structures selectively, without occlusion. That way the users explore the single layers of the printed visualizations using color filters. Second, 3D papercrafts are generated, which are also examinable with color filters. The anatomical model is unfolded on the paper sheet, can be printed and the user can assemble it and examine it under the color lenses, similarly to the 2D case. The papercrafts may be used as an educational toy in school teaching or for entertainment, since they are very easy to produce and to distribute. We present several 2D and 3D examples of the workflow of the Anatomical Entertainer on models for anatomical education.",
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            "access": "public",
            "image_width": 1084,
            "image_height": 324,
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            "type": "image/png",
            "size": 602230,
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        "sync_repositum_override": null,
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        "authors": [
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        ],
        "date_end": "2020-04-24",
        "date_start": "2019-09-01",
        "matrikelnr": "01627754",
        "supervisor": [
            1410
        ],
        "research_areas": [
            "MedVis"
        ],
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                "preview_image_height": 324,
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    {
        "id": "Spelitz2020",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/1120",
        "title": "BrainGait: Gait Event Detection and Visualization for Robotic Rehabilitation",
        "date": "2020-04-21",
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        "title": "The moving target of visualization software for an increasingly complex world",
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        "id": "gundacker-2020-wlm",
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        "repositum_id": null,
        "title": "Wilangyman - Eine Google-Chrome Erweiterung die Wikipedia-Artikel um fremdsprachliche Inhalte ergänzt",
        "date": "2020-04",
        "abstract": "Wikipedia-Artikel unterscheiden sich in den unterschiedlichen Sprachversionen oft in\nStruktur und Inhalt. Manche Informationen sind nicht in allen Sprachen verfügbar.\nDas hat zur Folge, dass NutzerInnen wichtige Daten aus der Online Enzyklopädie\nentgehen, wenn sie sich auf eine Sprache beschränken. Ziel von Wilangyman ist es, diese\nInformationen zusammenzuführen und sie in übersichtlicher Art dem Nutzer oder der\nNutzerin zu präsentieren. Die Artikel werden mittels Natural Language Processing (NLP)\nverglichen und und anhand ihrer Ähnlichkeiten miteinander verknüpft. Korrespondierende\nPassagen mit zusätzlichem Informationsgehalt werden absatzweise dargestellt. Inhaltliche\nRedundanzen sollen dabei vermieden werden.",
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        "substitute": null,
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    {
        "id": "hanko-2019-ani",
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        "repositum_id": null,
        "title": "Higher Hand-Drawn Detail Quality using Convolutional Assistant",
        "date": "2020-04",
        "abstract": "The field of research in the use of neural networks to help artists or advance 2D animation\nis very underdeveloped. Most of the little research that is done does not even ask questions\nthat are relevant for animators but is done in a pure research mindset. We, however,\ntried to find a problem that would actually be relevant in the animation industry and\ncame up with the idea of enhancing the feature quality of poorly drawn features in 2D\nanimation. The basis for this idea is that, as a cost and time-saving measure, in 2d\nanimation features are often drawn in different levels of detail depending on the current\nfocus of the scene and other factors. The focus will thereby lie on the enhancement of\ncharacters’ eyes with the idea that other features could be done in a similar way in future\nwork. To achieve this quality enhancing we train the FUNIT network on a\nmanually created dataset consisting of crops of eyes from different characters in different\nquality with the goal that it will be able to consistently transform low-quality eye images\ninto high-quality eye images",
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    {
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        "title": "Test Scene Design for Physically Based Rendering",
        "date": "2020-04",
        "abstract": "Physically based rendering is a discipline in computer graphics which aims at reproducing certain light and material appearances that occur in the real world.\nComplex scenes can be diﬃcult to compute for rendering algorithms.\nThe goal of this thesis is to create a comprehensive test database of scenes that treat diﬀerent light setups in conjunction with diverse materials.\nA lot of research is focused on the development of new algorithms that can deal with diﬃcult light conditions and materials eﬃciently.\nThis database should deliver a comprehensive foundation for evaluating existing and newly developed rendering techniques.\nA ﬁnal evaluation will compare diﬀerent results of diﬀerent rendering algorithms for all scenes. ",
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        "title": "Pose to Seat: Automated design of body-supporting surfaces",
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        "abstract": "The design of functional seating furniture is a complicated process which often requires extensive manual design effort and empirical evaluation. We propose a computational design framework for pose-driven automated generation of body-supports which are optimized for comfort of sitting. Given a human body in a specified pose as input, our method computes an approximate pressure distribution that also takes frictional forces and body torques into consideration which serves as an objective measure of comfort. Utilizing this information to find out where the body needs to be supported in order to maintain comfort of sitting, our algorithm can create a supporting mesh suited for a person in that specific pose. This is done in an automated fitting process, using a template model capable of supporting a large variety of sitting poses. The results can be used directly or can be considered as a starting point for further interactive design.",
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    {
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        "repositum_id": "20.500.12708/141146",
        "title": "Interactive exploration of large time-dependent bipartite graphs",
        "date": "2020-04",
        "abstract": "Bipartite graphs are typically visualized using linked lists or matrices, but these visualizations neither scale well nor do they convey temporal development. We present a new interactive exploration interface for large, time-dependent bipartite graphs. We use two clustering techniques to build a hierarchical aggregation supporting different exploration strategies. Aggregated nodes and edges are visualized as linked lists with nested time series. We demonstrate two use cases: finding advertising expenses of public authorities following similar temporal patterns and comparing author-keyword co-occurrences across time. Through a user study, we show that linked lists with hierarchical aggregation lead to more insights than without.",
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        "title": "An Open Database for Physically Based Rendering",
        "date": "2020-03",
        "abstract": "The propagation of light and its interaction with matter can be simulated using mathematical models,\nmost commonly Bidirectional Reflectance Distribution Functions (BRDFs).\nHowever, the creation of physically accurate BRDFs and their verification can be challenging.\nIn order to be able to test and verify physically-based rendering algorithms, various methods have been researched.\nHowever, they are rarely used by the community.\nOne key to the verification of rendering algorithms is to provide test-methods and test-data.\nAnother key is to motivate the community to actually use them and run more tests.\nThis thesis focuses on the latter. For this purpose, the author designed a web-application called “Open Database for Physically-based Rendering (ODPR)”,\nwhere test-scenes of different types and from different studies will be merged into one publicly available place.\nA prototype for ODPR was implemented.\nThe web-application uses community-driven design-patterns similar to StackExchange-sites,\nand allows scientists to register and upload test-scenes.\nThe idea is, that ODPR will be built up and maintained with the help of the community,\nby providing free downloads of test-scenes and additional privileges to registered users. ",
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        "title": "The Influence of Full-Body Representation on Translation and CurvatureGain",
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        "abstract": "Redirected Walking (RDW) techniques allow users to navigate immersive virtual environments much larger than the available tracking space by natural walking. Whereas several approaches exist, numerous RDW techniques operate by applying gains of different types to the user’s viewport. These gains must remain undetected by the user in order for a RDW technique to support plausible navigation within a virtual environment. The present paper explores the relationship between detection thresholds of redirection gains and the presence of a self-avatar within the virtual environment. In four psychophysical experiments we estimated the thresholds of curvature and translation gain with and without a virtual body. The goal was to evaluate whether a full-body representation has an impact on the detection thresholds of these gains. The results indicate that although the presence of a virtual body does not significantly affect the detectability of these gains, it supports users with the illusion of easier detection. We discuss the possibility of a future combination of full-body representations and redirected walking and if these findings influence the implementation of large virtual environments with immersive virtual body representation.",
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        "booktitle": "2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstractsand Workshops (VRW)",
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        "abstract": "Many people suffer from visual impairments, which can be difficult for patients to describe and others to visualize. To aid in understanding what people with visual impairments experience, we demonstrate a set of medically informed simulations in eye-tracked XR of several common conditions that affect visual perception: refractive errors (myopia, hyperopia, and presbyopia), cornea disease, and age-related macular degeneration (wet and dry).",
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        "title": "Shrinking City Layouts",
        "date": "2020-02",
        "abstract": "One important use of realistic city environments is in the video game industry. When a company works on a game whose action occurs in a real-world environment, a team of designers usually creates a simplified model of the real city. In particular, the resulting city is desired to be smaller in extent to increase playability and fun, avoiding long walks and “boring” neighborhoods. This is manual work, usually started from scratch, where the first step is to take the original city map as input, and from it create the street network of the final city, removing insignificant streets and bringing important places closer together in the process. This first draft of the city street network is like a kind of skeleton with the most important places connected, from which the artist can (and should) start working until the desired result is obtained. In this paper, we propose a solution to automatically generate such a first simplified street network draft. This is achieved by using the well-established seam-carving technique applied to a sckeleton of the city layout, built with the important landmarks and streets of the city. The output that our process provides is a street network that reduces the city area as much as the designer wants, preserving landmarks and key streets, while keeping the relative positions between them. For this, we run a shrinking process that reduces the area in an irregular way, prioritizing the removal of areas of less importance. This way, we achieve a smaller city but retain the essence of the real-world one. To further help the designer, we also present an automatic filling algorithm that adds unimportant streets to the shrunken skeleton.",
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    {
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        "title": "NII Shonan Meeting Report No. 167: Formalizing Biological and Medical Visualization",
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        "abstract": "Medicine and biology are among the most important research fields, having a significant impact on humans and their health.  For decades, these fields have been highly dependent on visualization—establishing a tight coupling which is crucial for the development of visualization techniques, designed exclusively for the disciplines of medicine and biology.  These visualization techniques can be  generalized  by  the  term  Biological  and  Medical  Visualization—for  short,BioMedical Visualization.  BioMedical Visualization is not only an enabler for medical diagnosis and treatment, but also an influential component of today’s life science research.  Many BioMedical domains can now be studied at various scales and dimensions, with different imaging modalities and simulations, and for a variety of purposes.  Accordingly, BioMedical Visualization has also innumerable contributions in industrial applications.  However, despite its proven scientific maturity and societal value, BioMedical Visualization is often treated within Computer  Science  as  a  mere  application  subdomain  of  the  broader  field  of Visualization.To  enable  BioMedical  Visualization  to  further  thrive,  it  is  important  to formalize its characteristics independently from the general field of Visualization.Also, several lessons learnt within the context of BioMedical Visualization may be applicable and extensible to other application domains or to the parent field of Visualization.  Formalization has become particularly urgent, with the latest advances of BioMedical Visualization—in particular, with respect to dealing with Big Data Visualization, e.g., for the visualization of multi-scale, multi-modal,cohort, or computational biology data.  Rapid changes and new opportunities in  the  field,  also  regarding  the  incorporation  of  Artificial  Intelligence  with“human-in-the-loop” concepts within the field of Visual Analytics, compel further this formalization.  By enabling the BioMedical Visualization community to have intensive discussions on the systematization of current knowledge, we can adequately  prepare ourselves  for  future  prospects  and  challenges,  while  also contributing to the broader Visualization community.\nDuring this 4-day seminar, which was the 150th NII Shonan meeting to be organized, we brought together 25 visualization experts from diverse institutions,backgrounds and expertise to discuss,  identify,  formalize,  and document the specifics of our field.  This has been a great opportunity to cover a range of relevant and contemporary topics, and as a systematic effort towards establishing better fundaments for the field and towards determining novel future challenges.In the upcoming sections of this report, we summarize the content of invited talks and of the eight main topics that were discussed within the working groups during the seminar.",
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        "title": "Interactive Visual Analysis in the Computational Sciences",
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        "abstract": "Visualization and visual computing use computer-supported, interactive, visual representations of (abstract) data to amplify cognition. In recent years data complexity concerning volume, veracity, velocity, and variety has increased considerably. This is due to new data sources as well as the availability of uncertainty, error and tolerance information. Instead of individual objects entire sets, collections, and ensembles are visually investigated. There is a need for visual analyses, comparative visualization, quantitative visualizations, scalable visualizations, and linked/integrated views. The simultaneous exploration and visualization of spatial and abstract information is an important case in point. Several examples from the computational sciences will be discussed in detail. These concern: parameter studies of dataset series; visual analytics for the exploration and assessment of segmentation errors; quantitative visual analytics with structured brushing and linked statistics; visual comparison of 3D volumes through space-filling curves. Given the amplified data variability, interactive visual data analyses are likely to gain in importance in the future. Research challenges and directions are sketched at the end of the talk.\n",
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        "title": "Interactive Visualization of Simulation Data for GeospatialDecision Support",
        "date": "2020-01-19",
        "abstract": "Floods are catastrophic events that claim thousands of human lives every year. For theprediction of these events, interactive decision support systems with integrated floodsimulation have become a vital tool. Recent technological advances made it possibleto simulate flooding scenarios of unprecedented scale and resolution, resulting in verylarge time-dependent data. The amount of simulation data is further amplified by theuse of ensemble simulations to make predictions more robust, yielding high-dimensionaland uncertain data far too large for manual exploration. New strategies are thereforeneeded to filter these data and to display only the most important information to supportdomain experts in their daily work. This includes the communication of results to decisionmakers, emergency services, stakeholders, and the general public. A modern decisionsupport system has to be able to provide visual results that are useful for domain experts,but also comprehensible for larger audiences. Furthermore, for an efficient workflow, theentire process of simulation, analysis, and visualization has to happen in an interactivefashion, putting serious time constraints on the system.In this thesis, we present novel visualization techniques for time-dependent and uncertainflood, logistics, and pedestrian simulation data for an interactive decision support system.As the heterogeneous tasks in flood management require very diverse visualizations fordifferent target audiences, we provide solutions to key tasks in the form of task-specificand user-specific visualizations. This allows the user to show or hide detailed informationon demand to obtain comprehensible and aesthetic visualizations to support the task athand. In order to identify the impact of flooding incidents on a building of interest, onlya small subset of all available data is relevant, which is why we propose a solution toisolate this information from the massive simulation data. To communicate the inherentuncertainty of resulting predictions of damages and hazards, we introduce a consistentstyle for visualizing the uncertainty within the geospatial context. Instead of directlyshowing simulation data in a time-dependent manner, we propose the use of bidirectionalflow maps with multiple components as a simplified representation of arbitrary materialflows. For the communication of flood risks in a comprehensible way, however, thedirect visualization of simulation data over time can be desired. Apart from the obviouschallenges of the complex simulation data, the discrete nature of the data introducesadditional problems for the realistic visualization of water surfaces, for which we proposerobust solutions suitable for real-time applications. All of our findings have been acquiredthrough a continuous collaboration with domain experts from several flood-related fieldsof work. The thorough evaluation of our work by these experts confirms the relevanceand usefulness of our presented solutions. \n",
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    {
        "id": "raidou_2020Onc",
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        "repositum_id": "20.500.12708/141410",
        "title": "Principles of Visualization in Radiation Oncology",
        "date": "2020-01-15",
        "abstract": "Background: Medical visualization employs elements from computer graphics to create meaningful, interactive visual representations of medical data, and it has become an influential field of research for many advanced applications like radiation oncology, among others. Visual representations employ the user’s cognitive capabilities to support and accelerate diagnostic, planning, and quality assurance workflows based on involved patient data. Summary: This article discusses the basic underlying principles of visualization in the application domain of radiation oncology. The main visualization strategies, such as slice-based representations and surface and volume rendering are presented. Interaction topics, i.e., the combination of visualization and automated analysis methods, are also discussed. Key Messages: Slice-based representations are a common approach in radiation oncology, while volume visualization also has a long-standing history in the field. Perception within both representations can benefit further from advanced approaches, such as image fusion and multivolume or hybrid rendering. While traditional slice-based and volume representations keep evolving, the dimensionality and complexity of medical data are also increasing. To address this, visual analytics strategies are valuable, particularly for cohort or uncertainty visualization. Interactive visual analytics approaches represent a new opportunity to integrate knowledgeable experts and their cognitive abilities in exploratory processes which cannot be conducted by solely automatized methods.",
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        "title": "ScaleTrotter: Illustrative Visual Travels Across Negative Scales",
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        "abstract": "Learning programming is a challenging task as several skills, have to be learned. Some of those are mathematical knowledge, logical knowledge and knowledge about handling the computer. By having these skills, someone could start learning programming in a more or less effective way. However, the skill „programming“ describes the way of thinking some-one should achieve, not only writing correct code with the help of a programming language.\n\nBut learning to think like a programmer needs time, as described above. Many different skills for solving software problems are needed. Therefore the way of learning is essential. Many books teaching how to program only show the right way of using a programming language and do not focus on the essential part: the way of thinking. Another problem shown in past researches is based on the way of teaching. Motivated by the right factors, student could achieve better results when learning new content. Using the method of active learning with combined audio and video sources for teaching caused much more effective learning results as humans are trained to remember faster and longer what they have seen or heard.\n\nIn Austria, students are forced to learn a variety of clearly separated topics within three years to gain knowledge about informatics before leaving high school. Breaking it down, the time for learning programming basics within a year are about 8 weeks, having 2 units à 50 minutes. So time is short and the teacher is forced to use an effective way to teach programming and show students how to think like a programmer.\n\nHaving all these facts in mind, a method shown in this document is developed that is effective enough to achieve the goal of an effective learning curve. As personally experienced, learning programming is much easier having the right way of representing what is going on. The „classic“ way of showing what is going on is by having textual output, while the method developed here uses graphical output to represent what has been programmed. The aim of this research is to analyse the effectiveness of graphical output over textual out-put. The structure of the document is as follows: analysis of actual research, basics used in the learning method developed and comparison between programming with textual output and programming with graphical output. In the end, the results are shown and a perspec-tive is shown.",
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        "abstract": "We present a new technique for rapid modeling and construction of scientifically accurate mesoscale biological models. Resulting 3D models are based on few 2D microscopy scans and the latest knowledge about the biological entity represented as a set of geometric relationships. Our new technique is based on statistical and rule-based modeling approaches that are rapid to author, fast to construct, and easy to revise. From a few 2D microscopy scans, we learn statistical properties of various structural aspects, such as the outer membrane shape, spatial properties and distribution characteristics of the macromolecular elements on the membrane. This information is utilized in 3D model construction. Once all imaging evidence is incorporated in the model, additional information can be incorporated by interactively defining rules that spatially characterize the rest of the biological entity, such as mutual interactions among macromolecules, their distances and orientations to other structures. These rules are defined through an intuitive 3D interactive visualization and modeling feedback loop. We demonstrate the utility of our approach on a use case of the modeling procedure of the SARS-CoV-2 virus particle ultrastructure. Its first complete atomistic model, which we present here, can steer biological research to new promising directions in fighting spread of the virus.",
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        "title": "Visual Analytics in Dental Aesthetics",
        "date": "2020",
        "abstract": "Dental healthcare increasingly employs computer-aided design software,\nto provide patients with high-quality dental prosthetic devices. In\nmodern dental reconstruction, dental technicians address the unique\nanatomy of each patient individually, by capturing the dental impression\nand measuring the mandibular movements. Subsequently, dental technicians\ndesign a custom denture that fits the patient from a functional point of\nview. The current workflow does not include a systematic analysis of\naesthetics, and dental technicians rely only on an aesthetically\npleasing mock-up that they discuss with the patient, and on their\nexperience. Therefore, the final denture aesthetics remain unknown until\nthe dental technicians incorporate the denture into the patient. In this\nwork, we present a solution that integrates aesthetics analysis into the\nfunctional workflow of dental technicians. Our solution uses a video\nrecording of the patient, to preview the denture design at any stage of\nthe denture design process. We present a teeth pose estimation technique\nthat enables denture preview and a set of linked visualizations that\nsupport dental technicians in the aesthetic design of dentures. These\nvisualizations assist dental technicians in choosing the most\naesthetically fitting preset from a library of dentures, in identifying\nthe suitable denture size, and in adjusting the denture position. We\ndemonstrate the utility of our system with four use cases, explored by a\ndental technician. Also, we performed a quantitative evaluation for\nteeth pose estimation, and an informal usability evaluation, with\npositive outcomes concerning the integration of aesthetics analysis into\nthe functional workflow.",
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        "abstract": "With the NVIDIA Turing graphics card micro-architecture released in 2018, not only\nperformance in terms of operations per second is increased but also new hardware features\nare introduced, like Variable Rate Shading (VRS). VRS allows focussing the processing\npower by dividing the framebuffer into tiles and dynamically controlling the resolution of\neach tile. To be precise, the screen is partitioned into tiles of 16x16 pixels and for each tile,\nit can be specified how often the fragment shader shall be executed. It is both possible,\nto have fewer fragment shader invocations than there are fragments, or more fragment\nshader invocations than there are fragments. This allows individually defining lower\nsampling rates or supersampling for regions of the screen. Regions of less interest or with\nless visual details can be assigned less computational power in terms of shader executions\nwhile regions that should provide high fidelity can be supersampled. The challenges here\nare to find and distinguish these regions in a dynamic scene, like it is the case for games,\nand how this technique integrates with commonly used techniques in the industry, like\ndeferred shading. NVIDIA already proposed some strategies on how these regions can\nbe distinguished and how the shading rate can be selected. Among these strategies are\nContent-Adaptive Shading and Motion-Adaptive Shading. Content-Adaptive Shading\nvaries the shading rate according to the current content of a frame and does not take\ntemporal coherence into account. Motion-Adaptive Shading adapts the shading rate\naccording to the changes in the scene. Stable regions, like for example the horizon and\nthe car in a driving simulation, will be rendered with higher quality. In contrast, moving\nregions like the street will be rendered more coarsely because the viewer cannot focus on\nthese regions anyway. Another approach for selecting the shading rate is to adapt the\nresolution to the viewer’s focus. This can be done in combination with an eye-tracking\ndevice and is called foveated rendering. We invented a novel approach that utilizes data\nfrom temporal anti-aliasing techniques to detect under- and oversampled regions and\nselect the appropriate shading rate for these regions. We developed five algorithms,\nedge-based and texel-differential based Content-Adaptive Shading, Motion-Adaptive\nShading integrating the motion over multiple frames, single-pass foveated rendering\nand TAA-Adaptive Shading. The applicability of each algorithm to modern renderer\narchitectures with forward and deferred shading and anti-aliasing post-processing has\nbeen evaluated. The major advantage of our VRS techniques is that some of them enable\nup to 4x higher rendering resolution with the same performance or up to 4x better\nperformance at the same resolution.",
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        "abstract": "Image classification is one of the most common use cases of Convolutional Neural Networks. In this thesis, our goal is to increase the accuracy of a neural network classifier for frames of production ready 2D animations and to create a model from a dataset with high accuracy for classification. This can be seen as groundwork for future work that applies neural networks on production ready 2D animation data, by reusing and tweaking the model for different applications.\n\nWe compare training a neural network with the color channels of images to training with\ngrayscale images, predicted contours or distance fields generated from those contours.\nFurthermore, different combinations of the data will be used to evaluate the best option.\nThis means that the comparison of the accuracy not only includes color data compared\nto color with contours and distance fields but every combination of the aforementioned\nfour types of input.",
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    {
        "id": "zsolnai-feher-thesis-2019",
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        "title": "Photorealistic Material Learning and Synthesis",
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        "abstract": "Light transport simulations are the industry-standard way of creating convincing photorealistic imagery and are widely used in creating animation movies, computer animations, medical and architectural visualizations among many other notable applications. These techniques simulate how millions of rays of light interact with a virtual scene, where the realism of the final output depends greatly on the quality of the used materials and the geometry of the objects within this scene. In this thesis, we endeavor to address two key issues pertaining to photorealistic material synthesis: first, creating convincing photorealistic materials requires years of expertise in this field and requires a non-trivial amount of trial and error from the side of the artist. We propose two learning-based methods that enables novice users to easily and quickly synthesize photorealistic materials by learning their preferences and recommending arbitrarily many new material models that are in line with their artistic vision. We also augmented these systems with a neural renderer that performs accurate light-transport simulation for these materials orders of magnitude quicker than the photorealistic rendering engines commonly used for these tasks. As a result, novice users are now able to perform mass-scale material synthesis, and even expert users experience a significant improvement in modeling times when many material models are sought.\n\nSecond, simulating subsurface light transport leads to convincing translucent material visualizations, however, most published techniques either take several hours to compute an image, or make simplifying assumptions regarding the underlying physical laws of volumetric scattering. We propose a set of real-time methods to remedy this issue by decomposing well-known 2D convolution filters into a set of separable 1D convolutions while retaining a high degree of visual accuracy. These methods execute within a few milliseconds and can be inserted into state-of-the-art rendering systems as a simple post-processing step without introducing intrusive changes into the rendering pipeline.",
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        "title": "Adding Voxelization using the Hardware Rasterizer to a Cross-Platform C++/OpenGL Engine",
        "date": "2019-12",
        "abstract": "Two tasks were performed:\n1) Ported Engine186 to Linux\n2) Implemented a voxelization algorithm using Engine186",
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        "id": "klein_2019_PHD",
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        "abstract": "AbstractComputational models have advanced research of integrative cell biology in variousways.  Especially in the biological mesoscale,  the scale between atoms and cellularenvironments, computational models improve the understanding and qualitative anal-ysis.   The  mesoscale  is  an  important  range,  since  it  represents  the  range  of  scalesthat are not fully accessible to a single experimental technique.  Complex molecularassemblies within this scale have been visualized with x-ray crystallography, thoughonly in isolation.  Mesoscale models shows how molecules are assembled into morecomplex subcelluar environments that orchestrate the processes of life.  The skillfulcombination of the results of imaging and experimental techniques provides a glimpseof the processes,  which are happening here.  Only recently,  biologists have startedto  unify  the  various  sources  of  information.   They  have  begun  to  computationallyassemble and subsequently visualize complex environments, such as viruses or bacteria.Currently, we live in an opportune time for researching integrative structural biologydue to several factors. First and foremost, the wealth of data, driven through sourceslike online databases, makes structural information about biological entities publiclyavailable. In addition to that, the progress of parallel processors builds the foundationto instantly construct and render large mesoscale environments in atomistic detail.Finally, new scientific advances in visualization allow the efficient rendering of complexbiological phenomena with millions of structural units.In this cumulative thesis, we propose several novel techniques that facilitate the instantconstruction of mesoscale structures.  The common methodological strategy of thesetechniques and insight from this thesis is “compute instead of store”. This approacheliminates  the  storage  and  memory  management  complexity,  and  enables  instantchanges of the constructed models. Combined, our techniques are capable of instantlyconstructing large-scale biological environments using the basic structural buildingblocks of cells.  These building blocks are mainly nucleic acids,  lipids,  and solubleproteins.   For  the  generation  of  long  linear  polymers  formed  by  nucleic  acids,  wepropose a parallel construction technique that makes use of a midpoint displacementalgorithm.  The efficient generation of lipid membranes is realized through a texturesynthesis approach that makes use of the Wang tiling concept. For the population ofsoluble proteins, we present a staged algorithm, whereby each stage is processed inparallel. We have integrated the instant construction approach into a visual environmentin order to improve several aspects. First, it allows immediate feedback on the createdix\nstructures  and  the  results  of  parameter  changes.   Additionally,  the  integration  ofconstruction in visualization builds the foundation for visualization systems that striveto construct large-scale environments on-the-fly.  Lastly,  it advances the qualitativeanalysis of biological mesoscale environments, where a multitude of synthesized modelsis required.  In order to disseminate the physiology of biological mesoscale models,we  propose  a  novel  concept  that  simplifies  the  creation  of  multi-scale  proceduralanimations.\n",
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        "title": "The Wide Role of Informatics at Universities ",
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    {
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        "title": "ManyLands: A Journey Across 4D Phase Space of Trajectories",
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        "abstract": "Mathematical models of ordinary differential equations are used to describe and understand biological phenomena. These models are dynamical systems that often describe the time evolution of more than three variables, i.e., their dynamics take place in a multi-dimensional space, called the phase space. Currently, mathematical domain scientists use plots of typical trajectories in the phase space to analyze the qualitative behavior of dynamical systems. These plots are called phase portraits and they perform well for 2D and 3D dynamical systems. However, for 4D, the visual exploration of trajectories becomes challenging, as simple subspace juxtaposition is not sufficient. We propose ManyLands to support mathematical domain scientists in analyzing 4D models of biological systems. By describing the subspaces as Lands, we accompany domain scientists along a continuous journey through 4D HyperLand, 3D SpaceLand, and 2D FlatLand, using seamless transitions. The Lands are also linked to 1D TimeLines. We offer an additional dissected view of trajectories that relies on small-multiple compass-alike pictograms for easy navigation across subspaces and trajectory segments of interest. We show three use cases of 4D dynamical systems from cell biology and biochemistry. An informal evaluation with mathematical experts confirmed that ManyLands helps them to visualize and analyze complex 4D dynamics, while facilitating mathematical experiments and simulations.",
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        "title": "Sabrina: Modeling and Visualization of Economy Data with Incremental Domain Knowledge",
        "date": "2019-10",
        "abstract": "Investment planning requires knowledge of the financial landscape on a large scale, both in terms of geo-spatial and industry sector distribution. There is plenty of data available, but it is scattered across heterogeneous sources (newspapers, open data, etc.), which makes it difficult for financial analysts to understand the big picture. In this paper, we present Sabrina, a financial data analysis and visualization approach that incorporates a pipeline for the generation of firm-to-firm financial transaction networks. The pipeline is capable of fusing the ground truth on individual firms in a region with (incremental) domain knowledge on general macroscopic aspects of the economy. Sabrina unites these heterogeneous data sources within  a uniform visual interface that enables the visual analysis process. In a user study with three domain experts, we illustrate the usefulness of Sabrina, which eases their analysis process.",
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        "id": "grossmann_2019_pelvisrunner_poster",
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        "title": "Pelvis Runner: A Visual Analytics Tool for Pelvic Organ Variability Exploration in Prostate Cancer Cohorts",
        "date": "2019-10",
        "abstract": "Pelvis Runner is a visual analysis tool for the exploration of the variability of segmented pelvic organs in multiple patients, across the course of radiation therapy treatment. Radiation treatment is performed through the course of weeks, during which the anatomy of the patient changes. This variability may be responsible for side effects, due to the potential over-irradiation of healthy tissues. Exploring and analyzing organ variability in patient cohorts can help clinical researchers to design more robust treatment strategies. Our work addresses, first, the global exploration and analysis of pelvic organ shape variability in an abstracted tabular view for the entire cohort. Second, local exploration and analysis of the variability are provided on-demand in anatomical 2D/3D views for cohort partitions. The Pelvis Runner has been evaluated by two clinical researchers and is a promising basis for the exploration of pelvic organ variability.",
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    {
        "id": "Rumpler-2019-PPC",
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        "repositum_id": null,
        "title": "Progressive Rendering of Massive Point Clouds in WebGL 2.0 Compute",
        "date": "2019-10",
        "abstract": "Rendering large point clouds is a computationally expensive task, and various optimizations are required to achieve the desired performance for realtime applications. It is typical to store the point data hierarchically to enable fast retrieval and visibility testing in point clouds that consist of billions of points. However, rendering the selected nodes is still a demanding task for the graphics units on modern devices. Especially on mobile devices rendering millions of points every frame is often not possible with sufficient frame rates. Techniques that progressively render the points of a point cloud were proposed to reduce the load on the GPU. The results of the previous frames are recycled, and details are accumulated over multiple frames. Combining hierarchical structures with progressive rendering, therefore, houses an exciting opportunity for increasing the performance for massive point clouds.\n\n\nThis work investigates a novel approach to render massive point clouds progressively in the browser by transforming the hierarchical structure locally into an unstructured pool of points. The pool is then rendered progressively with compute shaders and continuously updated with new nodes from the octree.",
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        "research_areas": [
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    {
        "id": "sietzen-ifv-2019",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive Feature Visualization in the Browser",
        "date": "2019-10",
        "abstract": "Excellent explanations of feature visualization already exist in the form of interactive articles, e.g. DeepDream, Feature Visualization, The Building Blocks of Interpretability, Activation Atlas, Visualizing GoogLeNet Classes. They mostly rely on curated prerendered visualizations, additionally providing colab notebooks or public repositories allowing the reader to reproduce those results. While precalculated visualizations have many advantages (directability, more processing budget), they are always discretized samples of a continuous parameter space. In the spirit of Tensorflow Playground, this project aims at providing a fully interactive interface to some basic functionality of the originally Python-based Lucid library, roughly corresponding to the concepts presented in the “Feature Visualization\" article. The user is invited to explore the effect of parameter changes in a playful way and without requiring any knowledge of programming, enabled by an implementation on top of TensorFlow.js. Live updates of the generated input image as well as feature map activations should give the user a visual intuition to the otherwise abstract optimization process. Further, this interface opens the domain of feature visualization to non-experts, as no scripting is required.",
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        "repositum_id": null,
        "title": "A Comparison of Radial and Linear Charts for Visualizing Daily Patterns",
        "date": "2019-10",
        "abstract": "Radial charts are generally considered less effective than linear charts. Perhaps the only exception is in visualizing periodical time-dependent data, which is believed to be naturally supported by the radial layout. It has been demonstrated that the\ndrawbacks of radial charts outweigh the benefits of this natural mapping. Visualization of daily patterns, as a special case, has not been systematically evaluated using radial charts. In contrast to yearly or weekly recurrent trends, the analysis of daily patterns on a radial chart may benefit from our trained skill on reading radial clocks that are ubiquitous in our culture. In a crowd-sourced experiment with 92 non-expert users, we evaluated the accuracy, efficiency, and subjective ratings of radial and linear charts for visualizing daily traffic accident patterns. We systematically compared juxtaposed 12-hours variants and single 24-hours variants for both layouts in four low-level tasks and one high-level interpretation task. Our results show that over all tasks, the most elementary 24-hours linear bar chart is most accurate and efficient and is also preferred by the users. This provides strong evidence for the use of linear layouts – even for visualizing periodical daily patterns.",
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    {
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        "title": "Computer Graphics for Serious Games",
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        "abstract": "10 years ago, the focus of computer graphics was mostly the quality and speed of image generation, and serious games set in realistic environments profited from these advances. Meanwhile, commercial rendering engines leave little to be desired, but computer graphics research has opened other doors which might be relevant for application in serious games. In this talk, I will present some of our latest advances in computer graphics in simulation, rendering and content generation. I will show how we can now simulate visual impairments in virtual reality, which could be used in games to create empathy for people affected by these impairments. I will describe how we have advanced point-based rendering techniques to allow incorporating real environments into rendering applications with basically no preprocessing. On the other hand, virtual environments for serious games could be created efficiently by collaborative crowed-sourced procedural modeling. Finally, efficient simulations of floods and heavy rainfall may not only help experts, but might be the basis of serious games to increase public awareness of natural disasters and the effects of climate change.",
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        "title": "Map of Metabolic Harmony",
        "date": "2019-09-03",
        "abstract": "As the human body is healthy when the\nmetabolic harmony is maintained, the human metabolic pathways are\ninterpretable when its visual representation is harmonized. We\ndeveloped an automatic approach to hierarchically decompose the screen\nspace to multiple functional regions and embed sub-pathways into their\ncorresponding regions to unveil complex metabolite relationships.",
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        "title": "Interactive Exploded Views for Molecular Structures",
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        "abstract": "We propose an approach to interactively create exploded views of molecular structures with the goal to help domain experts in their design process and provide them with a meaningful visual representation of component relationships. Exploded views are excellently suited to manage visual occlusion of structure components, which is one of the main challenges when visualizing complex 3D data. In this paper, we discuss four key parameters of an exploded view: explosion distance, direction, order, and the selection of explosion components. We propose two strategies, namely the structure-derived exploded view and the interactive free-form exploded view, for computing these four parameters systematically. The first strategy allows scientists to automatically create exploded views by computing the parameters from the given object structures. The second strategy further supports them to design and customize detailed explosion paths through user interaction. Our approach features the possibility to animate exploded views, to incorporate ease functions into these animations and to display the explosion path of components via arrows. Finally, we demonstrate three use cases with various challenges that we investigated in collaboration with a domain scientist. Our approach, therefore, provides interesting new ways of investigating and presenting the design layout and composition of complex molecular structures.",
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        "title": "Pelvis Runner: Visualizing Pelvic Organ Variability in a Cohort of Radiotherapy Patients",
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        "abstract": "In radiation therapy, anatomical changes in the patient might lead to deviations between the planned and delivered dose--including inadequate tumor coverage, and overradiation of healthy tissues. Exploring and analyzing anatomical changes throughout the entire treatment period can help clinical researchers to design appropriate treatment strategies, while identifying patients that are more prone to radiation-induced toxicity. We present the Pelvis Runner, a novel application for exploring the variability of segmented pelvic organs in multiple patients, across the entire radiation therapy treatment process. Our application addresses (i) the global exploration and analysis of pelvic organ shape variability in an abstracted tabular view and (ii) the local exploration and analysis thereof in anatomical 2D/3D views, where comparative and ensemble visualizations are integrated. The workflow is based on available retrospective cohort data, which incorporate segmentations of the bladder, the prostate, and the rectum through the entire radiation therapy process. The Pelvis Runner is applied to four usage scenarios, which were conducted with two clinical researchers, i.e., medical physicists. Our application provides clinical researchers with promising support in demonstrating the significance of treatment plan adaptation to anatomical changes.",
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        "title": "preha: Establishing Precision Rehabilitation with Visual Analytics",
        "date": "2019-09",
        "abstract": "This design study paper describes preha, a novel visual analytics application in the field of in-patient rehabilitation. We conducted extensive interviews with the intended users, i.e., engineers and clinical rehabilitation experts, to determine specific requirements of their analytical process.We identified nine tasks, for which suitable solutions have been designed and developed in the flexible environment of kibana. Our application is used to analyze existing rehabilitation data from a large cohort of 46,000 patients, and it is the first integrated solution of its kind. It incorporates functionalities for data preprocessing (profiling, wrangling and cleansing), storage, visualization, and predictive analysis on the basis of retrospective outcomes. A positive feedback from the first evaluation with domain experts indicates the usefulness of the newly proposed approach and represents a solid foundation for the introduction of visual analytics to the rehabilitation domain.",
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        "repositum_id": null,
        "title": "Geometric Abstraction for Effective Visualization and Modeling",
        "date": "2019-08-19",
        "abstract": "In this cumulative thesis, I describe geometric abstraction as a strategy to create an integrated visualization system for spatial scientific data. The proposed approach creates a multitude of representations of spatial data in two dominant ways. Along the spatiality axis, it gradually removes spatial details and along the visual detail axis, the features are increasingly aggregated and represented by different visual objects. These representations are then integrated into a conceptual abstraction space that enables users to efficiently change the representation to adjust the abstraction level to a task in mind. To enable the expert to perceive correspondence between these representations, controllable animated transitions are provided. Finally, the abstraction space can record user interactions and provides visual indications to guide the expert towards interesting representations for a particular task and data set. Mental models of the experts play a crucial role in the understanding of the abstract representations and are considered in the design of the visualization system to keep the cognitive load low on the user’s side. This approach is demonstrated in two distinct fields of placenta research and in silico design of DNA nanostructures. For both fields geometric abstraction facilitates effective visual inspection and modeling. The Adenita toolkit, a software for the design of novel DNA nanostructures, implements the proposed visualization concepts. This toolkit, together with the proposed visualization concepts, is currently deployed to several research groups to help them in nanotechnology research.",
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        "abstract": "A set diagram represents the membership relation among data elements. It is often visualized as secondary information on top of primary information, such as the spatial positions of elements on maps and charts. Visualizing the temporal evolution of such set diagrams as well as their primary features is quite important; however, conventional approaches have only focused on the temporal behavior of the primary features and do not provide an effective means to highlight notable transitions within the set relationships. This paper presents an approach for generating a stepwise animation between set diagrams by decomposing the entire transition into atomic changes associated with individual data elements. The key idea behind our approach is to optimize the ordering of the atomic changes such that the synthesized animation minimizes unwanted set occlusions by considering their depth ordering and reduces the gaze shift between two consecutive stepwise changes. Experimental results and a user study demonstrate that the proposed approach effectively facilitates the visual identification of the detailed transitions inherent in dynamic set diagrams.",
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        "title": "Quantifying the Error of Light Transport Algorithms",
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        "title": "Scale-Aware Cartographic Displacement Based on Constrained Optimization",
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        "abstract": "Abstract—The consistent arrangement of map features in accordance with the map scale has recently been technically important in digital cartographic generalization. This is primarily due to the recent demand for informative mapping systems, especially for use in smartphones and tablets. However, such sophisticated generalization has usually been conducted manually by expert cartographers and thus results in a time-consuming and error-prone process. In this paper, we focus on the displacement process within cartographic generalization and formulate them as a constrained optimization problem to provide an associated algorithm implementation and its effective solution. We first identify the underlying spatial relationships among map features, such as points and lines, on each map scale as constraints and optimize the cost function that penalizes excessive displacement of the map features in terms of the map scale. Several examples are also provided to demonstrate that the proposed approach allows us to maintain consistent mapping regardless of changes to the map scale.",
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        "title": "Simulating Vision Impairments in VR and AR",
        "date": "2019-06-30",
        "abstract": "1.3 billion people worldwide are affected by vision impairments,\naccording to the World Health Organization. However, vision impairments\nare hardly ever taken into account when we design our\ncities, buildings, emergency signposting, or lighting systems. With\nthis research, we want to develop realistic, medically based simulations\nof eye diseases in VR and AR, which allow calibrating vision\nimpairments to the same level for different users. This allows us\nto conduct user studies with participants with normal sight and\ngraphically simulated vision impairments, to determine the effects\nof these impairments on perception, and to investigate lighting\nconcepts under impaired vision conditions. This thesis will, for the\nfirst time, provide methods for architects and designers to evaluate\ntheir designs for accessibility and to develop lighting systems that\ncan enhance the perception of people with vision impairments.",
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    {
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        "title": "From Neurons to Behavior: Visual Analytics Methods for Heterogeneous Spatial Big Brain Data ",
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        "abstract": "Advances in neuro-imaging have allowed big brain initiatives and consortia to create vast resources of brain data that can be mined for insights into mental processes and biological principles. Research in this area does not only relate to mind and consciousness, but also to the understanding of many neurological disorders, such as Alzheimer’s disease, autism, and anxiety. Exploring the relationships between genes, brain circuitry, and behavior is therefore a key element in research that requires the joint analysis of a heterogeneous set of spatial brain data, including 3D imaging data, anatomical data, and brain networks at varying scales, resolutions, and modalities. Due to high-throughput imaging platforms, this data’s size and complexity goes beyond the state-of-the-art by several orders of magnitude. Current analytical workflows involve time-consuming manual data aggregation and extensive computational analysis in script-based toolboxes. Visual analytics methods for exploring big brain data can support neuroscientists in this process, so they can focus on understanding the data rather than handling it.\nIn this thesis, several contributions that target this problem are presented. The first contribution is a computational method that fuses genetic information with spatial gene expression data and connectivity data to predict functional neuroanatomical maps. These maps indicate, which brain areas might be related to a specific function or behavior. The approach has been applied to predict yet unknown functional neuroanatomy underlying multigeneic behavioral traits identified in genetic association studies and has demonstrated that rather than being randomly distributed throughout the brain, functionally-related gene sets accumulate in specific networks. The second contribution is the creation of a data structure that enables the interactive exploration of big brain network data with billions of edges. By utilizing the resulting hierarchical and spatial organization of the data, this approach allows neuroscientists on-demand queries of incoming/outgoing connections of arbitrary regions of interest on different anatomical scales. These queries would otherwise exceed the limits of current consumer level PCs. The data structure is used in the third contribution, a novel web-based framework to explore neurobiological imaging and connectivity data of different types, modalities, and scale. It employs a query-based interaction scheme to retrieve 3D spatial gene expressions and various types of connectivity to enable an interactive dissection of networks in real-time with respect to their genetic composition. The data is related to a hierarchical organization of common anatomical atlases that enables neuroscientists to compare multimodal networks on different scales in their anatomical context. Furthermore, the framework is designed to facilitate collaborative work with shareable comprehensive workflows on the web.\nAs a result, the approaches presented in this thesis may assist neuroscientists to refine their understanding of the functional organization of the brain beyond simple anatomical domains and expand their knowledge about how our genes affect our mind. ",
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        "title": "Analysis of Long Molecular Dynamics Simulations Using Interactive Focus+Context Visualization",
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        "abstract": "Analyzing molecular dynamics (MD) simulations is a key aspect to understand protein dynamics and function. With increasing computational power, it is now possible to generate very long and complex simulations, which are cumbersome to explore using traditional 3D animations of protein movements. Guided by requirements derived from multiple focus groups with protein engineering experts, we designed and developed a novel interactive visual analysis approach for long and crowded MD simulations. In this approach, we link a dynamic 3D focus+context visualization with a 2D chart of time series data to guide the detection and navigation towards important spatio-temporal events. The 3D visualization renders elements of interest in more detail and increases the temporal resolution dependent on the time series data or the spatial region of interest. In case studies with different MD simulation data sets and research questions, we found that the proposed visual analysis approach facilitates exploratory analysis to generate, confirm, or reject hypotheses about causalities. Finally, we derived design guidelines for interactive visual analysis of complex MD simulation data.",
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        "tu_id": 282894,
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        "title": "Interactive Visualization of Flood and Heavy Rain Simulations",
        "date": "2019-06",
        "abstract": "In this paper, we present a real-time technique to visualize large-scale adaptive height fields withC1-continuous surfacereconstruction. Grid-based shallow water simulation is an indispensable tool for interactive flood management applications.Height fields defined on adaptive grids are often the only viable option to store and process the massive simulation data. Theirvisualization requires the reconstruction of a continuous surface from the spatially discrete simulation data. For regular grids,fast linear and cubic interpolation are commonly used for surface reconstruction. For adaptive grids, however, there exists nohigher-order interpolation technique fast enough for interactive applications.Our proposed technique bridges the gap between fast linear and expensive higher-order interpolation for adaptive surfacereconstruction. During reconstruction, no matter if regular or adaptive, discretization and interpolation artifacts can occur,which domain experts consider misleading and unaesthetic. We take into account boundary conditions to eliminate these artifacts,which include water climbing uphill, diving towards walls, and leaking through thin objects. We apply realistic water shadingwith visual cues for depth perception and add waves and foam synthesized from the simulation data to emphasize flow directions.The versatility and performance of our technique are demonstrated in various real-world scenarios. A survey conducted withdomain experts of different backgrounds and concerned citizens proves the usefulness and effectiveness of our technique.",
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        "abstract": "Advanced rendering algorithms such as suggestive contours are able to depict objects in the style of line drawings with various levels of detail. How to select an appropriate level of detail is based on visual aesthetics rather than on substantial characteristics like the accuracy of 3D shape perception. The aim of this thesis is to develop a novel approach for effectively generating line drawings in the style of suggestive contours that are optimized for human 3D shape perception while retaining the amount of ink to a minimum. The proposed post-processing meta-heuristic for optimizing line drawings uses empirical thresholds based on probing human shape perception. The heuristic can also\nbe used to optimize line drawings in terms of other visual characteristics, e.g., cognitive load, and for other line drawings styles such as ridges and valleys.\nThe optimization routine is based on a conducted perceptual user study using the gauge figure task to collect more than 17, 000 high-quality user estimates of surface normals from suggestive contours renderings. By analyzing these data points, more in-depth understanding of how humans perceive 3D shape from line drawings is gained. Particularly the accuracy of 3D shape perception and shape ambiguity in regards to changing the level of detail and type of object presented is investigated. In addition, the collected data points are used to calculate two pixel-based perceptual characteristics: the optimal size of a local neighborhood area to estimate 3D shape from and the optimal local ink percentage in this area.\nIn the analysis, a neighborhood size of 36 pixels with an optimal ink percentage of\n17.3% could be identified. These thresholds are used to optimize suggestive contours\nrenderings in a post-processing stage using a greedy nearest neighbor optimization scheme.\nThe proposed meta-heuristic procedure yields visually convincing results where each\npixel value is close to the identified thresholds. In terms of practical application, the optimization scheme can be used in areas where high 3D shape understanding is essential such as furniture manuals or architectural renderings. Both the empirical results regarding shape understanding as well as the practical applications of the thesis’s results form the basis to optimize other line drawing methods and to understand better how humans\nperceive shape from lines.",
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    {
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        "repositum_id": null,
        "title": "Metabopolis: Scalable Network Layout for Biological Pathway Diagrams in Urban Map Style",
        "date": "2019-05-15",
        "abstract": "Background\nBiological pathways represent chains of molecular interactions in biological systems that jointly form complex dynamic networks. The network structure changes from the significance of biological experiments and layout algorithms often sacrifice low-level details to maintain high-level information, which complicates the entire image to large biochemical systems such as human metabolic pathways.\n\nResults\nOur work is inspired by concepts from urban planning since we create a visual hierarchy of biological pathways, which is analogous to city blocks and grid-like road networks in an urban area. We automatize the manual drawing process of biologists by first partitioning the map domain into multiple sub-blocks, and then building the corresponding pathways by routing edges schematically, to maintain the global and local context simultaneously. Our system incorporates constrained floor-planning and network-flow algorithms to optimize the layout of sub-blocks and to distribute the edge density along the map domain. We have developed the approach in close collaboration with domain experts and present their feedback on the pathway diagrams based on selected use cases.\n\nConclusions\nWe present a new approach for computing biological pathway maps that untangles visual clutter by decomposing large networks into semantic sub-networks and bundling long edges to create space for presenting relationships systematically.",
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        "title": "Conveying a Sense of Scale in 3D Planetary Environments",
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    {
        "id": "STEINLECHNER-2019-APS",
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        "tu_id": 283267,
        "repositum_id": null,
        "title": "Adaptive Point-cloud Segmentation for Assisted Interactions",
        "date": "2019-05",
        "abstract": "In this work, we propose an interaction-driven approach streamlined to\nsupport and improve a wide range of real-time 2D interaction metaphors\nfor arbitrarily large pointclouds based on detected primitive shapes.\nRather than performing shape detection as a costly pre-processing step\non the entire point cloud at once, a user-controlled interaction\ndetermines the region that is to be segmented next. By keeping the size\nof the region and the number of points small, the algorithm produces\nmeaningful results and therefore feedback on the local geometry within a\nfraction of a second. We can apply these finding for improved picking\nand selection metaphors in large point clouds, and propose further novel\nshape-assisted interactions that utilize this local semantic information\nto improve the user’s workflow.",
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        "title": "Visual Comparison of NLP Pipelines",
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        "abstract": "Natural Language Processing (NLP) is a sub-field of artificial intelligence (AI). It enables computers to understand, process\nand analyze large amounts of unstructured natural language data (raw text). Nowadays with the new techniques of machine\nlearning, we got good performance and brings us closer to unfolding the semantic meaning of the text. However, it is far\nfrom perfect. Therefore, an alternative approach to helping humans understand a text corpus is to provide a visualization of the\ncontent. To generate such a visualization, several NLP steps are necessary to convert the raw text into features, such as weighted\nkeywords or phrases, that can be visualized. The words to be visualized and their weights strongly depend on which NLP steps\nare performed, in which order, and with which parameters. However, there is currently no standard how to set up such an\nNLP pipeline and NLP pipeline configurations vary significantly across visualizations and input texts. Our project consists of\nvisualizing high dimensional data with different pre-processing steps with a different order. To compare the results, we choose\na well-known and wide-spread overview visualization technique: word clouds. Word clouds are composed of words used in a\nparticular text or subject, in which the size of each word indicates its weight computed in the course of the NLP pipeline.",
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        "title": "PO-0962 Bladder changes during first week of RT for prostate cancer determine the risk of urinary toxicity",
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        "abstract": "Three dimensional ultrasound images are commonly used in prenatal screening. The acquisition delivers detailed information about the skin as well as the inner organs of the fetus. Prenatal screenings in terms of growth analysis are very important to support a healthy development of the fetus. The analysis of this data involves viewing of two dimensional (2D) slices in order to take measurements or calculate the volume and weight of the fetus. These steps involve manual investigation and are dependent on the skills of the person who performs them. These measurements and calculations are very important to analyze the development of the fetus and for the birth preparation.\nUltrasound imaging is a˙ected by artifacts like speckles, noise and also of structures obstructing the regions of interest. These artifacts occur because the imaging technique is using sound waves and their echo to create images. 2D slices as used as basis for the measurement of the fetus therefore might not be the best solution. Analyzing the data in a three dimensional (3D) way would enable the viewer to have a better overview and to better distinguish between artifacts and the real data of the fetus. The growth of a fetus can be analysed by comparing standardized measurements like the crown foot length, the femur length or the derived head circumference as well as the abdominal circumference.\nStandardization is well known in many fields of medicine and is used to enable compa-rability between investigations of the same patient or between patients. Therefore we introduce a standardized way of analyzing 3D ultrasound images of fetuses. Bringing the fetus in a standardized position would enable automatized measurements by the machine and there could also be new measurements applied like the volume of specific body parts. A standardized pose would also provide possibilities to compare the re-sults of di˙erent measurements of one fetus as well as the measurements of di˙erent fetuses.\nThe novel method consists of six steps, namely the loading of the data, the preprocessing, the rigging of the model, the weighting of the data, the actual transformation called the \"Vitruvian Baby\" and at the end the analysis of the result. We tried to automatize the workflow as far as possible resulting in some manual tasks and some automatic ones. The loading of the data works with standard medical image formats and the preprocessing involves some interaction in order to get rid of the ultrasound induced artifacts. Transforming data into a specific position is a complex task which might involve a manual processing steps. In the method presented in this work one step of the transformation namely the rigging of the model, where a skeleton is placed in the data, is performed manually. The weighting as well as the transformation although are performed completely automatically resulting in a T-pose representation of the data.\nWe analysed the performance of our novel approach in several ways. We first use a phantom model which has been used as a reference already presented in a T-pose. After using seven di˙erent fetus poses of the model as input the result was an average of 79,02%voxel overlapping between the output of the method and the goal T-pose. When having a look at the similarity of the finger to finger span and the head to toe measurement we considered a value of 91,08% and 94,05% in average. The time needed for the most complex manual task was in average seven minutes. After using a phantom model of a man, we also assessed the performance of the method using a computer model of a fetus and a phantom model of a 3D ultrasound investigation. The results also look very promising.",
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        "date_end": "2019-03-05",
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    {
        "id": "wu-2019-report",
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        "tu_id": 283365,
        "repositum_id": null,
        "title": "From Cells to Atoms - Biological Information Visualization (in Chinese)",
        "date": "2019-03-01",
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        "number": "TR-193-02-2019-1",
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        "research_areas": [
            "BioVis",
            "IllVis",
            "InfoVis"
        ],
        "keywords": [],
        "weblinks": [
            {
                "href": "https://dl.ccf.org.cn/institude/institudeDetail?id=4320599515842560&_ack=1",
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    {
        "id": "waldin-2019-ccm",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Cuttlefish: Color Mapping for Dynamic Multi‐Scale Visualizations",
        "date": "2019-03",
        "abstract": "Visualizations of hierarchical data can often be explored interactively. For example, in geographic visualization, there are continents, which can be subdivided into countries, states, counties and cities. Similarly, in models of viruses or bacteria at the highest level are the compartments, and below that are macromolecules, secondary structures (such as α‐helices), amino‐acids, and on the finest level atoms. Distinguishing between items can be assisted through the use of color at all levels. However, currently, there are no hierarchical and adaptive color mapping techniques for very large multi‐scale visualizations that can be explored interactively. We present a novel, multi‐scale, color‐mapping technique for adaptively adjusting the color scheme to the current view and scale. Color is treated as a resource and is smoothly redistributed. The distribution adjusts to the scale of the currently observed detail and maximizes the color range utilization given current viewing requirements. Thus, we ensure that the user is able to distinguish items on any level, even if the color is not constant for a particular feature. The coloring technique is demonstrated for a political map and a mesoscale structural model of HIV. The technique has been tested by users with expertise in structural biology and was overall well received.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
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            "access": "public",
            "image_width": 509,
            "image_height": 447,
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        "authors": [
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            1110,
            1189,
            166,
            1365,
            1260,
            1475,
            171
        ],
        "doi": "10.1111/cgf.13611",
        "journal": "Computer Graphics Forum",
        "number": "6",
        "pages_from": "150",
        "pages_to": "164",
        "volume": "38",
        "research_areas": [
            "BioVis",
            "IllVis",
            "InfoVis"
        ],
        "keywords": [
            "multiscale visualization",
            "illustrative visualization",
            "molecular visualization"
        ],
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                "caption": "Open Access Article in Wiley Online Library",
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        "files": [
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    {
        "id": "ZOTTI-2016-VAA",
        "type_id": "inproceedings",
        "tu_id": 283908,
        "repositum_id": null,
        "title": "Virtual Archaeoastronomy: Stellarium for Research and Outreach",
        "date": "2019-03",
        "abstract": "In the last few years, the open-source desktop planetarium program Stellarium has become ever more popular for research and dissemination of results in Cultural Astronomy.\n\nIn this time we have added significant capabilities for applications in cultural astronomy to the program. The latest addition allows its use in a multi-screen installation running both completely automated and manually controlled setups. During the development time, also the accuracy of astronomical simulation has been greatly improved.",
        "authors_et_al": false,
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            1093,
            193,
            480
        ],
        "booktitle": "Archaeoastronomy in the Roman World (Proceedings 16th Conference of the Italian Society for Archaeoastronomy)",
        "date_from": "2016-11-03",
        "date_to": "2016-11-04",
        "event": "SIA 2016 (16th Conference of the Italian Society for Archaeoastronomy)",
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        "lecturer": [
            222
        ],
        "location": "Milano, Italy",
        "pages_from": "187",
        "pages_to": "205",
        "publisher": "Springer",
        "research_areas": [
            "Rendering"
        ],
        "keywords": [
            "stellarium"
        ],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [
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        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/ZOTTI-2016-VAA/",
        "__class": "Publication"
    },
    {
        "id": "raidou2019_prsps",
        "type_id": "journalpaper",
        "tu_id": 283349,
        "repositum_id": null,
        "title": "Relaxing Dense Scatter Plots with Pixel-Based Mappings",
        "date": "2019-03",
        "abstract": "Scatter plots are the most commonly employed technique for the visualization of bivariate data. Despite their versatility and expressiveness in showing data aspects, such as clusters, correlations, and outliers, scatter plots face a main problem. For large and dense data, the representation suffers from clutter due to overplotting. This is often partially solved with the use of density plots. Yet, data overlap may occur in certain regions of a scatter or density plot, while other regions may be partially, or even completely empty. Adequate pixel-based techniques can be employed for effectively filling the plotting space, giving an additional notion of the numerosity of data motifs or clusters. We propose the Pixel-Relaxed Scatter Plots, a new and simple variant, to improve the display of dense scatter plots, using pixel-based, space-filling mappings. Our Pixel-Relaxed Scatter Plots make better use of the plotting canvas, while avoiding data overplotting, and optimizing space coverage and insight in the presence and size of data motifs. We have employed different methods to map scatter plot points to pixels and to visually present this mapping. We demonstrate our approach on several synthetic and realistic datasets, and we discuss the suitability of our technique for different tasks. Our conducted user evaluation shows that our Pixel-Relaxed Scatter Plots can be a useful enhancement to traditional scatter plots.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
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        "authors": [
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            166,
            1451
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        "cfp": {
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        "date_from": "2019-03-18",
        "date_to": "2019-03-18",
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        "journal": "IEEE Transactions on Visualization and Computer Graphics",
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    {
        "id": "kroesl-2019-ICthroughVR",
        "type_id": "inproceedings",
        "tu_id": 283362,
        "repositum_id": null,
        "title": "ICthroughVR: Illuminating Cataracts through Virtual Reality",
        "date": "2019-03",
        "abstract": "Vision impairments, such as cataracts, affect how many people interact with their environment, yet are rarely considered by architects and lighting designers because of a lack of design tools. To address this, we present a method to simulate vision impairments caused by cataracts in virtual reality (VR), using eye tracking for gaze-dependent effects. We conducted a user study to investigate how lighting affects visual perception for users with cataracts. Unlike past approaches, we account for the user's vision and some constraints of VR headsets, allowing for calibration of our simulation to the same level of degraded vision for all participants.",
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        "substitute": null,
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            "access": "public",
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            "image_height": 828,
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            "size": 700309,
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            "url": "https://www.cg.tuwien.ac.at/research/publications/2019/kroesl-2019-ICthroughVR/kroesl-2019-ICthroughVR-image.png",
            "thumb_image_sizes": [
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            "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2019/kroesl-2019-ICthroughVR/kroesl-2019-ICthroughVR-image:thumb{{size}}.png"
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        "authors": [
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            1633,
            1636,
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            193,
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        "booktitle": "2019 IEEE Conference on Virtual Reality and 3D User Interfaces",
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        "date_from": "2019-03-23",
        "date_to": "2019-03-27",
        "doi": "10.1109/VR.2019.8798239",
        "event": "IEEE VR 2019, the 26th IEEE Conference on Virtual Reality and 3D User Interfaces",
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        "location": "Osaka, Japan",
        "pages_from": "655",
        "pages_to": "663",
        "publisher": "IEEE",
        "research_areas": [
            "Perception",
            "Rendering"
        ],
        "keywords": [
            "vision impairments",
            "cataracts",
            "virtual reality",
            "user study"
        ],
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    {
        "id": "Kugler_2019",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Profiling and Optimization of Large Biomolecular Scenes",
        "date": "2019-03",
        "abstract": "Scientific visualizations and entertainment purposes demand ways to quickly render larger and larger virtual scenes. Through their highly parallel architecture, GPUs are capable of providing for that demand. But with their processing capabilities, their complexity increases too. With each new version, APIs like OpenGL provide an increasing amount of interfaces to harness the available capabilities. However, using them efficiently can be difficult for programmers and application designers. This work attempts to guide the design of such applications by describing and implementing different existing methods and variations and measuring their impact on the performance of a real-world application.\nWhile some techniques are applicable to rendering of static geometry in general, the focus lies on rendering biomolecular data as spheres using billboards.",
        "authors_et_al": false,
        "substitute": null,
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            "filetitle": "image",
            "main_file": true,
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            "access": "public",
            "image_width": 985,
            "image_height": 319,
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            "type": "image/jpeg",
            "size": 46214,
            "path": "Publication:Kugler_2019",
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            "thumb_image_sizes": [
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        "sync_repositum_override": null,
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        "authors": [
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        ],
        "date_end": "2019-03",
        "date_start": "2018",
        "matrikelnr": "01526144",
        "supervisor": [
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        ],
        "research_areas": [
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            "Geometry"
        ],
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                "image_height": 319,
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                "filetitle": "thesis",
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                "access": "public",
                "name": "Kugler_2019-thesis.pdf",
                "type": "application/pdf",
                "size": 986070,
                "path": "Publication:Kugler_2019",
                "url": "https://www.cg.tuwien.ac.at/research/publications/2019/Kugler_2019/Kugler_2019-thesis.pdf",
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    },
    {
        "id": "schuetz-2019-CLOD",
        "type_id": "inproceedings",
        "tu_id": 283354,
        "repositum_id": null,
        "title": "Real-Time Continuous Level of Detail Rendering of Point Clouds",
        "date": "2019-03",
        "abstract": "Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable popping artifacts when additional chunks are blended in or out. \nThese popping artifacts are especially noticeable at lower levels of detail, and consequently in virtual reality, where high performance requirements impose a reduction in detail.\n\nWe propose a continuous level-of-detail method that exhibits gradual rather than sudden changes in density. Our method continuously recreates a down-sampled vertex buffer from the full point cloud, based on camera orientation, position, and distance to the camera, in a point-wise rather than chunk-wise fashion and at speeds up to 17 million points per millisecond.\nAs a result, additional details are blended in or out in a less noticeable and significantly less irritating manner as compared to the state of the art. The improved acceptance of our method was successfully evaluated in a user study.",
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        "repositum_id": null,
        "title": "Towards Eye-Friendly VR: How Bright Should It Be?",
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        "abstract": "Visual information plays an important part in the perception of the world around us. Recently, head-mounted displays (HMD) came to the consumer market and became a part of the everyday life of thousands of people. Like with the desktop screens or hand-held devices before, the public is concerned with the possible health consequences of the prolonged usage and question the adequacy of the default settings. It has been shown that the brightness and contrast of a display should be adjusted to match the external light to decrease eye strain and other symptoms. Currently, there is a noticeable mismatch in brightness between the screen and dark background of an HMD that might cause eye strain, insomnia, and other unpleasant symptoms.\n\nIn this paper, we explore the possibility to significantly lower the screen brightness in the HMD and successfully compensate for the loss of the visual information on a dimmed screen. We designed a user study to explore the connection between the screen brightness HMD and task performance, cybersickness, users’ comfort, and preferences. We have tested three levels of brightness: the default Full Brightness, the optional Night Mode and a significantly lower brightness with original content and compensated content.   Our results suggest that although users still prefer the brighter setting, the HMDs can be successfully used with significantly lower screen brightness, especially if the low screen brightness is compensated",
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        "repositum_id": null,
        "title": "Ray Traced Shadows: Maintaining Real-Time Frame Rates",
        "date": "2019-03",
        "abstract": "Efficient and accurate shadow computation is a long-standing problem in computer graphics. In real-time applications, shadows have traditionally been computed using the rasterization-based pipeline. With recent advances of graphics hardware, it is now possible to use ray tracing in real-time applications, making ray traced shadows a viable alternative to rasterization. While ray traced shadows avoid many problems inherent in rasterized shadows, tracing every shadow ray independently can become a bottleneck if the number of required rays rises, e.g., for high-resolution rendering, for scenes with multiple lights, or for area lights. Therefore, the computation should focus on image regions where shadows actually appear, in particular on the shadow boundaries.\n\nWe present a practical method for ray traced shadows in real-time applications. Our method uses the standard rasterization pipeline for resolving primary-ray visibility and ray tracing for resolving visibility of light sources. We propose an adaptive sampling algorithm for shadow rays combined with an adaptive shadowfiltering method. These two techniques allow computing high-quality shadows with a limited number of shadow rays per pixel. We evaluated our method using a recent real-time ray tracing API (DirectX Raytracing) and compare the results with shadow mapping using cascaded shadow maps.",
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            198
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        "address": "New York",
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        "doi": "10.1007/978-1-4842-4427-2_13",
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        "publisher": "Springer",
        "research_areas": [
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    {
        "id": "brument_2019_br19",
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        "tu_id": 279441,
        "repositum_id": null,
        "title": "Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour",
        "date": "2019-03",
        "abstract": "This paper investigates whether the body anticipation synergies in real environments (REs) are preserved during navigation in virtual environments (VEs). Experimental studies related to the control of human locomotion in REs during curved trajectories report a top-down reorientation strategy with the reorientation of the gaze anticipating the reorientation of head, the shoulders and finally the global body motion. This anticipation behavior provides a stable reference frame to the walker to control and reorient his/her body according to the future walking direction. To assess body anticipation during navigation in VEs, we conducted an experiment where participants, wearing a head-mounted display, performed a lemniscate trajectory in a virtual environment (VE) using five different navigation techniques, including walking, virtual steering (head, hand or torso steering) and passive navigation. For the purpose of this experiment, we designed a new control law based on the power-law relation between speed and curvature during human walking. Taken together our results showed a similar ordered top-down sequence of reorientation of the gaze, head and shoulders during curved trajectories between walking in REs and in VEs (for all the evaluated techniques). However, the anticipation mechanism was significantly higher for the walking condition compared to the others. The results presented in this paper pave the way to the better understanding of the underlying mechanisms of human navigation in VEs and to the design of navigation techniques more adapted to humans.",
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        "repositum_id": null,
        "title": "FitConnect: Connecting Noisy 2D Samples by Fitted Neighborhoods",
        "date": "2019-02",
        "abstract": "We propose a parameter-free method to recover manifold connectivity in unstructured 2D point clouds with high noise in terms of the local feature size. This enables us to capture the features which emerge out of the noise. To achieve this, we extend the reconstruction algorithm HNN-Crust, which connects samples to two (noise-free) neighbors and has been proven to output a manifold for a relaxed sampling condition. Applying this condition to noisy samples by projecting their k-nearest neighborhoods onto local circular fits leads to multiple candidate neighbor pairs and thus makes connecting them consistently an NP-hard problem. To solve this efficiently, we design an algorithm that searches that solution space iteratively on different scales of k. It achieves linear time complexity in terms of point count plus quadratic time in the size of noise clusters. Our algorithm FitConnect extends HNN-Crust seamlessly to connect both samples with and without noise, performs as local as the recovered features and can output multiple open or closed piece-wise curves. Incidentally, our method simplifies the output geometry by eliminating all but a representative point from noisy clusters. Since local neighborhood fits overlap consistently, the resulting connectivity represents an ordering of the samples along a manifold. This permits us to simply blend the local fits for denoising with the locally estimated noise extent. Aside from applications like reconstructing silhouettes of noisy sensed data, this lays important groundwork to improve surface reconstruction in 3D. Our open-source algorithm is available online.",
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        "event": "Eurographics Symposium on Geometry Processing",
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    {
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        "repositum_id": null,
        "title": "Real-Time Photometric Area Light Approximation for Interactive Lighting Design",
        "date": "2019-02",
        "abstract": "Photometric light sources are modeled after real-world luminaires and are used in\nlighting design to accurately simulate lighting. While an accurate evaluation of their\nillumination is possible with offline global-illumination algorithms, currently used realtime\napproximations, which are required for an interactive lighting design work flow, are\nprone to errors when the light source is close to illuminated objects. This is due to the\nnon-zero dimensionality of photometric lights, which are often area or volume lights.\nIn this thesis, we present a new technique to approximate photometric area lights in\nreal time. This new technique is based on combining two sampling strategies that are\ncurrently used in game engines to approximate the illumination from diffuse area lights.\nOur technique samples the photometric area light with this combined sampling strategy\nand then computes the illumination with a cubature technique based the Delaunay\ntriangulation. To do this in real time, we implemented our method on the GPU and\ndeveloped a compact triangle data structure that enables an efficient generation of a\nDelaunay triangulation.\nThe result of this thesis is a new technique for photometric area lights that creates visually\nplausible approximations in real time, even if the light source is close to illuminated\nobjects.",
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    {
        "id": "STEINLECHNER-2019-ICT",
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        "repositum_id": null,
        "title": "A Novel Approach for Immediate, Interactive CT Data Visualization andEvaluation using GPU-based Segmentation and Visual Analysis",
        "date": "2019-02",
        "abstract": "CT data of industrially produced cast metal parts are often afflicted\nwith artefacts due to complex geometries ill-suited for the scanning\nprocess. Simple global threshold-based porosity detection algorithms\nusually fail to deliver meaningful results. Other adaptive methods can\nhandle image artefacts, but require long preprocessing times. This makes\nan efficient analysis workflow infeasible. We propose an alternative\napproach for analyzing and visualizing volume defects in a fully\ninteractive manner, where analyzing volumes becomes more of an\ninteractive exploration instead of time-consuming parameter guessing\ninterrupted by long processing times. Our system is based on a highly\nefficient GPU implementation of a segmentation algorithm for porosity\ndetection. The runtime is on the order of seconds for a full volume and\nparametrization is kept simple due to a single threshold parameter. A\nfully interactive user interface comprised of multiple linked views\nallows to quickly identify defects of interest, while filtering out\nartefacts even in noisy areas.",
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        "title": "Visual Comparison of Organism-Specific Metabolic Pathways",
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        "abstract": "The Kyoto Encyclopaedia of Genes and Genomes\n(KEGG) resource is a combination of multiple databases,\ncontaining information about biochemical compounds, reactions,\npathways, genes and much more. This database\nis one of the main resources for bioinformaticians and biologists\nto gain an understanding of molecular functionality\ninside organisms. The Orthology (KO) database from\nKEGG assigns pathways and genes with identical functionality\nto the same ortholog groups (KO entries). Therefore\nit is possible to map genes onto the pathway maps\nand obtain organism-specific visualizations. KEGG offers\na web-based graph visualization to explore these pathways,\nhowever, the interaction possibilities are restricted\nand the rendering is inefficient. It is possible to visualize\norganism-specific pathways but a visual analysis tool to\ncompare ortholog groups of multiple organisms is missing.\nIn this work, we present an efficient interactive web application\nto compare ortholog groups of multiple organisms\nin the metabolic reference pathway. We introduce a graph\noverlay technique to mark the differences and similarities\nbetween multiple organisms and demonstrate it with two\nuse cases. Additionally, we compare it against an existing\npoint set membership visualization.",
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        "title": "Guided Data Cleansing of Large Connectivity Matrices",
        "date": "2019-01-29",
        "abstract": "Understanding the organization principle of the brain and its function is a continuing\nquest in neuroscience and psychiatry. Thus, understanding how the brain works, how\nit is functionally, structurally correlated as well as how the genes are expressed within the brain is one of the most important aims in neuroscience. The Biomedical Image Analysis Group at VRVis developed with the Wulf Haubensak Group at the Institute of Molecular Medicine an interactive framework that allows the real time exploration of large brain connectivity networks on multiple scales. The networks, represented as connectivity matrices, can be up to hundreds of  gigabytes, and are too large to hold in\ncurrent machines’ memory. Moreover, these connectivity matrices are redundant and\nnoisy. A cleansing step to threshold noisy connections and group together similar rows\nand columns can decrease the required size and thus ease the computations in order to\nmine the matrices. However, the choice of a good threshold and similarity value is not a trivial task. This document presents a visual guided cleansing tool. The sampling is based on random sampling within the anatomical brain hierarchies on a user-defined global hierarchical level and sampling size ratio. This tool will be a step in the connectivity matrices preprocessing pipeline. ",
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    {
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        "repositum_id": null,
        "title": "VR-Client for Scenario-based Response Training in Disaster Management",
        "date": "2019-01-23",
        "abstract": "In times of natural disasters like floods, the fast action of domain experts saves human lives and reduces high damages of the urban infrastructure. The training of different response plans of the responsible personnel should help in making the right decisions in time critical situations. As the creation of various physical training environments takes plenty of time, the use of virtual reality (VR) is a possible alternative. In recent years, different application domains with training purpose have been shifted to make use of the new developments in the field of VR. The desired benefits are a more flexible\ngeneration of different realistic training environments with low budget and material\nresources. Additionally, the VR application can serve as a public communication tool\nto raise the sense of awareness. Based on these considerations, the aim of this work\nis to create a VR training application to steer a remote flood simulation. The goal of the application is to provide a safe and realistic environment to train the responsible personnel. Through providing different scenarios, multiple flood events can be simulated and trained. The placement of barriers through interacting with the virtual environment offers possibilities to mitigate the results of the simulated floods. An Operator-Trainee setup enables the collaborative work between experts and trainees. While the expert works as an operator with a PC client, the trainee is able to perform instructions given\nby the operator within the virtual environment. VR applications demand for high and steady frame rates as well as two high resolution images for both eyes to provide an immersive VR experience. Based on these conditions, appropriate PC hardware is needed to run a VR application in general. Additionally, high computational power is needed to perform the different flood simulations in a fast way. In order to achieve the performance requirements, the VR application is implemented within a client-server\narchitecture. The server is responsible for performing the flood simulation, while the\nclient deals with the VR-related tasks. These tasks comprise the visualization of the simulation data in VR and a fast and efficient processing of the data. In combination with a high performance rendering engine and graphic commands suitable for the given data, the desired performance can be achieved. As the feeling of immersion is highly depending on the provided frame rates, the evaluation of this first prototype is based on the achieved rendering performance. This is measured and evaluated based on two\ndifferent implementation strategies. Another important measurement is the update time of the water flow. A comparison of a CPU and a GPU implementation is presented\nwithin the evaluation.",
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        "abstract": "See right for correct solution of our connect-the-dots game :-)\nOf course, we not only reconstruct members of our institute but also\nhighly noisy point clouds, additionally denoise the reconstruction,\nand specify the minimum number of samples required for that.\nEduard Gröller\nSee here for the mystery present in the crib: youtu.be/-oVwXaaJNtY\n\nDie Auflösung unseres Punkte-verbinden-Spiels ist hier rechts :-)\nWir rekonstruieren nicht nur Institutsmitglieder, sondern auch\nstark verrauschte Punktewolken, entfernen das Rauschen\nund berechnen die Mindestanzahl der benötigten Messpunkte.\nHier ist das Geschenk in der Krippe zu sehen: youtu.be/-oVwXaaJNtY",
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        "abstract": "This work describes the processes involved in developing and embedding an agent\nsystem into an artistic real-time installation. The agent system would be responsible for controlling virtual figures on a screen, which interact with users of the installation. It was necessary to develop agents which displayed behavior pre-defined in stories designed by the project team, as well as to ensure that such agents acted in a way that was both\nwell received by visitors, while also stimulating interaction in a way that allowed the project team to conduct research on the interactions between humans and nonhumans. The agent system was implemented using Jason, a Java-based interpreter of the agentprogramming\nlanguage AgentSpeak. Over the course of the project, various agent scenarios were developed, with differing ways of implementation. An iterative process\nwas used for development and regular meetings with project members were instated, to discuss progress and ideas, while utilizing visualizations to aid communication. Behavior of developed agents was plagued by various problems, from being too reliant on reactions towards user behavior, to not interacting enough with active users. Various approaches\nto such problems were tried out, discussed, and documented. During the final installation, agents with indeterministic and emergent behavior were employed. Furthermore, agents were focused on both pursuing their own goals as well as\nconstantly paying attention to visitor behavior. This allowed users to realize agents as a social presence and interact with them in a way that was both novel and natural. ",
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        "date": "2018-11-12",
        "abstract": "3D models are used in many areas, from medical applications to the development of\ngames. Especially in games and animated movies a lot of 3D models are required and\ncreated and the creation process of these is very time consuming. This is one point,\nwhich makes creating games or animated movies very expensive and time-consuming in\ngeneral. To create 3D models faster, artists could be supported by algorithms, which assist them in their workflow. The idea is to reuse parts of existing models and fuse them together with the help of algorithms. Thus in sum a huge amount of time could be saved in the creation of 3D models. We present an overview of existing blending techniques and their advantages and disadvantages. We create our own algorithms, which we use to evaluate how much time artists can save. ",
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        "title": "Interactive Exploded Views for Presenting DNA Nano-Structures",
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        "abstract": "As the complexity of computer-aided-designed DNA nano-structures progresses day by day, the presentation of these structures is becoming complex. To tackle the main presentation problem, visual occlusion of structure components, we developed a semiautomated method to create effective interactive exploded views for DNA nano-structures, especially for educational purposes. This is done by displacing selected components of a DNA nano-structure based on the four key parameters explosion direction, distance,\norder and component selection. In this thesis we describe three different strategies of choosing the explosion direction, with two of them being defined by the object structure and one by the user. For the two structure defined approaches a method to calculate the explosion distance and three different explosion orders is described. The explosion components for these two approaches are defined by the hierarchical structure of the dataset, that describes the object. The user defined approach lets the user decide on the explosion distance and features one possible explosion order. It also lets the user select the explosion components arbitrarily. The developed application additionally features the possibility to animate an explosion and to use easing in these animations. ",
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        "title": "Game Optimization and Steam Publishing for Swarmlake",
        "date": "2018-10-29",
        "abstract": "Video games are complex pieces of software which require a certain\namount of prototyping and iteration to create the intended experience.\nThey are also real-time applications and need to be performant\nto run at the desired speed.\nMost software architecture is about creating more flexible code and\ntherefore making fewer assumptions which allow for faster prototyping\nand iteration time. However, optimizing is all about making\nassumptions and knowing limitations to be able to improve efficiency.\nSince optimal optimization is usually more natural to guarantee after\nmaking a well-designed game than vice versa, keeping the code\nflexible until the end is a valid compromise. Knowing game optimization\npatterns beforehand can be useful to make sure only the\nleast amount of code needs to be rewritten at the end of a game’s\ndevelopment cycle.\nSuccessfully selling a product such as a video game also requires\nmarketing and distribution. One of the most influential platform to\ndistribute computer games on PC is Steam. Knowing more about\nthe target platform a game releases on can make it more likely to\nmake the optimal decisions in that process.",
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    {
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        "title": "Interactive Maps for Visualizing Optimal Route Planning Strategy",
        "date": "2018-10-26",
        "abstract": "There are many situations in our everyday life like events, concerts, landmarks, attraction parks, etc. that often require from visitors to line-up in front of long queues and thus spend hours in waiting. An example of that are the Disneyland amusement parks. They are all very popular and attract a significant number of people every day. For this reason, the lining-up in front of attractions may cost much time – even up to a couple of hours. Despite that, the Disneyland parks are visited by millions of people every year [sta].\nSo to avoid so much waiting they need to make a plan in advance – when and in which\norder to visit the wanted attractions. However, to make such a plan, it could be very time consuming, difficult and even unpleasant, because many prerequisites need to be considered in advance. Having the main problems and annoyances described, the goal of this thesis is to create an assisting application. Its purpose is to give the visitors the possibility to create their own plan for their visit to Tokyo Disneyland. It contains two main assisting components. Firstly, an optimization algorithm calculating an optimized\nroute of the chosen attractions as well as a route visualization for an easy attraction finding. Both will reduce the time for lining-up and pre-planning. Such a technique will make it easier for visitors to see as many attractions as possible for a single day and thus, make the most of their visit.",
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        "date_end": "2018-10-26",
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        "abstract": "This study presents a process of generating seating plan images for the Ticket Gretchen\napp. The app offers the ability to buy tickets for theaters and similar venues by using\nan interactive seating plan. A seating plan image is a venue’s abstract visualization\ndefined by the seating layout of a performance. It should give an impression of the spatial\nstructure to see which seats are in reach of each other. The proposed automated solution\nof generating these images replaces the previously used process of creating the seating\nplan images manually. The image is made up of polygons representing seat groups that\nshow the user which seats are near each other and which are separated from each other.\nThe grouping of seats is done with the DBSCAN clustering algorithm using the seats’ 2D\nposition, sector and box information. For the computation of the polygons two concave\nhull algorithms are compared.",
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        "title": "Subsurface Scattering in VR",
        "date": "2018-10-18",
        "abstract": "Subsurface Scattering is a physical phenomenon that appears in many materials but is most notable for human skin. Current research makes it possible to calculate the\nlocal scattering of light inside a  translucent medium around the point of entry with a convolution of a separable filter in screen-space. This thesis tries to evaluate this technique by Jimenez et al. for stereoscopic rendering and how it can be implemented for the currently popular game engine Unity. Unity offers support for VR applications and allows the implementation of post-processing effects and other techniques that rely on shaders. The implemented Subsurface Scattering method is combined with an approach\nfor translucency and a physically based specular model. In the developed application the effects can be observed with and without VR and important parameters can be changed by the user. The performance and visual quality are reviewed with respect to the viability of the effects in Unity, stereoscopic rendering and frame rate. The latter is especially\nimportant in VR applications to deliver a comfortable interactive experience.\n\nImplementation https://drive.google.com/file/d/19cWkXh19uDCIa6Mcu3qy1UeIxYlOmjJA/view?usp=sharing ",
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        "title": "Radial Diagrams for the Visual Analysis of Wind Energy Production Data",
        "date": "2018-10-10",
        "abstract": "Wind energy production is a fast growing sector in the field of renewable energy production. In the process of energy production, more and more data is produced and recorded every year. This data is usually worthless without further exploration, analysis, and presentation. This thesis presents a design study of the visual analysis of wind energy production data. The goal is to provide data analysts with tools to carry out common tasks in the field of wind energy production more efficiently. As the data commonly contains directional information of winds and gusts,\nanalysis techniques need to take the circular nature of such data into account.\nThis work proposes a set of techniques for the visualization and interaction with circular data in radial diagrams. The diagrams operate in the polar coordinate system and thus are well suited to solve the problems of maintaining the natural coherence and circular closure of circular data. \nThe thesis discusses important design decisions and gives practical guidance how to implement novel features into an existing software system. Implementation details on how to ensure large data scalability are presented. The work evaluates the results in a case study with real data carried out by an expert in the field of wind energy production. The results indicate an improved work flow of common tasks and a successful system integration. The reported deployment at a\nnational power grid operator further demonstrates the system’s user acceptance and importance. The thesis also reflects on the iterative design process and the within collected expert feedback.",
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    {
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        "type_id": "masterthesis",
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        "title": "Importance-Driven Exploration of Molecular Dynamics Simulations",
        "date": "2018-10-03",
        "abstract": "The aim of this thesis is a novel real-time visualization approach for exploring molecular dynamics (MD-)simulations. Through the constantly improving hardware and everincreasing computing power, MD-simulations are more easily available. Additionally, they consist of hundreds, thousands or even millions of individual simulation frames and are getting more and more detailed. The calculation of such simulations is no longer limited by algorithms or hardware, nevertheless it is still not possible to efficiently explore this huge amount of simulation data, as animated 3D visualization, with ordinary and well established visualization tools. Using current software tools, the exploration of such long simulations takes too much time and due to the complexity of large molecular scenes, the visualizations highly suffer from visual clutter. It is therefore very likely that the user will miss important events.\nTherefore, we designed a focus & context approach for MD-simulations that guides the\nuser to the most relevant temporal and spatial events, and it is no longer necessary to explore the simulation in a linear fashion. Our contribution can be divided into the following four topics:\n1. Spatial importance through different levels of detail. Depending on the type of\nresearch task, different geometrical representations can be selected for both, focusand context elements.\n2. Importance driven visibility management through ghosting, to prevent context\nelements from occluding focus elements.\n3. Temporal importance through adaptive fast-forward. The playback speed of the\nsimulation is thereby dependent on a single or a combination of multiple importance\nfunctions.\n4. Visual declutter of accumulated frames through motion blur, which additionally\nillustrates the playback speed-up.\nSince the very beginning, this work was developed in close cooperation with biochemists from the Loschmidt Laboratories in Brno, Czech Republic. Together, we analyzed different use cases demonstrating the flexibility of our novel focus & context approach. ",
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        "abstract": "Bipartite graphs are typically visualized using linked\nlists or matrices. However, these classic visualization techniques\ndo not scale well with the number of nodes. Biclustering has\nbeen used to aggregate edges, but not to create linked lists\nwith thousands of nodes. In this paper, we present a new\ncasual exploration interface for large, weighted bipartite graphs,\nwhich allows for multi-scale exploration through hierarchical\naggregation of nodes and edges using biclustering in linked\nlists. We demonstrate the usefulness of the technique using two\ndata sets: a database of media advertising expenses of public\nauthorities and author-keyword co-occurrences from the IEEE\nVisualization Publication collection. Through an insight-based\nstudy with lay users, we show that the biclustering interface leads\nto longer exploration times, more insights, and more unexpected\nfindings than a baseline interface using only filtering. However,\nusers also perceive the biclustering interface as more complex.",
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        "title": "[DC] Computational Design of Smart Lighting Systems for Visually Impaired People, using VR and AR Simulations",
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        "title": "Sit & Relax: Interactive Design of Body-Supporting Surfaces",
        "date": "2018-10",
        "abstract": "We propose a novel method for interactive design of well-fitting body-supporting surfaces that is driven by the pressure distribution on the body's surface. \n\nOur main contribution is an interactive modeling system that utilizes captured body poses and computes an importance field that is proportional to the pressure distribution on the body for a given pose. This distribution indicates where the body should be supported in order to easily hold a particular pose, which is one of the measures of comfortable sitting. \t\n\nUsing our approximation, we propose the entire workflow for interactive design of $C^2$ smooth surfaces which serve as seats, or generally, as body supporting furniture for comfortable sitting. Finally, we also provide a design tool for Rhino/Grasshopper that allows for  interactive creation of single designs or entire multi-person sitting scenarios. We also test the tool with design students and present several results. \t\t\n\nOur method aims at interactive design in order to help designers to create appropriate surfaces digitally without additional empirical design passes.",
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        "title": "Human-Oriented Statistical Modeling: Making Algorithms Accessible through Interactive Visualization",
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        "abstract": "Statistical modeling is a key technology for generating business value from data. While the number of available algorithms and the need for them is growing, the number of people with the skills to effectively use such methods lags behind. Many application domain experts find it hard to use and trust algorithms that come as black boxes with insufficient interfaces to adapt. The field of Visual Analytics aims to solve this problem by a human-oriented approach that puts users in control of algorithms through interactive\nvisual interfaces. However, designing accessible solutions for a broad set of users while re-using existing, proven algorithms poses significant challenges for the design of analytical infrastructures, visualizations, and interactions.\nThis thesis provides multiple contributions towards a more human-oriented modeling\nprocess: As a theoretical basis, it investigates how user involvement during the execution of algorithms can be realized from a technical perspective. Based on a characterization of needs regarding intermediate feedback and control, a set of formal strategies to realize user involvement in algorithms with different characteristics is presented. Guidelines\nfor the design of algorithmic APIs are identified, and requirements for the re-use of algorithms are discussed. From a survey of frequently used algorithms within R, the\nthesis concludes that a range of pragmatic options for enabling user involvement in new and existing algorithms exist and should be used. After these conceptual considerations, the thesis presents two methodological contributions that demonstrate how even inexperienced modelers can be effectively involved in the\nmodeling process. First, a new technique called TreePOD guides the selection of decision trees along trade-offs between accuracy and other objectives, such as interpretability.\nUsers can interactively explore a diverse set of candidate models generated by sampling the parameters of tree construction algorithms. Visualizations provide an overview of possible tree characteristics and guide model selection, while details on the underlying machine learning process are only exposed on demand. Real-world evaluation with\ndomain experts in the energy sector suggests that TreePOD enables users with and without statistical background a confident identification of suitable decision trees. As the second methodological contribution, the thesis presents a framework for interactive\nbuilding and validation of regression models. The framework addresses limitations of automated regression algorithms regarding the incorporation of domain knowledge, identifying local dependencies, and building trust in the models. Candidate variables for model refinement are ranked, and their relationship with the target variable is visualized to support an interactive workflow of building regression models. A real-world case study and feedback from domain experts in the energy sector indicate a significant effort\nreduction and increased transparency of the modeling process.\nAll methodological contributions of this work were implemented as part of a commercially distributed Visual Analytics software called Visplore. As the last contribution, this thesis reflects upon years of experience in deploying Visplore for modeling-related tasks in the energy sector. Dissemination and adoption are important aspects of making statistical\nmodels more accessible for domain experts, making this work relevant for practitioners\nand application-oriented researchers alike.",
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    {
        "id": "ohrhallinger_stefan-2018-pg",
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        "title": "StretchDenoise: Parametric Curve Reconstruction with Guarantees by Separating Connectivity from Residual Uncertainty of Samples",
        "date": "2018-08-24",
        "abstract": "We reconstruct a closed denoised curve from an unstructured and highly noisy 2D point cloud.\nOur proposed method uses a two-pass approach: Previously recovered manifold connectivity is used for ordering noisy samples along this manifold and express these as residuals in order to enable parametric denoising.\nThis separates recovering low-frequency features from denoising high frequencies, which avoids over-smoothing.\nThe noise probability density functions (PDFs) at samples are either taken from sensor noise models or from estimates of the connectivity recovered in the first pass.\nThe output curve balances the signed distances (inside/outside) to the samples.\nAdditionally, the angles between edges of the polygon representing the connectivity become minimized in the least-square sense.\nThe movement of the polygon's vertices is restricted to their noise extent, i.e., a cut-off distance corresponding to a maximum variance of the PDFs.\nWe approximate the resulting optimization model, which consists of higher-order functions, by a linear model with good correspondence.\nOur algorithm is parameter-free and operates fast on the local neighborhoods determined by the connectivity.\n%We augment a least-squares solver constrained by a linear system to also handle bounds.\nThis enables us to guarantee stochastic error bounds for sampled curves corrupted by noise, e.g., silhouettes from sensed data, and we improve on the reconstruction error from ground truth.\nSource code is available online. An extended version is available at: https://arxiv.org/abs/1808.07778",
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        "booktitle": "Proceedings of Pacific Graphics 2018",
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        "title": "Data-Driven User Guidance in Multi-Attribute Data Exploration",
        "date": "2018-08-18",
        "abstract": "Seeking relationships in multi-dimensional datasets is a common task, but can quickly\nbecome tedious due to the heterogeneity and increasing size of the data. Its visualization can be approached in a variety of ways: (i) projection techniques decrease the number of dimensions to a fraction before visualizing items, creating clusters where similarities in the high-level space may be derived; (ii) overview visualization techniques display selected\nattributes and all of their items’ values to discover patterns and find relationships; (iii) tabular techniques give an insight into the individual items and thus favor their detailed\nanalysis and exploration.\nHowever, while the interactive selection of a data subset during exploration is most easily done with tabular visualizations, finding relationships and patterns is not. Also, with overview techniques the number of attribute combinations quickly outgrows reasonable dimensions.\nIn this thesis, a data-driven touring process for Visual Analytics (VA) tools is presented that guides users in discovering relationships for a data subset of their interest. Based on the user’s selection, attributes that show some kind of similarity are presented. The selection can be done on attribute and item level. While a selected attribute is compared to all other attributes in the dataset, item sets are compared to the individual\ncategories of attributes. This comparison can be based on a number of similarity measures.\nTo cope with heterogeneity of data types, numerical attributes are discretized to achieve maximum similarity. In hierarchical attributes, the most similar subtree is sought. The touring process is also independent of the data domain and its visualization. This independence is demonstrated by the use of three different datasets and the integration of the touring process into two VA systems. These extended systems were shown to medical experts of the Kepler University Hospital, who will use them in the near future. Their feedback was incorporated to improve the guidance process.",
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    {
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        "title": "Implementing Virtual Ray Lights for Rendering Scenes with Participating Media",
        "date": "2018-08-07",
        "abstract": "This thesis documents the full implementation of the method Virtual Ray Lights for\nRendering Scenes with Participating Media. As a basic understanding of the foundations\nof rendering and related approaches is necessary to understand this complex method,\nthese foundations are discussed first. There, the rendering equation and the physical\nbehaviour of light is described. Additionally, rendering approaches like Recursive Ray\nTracing and Photon Mapping that do not consider participating media, as well as methods\nlike Volumetric Photon Mapping, Virtual Point Lights and Photon Beams, which are\nable to render participating media, are evaluated.\nFor the discussion on Virtual Ray Lights, the evaluation takes place in three parts.\nFirst, the method is discussed in general with a mathematical analysis. Afterwards,\nimplementation details are evaluated where pseudocode examples are provided. Lastly,\nthe rendered results of the implementation are evaluated thoroughly. These results are\nalso compared to provided images from various research papers.\nThe goal of this thesis is to provide an implementation of Virtual Ray Lights, as\nwell as providing the tools to implement this method in other projects. We provide the\nwell-documented source code for this project, with the scene settings to recreate the\nexamples.",
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        "tu_id": null,
        "repositum_id": null,
        "title": "The Virtual Schoolyard: Attention Training in Virtual Reality for Children with Attentional Disorders",
        "date": "2018-08",
        "abstract": "This work presents a virtual reality simulation for training different attentional abilities in children and adolescents. In an interdisciplinary project between psychology and computer science, we developed four mini-games that are used during therapy sessions to battle different aspects of attentional disorders. First experiments show that the immersive game-like application is well received by children. Our tool is also currently part of a treatment program in an ongoing clinical study.",
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        "abstract": "Computer-aided visualisations are a powerful tool to make large datasets more accessible. Artificial intelligence (AI) also offers diverse ways in which to extract semantic values from large data stocks. It enables users to analyse records in ways that often exceed conventional methods in their specificity and accuracy.\nMedicine - more specifically those specialisations requiring imaging methods - are in need of sophisticated visualisation techniques. Our team at ImageBiopsy Lab [Lju17] runs development and research in the field of AI aided visualisations in medicine. For my thesis I developed a system for measuring the joint space in x-rays of the knee, based on existing concepts. Results of the measurements are processed and presented to the user as an augmented picture. This is achieved by employing different layers of graphical\noverlays on top of the original image. All measurements are based on parameters of the\nKellgren and Lawrence System (KLS) for classification of Osteoarthritis (OA).\nThe proposed method enables its users to asses the stage and tendency of OA in the\nknee at first glance as compared to conventional methods, which can be tedious and time-consuming. Calculated focus points in the mask layers can also be adjusted in\nreal time to accommodate for statistical outliers. The system was incorporated into\nan existing web-based framework which already demonstrates its potential in a clinical environment.",
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        "title": "Web-Based Osteoarthritis-Analysis Generating Data from Native Libraries and Machine-Learning Models",
        "date": "2018-07-08",
        "abstract": "As artificial intelligence (AI) progresses with seemingly unstoppable speed, its wide field of applications broadens by the day. One area where AI advancements appear to be\nespecially promising is their employment in the medical sector. Nowadays, due to the\nwider availability of processing power, algorithms based on neuronal networks can be used to generate far more data in areas where it previously seemed unthinkable.\nTraditional image-processing-algorithms often utilize computer vision (CV)-algorithms such as edge-detection to generate data from pixel input. While this method of gaining data worked well in the past, AI can help to improve the precision of such an analysis. The area I focussed on in this thesis is the generation of data from x-ray images of the knee joint. ImageBiopsy Lab (IB Lab)’s algorithms relied heavily on CV-based analysis\nfor the diagnosis of osteoarthritis (OA) in the knee. While this yielded good results in the past, this work will show that the use of deep neuronal networks improves accuracy in a significant way.\nFurther, neuronal networks can provide additional information that was a lot harder to be gained before, such as the laterality of a given image.\nThe aim of this project was to diagnose OA faster and more precisely than in the\npast and to embed it into a web-based solution for broader accessibility. To showcase the benefits of the described method, at the time of writing, our software is in the stage of\nbeing rolled out in a hospital in Lower Austria.\nBecause of the advancements mentioned above, this work will focus on the description and comparison of gaining information from x-ray images for a meaningful and efficient diagnosis of OA in the knee. ",
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        "title": "Progressive Annotation of Schematic Railway Maps",
        "date": "2018-07",
        "abstract": "Octilinear network layouts are commonly used as the schematic\nrepresentation of railway maps due to their enhanced readability.\nHowever, it is often time-consuming to place station names on such\nrailway maps by trial and error, especially within the limited labeling\nspace around interchange stations. This paper presents a progressive\napproach to placing station names around stations in schematic railway\nmaps for better automation of map labeling processes. The idea behind\nour approach is to annotate stations in dense downtown areas around the\ninterchange stations first and then those in sparse rural areas. This is\nachieved by introducing the sum of geodesic distances over the railway\nnetwork to identify the proper order in which to annotate stations. In\nthe actual annotation process, we increase the labeling space around the\nrailway network when necessary by progressively stretching railway line\nsegments while retaining their original directions, which allows us to\nrespect the original schematic layout as much as possible. We present\nseveral experimental results to demonstrate the effectiveness of the\nproposed approach, together with a discussion on parameter tuning in our\nformulation.",
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        "title": "Four Texture Algorithms for Recognizing Early Signs of Osteoarthritis. Data from the Multicenter Osteoarthritis Study.",
        "date": "2018-06-27",
        "abstract": "This master thesis aims to provide an in-depth comparison of four texture algorithms\nin their capacity of discriminating patients with osteoarthritis (OA) from the ones without, recognizing early signs of Osteoarthritis and tracking disease progression from 2D radiographs of the knee trabecular bone (TB). Given the fractal properties of the trabecular bone (TB), two fractal-based algorithms (Bone Variance Value (BVV) and Bone Score Value (BSV)) that try to characterize the complexity of the underlying 3D structure of the bone are presented. The third algorithm (Bone Entropy Value (BEV), based on Shannon’s Entropy) stems from the information theory and aims to describe the bone structure in terms of information complexity. The last algorithm (Bone Coocurrence Value (BCV)) is based on the co-occurrence matrix of an image and describes the image texture in terms of certain Haralick features. If successful, such algorithms posses a great potential to lower the costs (financial, time) associated with the diagnosis of osteoarthritis (OA) through automation of the procedure, and with the treatment. The earlier treatments and risk reduction measures are less costly than the\nprocedures involved due to a more advanced stage of the disease (surgery, implants, etc.).\nFirst, a motivation for the detection of early osteoarthritis (OA) is given. Second, a detailed description and mathematical background of the algorithms are presented and validated on sample, artificial data. Third, the employed data sets used for classification tests are introduced. Fourth, the statistical methods and neural network models employed are presented and discussed. Fifth, the features produced by each algorithm are discussed and their independent and combined capacity of discriminating between bones with early signs of OA and healthy bones. Also the capacity of tracking OA progression\nthrough the years is quantified by statistical tests. Also in this part we present the best classification scores obtained from the most optimal neural networks for each use case. Finally, thoughts on future improvements and the generalization of the algorithms in other anatomical contexts, for other diseases or in other fields, like histology and\nmammography, are made.\nIn this work we show that the state-of-the-art in OA prediction can be surpassed by\nutilizing only models based on texture features alone. Our gender-stratified analysis produces a prediction score of 83% for males and 81% for females in terms of Area Under the Receiver Operating Characteristic Curve (ROC-AUC).",
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        "title": "Advances in the Multimodal 3D Reconstruction and Modeling of Buildings",
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        "abstract": "Driven by the need for faster and more efficient workflows in the digitization of urban environments, the availability of affordable 3D data-acquisition systems for buildings has drastically increased in the last years: Laser scanners and  photogrammetric methods both produce millions of 3D points within minutes of acquisition time. They are applied both\non street-level as well as from above using drones, and are used to enhance traditional\ntachymetric measurements in surveying. However, these 3D data points are not the only available information: Extracted meta data from images, simulation results (e.g., from light simulations), 2D floor plans, and semantic tags – especially from the upcoming Building Information Modeling (BIM) systems – are becoming increasingly important.\nThe challenges this multimodality poses during the reconstruction of CAD-ready 3D\nbuildings are manifold: Apart from handling the enormous size of the data that is\ncollected during the acquisition steps, the different data sources must also be registered to each other in order to be applicable in a common context – which can be difficult in case of missing or erroneous information. Nevertheless, the potential for improving both\nthe workflow efficiency as well as the quality of the reconstruction results is huge: Missing information can be substituted by data from other sources, information about spatial or semantic relations can be utilized to overcome limitations, and interactive modeling\ncomplexity can be reduced (e.g., by limiting interactions to a two-dimensional space).\nIn this thesis, four publications are presented which aim at providing freely combinable “building blocks” for the creation of helpful methods and tools for advancing the field of Multimodal Urban Reconstruction. First, efficient methods for the calculation of shadows cast by area light sources are presented – one with a focus on the most efficient generation of physically accurate penumbras, and the other one with the goal of reusing\nsoft shadow information in consecutive frames to avoid costly recalculations. Then, a novel, optimization-supported reconstruction and modeling tool is presented, which employs sketch-based interactions and snapping techniques to create water-tight 3D building models. An extension to this system is demonstrated consecutively: There, 2D photos act as the only interaction canvas for the simple, sketch-based creation of building geometry and the corresponding textures. Together, these methods form a solid foundation for the creation of common, multimodal environments targeted at the reconstruction of 3D building models.",
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        "abstract": "Breast cancer is the most common cancer with a high mortality rate. Neoadjuvant\nchemotherapie is conducted before surgery to reduce the breast tumor mass. Currently,\na lot of trials are taking place, with the purpose of understanding the effects of different chemotherapy strategies. In this work a software is developed to analyse and compare the influence of these treatments. The study data is available as 4D Dynamic Contrast-Enhanced Magnetic Resonance Imaging data. To reduce the time of manual segmentation and the connection of segmented lesions over time a automatic procedure was implemented. This process uses the time-signal intensity curve and a support vector machine to classify\nlesions with calculated morphological features. To analyse the data, two views are available. The Intra-patient view visualizes the tumor behaviour of an individual patient over time. With the Multi-patient view the user is able to compare multiple patients’ lesions and additional added patient data. Both views are implemented with JavaScript and can be expanded easily. Because of missing ground truth an evaluation of the automatic segmentation method was not possible.",
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        "title": "Bitstream - A bottom-up/top-down hybrid approach for web-based visual analysis of big data",
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        "abstract": "Analyzing large amounts of data is becoming an ever increasing problem. Bitcoin as an\nexample has produced more data than is possible to analyze. In order to compensate for these difficulties, creative ideas that employ data aggregation or minimization have been proposed. Other work also focuses on introducing novel visualization types that are geared towards the visualization of blockchain data. However, visualization of graphs through node-link diagrams remains a difficult challenge. Analysis of the Bitcoin transaction graph to follow bitcoin (BTC) transactions (TXs) poses a difficult problem due to the Bitcoin\nprotocol and the amount of data. This thesis combines two data processing strategies to visualize big network data on commodity hardware. The idea is to use visualization as a technique to analyze a data-set containing Bitcoin transaction information. Criminals use Bitcoin as a means of payment because of its guaranteed pseudonymity. Through visualization we aim to identify patterns that will allow us to deanonymize transactions. To do so we use a proxy server that does data preprocessing before they are visualized on a web client. The proxy leverages parallel computing to be able to do top-down and bottom-up data processing fast enough for interactive visualization. This is done through incremental loading (bottom-up), which enables to visualize data immediately\nwithout a (pre-)processing delay. The database containing the public Bitcoin ledger is over 163 gigabytes in size. The resulting graph has more than 800 million nodes. As this information is too much to be visualized, we also employ a top-down approach of data aggregation and graph minimization of the transactional graph. Through this methodology we intend to solve performance problems of long processing delays and the problem of fractured data where the data is shown only partially in the visualization.\nWe collaborate with security experts who share insights into their expertise through a continuously ongoing dialog. Exploratory analysis on a big data-set such as the Bitcoin ledger, enabled through the methodology presented in this thesis, will help security experts to analyze the money flow in a financial network that is used by criminals for its anonymity. We evaluate the result through the performance and feedback of these security experts as well as benchmark the performance against current best practice approaches.",
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        "title": "Bitstream - Top-Down/Bottom-Up Data Processing for Interactive Bitcoin Visualization.",
        "date": "2018-05-14",
        "abstract": "Analyzing large amounts of data is becoming an ever increasing problem. Bitcoin as an\nexample has produced more data than is possible to analyze. In order to compensate for these difficulties, creative ideas that employ data aggregation or minimization have been proposed. Other work also focuses on introducing novel visualization types that are geared towards the visualization of blockchain data. However, visualization of graphs through node-link diagrams remains a difficult challenge. Analysis of the Bitcoin transaction graph to follow bitcoin (BTC) transactions (TXs) poses a difficult problem due to the Bitcoin\nprotocol and the amount of data. This thesis combines two data processing strategies to visualize big network data on commodity hardware. The idea is to use visualization as a technique to analyze a data-set containing Bitcoin transaction information. Criminals use Bitcoin as a means of payment because of its guaranteed pseudonymity. Through visualization we aim to identify patterns that will allow us to deanonymize transactions.\nTo do so we use a proxy server that does data preprocessing before they are visualized on a web client. The proxy leverages parallel computing to be able to do top-down and bottom-up data processing fast enough for interactive visualization. This is done through incremental loading (bottom-up), which enables to visualize data immediately without a (pre-)processing delay. The database containing the public Bitcoin ledger is over 163 gigabytes in size. The resulting graph has more than 800 million nodes. As this information is too much to be visualized, we also employ a top-down approach of data aggregation and graph minimization of the transactional graph. Through this methodology we intend to solve performance problems of long processing delays and the problem of fractured data where the data is shown only partially in the visualization.\nWe collaborate with security experts who share insights into their expertise through a continuously ongoing dialog. Exploratory analysis on a big data-set such as the Bitcoin ledger, enabled through the methodology presented in this thesis, will help security experts to analyze the money flow in a financial network that is used by criminals for its anonymity. We evaluate the result through the performance and feedback of these security experts as well as benchmark the performance against current best practice approaches.",
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        "substitute": null,
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            "filetitle": "image",
            "main_file": true,
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            "access": "public",
            "image_width": 279,
            "image_height": 149,
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        "authors": [
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        "date_from": "2018-06-18",
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        "research_areas": [
            "InfoVis"
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    {
        "id": "mazza-2012-bakk",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Optimized Sorting for Out-of-Core Surface Reconstruction",
        "date": "2018-05-04",
        "abstract": "In recent years the amount of acquisition methods for point clouds has been increasing consequently and it is getting more and more interesting for society. Even if it is possible to render point clouds directly, nowadays there exist many more algorithms which deal with triangle meshes than point clouds. For example 3D printer software requires watertight meshes as input. This makes automatic conversion of point sets to triangle meshes an important research topic. The aim of this Bachelor Thesis was to implement a plugin for Scanopy (a point cloud editing and rendering program) which can convert point clouds with hundreds of millions of samples in such a detailed degree that the data exceeds common main memory sizes. Therefore, an out-of-core algorithm was needed. The used out-of-core Poisson surface reconstruction approach requires the sorting of the input point samples in a preprocessing step. In this Bachelor Thesis it is shown that the sorting of the data with an optimized multithreaded merge sort algorithm can improve the total required time for the reconstruction process significantly. Further, this work indicates a problem which occurs while reconstructing meshes with a Poisson based reconstruction approach from scans of an open terrain. The problem leads to large unnecessary triangles which hide the reconstructed surface. A very basic solution approach for this problem is also stated.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
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            "filetitle": "image",
            "main_file": false,
            "use_in_gallery": false,
            "access": "public",
            "image_width": 758,
            "image_height": 836,
            "name": "mazza-2012-bakk-image.png",
            "type": "image/png",
            "size": 63835,
            "path": "Publication:mazza-2012-bakk",
            "url": "https://www.cg.tuwien.ac.at/research/publications/2018/mazza-2012-bakk/mazza-2012-bakk-image.png",
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            "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2018/mazza-2012-bakk/mazza-2012-bakk-image:thumb{{size}}.png"
        },
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            1035
        ],
        "date_end": "2018-05-04",
        "date_start": "2012-10-01",
        "matrikelnr": "0825828",
        "supervisor": [
            614,
            193
        ],
        "research_areas": [
            "Geometry"
        ],
        "keywords": [
            "surface reconstruction",
            "out-of-core",
            "point processing"
        ],
        "weblinks": [],
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                "access": "public",
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                "type": "application/pdf",
                "size": 8761718,
                "path": "Publication:mazza-2012-bakk",
                "url": "https://www.cg.tuwien.ac.at/research/publications/2018/mazza-2012-bakk/mazza-2012-bakk-thesis.pdf",
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            }
        ],
        "projects_workgroups": [
            "TERAPOINTS"
        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2018/mazza-2012-bakk/",
        "__class": "Publication"
    },
    {
        "id": "Schernthaner-2017-MCP",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": null,
        "title": "Multipath Curved Planar Reformations of Peripheral CT Angiography: Diagnostic Accuracy and Time Efficiency",
        "date": "2018-05-01",
        "abstract": "Objectives To compare diagnostic performance and time\nefficiency between 3D multipath curved planar reformations\n(mpCPRs) and axial images of CT angiography for\nthe pre-interventional assessment of peripheral arterial\ndisease (PAD), with digital subtraction angiography as the\nstandard of reference.\nMethods Forty patients (10 females, mean age 72 years),\nreferred to CTA prior to endovascular treatment of PAD,\nwere prospectively included and underwent peripheral CT\nangiography. A semiautomated toolbox was used to render\nmpCPRs. Twenty-one arterial segments were defined in\neach leg; for each segment, the presence of stenosis[70%\nwas assessed on mpCPRs and axial images by two readers,\nindependently, with digital subtraction angiography as gold\nstandard.\nResults Both readers reached lower sensitivity (Reader 1:\n91 vs. 94%, p = 0.08; Reader 2: 89 vs. 93%, p = 0.03) but\nsignificantly higher specificity (Reader 1: 94 vs. 89%,\np\\0.01; Reader 2: 96 vs. 95%, p = 0.01) with mpCPRs\nthan with axial images. Reader 1 achieved significantly\nhigher accuracy with mpCPRs (93 vs. 91%, p = 0.02), and Reader 2 had similar overall accuracy in both evaluations\n(94 vs. 94%, p = 0.96). Both readers read mpCPRs significantly\nfaster than axial images (Reader 1: 504500 based\non mpCPRs vs. 704000 based on axial images; Reader 2:\n404100 based on mpCPRs vs. 605700 based on axial images;\np\\0.01).\nConclusions mpCPRs are a promising 3D reformation\ntechnique that facilitates a fast assessment of PAD with\nhigh diagnostic accuracy.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            1531,
            1532,
            1533,
            1288,
            869,
            166,
            1289,
            1047
        ],
        "doi": "10.1007/s00270-017-1846-3",
        "issn": "0174-1551",
        "journal": "CardioVascular and Interventional Radiology",
        "number": "5",
        "pages_from": "718",
        "pages_to": "725",
        "volume": "41",
        "research_areas": [],
        "keywords": [
            "PAD",
            "CTA",
            "3D reformation",
            "mpCPRs"
        ],
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                "description": null,
                "main_file": 0
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    },
    {
        "id": "VASILJEVS-2018-PMPL",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Procedural Modelling of Park Layouts",
        "date": "2018-05",
        "abstract": "Procedural Modelling in Computer Graphics automates content generation, where commonly\nmanual methods have been employed, as in using modelling applications like Maya.\nGrammar-based methods allow to describe creation of objects at a higher level, encoding\ndesign decisions in rule files and enabling generation of infinite variations by just altering\nthe parameters. Methods for the synthesis of landscapes, street networks, buildings,\nand vegetation have been described. In the context of the city generation, CityEngine\ncombines some such techniques into a commercial solution that can be used to generate\nthe whole city at once.\nIn the context of park synthesis, the process is divided into layout generation and placement\nof objects in it. Typically, a park layout is either created manually and inserted into\nthe reserved area, or a shape grammar designed for building synthesis is employed. In the\nfirst case, a change to the design or the surrounding regions could result in considerable\nmodifications required of the user. At the present moment, generation of parks and green\nspaces in a city is rather limited and mainly focused on vegetation placement.\nThe aim of our work was to design a method for park layout synthesis, which when\ncombined with basic placement methods could be used to create believable park models.\nBased on the observation of real-life parks and 3D models of parks, we have derived a\nnumber of patterns, which have been translated into the rules of our novel shape grammar.\nIn particular, we introduce a rule for creating curved regions, which, to our knowledge,\nhas not been addressed yet at this level in grammar-based methods. We also introduce a\nnovel way to index arbitrary subset of the boundary and provide an additional insetting\noperation based on that. In our work we have considered the context of CityEngine as a\npossible use case.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
            "description": null,
            "filetitle": "image",
            "main_file": false,
            "use_in_gallery": true,
            "access": "public",
            "image_width": 640,
            "image_height": 360,
            "name": "VASILJEVS-2018-PMPL-image.jpg",
            "type": "image/jpeg",
            "size": 56641,
            "path": "Publication:VASILJEVS-2018-PMPL",
            "url": "https://www.cg.tuwien.ac.at/research/publications/2018/VASILJEVS-2018-PMPL/VASILJEVS-2018-PMPL-image.jpg",
            "thumb_image_sizes": [
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            "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2018/VASILJEVS-2018-PMPL/VASILJEVS-2018-PMPL-image:thumb{{size}}.png"
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        "repositum_presentation_id": null,
        "authors": [
            1609
        ],
        "date_end": "2018-07-16",
        "date_start": "2016",
        "diploma_examina": "2018-07-16",
        "matrikelnr": "0727773",
        "open_access": "yes",
        "supervisor": [
            1303,
            193
        ],
        "research_areas": [
            "Modeling"
        ],
        "keywords": [
            "procedural modeling",
            "park layouts"
        ],
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    {
        "id": "birsak-2017-dpe",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": null,
        "title": "Dynamic Path Exploration on Mobile Devices",
        "date": "2018-05",
        "abstract": "We present a novel framework for visualizing routes on mobile devices. Our framework is suitable for helping users explore their environment.\nFirst, given a starting point and a maximum route length, the system retrieves nearby points of interest (POIs). Second, we automatically compute an attractive walking path through the environment trying to pass by as many highly ranked POIs as possible. Third, we automatically compute a route visualization that shows the current user position, POI locations via pins, and detail lenses for more information about the POIs. The visualization is an animation of an orthographic map view that follows the current user position. We propose an optimization based on a binary integer program (BIP) that models multiple requirements for an effective placement of detail lenses. We show that our path computation method outperforms recently proposed methods and we evaluate the overall impact of our framework in two user studies.",
        "authors_et_al": false,
        "substitute": null,
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            "filetitle": "thumbnail",
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        "issn": "1077-2626",
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        "protocol": "null",
        "volume": "24",
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    {
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        "title": "The Travel of a Metabolite",
        "date": "2018-04",
        "abstract": "Biological pathways are chains of molecule interactions and reactions in biological systems that jointly form complex, hierarchical networks. Although several pathway layout algorithms have been investigated, biologists still prefer to use hand-drawn ones, due to their high visual quality relied on domain knowledge. In this project, we propose a visualization for computing metabolic pathway maps that restrict the grouping structure defined by biologists to rectangles and apply orthogonal-style edge routing to simplify edge orientation. This idea is inspired by concepts from urban planning, where we consider reactions as city blocks and built up roads to connect identical metabolites occurred in multiple categories. We provide a story to present how glucose is broken down to phosphoenolpyruvate to release energy, which is often stored in adenosine triphosphate (ATP) in a human body. Finally, we demonstrate ATP is also utilized to synthesize urea to eliminate the toxic ammonia in our body.",
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    {
        "id": "PB-VRVis-2018-005",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "An Automated Verification Workflow for Planned Lighting Setups using BIM",
        "date": "2018-04",
        "abstract": "The use of Building Information Modeling (BIM) methods is becoming more\nand more established in the planning stage, during the construction, and\nfor the management of buildings. Tailored BIM software packages allow to\nhandle a vast amount of relevant aspects, but have so far not been\ncovering specialized tasks like the evaluation of light distributions in\nand around a 3D model of a building. To overcome this limitation, we\ndemonstrate the use of the open-source IFC format for preparing and\nexchanging BIM data to be used in our interactive light simulation\nsystem. By exploiting the availability of 3D data and semantic\ndescriptions, it is possible to automatically place measurement surfaces\nin the 3D scene, and evaluate the suitability and sustainability of a\nplanned lighting design according to given constraints and industry\nnorms. Interactive visualizations for fast analysis of the simulation\nresults, created using state-of-the-art web technologies, are seamlessly\nintegrated in the 3D work environment, helping the lighting designer to\nquickly improve the initial lighting solution with a few clicks.",
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            "image_height": 309,
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        "booktitle": "REAL CORP 2018, Proceedings",
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    {
        "id": "smiech-2018-tei",
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        "repositum_id": null,
        "title": "Configurable Text Exploration Interface with NLP for Decision Support",
        "date": "2018-04",
        "abstract": "Having to read and understand lots of text documents and reports on a daily basis can\nbe quite challenging. The intended audience for these reports has limited resources and\nwants to reduce time spent on reading such reports. Therefore a need for a tool emerges\nthat assists the process of gaining relevant information out of reports/documents more\nquickly. These text documents are often unstructured and of varying length. They are\nwritten in the English language and are available from different sources (such as RSS\nfeeds and text files). The aim of this project is to offer a tool that supports the process of\nanalysing and understanding given texts. This is made possible by using natural language\nprocessing (NLP) and text visualization (TextVis). TextVis is already a well known and\nfrequently used solution. The herein described project uses an NLP pipeline which serves\nas preprocessing for TextVis. To provide quick insight into the data, topic extraction\nmechanisms like Latent Dirichlet Allocation (LDA) or Non-negative Matrix Factorization\n(NMF) are available for the user to be chosen within the aforementioned pipeline. A major\nchallenge for TextVis is the configuration of the NLP pipeline, because there are many\ndifferent ways of doing so and a wide range of parameters to chose from. To overcome this\nissue, this project provides a solution that enables users to easily configure and customize\ntheir own NLP pipeline. It is designed to encourage these users to experiment with\ndifferent sequences of NLP operations and parameter configurations to find a solution\nthat suites them best. In order to keep it easy to use the software, it is implemented\nentirely using web technologies to be accessible in a common web browser. The resulting\nvisualization will emphasize particular parts of the text based on a set of different factors,\nif selected so. These factors can be topics, sentiments and part-of-speech-tagged words.\nThe focus of this work lies on a visual interface that enables and encourages users to\nadjust/optimize the underlying NLP pipeline (by selecting steps and setting parameters)\nand comparing their results. Evaluation with help of user feedback showed that certain\npipeline configurations work better for certain types of texts than others. Using the\nsolution created within this work, users can adapt the tool to their needs and also tweak\nit according to requirements. There is no universal configuration that works for all\ndocuments, however.",
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        "date_end": "2018-04",
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        "abstract": "Memory, visual attention and perception play a critical role in the design of visualizations. The way users observe a visualization is affected by salient stimuli in a scene as well as by domain knowledge, interest, and the task. While recent saliency models manage to predict the users’ visual attention in visualizations during exploratory analysis, there is little evidence how much influence bottom-up saliency has on task-based visual analysis. Therefore, we performed an eye-tracking study with 47 users to determine the users’ path of attention when solving three low-level analytical tasks using 30 different charts from the MASSVIS database [1]. We also compared our task-based eye tracking data to the data from the original memorability experiment by Borkin et al. [2]. We found that solving a task leads to more consistent viewing patterns compared to exploratory visual analysis. However, bottom-up saliency of a visualization has negligible influence on users’ fixations and task efficiency when performing a low-level analytical task. Also, the efficiency of visual search for an extreme target data point is barely influenced by the target’s bottom-up saliency. Therefore, we conclude that bottom-up saliency models tailored towards information visualization are not suitable for predicting visual attention when performing task-based visual analysis. We discuss potential reasons and suggest extensions to visual attention models to better account for task-based visual analysis.",
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        "title": "Visualization of Fiber Orientation in Glass Fiber Reinforced Polymers",
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    {
        "id": "Pezenka-2016-MT",
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    {
        "id": "sbert-2017-sa_course_0023",
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        "title": "Information Theory In Visualization",
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    {
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        "repositum_id": null,
        "title": "Evaluation of Machine Learning Frameworks on Tuberculosis Classification of Chest Radiographs",
        "date": "2017-11-28",
        "abstract": "In this thesis different state-of-the-art machine learning frameworks were implemented and evaluated on chest radiographs to classify them into tuberculotic or healthy radiographs.\nTraditional explicit feature engineering was performed, as well as different deep learning approaches were applied. For the deep learning experiments different publicly available architectures were compared in two different tasks. The first task with deep learning was to use a Convolutional Neural Network, already trained on a different task, to extract\nfeatures of the chest radiographs. These features were then classified separately. The second experiment was to use a Convolutional Neural Network, again pretrained on a different task, and train this network carefully again on the chest radiographs. The results of the different frameworks were summarized, evaluated and presented in tables.",
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        "title": "Guiding Attention in Complex Visualizations using Flicker",
        "date": "2017-11-17",
        "abstract": "Drawing the user’s gaze to an important item in an image or a graphical user interface is a common challenge. Usually, some form of highlighting is used, such as a clearly distinct color or a border around the item. Flicker is also a strong visual attractor in the entire visual field, without distorting, suppressing, or adding any scene elements. While it is very salient, it is often perceived as annoying. In this talk, I will present our research on how flicker can be used as attention guidance technique in cluttered visualizations while lowering its negative side-effects. In particular, I will first present results of studies examining a two-stage flicker technique for dynamic visualizations on large displays. Then, I will present we our explorations of high frequency flicker (60 to 72 Hz) to guide the user’s attention in images. At such high frequencies, the critical flicker frequency (CFF) threshold is reached, which makes the flicker appear to fuse into a stable signal. However, the CFF is not uniform across the visual field, but is higher in the peripheral vision at normal lighting conditions. We show that high frequency flicker, using personalized attributes like patch size and luminance, can be easily detected by observers in the peripheral vision, but the signal is hardly visible in the foveal vision when users directly look at the flickering patch. We demonstrate that this property can be used to draw the user’s attention to important image regions using a standard high refresh-rate computer monitor with minimal visible modifications to the image.",
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        "location": "Czech Technical University",
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    {
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        "repositum_id": null,
        "title": "Temporal Upsampling for Image Sequences Using a Non-Local Means Algorithm",
        "date": "2017-11-17",
        "abstract": "Computer-generated video sequences with a frame-rate higher than the usual 24 images per second, such as 48 or 60 frames per second, have become more popular in the respective industries, due to more visual fidelity. This, however, results in more computational costs for the same length of the video sequence.\n\nOne solution to this problem is the so-called frame-rate upsampling, which makes use of temporal and spatial coherence to approximate new frames and therefore saves computational time. Several methods have been published in this field, for the purposes of real-time rendering as well as for offline rendering algorithms. \n\nIn this thesis, two new algorithms for fame-rate upsampling are introduced. Those are targeted at high-quality computer-generated images that feature various globalillumination effects. The two new algorithms make use of a video denoising method - the non-local means algorithm - to find the appropriate pixel colors for the frame, that has to be upsampled. To find the corresponding pixels in another frame, the methods of this thesis either use existing color information or require additional data, which can be extracted from any global-illumination algorithm with minimal further computations. The proposed methods are aimed at handling reflections and refractions in the scene\nbetter than previous work.",
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        "title": "Challenges and advances in multi-scale biology data visualization",
        "date": "2017-11-16",
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        "event": "S&T Cooperation Austria-Czech Republic",
        "location": "Czech Technical University",
        "research_areas": [
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    {
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        "repositum_id": null,
        "title": "Quantifying the Convergence of Light-Transport Algorithms",
        "date": "2017-11-14",
        "abstract": "This work aims at improving methods for measuring the error of unbiased, physically\nbased light-transport algorithms. State-of-the-art papers show algorithmic improvements\nvia error measures like Mean Square Error (MSE) or visual comparison of equal-time\nrenderings. These methods are unreliable since outliers can cause MSE variance and\nvisual comparison is inherently subjective.\nWe introduce a simple proxy algorithm: pure algorithms produce one image corresponding\nto the computation budget N. The proxy, on the other hand, averages N independent\nimages with a computation budget of 1. The proxy algorithm fulfils the preconditions\nfor the Central Limit Theorem (CLT), and hence, we know that its convergence rate is\n(1/N). Since this same convergence rate applies for all methods executed using the\nproxy algorithm, comparisons using variance- or standard-deviation-per-pixel images are\npossible. These per-pixel error images can be routinely computed and allow comparing\nthe render quality of different lighting effects. Additionally, the average of pixel variances\nis more robust against outliers compared to the traditional MSE or comparable metrics\ncomputed for the pure algorithm.\nWe further propose the Error Spectrum Ensemble (ESE) as a new tool for evaluating lighttransport\nalgorithms. It summarizes expected error and outliers over spatial frequencies.\nESE is generated using the data from the proxy algorithm: N error images are computed\nusing a reference, transformed into Fourier power spectra and compressed using radial\naverages. The descriptor is a summary of those radial averages.\nIn the results, we show that standard-deviation images, short equal-time renderings, ESE\nand expected MSE are valuable tools for assessing light-transport algorithms.",
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        "date_end": "2017-11-14",
        "date_start": "2016-01-15",
        "diploma_examina": "2017-11-14",
        "matrikelnr": "0926881",
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        "abstract": "Visualization designers have several visual channels at their disposal for encoding data into visual representations, e.g., position, size, shape, orientation, color, texture, brightness, as well as motion. The mapping of attributes to visual channels can be chosen by the designer. In theory, any data attribute can be represented by any of these visual channels or by a combination of multiple of these channels. In practice, the optimal mapping and the most suitable type of visualization strongly depend on the data as well as on the user's task. In the visualization of spatial data, the mapping of spatial attributes to visual channels is inherently given by the data. Multifaceted spatial data possesses a wide range of additional (non-spatial) attributes without a given mapping. The data's given spatial context is often important for successfully fulfilling a task. The design space in spatial data visualization can therefore be heavily constrained when trying to choose an optimal mapping for other attributes within the spatial context. To solve an exploration or presentation task in the domain of multifaceted spatial data, special strategies have to be employed in order to integrate the essential information from the various data facets in an appropriate representation form with the spatial context.\nThis thesis explores visualization integration strategies for multifaceted spatial data. The first part of this thesis describes the design space of integration in terms of two aspects: visual and functional integration. Visual integration describes how representations of the different data facets can be visually composed within a spatial context. Functional integration, describes how events that have been triggered, for instance, through user interaction, can be coordinated across the various visually integrated representations.\nThe second part of this thesis describes contributions to the field of visualization in the context of concrete integration applications for exploration and presentation scenarios. The first scenario addresses a set of challenges in the exploratory analysis of multifaceted spatial data in the scope of a decision making scenario in lighting design. The user's task is to find an optimal lighting solution among dozens or even hundreds of potential candidates. In the scope of a design study, the challenges in lighting design are addressed with LiteVis, a system that integrates representations of the simulation parameter space with representations of all relevant aspects of the simulation output. The integration of these heterogeneous aspects together with a novel ranking visualization are thereby the key to enabling an efficient exploration and comparison of lighting parametrizations.\nIn presentation scenarios, the generation of insights often cannot rely on user interaction and therefore needs a different approach. The challenge is to generate visually appealing, yet information-rich representations for mainly passive observation. In this context, this thesis addresses two different challenges in the domain of molecular visualization. The first challenge concerns the conveying of relations between two different representations of a molecular data set, such as a virus. The relation is established via animated transitions - a temporal form of integration between two representations. The proposed solution features a novel technique for creating such transitions that are re-usable for different data sets, and can be combined in a modular fashion. \nAnother challenge in presentation scenarios of multifaceted spatial data concerns the presentation of the transition between development states of molecular models, where the actual biochemical process of the transition is not exactly known or it is too complex to represent. A novel technique applies a continuous abstraction of both model representations to a level of detail at which the relationship between them can be accurately conveyed, in order to overcome a potential indication of false relationship information. Integration thereby brings the different abstraction levels and the different model states into relation with each other. The results of this thesis clearly demonstrate that integration is a versatile tool in overcoming key challenges in the visualization of multifaceted spatial data.\n",
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        "title": "Visualization of Filter Rules in Autonomous Software-Agents",
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        "abstract": "In recent years, the interactive visual exploration and demonstration of three-dimensional virtual models of buildings or natural structures of archaeoastronomical interest under a simulated sky has become available for users of the open-source desktop planetarium program Stellarium [Zotti, 2015, 2016]. Users can load an architectural model in the well-known OBJ format and walk around to explore sight lines or light-and-shadow interaction in present and past times [Frischer et al., 2016].\n\nHowever, until now, the model itself did not change in time, and loading models for various building phases (e.g., the assumed order of building the various standing stones, timber circles and stone circles of Stonehenge) always required a break in simulation and user interaction to load a model for the next phase. On the other hand, displaying a model under the sky of the wrong time may lead to inappropriate conclusions. Large-area models required considerable time to load, and loading caused a reset of location, so the user interested in changes in a certain viewing axis had to recreate that view again. Given that Stellarium is an “astronomical time machine”, nowadays capable of replaying sky vistas thousands of years ago with increasing accuracy [Zotti et al., submitted] and also for models with several million triangular faces, it seemed worth to explore possibilities to also show changes over time in the simulated buildings.\nThe Scenery3D plugin of Stellarium is, however, not a complete game engine, and replicating the infrastructure found in such game engines like Unity3D – for example to interactively move game objects, or load small sub-components like standing stones and place them at arbitrary coordinates – seemed overkill. The solution introduced here is remarkably simple and should be easily adoptable for the casual model-making researcher: the MTL material description for the model, a simple plain-text file that describes colour, reflection behaviour, photo-texture or transparency of the various parts of the object, can be extended for our rendering system. Newly introduced values describe dates where parts of the model can appear and disappear (with transitional transparency to allow for archaeological dating uncertainties). The model parts with these enhanced, time-aware materials appear to fade in during the indicated time, will be fully visible in their “active” time, and will fade out again when Stellarium is set to simulate the sky when the real-world structures most likely have vanished. The only requirement for the model creator is now to separate objects so that they receive unique materials that can then be identified and augmented with these entries in the MTL text file.\n\nThe advantages of this new feature should be clear: an observer can remain in a certain location in the virtual model and let the land- and skyscape change over decades or centuries, without the need to load new models. This allows the simulation of construction and reconstruction phases while still always keeping particularly interesting viewpoints unchanged, and will always show the matching sky for the most appropriate reconstruction phase of the model. ",
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        "id": "kroesl-2017-LiteMaker",
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        "title": "LiteMaker: Interactive Luminaire Development using Progressive Photon Tracing and Multi-Resolution Upsampling",
        "date": "2017-09",
        "abstract": "Industrial applications like luminaire development (the creation of a luminaire in terms of geometry and material) or lighting design (the efficient and aesthetic placement of luminaires in a virtual scene) rely heavily on high realism and physically correct simulations. Using typical approaches like CAD modeling and offline rendering, this requirement induces long processing times and therefore inflexible workflows. In this paper, we combine a GPU-based progressive photon-tracing algorithm to accurately simulate the light distribution of a luminaire with a novel multi-resolution image-filtering approach that produces visually meaningful intermediate results of the simulation process. By using this method in a 3D modeling environment, luminaire development is turned into an interactive process, allowing for real-time modifications and immediate feedback on the light distribution. Since the simulation results converge to a physically plausible solution that can be imported as a representation of a luminaire into a light-planning software, our work contributes to combining the two former decoupled workflows of luminaire development and lighting design, reducing the overall production time and cost for luminaire manufacturers. ",
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        "title": "Adaptive Visual Computing",
        "date": "2017-08-31",
        "abstract": "Visual computing uses computer-supported, interactive, visual representations of (abstract) data to amplify cognition. In recent years data complexity concerning volume, veracity, velocity, and variety has increased considerably. Several adaptive visual computing approaches are discussed in detail. Data-sensitive navigation for user-interface elements is presented. The approach normalizes user input according to visual change, and also visually communicates this normalization. In this way, output-sensitive interactions can be realized. Quantitative and reproducible linking & brushing as integral part of visual analytics is approached through structured brushing, percentile brushes, linked statistics, and change visualization. Multiscale models, e.g., from structural biology, require multiscale dynamic color mapping with sometimes overlapping or contradicting colors. We present a technique, which adaptively, based on the current scale level, nonlinearly and seamlessly adjusts the color scheme to depict or distinguish the currently best visible structural information. Adaptive visual computing is addressing the amplified data complexity through increased scalability. Research challenges and directions are sketched at the end of the talk.\n",
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        "title": "Algorithmic Botany via Lindenmayer Systems in Blender",
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        "abstract": "Lindenmayer systems, or L-systems, are a well-established and thoroughly studied concept in the field of computer graphics. Originally introduced by theoretical botanist Aristid Lindenmayer to model the development of simple multicellular organisms, they are now commonly associated with the modeling of whole plants and complex branching structures. Various extensions such as stochastic, parametric and context-sensitive L-systems have been introduced to the formalism, allowing the modeling of stochastic, continuous growth and complex interactions of plant organisms with each other and with the external environment. More specialized interactive techniques are arguably better suited to more intuitively and predictably produce plant structures where artistic control is essential. Nonetheless, L-systems remain a fascinating and powerful methodology as they allow for the description of patterns of astonishing diversity via simple formal rules of production and graphical interpretation of the results. Small changes to these rules often yield unexpected but aesthetically fascinating results and the plethora of forms and patterns thus produced constitute a subject of study that is highly worthwhile in itself.\n\nThe focus of this work is not to present novel techniques for the aesthetic or biological modeling of plants. This work aims at integrating the existing formalism of parametric, context-sensitive L-systems in a widely used open-source computer graphics software like Blender in the form of an add-on, as well as to discuss the potential advantages of such an integration. In this regard, special consideration is given to allow the modeling of environmental interaction of a growing structure with a Blender scene.",
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        "date_end": "2017-08-09",
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        "title": "Extracting Noise Models – considering X / Y and Z Noise",
        "date": "2017-08-28",
        "abstract": "We have developed two different test setups allowing the characterization of noise in X,\nY and Z direction for the KinectV2 and the Phab2Pro depth sensors. We have combined\nthese two methods, generating a single noise model allowing a prediction of the amount of\nnoise in specific areas of an image in the three respective directions at a certain distance\nand rotation. We have conducted two test setups and measured the noise from 900 mm\nto 3.100 mm for the generation of the noise models. The test setup of this thesis focused\non determining the noise in X, Y and Z direction, covering the whole frustum of the\nrespective depth sensor. In this thesis, Z noise was measured against a wall and X and\nY noises were measured using a 3D chequerboard that was shifted through the room,\nallowing the above mentioned coverage of the whole frustum. Along the edges of the\ncells of the chequerboard, the X and Y noise was measured. The combined model was\nevaluated by using a solid cube to classify the quality of our noise model.",
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        "date_start": "2016-06-17",
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        "title": "A History of Austrian Computer Games",
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        "title": "Hybrid Frames - Animated Narrative Sequences in Molecular Visualization",
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        "abstract": "In bio-molecular visualizations animations are used to convey transitions between different representation states. For example, to understand the transition from a physical correct representation of a HIV molecule to an abstract visualization like a bar chart, an animation can be used. This method allows to trace the structures during the transition and therefore brings them into a direct relation. The disadvantage of an animation is that the presented content is ﬂeeting. Therefore, the change over time cannot be compared or investigated in detail. To mitigate this disadvantage, we propose a hybrid visualization composed of an animation and a series of still images. The series of still images allows an overview over the transition and comparison of states, but the relation of the representations may get lost. For this reason, the animation is used. By clicking on a single frame inside the sequence the animation is played starting from the selected frame to the next frame in the sequence. The expressiveness of the narrative sequence of images is determined by the selected images. Therefore, we adapted Key Probe, an object based key frame extraction method developed by Huang et al., to be operable on molecular data. Molecular data consists of thousands of protein instances and is therefore challenging for object based key frame extraction methods. We introduced several optimization techniques to Key Probe. We show that the adapted Key Probe returns reasonable result within a reasonable computation time. The so extracted key frames are then displayed in a sequence of images together with a 3D animated view of the molecular data. This allows, additionally to the fast overview, an in-depth exploration of a speciﬁc sub-sequence of the animation.",
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        "title": "Forced Random Sampling: fast generation of importance-guided blue-noise samples",
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        "abstract": "In computer graphics, stochastic sampling is frequently used to efficiently approximate complex functions and integrals. The error of approximation can be reduced by distributing samples according to an importance function, but cannot be eliminated completely. To avoid visible artifacts, sample distributions are sought to be random, but spatially uniform, which is called blue-noise sampling. The generation of unbiased, importance-guided blue-noise samples is expensive and not feasible for real-time applications. Sampling algorithms for these applications focus on runtime performance at the cost of having weak blue-noise properties. Blue-noise distributions have also been proposed for digital halftoning in the form of precomputed dither matrices. Ordered dithering with such matrices allows to distribute dots with blue-noise properties according to a grayscale image. By the nature of ordered dithering, this process can be parallelized easily. We introduce a novel sampling method called forced random sampling that is based on forced random dithering, a variant of ordered dithering with blue noise. By shifting the main computational effort into the generation of a precomputed dither matrix, our sampling method runs efficiently on GPUs and allows real-time importance sampling with blue noise for a finite number of samples. We demonstrate the quality of our method in two different rendering applications.",
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        "event": "Computer Graphics International 2017",
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    {
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        "title": "Visual Evaluation of Computational Models of the Biological Mesoscale",
        "date": "2017-06",
        "abstract": "Currently available techniques for capturing macromolecules on atomic level are not appropriate for large structures on the biological mesoscale. Therefore, those structures, such as viruses or cell organelles, have to be assembled from molecular building blocks using software tools. The goal of recent projects like cellPACK is to create models with these tools, allowing the scientific community to iteratively give feedback and edit the models, in order to eventually generate the most suitable illustration consistent with the current state of knowledge. For that purpose, we need to discern the values for properties like distribution, density or opacity that make a model preferable to others. \nThis thesis aims to create a software program for visual evaluation of the quality of the assembled structures. The program will extract the information about the quality of spatial distribution of molecules in the scenes produced by packing tools and plot it into a set of 2D representations. These will convey the statistical information about the distribution and enable the visual comparison of generated models, which vary not only due to the stochastic nature of the packing algorithms but also because of the use of different parameter settings.",
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        "repositum_id": null,
        "title": "How Sensemaking Tools Influence Display Space Usage",
        "date": "2017-06",
        "abstract": "We explore how the availability of a sensemaking tool influences users’ knowledge externalization strategies. On a large display,\nusers were asked to solve an intelligence analysis task with or without a bidirectionally linked concept-graph (BLC) to organize\ninsights into concepts (nodes) and relations (edges). In BLC, both nodes and edges maintain “deep links” to the exact source\nphrases and sections in associated documents. In our control condition, we were able to reproduce previously described spatial\norganization behaviors using document windows on the large display. When using BLC, however, we found that analysts apply\nspatial organization to BLC nodes instead, use significantly less display space and have significantly fewer open windows.",
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        "title": "Maya2cellVIEW: Integrated Tool for Creating Large and Complex Molecular Scenes",
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        "id": "Radwan-2017-Occ",
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        "repositum_id": null,
        "title": "Cut and Paint: Occlusion-Aware Subset Selection for Surface Processing",
        "date": "2017-05",
        "abstract": "User-guided surface selection operations are straightforward for visible regions on a convex model. However, concave surfaces present a challenge because self-occlusions require multiple camera positions to get unobstructed views. Therefore, users often have to locate and switch to new unobstructed views in order to continue the operation. Our novel approach enables operations like painting or cutting in a single view, even on the backside of objects and for arbitrary depth complexity, with interactive performance. Continuous projection of a curve drawn in screen space onto the mesh guarantees seamless brush strokes or manifold cuts, unaffected by any occlusions.\n\nOur occlusion-aware surface-processing method enables a number of applications in an easy way. As examples, we show continuous painting on the surface, selecting regions for texturing, creating illustrative cutaways from nested models and animation of cutaways.",
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        "booktitle": "Proceedings of Graphics Interface 2017",
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    {
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        "title": "Interactive Visual Categorization of Spinel-Group Minerals",
        "date": "2017-05",
        "abstract": "Spinel-group minerals are excellent indicators of geological environments and are of invaluable help in the search for mineral\ndeposits of economic interest. The geologists analyze them by means of Barnes and Roeder’s contours. In this paper, we present a\ncollection of novel, interactive methods, which assist geologists in the categorization of spinel-group minerals. We fully integrate\nBarnes and Roeder’s contours using a polygonal representation. This makes it possible to efficiently superimpose user-provided point\ndata over the contours, and to automatically rank the contours based on the number of enclosed points. We also allow the expert to\ncreate contours for the user-provided point data. Once user contours are created, they can be compared with Barnes and Roeder’s\ncontours. During the analysis, the user can drill-down by means of brushing. As we deal with specific data, we apply two novel\nbrushing techniques, i.e., the percentile brush and the contour brush. The novel brushing mechanisms along with the interactive\ncomparison speed-up the analysis significantly. We evaluate the newly introduced approach and the resulting novel workflow using\nreal-word data from different locations in Argentina. According to the domain experts, the classification of spinel minerals needs\nseveral minutes now, while it took a few days with the current state of the art approach in the domain.",
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        "title": "Visualization of molecular machinery using agent-based animation",
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        "title": "Dynamic word clouds",
        "date": "2017-05",
        "abstract": "Using word clouds to visualize dynamic time-varying data is a field still under-explored. The goal of our approach is to provide a novel way of generating smoothly animated word clouds to show changes in word frequency via font size. Unlike existing methods, a compact layout, inspired by the popular word cloud generation tool Wordle, is preserved during animation and implemented using web technologies.Word size changes in time are also illustrated via color and word rotation. ",
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        "title": "Metamorphers: Storytelling Templates For Illustrative Animated Transitions in Molecular Visualization",
        "date": "2017-05",
        "abstract": "In molecular biology, illustrative animations are used to convey complex biological phenomena to broad audiences. However, such animations have to be manually authored in 3D modeling software, a time consuming task that has to be repeated from scratch for every new data set, and requires a high level of expertise in illustration, animation, and biology. We therefore propose metamorphers: a set of operations for deﬁning animation states as well as the transitions to them in the form of re-usable story telling templates. The re-usability is two-fold. Firstly, due to their modular nature, metamorphers can be re-used in different combinations to create a wide range of animations. Secondly, due to their abstract nature, metamorphers can be re-used to re-create an intended animation for a wide range of compatible data sets. Metamorphers thereby mask the low level complexity of explicit animation speciﬁcations by exploiting the inherent properties of the molecular data, such as the position, size, and hierarchy level of a semantic data subset.",
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        "title": "Walk line drawing",
        "date": "2017-04-25",
        "abstract": "In the recent years, consequence of technology improvements, a new kind of art has appeared. It is called GPS art and consists in drawing on a digital map by recording the path followed using a GPS device. The fact is that not everyone is able to make the drawing of a certain figure. Just the so-called GPS artists come up with the path, so it makes this kind of art not reachable to some people.\nThe idea of this thesis is to enable people to create GPS art without relying on imagination to come up with a path for a certain figure. In order to achieve that, a system that finds that path in a map for a given figure as input has been developed. In order for people to use this system, it has been integrated within a mobile application, so users are able to find the path to follow easily.\n",
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        "title": "Visualization of molecular machinery using agent-based animation",
        "date": "2017-04-21",
        "abstract": "This work proposes an agent-based model for animating molecular machines. Usually\nmolecular machines are visualized using key-frame animation. Creating large molecular assemblies with key-frame animation in standard 3D software can be a tedious task, because hundreds or thousands of molecular particles have to be animated by hand, considering various biological phenomena. To avoid repetitive animation of molecular particles, a prototypic framework is implemented, that employs an agent-based approach. Instead of animating the molecular particles directly, the framework utilizes behavior descriptions for each type of molecular particle. The animation results from the molecular particles interacting with each other as defined by their behavior. Interaction between\nmolecular particles is enabled by an abstract model that is implemented by the framework.\nThe methodology for creating the framework was driven through learning by example.\nThree molecular machines are visualized using the framework. During this process, the framework was iteratively improved, to meet the requirements for each new molecular machine. The resulted animations demonstrate that agent-based animation is a viable option for molecular machines.\n",
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        "abstract": "Prostate cancer is one of the most frequently occurring types of cancer in males. It is often treated with radiation therapy,which aims at irradiating tumors with a high dose, while sparing the surrounding healthy tissues. In the course of the years,radiotherapy technology has undergone great advancements. However, tumors are not only different from each other, theyare also highly heterogeneous within, consisting of regions with distinct tissue characteristics, which should be treated withdifferent radiation doses. Tailoring radiotherapy planning to the specific needs and intra-tumor tissue characteristics of eachpatient is expected to lead to more effective treatment strategies. Currently, clinical research is moving towards this direction,but an understanding of the specific tumor characteristics of each patient, and the integration of all available knowledge into apersonalizable radiotherapy planning pipeline are still required. The present work describes solutions from the field of VisualAnalytics, which aim at incorporating the information from the distinct steps of the personalizable radiotherapy planningpipeline, along with eventual sources of uncertainty, into comprehensible visualizations. All proposed solutions are meantto increase the – up to now, limited – understanding and exploratory capabilities of clinical researchers. These approachescontribute towards the interactive exploration, visual analysis and understanding of the involved data and processes at differentsteps of the radiotherapy planning pipeline, creating a fertile ground for future research in radiotherapy planning.",
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        "abstract": "This thesis describes a technique for editing segmentation results of vessels, which should enhance usage and reduce work duration for physicians by using a simple and fast way of interaction. Moreover also a quick calculation of an accurate result was of primary interest. Since vascular structures are vulnerable to diseases, vessels are the main focus of this thesis. Nowadays, Image Analysis is able to facilitate the medical diagnosis procedure.\nSince stroke treatment is time-crucial, appropriate algorithms should be fast and enable an accurate depiction of the arteries to simplify the diagnostic process. However, because automatic segmentation is often quite inaccurate and manual segmentation is tedious, neither of these two methods alone is often adequate for usage. Because of this we suggest to combine the fast automatic segmentation and the exact manual editing done by clinical experts. To reduce effort and working time of the medical staff, this thesis describes different techniques, which were developed to modify and, more importantly, to improve\nthe segmentation results. The segmentation mask can be altered as its components can be separately removed and independent elements can be connected. A framework was implemented, with which a user is able to perform these tasks interactively. The deletion process is supported by various metrics, which enable the search and removal of similar structures. Also this framework assists the reconnection of vessels by finding the most likely connection by the means of image intensities and their gradients. The main goal of this thesis was to facilitate and accelerate the editing process by implementing fast semi-automatic algorithms. Intuitive interaction methods also had a major impact on the design.",
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        "title": "Comparison of Final Fracture Extraction Techniques for Interrupted In situ Tensile Tests of Glass Fiber Reinforced Polymers",
        "date": "2017-02",
        "abstract": "To develop and optimize of advanced composite materials such as glass fiber reinforced polymers (GFRPs) for a specific application area is an important topic. To inspect mechanical properties of GFRPs, material engineers use interrupted in situ tensile tests. During these tests, a test specimen is scanned multiple times in an industrial computed tomography (CT) scanner under various loads, starting from no load until the final fracture of the specimen. In this work we focus on the final step of the interrupted in situ tensile test, which is scanned when the specimen is completely losing its structural integrity in the final fracture zone. The defects occurring in the subsequent loading stages merge and ultimately form the final fracture. For this reason, conventional techniques tend to generate error prone final fracture regions or surfaces and thus require more advanced algorithms for extraction. The main contribution of this paper is found in the comparison of different techniques for extracting the final fracture. In the comparison we outline advantages and drawbacks of the presented techniques relative to each other.",
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    {
        "id": "rao-2017-dc",
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        "title": "Damage characterization in SFRP using X-ray computed tomography after application of incremental and interrupted in situ quasi static tensile loading",
        "date": "2017-02",
        "abstract": "The use of short fibre reinforced polymers (SFRP) is increasing steadily in automotive and aerospace industries due to its mechanical properties and light weight. The mechanical and physical properties of SFRP depend on the geometrical characterestics of the reinforcing material. Under tensile stress many defects are induced in SFRP composites. X-ray computed tomography (XCT) is a non-destructive method for damage characterization of SFRP. It helps us to understand the material behaviour under different intermediate stress conditions and gauge the strength of the material. This paper aims to study the evolution of various damages in SFRP composite material. The composite consists of a polyamide matrix and 30 wt. % of short glass fibres. Sheets with two types of fibre orientation (0° and 90°) were chosen relative to the flow direction. The damages were induced after application of pre-determined tensile loads in a quasi-static method using an in situ tensile testing device.The tensile force was applied using controlled displacement inside the in situ device. Damages were analysed after every step of force application using XCT at the resolution of 4.5 µm3 voxel size. The workflow based on automatic fibre extraction followed by automated defect detection and classification was used to retrieve quantitative results of the damage evolution. The detected defects were analysed and classified into four types: 1) fibre pull-outs, 2) fibre fractures, 3) matrix fractures and 4) fibre/matrix debonding. The increase in tensile force shows changes in the number and volume of the defects. The classification of defects at every step after applying force helps to understand evolution of damage mechanisms in the stressed region.",
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        "title": "Sketch-based Guided Modeling of 3D Buildings from Oriented Photos",
        "date": "2017-02",
        "abstract": "Capturing urban scenes using photogrammetric methods has become an interesting alternative to laser scanning in the past years. For the reconstruction of CAD-ready 3D models, two main types of interactive approaches have become prevalent: One uses the generated 3D point clouds to reconstruct polygonal surfaces, while the other focuses on 2D interaction in the photos to define edges and faces.\n\nWe propose a novel interactive system that combines and enhances these approaches in order to optimize current reconstruction and modeling workflows. Our main interaction target are the photos, allowing simple 2D interactions and edge-based snapping. We use the underlying segmented point cloud to define the 3D context in which the sketched polygons are projected whenever possible. An intuitive visual guiding interface gives the user feedback on the accuracy to expect with the current state of modeling to keep the necessary interactions at a minimum level.",
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        "title": "Responsive Real-Time Grass Rendering for General 3D Scenes",
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        "title": "Maya2CellVIEW: 3D Package Integrated Tool for Creating Large and Complex Molecular Scenes",
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        "abstract": "Scientific illustrators communicate the cutting edge of research through their illustrations. There are numerous software tools that assist them with this job. Often they use professional modeling and animation 3D programs which are primarily used in games and movies industry. Because of that however these tools are not suitable for scientific illustration out of the box. There have been attempts to address this issue which brought tremendous results. This work focuses on visualization of structures and processes in biology, focusing mostly on the scales of nano- to micrometers. At this scale we often do not gain much by using hyper-realistic rendering style that the professional software aims for. Instead we want to employ more simplified style which helps to communicate the important story without losing much detail or scientific precision. The aim of this thesis is to push abilities of illustrators working on large scale molecular scenes. This is done by connecting two software packages—Maya and cellVIEW—combining the real-time rendering possibilities of cellVIEW and modeling and animation tools of Maya which results in more effective and efficient workflow.",
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        "title": "Generating Expressive Window Thumbnails through Seam Carving",
        "date": "2017",
        "abstract": "Thumbnails are used to display lists of open windows or tabs when switching between\nthem on computers and on mobile devices. These images make it easier to recognize the\nopened applications, and help to find the needed window quicker. Thumbnails however\nonly display a screenshot of the windows, so they get potentially confusing if there are\nmore opened windows or if the same application is opened multiple times. Depending\non the resolution of the display, the screenshot size decreases as the number of opened\nwindows increases. Furthermore, within the same application (like MS Office World)\nthe screenshots are similar in appearance (e.g. : white paper and tool bar), but the\nimportant text is not readable. There are several approaches that filter the important\nareas of the images to enhance the main region. In this bachelor thesis an application is\nimplemented that uses the above methods on screenshots. Screenshots of windows are\nreduced by cropping the irrelevant elements of the margin area using seam carving, i.e.\nby eliminating the non-important pixel paths; and by common down-sampling. As a\nresult the thumbnails show only relevant information, which makes them more expressive\nand easier to fulfill their purpose.",
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    {
        "id": "mazurek-2017-sio",
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        "title": "Stream I/O - An Interactive Visualization of Publication Data",
        "date": "2017",
        "abstract": "The publication database of the Institute of Computer Graphics and Algorithms can\ncurrently be queried by a simple UI which returns a list. Stream I/O, the application\nof this thesis, extends the interface to improve it in terms of overview, exploration and\nanalysis support. To cope with these shortcommings a visualization is added to the user\ninterface. As the publication database includes a lot of additional data attributes, a\nselection of attributes is used for the visualization to give further insight. By using the\nStreamgraph [BW08] visualization, the variations over time within attributes like authors,\npublication type and research areas are made visible. The focus of this visualization lies\nin showing individual attribute values while also conveying the sum. This relationship\nis depicted in a timeline, which allows a user to explore the past and current work of\nthe institute as well as to find relationships and trends in the publications. As the\nvisualization uses a timeline encoding, the directed flow from left to right is interpreted\nas the movement through time. It shows the evolution of different attributes, while the\noccurrence of a topic at a specific time is coded with the width of the layer at a specific\npoint. Searching the database is enriched through multiple viewpoints which give the user\ninsight how attributes relate in the underlying data and how the data is changing through\nhis/her manipulation. Selections of colored layers within the graph can represent bigger\ntrends and give insight into the data as a whole. The Stream I/O application invites\nusers to interactively explore the publication database, while simultaneously gaining new\ninsight through the visualization.",
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        "date_end": "2017-03",
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    {
        "id": "mazurek-2017-vows",
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        "repositum_id": null,
        "title": "Visualization of Thesaurus-Based Web Search",
        "date": "2017",
        "abstract": "The general functions of current web search engines are well established. A box is\nprovided in which to type the queries and the engine returns a result list which users can\nevaluate. The autocomplete suggestions assist users in defining their problems, however\nthere is a lack of support for an iterative manual refinement of the query. This additional\naid can be beneficial when users not know the exact terms to describe the concept they\nare looking for. Therefore, the goal of this project is to show searchers how a slight\nvariation of the query changes the results. With this information, they then can perform\na targeted refinement of the query to access useful information sources. To achieve this\ngoal, each part of the searcher’s query is varied with a thesaurus that provides synonyms\nfor the individual query terms. While performing the user’s original query in a normal\nfashion, variations of this query are conducted in the background. To provide a concise\nvisual summary of the query results, text mining techniques are performed on all gathered\nresults to retrieve the most important key terms for each query variation. This procedure\nresults in a visual overview of what the searcher’s query finds together with what could\nbe found with a slight variation of the query. Additional queries should make users aware\nthat alternative queries may be more appropriate when their original query is poorly\nformulated. In conjunction with some interaction tools, the goal is to reduce the burden\nof refining search queries and therefore making searching the web less complex.",
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        "abstract": "In this paper, I present a solution for migrating a curve on a three dimensional surface to\nthe most concave isoline in its vicinity. Essentially, this problem statement tackles mesh\nsegmentation from a different angle. The search for a suitable segmentation boundary is\nreduced to a shortest path problem.\nFirst, a graph is built using the mesh’s vertices and edges near the input curve. Then,\nthe shortest path is found using the Dijkstra algorithm, whereas a modified weighting\nscheme that makes the passing through of concave edges cheaper, among other factors,\nresults in a path suitable as segmentation boundary.\nThe final algorithm provides segmentation boundaries of a quality similar to existing\nsegmentation algorithms. The runtime generally lies below a second, thus making it\nviable for on the go optimization of the user’s input.",
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        "title": "Interactive Grass Rendering in Real Time Using Modern OpenGL Features",
        "date": "2016-11-16",
        "abstract": "Grass species are an important part of vegetation all over the world and can be found in\nall climatic zones. Therefore, grass can be found in almost all outside scenarios. Until\ntoday, there are only few sophisticated algorithms for rendering grass in real time due to\nthe high amount of geometrical complexity. As a result, most algorithms visualize grass\nas a collection of billboards or use other image-based methods, which have problems\ndealing with animation or physical interaction. Another disadvantage of image-based\nmethods is that they often have artifacts when viewed from specific angles, because they\nare just two-dimensional images embedded in three-dimensional space.\nIn this thesis we will introduce a fully geometric approach of grass rendering working\nat interactive framerates. The algorithm is very generic and is able to be adjusted and\nextended in various ways in order to be applicable to most scenarios of rendering grass\nor grass-like vegetation.",
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    {
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        "repositum_id": null,
        "title": "Visualization of Biomolecular Structures: State of the Art Revisited",
        "date": "2016-11",
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        "journal": "Computer Graphics Forum",
        "number": "XX",
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        "repositum_id": null,
        "title": "Interactive Shape-Aware Deformation of 3D Furniture Models",
        "date": "2016-11",
        "abstract": "Resizing of 3D models can be very useful when creating new models or when reusing\nold ones. However, naive resizing can create serious visual artifacts which destroy the\ncharacteristics of an object. In this thesis an algorithm that protects the features of\n3D models during resizing is introduced. It is specialized for furniture models because\nit should be applied to a furniture configurator. We observed that the distortion that\noccurs during scaling is not distributed uniformly across the object. Our algorithm\nautomatically detects the vulnerable parts of a model and then stretches only the non-\nvulnerable ones. Furthermore, the algorithm takes into account that when scaling a\nmesh in a specific direction, the texture has to be adapted as well in order to prevent\nrepresentation errors.",
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        "date_end": "2016-11-21",
        "date_start": "2015-10",
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            "shape-aware deformation"
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    {
        "id": "Groeller_2016_P7",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Depth functions as a quality measure and for steering multidimensional projections",
        "date": "2016-11",
        "abstract": "The analysis of multidimensional data has been a topic of continuous research for many years.This type of data can be found inseveral different areas ofscience. \nThe analysis of multidimensional data has been a topic of continuous research for many years. This type of data can be found in several different areas of science. A common task while analyzing such data is to investigate patterns by interacting with spatializations of the data in a visual domain. Understanding the relation between the underlying dataset characteristics and the technique used to provide its visual representation is of fundamental importance since it can provide a better intuition on what to expect from the spatialization. In this paper, we propose the usage of concepts from non-parametric statistics, namely depth functions, as a quality measure for spatializations. We evaluate the action of multi-dimensional projection techniques on such estimates. We apply both qualitative and quantitative ana-lyses on four different multidimensional techniques selected according to the properties they aim to preserve. We evaluate them with datasets of different characteristics: synthetic, real world, high dimensional; and contaminated with outliers. As a straightforward application, we propose to use depth information to guide multidimensional projection techniques which rely on interaction through control point selection and positioning. Even for techniques which do not intend to preserve any centrality measure, interesting results can be achieved by separating regions possibly contaminated with outliers.\n",
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        "journal": "Computers & Graphics (Special Section on SIBGRAPI 2016)",
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    {
        "id": "LeMuzic_2016_PhD",
        "type_id": "phdthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "From Atoms to Cells: Interactive and Illustrative Visualization of Digitally Reproduced Lifeforms",
        "date": "2016-10-06",
        "abstract": "Macromolecules, such as proteins, are the building blocks of the machinery of life, and therefore are essential to the comprehension of physiological processes. In physiology, illustrations and animations are often utilized as a mean of communication because they can easily be understood with little background knowledge. However, their realization\nrequires numerous months of manual work, which is both expensive and time consuming.\nComputational biology experts produce everyday large amount of data that is publicly available and that contains valuable information about the structure and also the function of these macromolecules. Instead of relying on manual work to generate illustrative\nvisualizations of the cell biology, we envision a solution that would utilize all the data already available in order to streamline the creation process.\nIn this thesis are presented several contributions that aim at enabling our vision. First, a novel GPU-based rendering pipeline that allows interactive visualization of realistic molecular datasets comprising up to hundreds of millions of macromolecules. The rendering pipeline is embedded into a popular game engine and well known computer graphics optimizations were adapted to support this type of data, such as level-of-detail, instancing and occlusion queries. Secondly, a new method for authoring cutaway views and improving spatial exploration of crowded molecular landscapes. The system relies on the use of clipping objects that are manually placed in the scene and on visibility\nequalizers that allows fine tuning of the visibility of each species present in the scene.\nAgent-based modeling produces trajectory data that can also be combined with structural information in order to animate these landscapes. The snapshots of the trajectories are often played in fast-forward to shorten the length of the visualized sequences, which also renders potentially interesting events occurring at a higher temporal resolution invisible. The third contribution is a solution to visualize time-lapse of agent-based\nsimulations that also reveals hidden information that is only observable at higher temporal resolutions. And finally, a new type of particle-system that utilize quantitative models as input and generate missing spatial information to enable the visualization of molecular trajectories and interactions. The particle-system produces a similar visual output as\ntraditional agent-based modeling tools for a much lower computational footprint and\nallows interactive changing of the simulation parameters, which was not achievable with previous methods.",
        "authors_et_al": false,
        "substitute": null,
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            "access": "public",
            "image_width": 261,
            "image_height": 261,
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        "sync_repositum_override": null,
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        "authors": [
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        ],
        "date_end": "2016",
        "date_start": "2013",
        "matrikelnr": "1326132",
        "reviewer_1": [
            171
        ],
        "reviewer_2": [
            1399
        ],
        "rigorosum": "2016-11-23",
        "supervisor": [
            171
        ],
        "research_areas": [
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        "abstract": "In this paper we present PorosityAnalyzer, a novel tool for detailed evaluation and visual analysis of pore segmentation pipelines to determine the porosity in fiber-reinforced polymers (FRPs). The presented tool consists of two modules: the computation module and the analysis module. The computation module enables a convenient setup and execution of distributed off-line-computations on industrial 3D X-ray computed tomography datasets. It allows the user to assemble individual segmentation pipelines in the form of single pipeline steps, and to specify the parameter ranges as well as the sampling of the parameter-space of each pipeline segment. The result of a single segmentation run consists of the input parameters, the calculated 3D binary-segmentation mask, the resulting porosity value, and other derived results (e.g., segmentation pipeline runtime). The analysis module presents the data at different levels of detail by drill-down filtering in order to determine accurate and robust segmentation pipelines. Overview visualizations allow to initially compare and evaluate the segmentation pipelines. With a scatter plot matrix (SPLOM), the segmentation pipelines are examined in more detail based on their input and output parameters. Individual segmentation-pipeline runs are selected in the SPLOM and visually examined and compared in 2D slice views and 3D renderings by using aggregated segmentation masks and statistical contour renderings. PorosityAnalyzer has been thoroughly evaluated with the help of twelve domain experts. Two case studies demonstrate the applicability of our proposed concepts and visualization techniques, and show that our tool helps domain experts to gain new insights and improve their workflow efficiency.",
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        "title": "Finite Element Fluids in Matlab",
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    {
        "id": "Przemyslaw_Gora_2016_UVU",
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        "title": "Unreal vs Unity: Ein Vergleich zwischen zwei modernen Spiele-Engines",
        "date": "2016-10",
        "abstract": "This bachelor’s thesis focuses on the comparison of two game engines, the Unreal Engine 4 and Unity 5 Engine. We will take a closer look at the different aspects that we find important, describe and compare them. Starting with the content-pipeline, which includes the usage of externally created content, we will focus on three big categories: Audio, Images and 3D-Assets. During this process it will be shown that Unity 5 supports much more formats to import than the Unreal Engine 4. This is especially noticeable with Audio and 3D-Assets. For the latter there is a feature in Unity 5 that allows you to directly import formats of various modelling tools like Maya, although it is fair to mention that in a few cases one will be reverting to the standard way of importing FBX files. While Unreal Engine 4 doesn’t have a huge support for external formats it offers more options to use the assets within the engine. \n\nIn the following chapter we will take a look at the features each engine has to offer. Both, Unreal and Unity, have a big arsenal of tools to simplify various aspects of the development process. Yet again the Unreal Engines offers a greater set of options. Afterwards we will create a simple small project in Unreal Engine 4 and Unity 5 to demonstrate the usability and tools both engines have to offer. As we will see, the level design and placing of some objects in the editor is very similar. The interesting part starts with the creation of a controllable player character. The behaviour of such is realized differently on both sides. In Unity 5 one uses C#-scripts whereas Unreal Engine 4 offers visual scripting. We will compare those two systems and point out their pros and cons.\n\nIn the further course we will take a look at the list of effects from the lecture UE Computergraphik (186.831) and check if they are available in either of both engines. In the last chapter, we’ll take a look at the legal aspects and limitation when using Unreal and Unity. It’s interesting to see how far it is possible to use those engines in university lectures.",
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        "title": "Gesture-Based Interactive Audio Guide on Tactile Reliefs",
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        "abstract": "For blind and visually impaired people, tactile reliefs offer many benefits over the more classic raised line drawings     or tactile diagrams, as depth, 3D shape and surface textures are directly perceivable. However, without proper guidance some reliefs are still difficult to explore autonomously.\nIn this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that operates directly on relief surfaces. The interactively explorable,         location-dependent verbal descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to on-line resources, or as a kiosk installation at \npublic places.\nWe present a working prototype, discuss design decisions and present the results of two evaluation sessions with a total of \n20 visually impaired test users.",
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        "date_to": "2016-10-26",
        "event": "18th International ACM SIGACCESS Conference on Computers and Accessibility",
        "journal": "Proceedings of the 18th International ACM SIGACCESS Conference on Computers & Accessibility",
        "lecturer": [
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        "location": "Reno, Nevada, USA",
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    {
        "id": "Reichinger-2016-spaghetti",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Spaghetti, Sink and Sarcophagus: Design Explorations of Tactile Artworks for Visually Impaired People",
        "date": "2016-10",
        "abstract": null,
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        "booktitle": "Proceedings of the 9th Nordic Conference on CHI 2016",
        "date_from": "2016",
        "event": "9th Nordic Conference on CHI 2016",
        "lecturer": [
            879
        ],
        "research_areas": [
            "Fabrication",
            "Perception"
        ],
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        "weblinks": [],
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    },
    {
        "id": "WIMMER-2016-HARVEST4D",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Harvesting Dynamic 3DWorlds from Commodity Sensor Clouds",
        "date": "2016-10",
        "abstract": "The EU FP7 FET-Open project \"Harvest4D: Harvesting Dynamic 3D Worlds from Commodity Sensor Clouds\" deals with the acquisition, processing, and display of dynamic 3D data. Technological progress is offering us a wide-spread availability of sensing devices that deliver different data streams, which can be easily deployed in the real world and produce streams of sampled data with increased density and easier iteration of the sampling process. These data need to be processed and displayed in a new way. The Harvest4D project proposes a radical change in acquisition and processing technology: instead of a goal-driven acquisition that determines the devices and sensors, its methods let the sensors and resulting available data determine the acquisition process. A variety of challenging problems need to be solved: huge data amounts, different modalities, varying scales, dynamic, noisy and colorful data. This short contribution presents a selection of the many scientific results produced by Harvest4D. We will focus on those results that could bring a major impact to the Cultural Heritage domain, namely facilitating the acquisition of the sampled data or providing advanced visual analysis capabilities.",
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            "thumb_image_sizes": [
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        "authors": [
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            1519,
            823,
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        "booktitle": "Proceedings of the 14th Eurographics Workshop on Graphics and Cultural Heritage",
        "date_from": "2016-10-05",
        "date_to": "2016-10-07",
        "doi": "10.2312/gch.20161378",
        "editor": "Chiara Eva Catalano and Livio De Luca",
        "event": "GCH 2016",
        "isbn": "978-3-03868-011-6",
        "lecturer": [
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        "location": "Genova, Italy",
        "pages_from": "19",
        "pages_to": "22",
        "publisher": "Eurographics Association",
        "research_areas": [
            "Geometry",
            "Rendering"
        ],
        "keywords": [
            "acquisition",
            "3d scanning",
            "reconstruction"
        ],
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    {
        "id": "SCHUETZ-2016-POT",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Potree: Rendering Large Point Clouds in Web Browsers",
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        "abstract": "This thesis introduces Potree, a web-based renderer for large point clouds. It allows users\nto view data sets with billions of points, from sources such as LIDAR or photogrammetry,\nin real time in standard web browsers.\nOne of the main advantages of point cloud visualization in web browser is that it\nallows users to share their data sets with clients or the public without the need to install\nthird-party applications and transfer huge amounts of data in advance. The focus on\nlarge point clouds, and a variety of measuring tools, also allows users to use Potree to\nlook at, analyze and validate raw point cloud data, without the need for a time-intensive\nand potentially costly meshing step.\nThe streaming and rendering of billions of points in web browsers, without the need\nto load large amounts of data in advance, is achieved with a hierarchical structure that\nstores subsamples of the original data at different resolutions. A low resolution is stored\nin the root node and with each level, the resolution gradually increases. The structure\nallows Potree to cull regions of the point cloud that are outside the view frustum, and\nto render distant regions at a lower level of detail.\nThe result is an open source point cloud viewer, which was able to render point cloud\ndata sets of up to 597 billion points, roughly 1.6 terabytes after compression, in real time\nin a web browser.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
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            "filetitle": "Matterhorn",
            "main_file": false,
            "use_in_gallery": true,
            "access": "public",
            "image_width": 906,
            "image_height": 741,
            "name": "SCHUETZ-2016-POT-Matterhorn.png",
            "type": "image/png",
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        "authors": [
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        "date_end": "2016-09-10",
        "date_start": "2014-08-01",
        "matrikelnr": "0825723",
        "supervisor": [
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        ],
        "research_areas": [
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        ],
        "keywords": [
            "point cloud rendering",
            "WebGL",
            "LIDAR"
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                "main_file": 0
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                "description": "Point cloud courtesy of Riegl.",
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    },
    {
        "id": "Groeller_2016_P4",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": null,
        "title": "Visual Analytics for the Exploration and Assessment  of Segmentation Errors",
        "date": "2016-09-07",
        "abstract": "Several diagnostic and treatment procedures require the segmentation of anatomical structures from medical images. However, the automatic model-based methods that are often employed, may produce inaccurate segmentations. These, if used as input for diagnosis or treatment, can have detrimental effects for the patients. Currently, an analysis to predict which anatomic regions are more prone to inaccuracies, and to determine how to improve segmentation algorithms, cannot be performed. We propose a visual tool to enable experts, working on model-based segmentation algorithms, to explore and analyze the outcomes and errors of their methods. Our approach supports the exploration of errors in a cohort of pelvic organ segmentations, where the\nperformance of an algorithm can be assessed. Also, it enables the detailed exploration and assessment of segmentation errors, in individual subjects. To the best of our knowledge, there is no other tool with comparable functionality. A usage scenario is employed to explore and illustrate the capabilities of our visual tool. To further assess the value of the proposed tool, we performed an evaluation with five segmentation experts. The evaluation participants confirmed the potential of the tool in providing new insight into their data and employed algorithms. They also gave feedback for future improvements.",
        "authors_et_al": false,
        "substitute": null,
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            "filetitle": "image",
            "main_file": true,
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            "access": "public",
            "image_width": 360,
            "image_height": 335,
            "name": "Groeller_2016_P4-image.PNG",
            "type": "image/png",
            "size": 191339,
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        "authors": [
            1410,
            1411,
            679,
            166,
            459,
            1412
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        "journal": "Eurographics Workshop on Visual Computing for Biology and Medicine",
        "lecturer": [
            161,
            563,
            459
        ],
        "pages_from": "193",
        "pages_to": "202",
        "research_areas": [
            "InfoVis",
            "MedVis"
        ],
        "keywords": [],
        "weblinks": [],
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                "size": 8104018,
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                "url": "https://www.cg.tuwien.ac.at/research/publications/2016/Groeller_2016_P4/Groeller_2016_P4-Paper.pdf",
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            }
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    },
    {
        "id": "sorger-2016-fowardabstraction",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Illustrative Transitions in Molecular Visualization via Forward and Inverse Abstraction Transform",
        "date": "2016-09",
        "abstract": "A challenging problem in biology is the incompleteness of acquired information when visualizing biological phenomena. Structural biology generates detailed models of viruses or bacteria at different development stages, while the processes that relate one stage to another are often not clear. Similarly, the entire life cycle of a biological entity might be available as a quantitative model, while only one structural model is available. If the relation between two models is specified at a lower level of detail than the actual models themselves, the two models cannot be interpolated correctly. We propose a method that deals with the visualization of incomplete data information in the developmental or evolutionary states of biological mesoscale models, such as viruses or microorganisms. The central tool in our approach is visual abstraction. Instead of directly interpolating between two models that show different states of an organism, we gradually forward transform the models into a level of visual abstraction that matches the level of detail of the modeled relation between them. At this level, the models can be interpolated without conveying false information. After the interpolation to the new state, we apply the inverse transformation to the model’'s original level of abstraction. To show the flexibility of our approach, we demonstrate our method on the basis of molecular data, in particular data of the HIV virion and the mycoplasma bacterium.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
            "description": null,
            "filetitle": "teaser",
            "main_file": false,
            "use_in_gallery": true,
            "access": "public",
            "image_width": 2084,
            "image_height": 1027,
            "name": "sorger-2016-fowardabstraction-teaser.png",
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            "size": 2349725,
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            "thumb_image_sizes": [
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            "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2016/sorger-2016-fowardabstraction/sorger-2016-fowardabstraction-teaser:thumb{{size}}.png"
        },
        "sync_repositum_override": null,
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        "authors": [
            1072,
            935,
            1285,
            1379,
            171
        ],
        "booktitle": "Eurographics Workshop on Visual Computing for Biology and Medicine (VCBM)",
        "editor": "S. Bruckner, B. Preim, and A. Vilanova",
        "location": "Bergen",
        "organization": "Eurographics",
        "pages_from": "21",
        "pages_to": "30",
        "research_areas": [
            "BioVis",
            "IllVis"
        ],
        "keywords": [
            "I.3.3 [Computer Graphics]: Picture/Image Generation-Display algorithms"
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        "repositum_id": null,
        "title": "Semantically Zoomable Choropleth Map",
        "date": "2016-09",
        "abstract": "Geographic visualizations, like choropleth maps, are used to visualize data on geographic\nregions. In this thesis a choropleth map was implemented to display quantities of\npublications of scientific texts and papers. With the use of a choropleth map the viewer\nis able to interpret how quantitative data changes on different geographic regions. The\nmain feature that distinguishes the implemented choropleth map from conventional ones\nis the use of map navigation. The choropleth map can be zoomed and panned to different\nmap regions. What makes this map navigation so special is the use of semantic zooming\nto allow the level of detail of the map to change on discrete zoom steps. The change\nof the level of detail means that administrative regions are being divided into smaller\nadministrative regions which are than again colorized individually to create a new, more\ndetailed, choropleth map. Other interactions with the choropleth map are introduced\nadditionally. The other interactions with the map range from the manipulation of the\nmap appearance to filtering the displayed data set.",
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        "date_end": "2016-09",
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    {
        "id": "Mistelbauer_Gabriel_2016",
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        "repositum_id": null,
        "title": "Aortic Dissection Maps: Comprehensive Visualization of Aortic Dissections for Risk Assessment",
        "date": "2016-09",
        "abstract": "Aortic dissection is a life threatening condition of the aorta, characterized by separation of its wall layers into a true and false lumen. A subset of patients require immediate surgical or endovascular repair. All survivors of the acute phase need long-term surveillance with imaging to monitor chronic degeneration and dilatation of the false lumen and prevent late adverse events such as rupture, or malperfusion. We introduce four novel plots displaying features of aortic dissections known or presumed to be associated with risk of future adverse events: Aortic diameter, the blood supply (outflow) to the aortic branches from the true and false lumen, the previous treatment, and an estimate of adverse event-free probabilities in one, two and 5 years. Aortic dissection maps, the composite visualization of these plots, provide a baseline for visual comparison of the complex features and associated risk of aortic dissection. These maps may lead to more individualized monitoring and improved, patient-centric treatment planning in the future.",
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        "substitute": null,
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    {
        "id": "prost-2016-molecule",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Molecule-Rendering in Unity3D",
        "date": "2016-09",
        "abstract": "Due to their omnipresence and ease of use, smart phones are getting more and more utilized\nas educational instruments for different subjects, for example, visualizing molecules in a chemistry class. In domain-specific mobile visualization applications, the choice of the ideal visualization technique of molecules can vary based on the background and age of the target group, and mostly depends on the choice of a graphical designer. Designers, however, rarely have sufficient programming skills and require an engineer even for the slightest adjustment in the required visual appearance. In this thesis we present a configuration system for rendering effects implemented in Unity3D, that allows to define the visual appearance of a molecule in a JSON file without the need of programming knowledge. We discuss the technical realization of different rendering effects on a mobile platform, and demonstrate our system and its versatility on a commercial chemistry visualization app, creating different visual styles for molecule renderings that are appealing to students as well as scientists and advertisement.\n",
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            "image_height": 368,
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            "type": "image/jpeg",
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    {
        "id": "Spechtenhauser_Florian_2016",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Visual Analytics for Rule-Based Quality Management of Multivariate Data",
        "date": "2016-08",
        "abstract": "Ensuring an appropriate data quality is a critical topic when analyzing the ever increasing amounts of data collected and generated in today’s world. Depending on the given task, even sophisticated analysis methods may cause misleading results due to an insufficient quality of the data set at hand. In this case, automated plausibility checks based on defined rules are frequently used to detect data problems such as missing data or anomalies.\nHowever, defining such rules and using their results for an efficient data quality\nassessment is a challenging topic. Visualization is powerful to reveal unexpected problems in the data, and can additionally be used to validate results of applied automated plausibility checks. Visual Analytics closes the gap between automated data analysis and visualization by providing means to guide the definition and optimization of plausibility checks in order to use them for a continuous  detection and validation of problems detected in the data.\nThis diploma thesis provides a design study of a Visual Analytics approach, called Data Quality Overview, which provides a detailed, yet scalable summary of the results of defined plausibility checks, and includes means for validation and investigation of these results at various levels of detail. The approach is based on a detailed task analysis of\ndata quality assessment, and is validated using a case study based on sensor data from the energy sector in addition to feedback collected from domain experts.",
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        "date_end": "2016-08",
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    {
        "id": "Tucek_Tom-2016-aai",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Agent-based architecture for artistic real-time installation",
        "date": "2016-08",
        "abstract": "The aim of this thesis is to transfer artistically predetermined scenarios and behaviours\nfor several digital figures acting in the context of an artistic art installation\ninto an agent based system and develop the corresponding agent behaviours.\nFor his purpose the agent-oriented programming language called AgentSpeak is used.",
        "authors_et_al": false,
        "substitute": null,
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        "sync_repositum_override": null,
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        "authors": [
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        "date_end": "2017",
        "date_start": "2016-08",
        "matrikelnr": "1325775",
        "supervisor": [
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        "research_areas": [
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    },
    {
        "id": "Wang-2016-BAC",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Game Design Patterns for CPU Performance Gain in Games\t",
        "date": "2016-08",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        "date_end": "2016-08",
        "date_start": "2016-01",
        "matrikelnr": "1226083",
        "supervisor": [
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        ],
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    {
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        "abstract": "The comparison of two or more objects is getting an increasingly important task in data analysis. Visualization systems successively have to move from representing one phenomenon to allowing users to analyze several datasets at once. Visualization systems can support the users in several ways. Firstly, comparison tasks can be supported in a very intuitive way by allowing users to place objects that should be compared in an appropriate context. Secondly, visualization systems can explicitly compute differences among the datasets and present the results to the user. In comparative visualization, researchers are working on new approaches for computer-supported techniques that provide data comparison functionality. Techniques from this research field can be used to compare two objects with each other, but often reach their limits if a multitude of objects (i.e., 100 or more) have to be compared. Large data collections that contain a lot of individual, but related, datasets with slightly different characteristics can be called ensembles. The individual datasets being part of an ensemble are called the ensemble members. Ensembles have been created in the simulation domain, especially for weather and climate research, for already quite some time. These domains were greatly driving the development of ensemble visualization techniques. Due to the availability of affordable computing resources and the multitude of different analysis algorithms (e.g., for segmentation), other domains nowadays also face similar problems. All together, this shows a great need for ensemble visualization techniques in various domains. Ensembles can either be analyzed in a feature-based or in a location-based way. In the case of a location-based analysis, the ensemble members are compared based on certain spatial data positions of interest. For such an analysis, local selection and analysis techniques for ensembles are needed.\n\nIn the course of this thesis different visual analytics techniques for the comparative visualization of datasets have been researched. A special focus has been set on providing scalable techniques, which makes them also suitable for ensemble datasets. The proposed techniques operate on different dataset types in 2D and 3D. In the first part of the thesis, a visual analytics approach for the analysis of 2D image datasets is introduced. The technique analyzes localized differences in 2D images. The approach not only identifies differences in the data, but also provides a technique to quickly find out what the differences are, and judge upon the underlying data. This way patterns can be found in the data, and outliers can be identified very quickly. As a second part of the thesis, a scalable application for the comparison of several similar 3D mesh datasets is described. Such meshes may be, for example, created by point-cloud reconstruction algorithms, using different parameter settings. Similar to the proposed technique for the comparison of 2D images, this application is also scalable to a large number of individual datasets. The application enables the automatic comparison of the meshes, searches interesting regions in the data, and allows users to also concentrate on local regions of interest. The analysis of the local regions is in this case done in 3D. The application provides the possibility to arrange local regions in a parallel coordinates plot. The regions are represented by the axes in the plot, and the input meshes are depicted as polylines. This way it can be very quickly spotted whether meshes produce good/bad results in a certain local region. In the third and last part of the thesis, a technique for the interactive analysis of local regions in a volume ensemble dataset is introduced. Users can pick regions of interest, and these regions can be arranged in a graph according to their similarity. The graph can then be used to detect similar regions with a similar data distribution within the ensemble, and to compare individual ensemble members against the rest of the ensemble. All proposed techniques and applications have been tested with real-world datasets from different domains. The results clearly show the usefulness of the techniques for the comparative analysis of ensembles.",
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    {
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        "title": "Visual Analysis of Volume Ensembles Based on Local Features",
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        "abstract": "Ensemble datasets describe a specific phenomenon (e.g., a simulation scenario or a measurements series) through a large set of individual ensemble members. These individual members typically do not differ too much from each other but rather feature slightly changing characteristics. In many cases, the ensemble members are defined in 3D space, which implies severe challenges when exploring the complete ensembles such as handling occlusions, focus and context or its sheer datasize. In this paper we address these challenges and put our focus on the exploration of local features in 3D volumetric ensemble datasets, not only by visualizing local characteristics, but also by identifying connections to other local features with similar characteristics in the data. We evaluate the variance in the dataset and use the the spatial median (medoid) of the ensemble to visualize the differences in the dataset. This medoid is subsequently used as a representative of the ensemble in 3D. The variance information is used to guide users during the exploration, as regions of high variance also indicate larger changes within the ensemble members. The local characteristics of the regions can be explored by using our proposed 3D probing widgets. These widgets consist of a 3D sphere, which can be positioned at any point in 3D space. While moving a widget, the local data characteristics at the corresponding position are shown in a separate detail view, which depicts the local outliers and their surfaces in comparison to the medoid surface. The 3D probing widgets can also be fixed at a user-defined position of interest. The fixed probing widgets are arranged in a similarity graph to indicate similar local data characteristics. The similarity graph thus allows to explore whether high variances in a certain region are caused by the same dataset members or not. Finally, it is also possible to compare a single member against the rest of the ensemble. We evaluate our technique through two demonstration cases using volumetric multi-label segmentation mask datasets, two from the\nindustrial domain and two from the medical domain.",
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        "title": "20 Years of the Central European Seminar on Computer Graphics",
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        "title": "Variance Orientation Transform Detection of Early Osteoarthritis in Knee Trabecular Bone",
        "date": "2016-03-17",
        "abstract": "Since the fractal properties of the knee trabecular bone were discovered, fractal methods for analyzing bone surface radiographic projections have gained more attention. This is partly due to the fact that radiography is the cheapest imaging technique in routine clinical screening and partly due to the fact that it was shown that the trabecular bones of osteoarthritic patients indicate early deformations, even long before the  characteristic join loss occurs. The ultimate goal of such an algorithm would be to differentiate healthy from unhealthy trabecular bone.\n\nThis paper presents a report of our implementation of the Variance Orientation\nTransform (VOT) algorithm, a fractal method, which unlike other similar methods, is able to quantify bone texture in different directions and over different scales of measurement.\n\nIt is based on the idea that a single fractal dimension value is not enough to describe such a complex structure as the trabecular bone and thus, VOT calculates more descriptive fractal dimensions called fractal signatures (FSs).\n\nIn Chapters 1 and 2 we introduce the notion of fractals and the theoretical background behind them and the VOT algorithm. In Chapter 3 similar techniques for analyzing trabecular bone are presented and in Chapter 4 our particular attempt at implementing VOT is described in detail; moreover, in the same Chapter VOT is validated using some artificially generated fractal surfaces and the ability of differentiating healthy and affected bone is also investigated. The last Chapter, Chapter 5, covers further\npossible ideas of improving and testing of the algorithm.",
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        "date": "2016-03",
        "abstract": "Modern workflows in architectural planning and lighting design require physically reliable lighting simulations for detailed and complex 3D models. Current workflows for luminaire design and lighting design are not tailored to each other. During luminaire design, CAD programs are used to create 3D models of luminaires, and offline rendering tools are used to visualize the light distribution. In lighting design, light concepts are explored by placing light sources - previously created during luminaire design - in a 3D scene using an interactive light-planning software, but it is not possible to modify the light sources themselves. This thesis presents an interactive global-illumination algorithm to simulate the light distribution of a luminaire. The algorithm produces visually pleasing intermediate results at interactive frame rates, before converging to a physically plausible solution that can be imported as a representation of a light source into a light-planning software. We combine an interactive, progressive photon-tracing algorithm with a multi-resolution image-filtering approach. Our algorithm iteratively emits photons into a 3D scene containing the model of a luminaire and progressively refines results. We use mipmaps to create a multi-resolution approach and incorporate image-filtering techniques to obtain visually pleasing intermediate results. Evaluations based on objective quality metrics show that the presented image-filtering approach increases image quality when compared to non-filtered results. The proposed algorithm provides fast previews and allows interactive modifications of the geometry and material properties of the luminaire in real time. This reduces time between modification iterations and therefore turns luminaire design into an interactive process that reduces overall production time.Furthermore, the presented approach integrates luminaire design into lighting design and therefore provides a new way to combine two former decoupled workflows.",
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        "title": "Vis-a-ware: Integrating spatial and non-spatial visualization for visibility-aware urban planning",
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        "abstract": "Dealing with large, sparse, volume data on the GPU is a necessity in many applications such as volume rendering, processing or simulation. The limited memory budget of modern GPUs restricts users from uploading large volume data-sets entirely. Fortunately, sparse data, i.e., data containing large empty regions, can be represented more efficiently compared to a common dense array. Our approach makes it possible to upload a full data set even if the original volume does not fit on the GPU.\r\n\r\nIn previous work, a variety of sparse data structures have been utilized on the GPU, each with different properties. Tree representations, such as the octree, kd tree or N3 tree, provide a hierarchical solution for data sets of relatively low sparsity. For data sets of medium sparsity,\r\nspatial hashing makes more efficient access and storage possible. Extremely sparse data can be efficiently represented and accessed via binary search in sorted voxel lists.\r\n\r\nOur observation is, that data sets often contain regions of different sparsity. Depending on the sparsity of a region, a specific data structure (e.g., an octree, a voxel list) requires the least memory to store the data. We formulate an algorithm that is able to automatically find this\r\nmemory-optimal representation. By using such a combination of different data structures, we achieve an even better representation than any single data structure for real world data sets. We\r\ncall such a data structure a hybrid data structure.\r\n\r\nAny sparse data structure introduces an access overhead. For example, the access to an octree requires one additional indirection per height level of the tree. A voxel list has to be\r\nsearched to retrieve a specific element. By using a hybrid data structure, we also introduce an\r\naccess overhead on top of the overhead that comes from using a sparse data structure. In our work we introduce JiTTree, which utilizes a data aware just-in-time compilation step to improve\r\nthe access performance of our hybrid data structure.\r\n\r\nWe show that the implementation of our hybrid data structure effectively reduces the memory\r\nrequirement of sparse data sets. JiTTree can improve the performance of hybrid bricking for\r\ncertain access patterns such as stencil accesses.",
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        "title": "JiTTree: A Just-in-Time Compiled Sparse GPU Volume Data Structure",
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        "abstract": "Sparse volume data structures enable the efficient representation of large but sparse volumes in GPU memory for computation\r\nand visualization. However, the choice of a specific data structure for a given data set depends on several factors, such as\r\nthe memory budget, the sparsity of the data, and data access patterns. In general, there is no single optimal sparse data structure,\r\nbut a set of several candidates with individual strengths and drawbacks. One solution to this problem are hybrid data structures which\r\nlocally adapt themselves to the sparsity. However, they typically suffer from increased traversal overhead which limits their utility in\r\nmany applications. This paper presents JiTTree, a novel sparse hybrid volume data structure that uses just-in-time compilation to\r\novercome these problems. By combining multiple sparse data structures and reducing traversal overhead we leverage their individual\r\nadvantages. We demonstrate that hybrid data structures adapt well to a large range of data sets. They are especially superior to\r\nother sparse data structures for data sets that locally vary in sparsity. Possible optimization criteria are memory, performance and\r\na combination thereof. Through just-in-time (JIT) compilation, JiTTree reduces the traversal overhead of the resulting optimal data\r\nstructure. As a result, our hybrid volume data structure enables efficient computations on the GPU, while being superior in terms of\r\nmemory usage when compared to non-hybrid data structures.",
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        "title": "Output-Sensitive Filtering of Streaming Volume Data",
        "date": "2016",
        "abstract": "Real-time volume data acquisition poses substantial challenges for the traditional visualization pipeline where data enhancement is typically seen as a pre-processing step. In the case of 4D ultrasound data, for instance, costly processing operations to reduce noise and to remove artefacts need to be executed for every frame. To enable the use of high-quality filtering operations in such scenarios, we propose an output-sensitive approach to the visualization of streaming volume data. Our method evaluates the potential contribution of all voxels to the final image, allowing us to skip expensive processing operations that have little or no effect on the visualization. As filtering operations modify the data values which may affect the visibility, our main contribution is a fast scheme to predict their maximum effect on the final image. Our approach prioritizes filtering of voxels with high contribution to the final visualization based on a maximal permissible error per pixel. With zero permissible error, the optimized filtering will yield a result that is identical to filtering of the entire volume. We provide a thorough technical evaluation of the approach and demonstrate it on several typical scenarios that require on-the-fly processing.",
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    {
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        "title": "Generalized box-plot for root growth ensembles",
        "date": "2016",
        "abstract": "Background In the field of root biology there has been a remarkable progress in root phenotyping, which is the efficient acquisition and quantitative description of root morphology. What is currently missing are means to efficiently explore, exchange and present the massive amount of acquired, and often time dependent root phenotypes. \nResults In this work, we present visual summaries of root ensembles by aggregating root images with identical genetic characteristics. We use the generalized box plot concept with a new formulation of data depth. In addition to spatial distributions, we created a visual representation to encode temporal distributions associated with the development of root individuals.\nConclusions The new formulation of data depth allows for much faster implementation close to interactive frame rates. This allows us to present the statistics from bootstrapping that characterize the root sample set quality. As a positive side effect of the new data-depth formulation we are able to define the geometric median for the curve ensemble, which was well received by the domain experts.",
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        "abstract": "The 3D ultrasound in prenatal diagnostics is nowadays a standard investigation in the\nfield of medical informatics. The acquired data can be used in lots of different applications.\nOne of them is to fabricate the fetus model using a 3D printer. The problem here is to\nconvert the given volume data into a structure that can be printed. Current generation\nof 3D printers expect as an input objects defined by closed surfaces. This work handles\nthe problem of how to calculate such surfaces. Our solution relies on the marching cubes\nalgorithm that extracts the surface out of the volume data. The extracted surface is then\nrefined. The last processing step is to save the data into an suitable data format. The\nresults demonstrate that it is possible to print the fetus model from the 3D ultrasound\ndata and that people are able to perceive the face of the fetus in the fabricated objects.",
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        "title": "Non-Linear Shape Optimization Using Local Subspace Projections",
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        "title": "Visual Analysis of Tumor Control Models for Prediction of Radiotherapy Response.",
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        "date": "2016",
        "abstract": "The molecular knowledge about complex biochemical reaction networks in biotechnology is crucial and has received a lot\nof attention lately. As a consequence, multiple visualization programs have been already developed to illustrate the anatomy\nof a cell. However, since a real cell performs millions of reactions every second to sustain live, it is necessary to move from\nanatomical to physiological illustrations to communicate knowledge about the behavior of a cell more accurately. In this thesis I\npropose a reaction system including a collision detection algorithm, which is able to work at the level of single atoms, to enable\nprecise simulation of molecular interactions. To visually explain molecular activities during the simulation process, a real-time\nglow effect in combination with a clipping object have been implemented. Since intracellular processes are performed with a\nset of chemical transformations, a hierarchical structure is used to illustrate the impact of one reaction on the entire simulation.\nThe CellPathway system integrates acceleration techniques to render large datasets containing millions of atoms in real-time,\nwhile the reaction system is processed directly on the GPU to enable simulation with more than 1000 molecules. Furthermore,\na graphical user interface has been implemented to allow the user to control parameters during simulation interactively.",
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        "abstract": "Material engineers use interrupted in situ tensile testing to investigate the damage mechanisms in composite materials. For\neach subsequent scan, the load is incrementally increased until the specimen is completely fractured. During the interrupted in situ testing of glass fiber reinforced polymers (GFRPs) defects of four types are expected to appear: matrix fracture, fiber/matrix debonding, fiber pull-out, and fiber fracture. There is a growing demand for the detection and analysis of these defects among the material engineers. In this paper, we present a novel workflow for the detection, classification, and visual analysis of defects in GFRPs using interrupted in situ tensile tests in combination with X-ray Computed Tomography. The workflow is based on the\nautomatic extraction of defects and fibers. We introduce the automatic Defect Classifier assigning the most suitable type to each defect based on its geometrical features. We present a visual analysis system that integrates four visualization methods: 1) the Defect Viewer highlights defects with visually encoded type in the context of the original CT image, 2) the Defect Density Maps provide an overview of the defect distributions according to type in 2D and 3D, 3) the Final Fracture Surface estimates the material fracture’s location and displays it as a 3D surface, 4) the 3D Magic Lens enables interactive exploration by combining detailed visualizations in the region of interest with overview visualizations as context. In collaboration with material engineers,\nwe evaluate our solution and demonstrate its practical applicability.",
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        "title": "Towards Quantitative Visual Analytics with Structured Brushing and Linked Statistics",
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        "abstract": "Until now a lot of visual analytics predominantly delivers qualitative results—based, for example, on a continuous color map or a detailed spatial encoding. Important target applications, however, such as medical diagnosis and decision making, clearly benefit from quantitative analysis results. In this paper we propose several specific extensions to the well-established concept of\nlinking&brushing in order to make the analysis results more quantitative. We structure the brushing space in order to improve the reproducibility of the brushing operation, e.g., by introducing the percentile grid. We also enhance the linked visualization with overlaid descriptive statistics to enable a more quantitative reading of the resulting focus+context visualization. Addition-\nally, we introduce two novel brushing techniques: the percentile brush and the Mahalanobis brush. Both use the underlying\ndata to support statistically meaningful interactions with the data. We illustrate the use of the new techniques in the context of two case studies, one based on meteorological data and the other one focused on data from the automotive industry where we evaluate a shaft design in the context of mechanical power transmission in cars.",
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        "title": "State of the Art in Transfer Functions for Direct Volume Rendering",
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        "abstract": "A central topic in scientific visualization is the transfer function (TF) for volume rendering. The TF serves a fundamental role in translating scalar and multivariate data into color and opacity to express and reveal the relevant features present in the data studied. Beyond this core functionality, TFs also serve as a tool for encoding and utilizing domain knowledge and as an expression for visual design of material appearances. TFs also enable interactive volumetric exploration of complex data. The purpose of this state-of-the-art report (STAR) is to provide an overview of research into the various aspects of TFs, which lead\nto interpretation of the underlying data through the use of meaningful visual representations. The STAR classifies TF research into the following aspects: dimensionality, derived attributes, aggregated attributes, rendering aspects, automation, and user interfaces. The STAR concludes with some interesting research challenges that form the basis of an agenda for the development of next generation TF tools and methodologies.",
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        "title": "Fuzzy feature tracking",
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        "abstract": "In situ analysis is becoming increasingly important in the evaluation of existing as well as novel materials and components. In this domain, specialists require answers on questions such as: How does a process change internal and external structures of a component? or How do the internal features evolve?In this work, we present a novel integrated visual analysis tool to evaluate series of X-ray Computed Tomography (XCT) data. We therefore process volume datasets of a series of XCT scans, which non-destructively cover the evolution of a process by in situ scans. After the extraction of individual features, a feature tracking algorithm is applied to detect changes of features throughout the series as events. We distinguish between creation, continuation, split, merge and dissipation events. As an explicit tracking is not always possible, we introduce the computation of a Tracking Uncertainty. We visualize the data together with the determined events in multiple linked-views, each emphasizing individual aspects of the 4D-XCT dataset series: A Volume Player and a 3D Data View show the spatial feature information, whereas the global overview of the feature evolution is visualized in the Event Explorer. The Event Explorer allows for interactive exploration and selection of the events of interest. The selection is further used as basis to calculate a Fuzzy Tracking Graph visualizing the global evolution of the features over the whole series.We finally demonstrate the results and advantages of the proposed tool using various real world applications, such as a wood shrinkage analysis and an AlSiC alloy under thermal load. Graphical abstractDisplay Omitted HighlightsWe calculate a Tracking Uncertainty in order to find correlated features.The Event Explorer shows a global overview of events and feature properties.The Fuzzy Tracking Graph is used to track features through all time-steps.The Volume Player shows control elements to traverse the steps of a dataset series.",
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        "abstract": "In this thesis we discuss the use of omnidirectional stereo (omnistereo) rendering of virtual\nenvironments. We present an artefact-free technique to render omnistereo images for\nthe CAVE in real time using the modern rendering pipeline and GPU-based tessellation.\nDepth perception in stereoscopic images is enabled through the horizontal disparities\nseen by the left and right eye. Conventional stereoscopic rendering, using off-axis\nor toe-in projections, provides correct depth cues in the entire field of view (FOV) for\na single view-direction. Omnistereo panorama images, created from captures of the real\nworld, provide stereo depth cues in all view direction. This concept has been adopted for\nrendering, as several techniques generating omnistereo images based on virtual environments\nhave been presented. This is especially relevant in the context of surround-screen\ndisplays, as stereo depth can be provided for all view directions in a 360° panorama\nsimultaneously for upright positioned viewers. Omnistereo rendering also lifts the need\nfor view-direction tracking, since the projection is independent of the view direction,\nunlike stereoscopic projections. However, omnistereo images only provide correct depth\ncues in the center of the FOV. Stereo disparity distortion errors occur in the periphery\nof the view and worsen with distance from the center of the view. Nevertheless, due\nto a number of properties of the human visual system, these errors are not necessarily\nnoticeable.\nWe improved the existing object-warp based omnistereo rendering technique for\nCAVE display systems by preceding it with screen-space adaptive tessellation methods.\nOur improved technique creates images without perceivable artefacts and runs on\nthe GPU at real-time frame rates. The artefacts produced by the original technique\nwithout tessellation are described by us. Tessellation is used to remedy edge curvature\nand texture interpolation artefacts occurring at large polygons, due to the non-linearity\nof the omnistereo perspective. The original approach is based on off-axis projections.\nWe showed that on-axis projections can be used as basis as well, leading to identical\nimages. In addition, we created a technique to efficiently render omnistereo skyboxes\nfor the CAVE using a pre-tessellated full-screen mesh. We implemented the techniques\nas part of an application for a three-walled CAVE in the VRVis research center and\ncompared them.",
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        "title": "Applying Information Theory to Formal Models of Play",
        "date": "2015-11-09",
        "abstract": "This thesis proposes a formal model of interaction in games, to be used as tool for game analysis and game testing. The model allows a quantification of interaction by looking at the low-level structure and patterns in game-controller input. The game-controller input is modelled using discrete-time, discrete-space Markov chains, and information theory is used to quantify the mismatch between the model’s prediction and the actual user input.\n\nThe model uses game-agnostic game controller data as its input, which is the lowest common denominator for a large class of games (almost all game console games, most PC games). The models are trained dynamically on-the-fly for each individual play session. This allows performing individual analyses of players’ interactions, while still retaining an approach that is very general and can be used with different games without modification.\n\nTo adapt to new play situations quickly, the used models are only based on data from the last couple of seconds or minutes. This can lead to the problem that not enough samples may be available to confidently estimate all dynamic model parameters. This problem is mitigated by considering the full probability distribution of each parameter instead, using a beta distribution.\n\nThis work contributes to the understanding of interaction in games, modelling of raw user input and quantifying the model output using information theory. The described approach has been implemented in software and preliminary results from a prestudy are available.\n\nIn this exploratory prestudy, the post hoc analysis of nine different games from various genres revealed a number of interaction patterns. One of the observed patterns is routinization, a process in which an action is performed repeatedly until it is executed almost unconsciously. Research in this field, based on this thesis, has been performed in cooperation with Martin Pichlmair from the IT University Copenhagen, and a workin-progress paper is to be published in the proceedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) [Wallner, S., Pichlmair, M., Hecher, M., and Wimmer, M. (2015). Modeling Routinization in Games - An Information Theory Approach. In Proceedings of the Second ACM SIGCHI Annual Symposium on Computer-human Interaction in Play, page pp, London, UK. ACM.]\n",
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        "title": "CoWRadar: Visual Quantification of the Circle of Willis in Stroke Patients",
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        "abstract": "This paper presents a method for the visual quantification of cerebral arteries, known as the Circle of Willis (CoW).\nThe CoW is an arterial structure that is responsible for the brain’s blood supply. Dysfunctions of this arterial circle\ncan lead to strokes. The diagnosis relies on the radiologist’s expertise and the software tools used. These tools\nconsist of very basic display methods of the volumetric data without support of advanced technologies in medical\nimage processing and visualization. The goal of this paper is to create an automated method for the standardized\ndescription of cerebral arteries in stroke patients in order to provide an overview of the CoW’s configuration. This novel display provides visual indications of problematic areas as well as straightforward comparisons between\nmultiple patients. Additionally, we offer a pipeline for extracting the CoW from Time-of-Flight Magnetic Resonance\nAngiography (TOF-MRA) data sets. An enumeration technique for the labeling of the arterial segments is therefore\nsuggested. We also propose a method for detecting the CoW’s main supplying arteries by analyzing the coronal,\nsagittal and transverse image planes of the data sets. We evaluated the feasibility of our visual quantification\napproach in a study of 63 TOF-MRA data sets and compared our findings to those of three radiologists. The obtained results demonstrate that our proposed techniques are effective in detecting the arteries of the CoW.",
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        "title": "cellVIEW: a Tool for Illustrative and Multi-Scale Rendering of Large Biomolecular Datasets",
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        "abstract": "Often, users of visualization applications do not have access to high performance systems for the computationally demanding visualization tasks. Rendering the visualization remotely and using a thin client (e.g. a web browser) to display the result enable the users to access the\r\nvisualization even on devices that do not target graphics processing. However, the flexibility to manipulate the data set interactively suffers in thin-client configurations. This makes a\r\nmeaningful interaction with data sets that contain many different objects difficult. This is especially true in in-situ visualization scenarios, where direct interaction with the data can\r\nbe challenging.\r\n\r\nWe solve this problem by proposing an approach that employs a deferred visualization pipeline to divide the visualization computation between a server and a client. Our thin client\r\nis built on web technologies (HTML5, JavaScript) and is integrated with the D3 library to enable interactive data-driven visualizations. An intermediate representation of objects is introduced which describes the data that is transferred from the server to the client on request.  The server side carries out the computationally expensive parts of the pipeline while the client retains extensive flexibility by performing object modification tasks without requiring a\r\nre-rendering of the data.\r\n\r\nWe introduce a novel Volume Object Model as an intermediate representation for deferred visualization. This model consists of metadata and pre-rendered visualizations of each object\r\nin a data set.\r\n\r\nIn order to guarantee client-side interactivity even on large data sets, the client only receives the metadata of all objects for a pre-visualization step. By allowing the user to\r\nperform filtering using the metadata alone, the complexity of the requested visualization data can be reduced from the client side before streaming any image data. Only when the user is\r\nsatisfied, the object images are requested from the server. In combination with the metadata,\r\nthe final visualization can then be reconstructed from the individual images. Moreover, all objects in the visualization can be investigated and changed programmatically by the user\r\nvia an integrated console.\r\n\r\nIn summary, our system allows for fully interactive object-related visualization tasks in a web browser without triggering an expensive re-rendering on the server.",
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        "title": "Optimization of Natural Frequencies for Fabrication-Aware Shape Modeling",
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        "abstract": "Given a target shape and a target frequency, we automatically synthesize shapes that exhibit this frequency as part of their natural spectrum while resembling the target shape as closely as possible. We propose three shape parametrization methods that afford meaningful degrees of freedom in the design of instruments such as marimbas and bells. The design space is based on the representation of a solid as the volume enclosed by an outer surface and an inner offset surface. In order to evaluate the natural frequency spectrum of a solid, we employ finite element modal analysis and evaluate the suitability of different element types. We propose a fabrication method for the production of optimized instruments by an amateur craftsperson using sand or rubber molds. The efficiency of our method is demonstrated by the production of a simple tin bell and a more complicated bell in the shape of a rabbit. We achieve agreement with the predicted pitch frequencies of 2.8% and 6% respectively. These physical results are supplemented by a number of computational results that explore the optimization of harmonic ratios and the influence of mesh resolution and mesh smoothness on the accuracy of the finite element model.",
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    {
        "id": "Hirsch_Christian_2015_ABL",
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        "title": "Automatic Breast Lesion Examination of DCE-MRI Data Based on Fourier Analysis",
        "date": "2015-09",
        "abstract": "Breast cancer is the second most common cancer death among women in developed\r\ncountries. In less developed countries it has a mortality rate of about 25% rendering it the most common cancer death. It has been demonstrated that an early breast cancer diagnosis significantly reduces the mortality. In addition to mammography and breast\r\nultrasound, Dynamic Contrast-Enhanced Magnetic Resonance Imaging (DCE-MRI) is\r\nthe modality with the highest sensitivity for breast cancer detection. However, systems for automatic lesion analysis are scarce. This thesis proposes a method for lesion evaluation without the necessity of tumor segmentation. The observer has to define a Region Of Interest (ROI) covering the lesion in question and the proposed system performs an automated lesion inspection by computing its Fourier transform. Using the Fourier\r\ntransformed volume we compute the inertia tensor of its magnitude. Based on the gathered information, the Göttinger score, which is a common breast cancer analysis scheme, is computed and the features are presented in newly create plots. These plots\r\nare evaluated with a survey where radiologists participated. The Göttinger score assigns a numeric value for the following features: shape, boundary, Internal Enhancement\r\nCharacteristics (IEC), Initial Signal Increase (ISI) and Post Initial Signal (PIS). We tested our method on 22 breast tumors (14 malignant and 8 benign ones). Subsequently, we compared our results to the classification of an experienced radiologist. The automatic\r\nboundary classification has an accuracy of 0.818, the shape 0.773 and the IEC 0.886 compared to the radiologist’s results. An evaluation of the accuracy of the benign vs. malignant classification shows that the method has an accuracy of 0.682 for all\r\nthe Göttinger score features and 0.772 using only the shape, boundary and IEC. The evaluation of the plot shows that radiologist like the visual representation of the Göttinger\r\nscore for single lesions, they, however, refuse the plots where multiple lesions are presented\r\nin one visual representation.",
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        "title": "Procedural Generation of 3D Building-Interiors",
        "date": "2015-08-18",
        "abstract": "    Procedural systems are a great way to create a lot of geometric 3D content for various purposes, e.g., computer games or feature movies. They are usually based on formal grammars theory. Nowadays, a well known approach for the generation of virtual cities is the so-called 'CGA'-grammar (computer generated architecture). It was introduced a few years ago and is widely in use, however, its major drawback is the complexity and amount of code that has to be written to create good-looking results. To overcome this problem, a visual editor for the design of buildings is introduced in this thesis. It allows the user to define the aspects of a building in a top-down manner, including their interiors. Starting from the amount of floors, the user is able to define how rooms should be distributed including cross-floor relations, like staircases or elevators. Using 'generation-rules' the user is also able to add more details to the interior (e.g., furniture) and exterior (e.g. facades, plants, etc.). We demonstrate that our technique can create a great variety of visually appealing and realistic results.\n\n",
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        "abstract": "The Inductive Rotation Method, developed by the artist Hofstetter Kurt, is a strategy for generating elaborate artistic patterns by applying translations and rotations repeatedly\r\nto a copy of a so called prototile. The method has been inspired by aperiodic tilings such as the popular Penrose tilings. The Inductive Rotation Patterns and their nonperiodic structure is interesting from both a mathematical and from an artistic point of view. In the scope of a previous thesis different algorithms for the generation of such patterns were already implemented and researched which resulted in a program called the “Irrational Image Generator”. However, this software prototype provides only few features which support Hofstetter in designing patterns, and can only produce patterns with limited size. The limited size results from a property of the patterns: The number of tiles grows\r\nexponentially with each iteration.\r\n\r\nThe Inductive Rotation Framework, a software framework for the generation of Inductive Rotation Patterns, was developed in the course of this thesis and unites new generation algorithms with an extended tool-set, like a graphical prototile editor which supports Hofstetter in his pattern design process. One of the existing algorithms was successfully parallelized and now allows the artist pattern generation via GPGPU methods.  \r\n\r\nDepending on the implementation this can increase either pattern generation speed or the maximum pattern-size. In order to research the advantages and disadvantages of a recently developed\r\ntile substitution method for the creation of Inductive Rotation Patterns, the framework was extended by an algorithm which is based on this new discovery. Following the definition of the Inductive Rotation Method from Hofstetter, this tile-substitution method produces only a subset of Inductive Rotation Patterns.\r\n\r\nBy varying the definition of Hofstetter’s Inductive Rotation Method only slightly, the Sierpinski gasket, a fractal pattern, emerges. The similarity between the Inductive Rotation Method and fractals can be observed further by comparing the parallel generation algorithm’s matrix scheme to Iterated Function Systems (IFSs), which are used to generate\r\nfractals.",
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        "title": "Optimization of Natural Frequencies for Fabrication-Aware Shape Modeling",
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        "abstract": "Given a target shape and a target frequency, we automatically synthesize a shape that exhibits this frequency as part of its natural spectrum, while resembling the target shape as closely as possible. We employ finite element modal analysis with thin-shell elements to accurately predict the acoustic behavior of 3d solids. Our optimization pipeline uses an input surface and automatically calculates an inner offset surface to describe a volumetric solid. The solid exhibits a sound with the desired pitch if fabricated from the targeted material. In order to validate our framework, we optimize the shape of a tin bell to exhibit a sound at 1760 Hz. We fabricate the bell by casting it from a mold and measure the frequency peaks in its natural ringing sound. The measured pitch agrees with our simulation to an accuracy of 2.5%. In contrast to previous method, we only use reference material parameters and require no manual tuning.",
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        "abstract": "As flood events tend to happen more frequently, there is a growing demand for understanding the vulnerability of infrastructure to flood-related hazards. Such demand exists both for flood management personnel and the general public. Modern software tools are capable of generating uncertainty-aware flood predictions. However, the information addressing individual objects is incomplete, scattered, and hard to extract. In this paper, we address vulnerability to flood-related hazards focusing on a specific building. Our approach is based on the automatic extraction of relevant information from a large collection of pre-simulated flooding events, called a scenario pool. From this pool, we generate uncertainty-aware visualizations conveying the vulnerability of the building of interest to different kinds of flooding events. On the one hand, we display the adverse effects of the disaster on a detailed level, ranging from damage inflicted on the building facades or cellars to the accessibility of the important infrastructure in the vicinity. On the other hand, we provide visual indications of the events to which the building of interest is vulnerable in particular. Our visual encodings are displayed in the context of urban 3D renderings to establish an intuitive relation between geospatial and abstract information. We combine all the visualizations in a lightweight interface that enables the user to study the impacts and vulnerabilities of interest and explore the scenarios of choice. We evaluate our solution with experts involved in flood management and public communication.",
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        "abstract": "The Marschner-Lobb (ML) test signal has been used for two decades to evaluate the visual quality of different volumetric reconstruction schemes. Previously, the reproduction of these experiments was very simple, as the ML signal was used to evaluate only compact filters applied on the traditional Cartesian lattice. As the Cartesian lattice is separable, it is easy to implement these filters as separable tensor-product extensions of well-known 1D filter kernels. Recently, however, non-separable reconstruction filters have received increased attention that are much more difficult to implement than the traditional tensor-product filters. Even if these are piecewise polynomial filters, the space partitions of the polynomial pieces are geometrically rather complicated. Therefore, the reproduction of the ML experiments is getting more and more difficult. Recently, we reproduced a previously published ML experiment for comparing Cartesian Cubic (CC), Body-Centered Cubic (BCC), and Face-Centered Cubic (FCC) lattices in terms of prealiasing. We recognized that the previously applied settings were biased and gave an undue advantage to the FCC-sampled ML representation. This result clearly shows that reproducibility, verification, and validation of the ML experiments is of crucial importance as the ML signal is the most frequently used benchmark for demonstrating the superiority of a reconstruction scheme or volume representations on non-Cartesian lattices.",
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        "title": "Visualization of Biomolecular Structures: State of the Art",
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        "title": "Visual Analysis of Spatio-Temporal Data: Applications in Weather Forecasting",
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        "abstract": "Weather conditions affect multiple aspects of human life such as economy, safety, security, and social activities. For\nthis reason, weather forecast plays a major role in society. Currently weather forecasts are based on Numerical\nWeather Prediction (NWP) models that generate a representation of the atmospheric flow. Interactive visualization\nof geo-spatial data has been widely used in order to facilitate the analysis of NWP models. This paper presents a\nvisualization system for the analysis of spatio-temporal patterns in short-term weather forecasts. For this purpose,\nwe provide an interactive visualization interface that guides users from simple visual overviews to more advanced\nvisualization techniques. Our solution presents multiple views that include a timeline with geo-referenced maps, an\nintegrated webmap view, a forecast operation tool, a curve-pattern selector, spatial filters, and a linked meteogram.\nTwo key contributions of this work are the timeline with geo-referenced maps and the curve-pattern selector. The\nlatter provides novel functionality that allows users to specify and search for meaningful patterns in the data.\nThe visual interface of our solution allows users to detect both possible weather trends and errors in the weather\nforecast model.We illustrate the usage of our solution with a series of case studies that were designed and validated\nin collaboration with domain experts.",
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        "title": "Automatized Summarization of Multiplayer Games",
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        "abstract": "We present a novel method for creating automatized gameplay dramatization of multiplayer video games. The dramatization serves as a visual form of guidance through dynamic 3D scenes with multiple foci, typical for such games. Our goal is to convey interesting aspects of the gameplay by animated sequences creating a summary of events which occurred during the game. Our technique is based on processing many cameras, which we refer to as a flock of cameras, and events captured during the gameplay, which we organize into a so-called event graph. Each camera has a lifespan with a certain time interval and its parameters such as position or look-up vector are changing over time. Additionally, during its lifespan each camera is assigned an importance function, which is dependent on the significance of the structures that are being captured by the camera. The images captured by the cameras are composed into a single continuous video using a set of operators based on cinematographic effects. The sequence of operators is selected by traversing the event graph and looking for specific patterns corresponding to the respective operators. In this way, a large number of cameras can be processed to generate an informative visual story presenting the gameplay. Our compositing approach supports insets of camera views to account for several important cameras simultaneously. Additionally, we create seamless transitions between individual selected camera views in order to preserve temporal continuity, which helps the user to follow the virtual story of the gameplay.",
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        "title": "Visualization of Porosity in Carbon Fiber Reinforced Polymers",
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        "abstract": "Industrial research is continuously increasing efforts in designing new-tailored light-weight materials\r\nin order to meet the high demands regarding efficiency, environment, safety as well as comfort. Especially in the aeronautics industry a high demand for advanced composite materials\r\nis observable. The new generations of aircrafts are made of more than 50 % of these novel composite materials. Carbon fiber reinforced polymers (CFRPs) are currently considered as the most promising candidate since this material is outperforming the majority of conventional materials.  As a result of the manufacturing process this material tends to have pores inside. Pores\r\nin the material are typically inclusions of air. As they have an impact on the mechanical properties\r\nof the component, their determination and evaluation is an important task in quality control and a particular challenge for non-destructive testing (NDT) practitioners. Besides the characterization of individual pores, their spatial distribution in the tested component is a relevant\r\nfactor. For example, a high concentration of pores in certain regions leads to different material\r\ncharacteristics as compared to a homogenous distribution of the pores.\r\n\r\nThis work is based on 3D X-ray Computed Tomography (XCT) to gain new insight into CFRP components. Based on domain experts’ questions, specific tasks were derived. Besides the quantitative\r\nporosity determination, the main visualization tasks are: giving a fast porosity overview, exploring the individual pores, and tracking features over time based on XCT time-series. In\r\nthis thesis, three novel visual analysis tools are presented to solve these tasks.\r\n\r\nTo enhance the evaluation workflow for non-destructive testing (NDT) practitioners, a visualization pipeline for the interactive exploration and visual analysis of CFRP specimens is developed.  After the calculation of local pore properties, i.e., volume, surface, extents and shape factors, a drill-down approach is employed to explore pores in a CFRP specimen. Therefore Porosity Maps (PM) are presented to allow for a fast porosity overview and selecting a region of interest.  Pores in this region may be filtered and visualized with a parallel-coordinates selection.\r\n\r\nFurthermore a novel visualization technique which allows for a fast porosity overview and exploration\r\nof pores by focusing more on their shapes is proposed. In this method, all objects (pores) are clustered into a Mean Object (MObject). To explore this MObject, the visualization of mean object sets (MObject Sets) in a radial and a parallel alignment is introduced.\r\nBy selecting a specific property such as the volume or shape factor and the desired number of classes, a MObject is split up into sub-classes. With this approach, intended classifications and\r\nvisualizations of MObjects may be explored by the user. These representative MObjects may be exported as volumetric datasets to serve as input for successive calculations and simulations. \r\n\r\nFor an overview of the pore properties in the dataset local MObjects are calculated in a grid and combined with a color-coded homogeneity visualization. Both approaches were evaluated with real-world CFRP specimens.\r\n\r\nTo go one step further, time as a fourth dimension is added to analyze a process over time, e.g., how the features evolve and formate over time. Therefore features in a series of XCT scans are tracked with the Fuzzy Feature Tracking approach and are then visualized together with the extracted events in multiple linked-views, each emphasizing individual aspects of the 4D\r\ntime-series data. Spatial feature information, global temporal overview, and global temporal evolution of how the features are tracked and connected over the whole time-series are covered\r\nwith the visual-analysis system. The results and advantages of the Fuzzy Feature Tracking tool are demonstrated using various real-world applications, such as AlSiC alloys under thermal load\r\nor wood shrinkage analyses.",
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        "title": "Parallel Reyes-style Adaptive Subdivision with Bounded Memory Usage",
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        "abstract": "Recent advances in graphics hardware have made it a desirable goal to implement the Reyes algorithm on current graphics cards. One key component in this algorithm is the bound-and-split phase, where surface patches are recursively split until they are smaller than a given screen-space bound. While this operation has been successfully parallelized for execution on the GPU using a breadth-first traversal, the resulting implementations are limited by their unpredictable worst-case memory consumption and high global memory bandwidth utilization. In this paper, we propose an alternate strategy that allows limiting the amount of necessary memory by controlling the number of assigned worker threads. The result is an implementation that scales to the performance of the breadth-first approach while offering three advantages: significantly decreased memory usage, a smooth and predictable tradeoff between memory usage and performance, and increased locality for surface processing. This allows us to render scenes that would require too much memory to be processed by the breadth-first method.",
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        "title": "Semi-Automatic Spine Labeling on T1- and T2-weighted MRI Volume Data",
        "date": "2015-01-20",
        "abstract": "In medical diagnosis, the spine is often a frame of reference and so helps to localize diseases (e.g. tumors) in the human body. Automated spine labeling approaches are in demand, in order\nto replace time consuming, manual labeling by a radiologist. Different approaches have already been proposed in the literature, mainly for Computed Tomography (CT) and Magnetic Resonance Imaging (MRI) data. While CT scans exhibit a generalized intensity scale, MR images come with a high variability within the data and hence the tissues. Several factors influence the\nappearance of vertebrae and intervertebral disks in MRI data: different scanners, changes of acquisition parameters, magnetic field inhomogeneities or age-related, structural changes of the\nspinal anatomy. These factors compound the development of semi- and fully automatic spine labeling systems.\n\nThe main goal of this thesis is to overcome these variations and find a generalized representation for different kinds of MR data. Furthermore, it aims for a semi-automatic labeling approach on these preprocessed scans where the user has to provide an initial click. Entropyoptimized Texture Models are applied to normalize the data to a standardized, reduced intensity\nscale.With Probabilistic Boosting Trees, intervertebral disk feature points are detected, whereby the disk center is selected with a Shape Particle Filter.\n\nThe results achieved with the proposed pipeline are promising in terms of data normalization, timing and labeling accuracy. With a mean overall processing time of 6.0 s for normalizing and labeling a dataset (0.8 s per disk), the algorithm achieves a precision of 92.4% (recall = 86.8%).  Using a higher resolution of the data for disk detection (average timing of 1.6 s per disk resp. 12.4 s per dataset), reduces the number of missed disk candidates and hence increases the recall to 91.7% (with a precision of 91.9%).",
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        "abstract": "Digital fabrication is currently a rapidly emerging field in several science and engineering fields. Especially the technique of additive manufacturing (AM), commonly referred to as 3d printing, is a fast growing area. While this technology is in essence not new, the recent expiration of key patents for 3d-printing technology led to a break-through, which already also arrived at the consumer-level 3d-printers market. This development brings about novel requirements on digital model design. Traditional fields used to deal with digital manufacturing, like rapid prototyping, material sciences, or industrial engineering learned to deal with existing CAD-software in order to create digital content. However, the expansion of the digital fabrication technology into everybody’s homes and offices brings about the demand for novel paradigms of consumer-level computational design. This novel personal fabrication aims at bridging the gap between the still advancing digital domain and the “good old” physical world. In this talk I will give an overview of current development of such computational design in the field of computer graphics and provide details on an example application. \r\n\r\nLink: http://www.pixelvienna.com/10/event/talks#musialski",
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        "abstract": "In this paper, we introduce a simulation-based approach to design protection plans for flood events. Existing solutions require a lot of computation time for an exhaustive search, or demand for a time-consuming expert supervision and steering. We\npresent a faster alternative based on the automated control of multiple parallel simulation runs. Run Watchers are dedicated system components authorized to monitor simulation runs, terminate them, and start new runs originating from existing ones according to domain-specific rules. This approach allows for a more efficient traversal of the search space and overall performance improvements\ndue to a re-use of simulated states and early termination of failed runs. In the course of search, Run Watchers generate large and complex decision trees. We visualize the entire set of decisions made by Run Watchers using interactive, clustered timelines. In\naddition, we present visualizations to explain the resulting response plans. Run Watchers automatically generate storyboards to convey plan details and to justify the underlying decisions, including those which leave particular buildings unprotected. We evaluate\nour solution with domain experts.",
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        "title": "The Spinel Explorer - Interactive Visual Analysis of Spinel Group Minerals",
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        "abstract": "Geologists usually deal with rocks that are up to several thousand million years old. They try to reconstruct the tectonic settings where these rocks were formed and the history of events that affected them through the geological time. The spinel group minerals provide useful information regarding the geological environment in which the host rocks were formed. They constitute excellent indicators of geological environments (tectonic settings) and are of invaluable help in the search for mineral deposits of economic interest. The current workflow requires the scientists to work with different applications to analyze spine data. They do use specific diagrams, but these are usually not interactive. The current workflow hinders domain experts to fully exploit the potentials of tediously and expensively collected data. In this paper, we introduce the Spinel Explorer-an interactive visual analysis application for spinel group minerals. The design of the Spinel Explorer and of the newly introduced interactions is a result of a careful study of geologists' tasks. The Spinel Explorer includes most of the diagrams commonly used for analyzing spinel group minerals, including 2D binary plots, ternary plots, and 3D Spinel prism plots. Besides specific plots, conventional information visualization views are also integrated in the Spinel Explorer. All views are interactive and linked. The Spinel Explorer supports conventional statistics commonly used in spinel minerals exploration. The statistics views and different data derivation techniques are fully integrated in the system. Besides the Spinel Explorer as newly proposed interactive exploration system, we also describe the identified analysis tasks, and propose a new workflow. We evaluate the Spinel Explorer using real-life data from two locations in Argentina: the Frontal Cordillera in Central Andes and Patagonia. We describe the new findings of the geologists which would have been much more difficult to achieve using the cur- ent workflow only. Very positive feedback from geologists confirms the usefulness of the Spinel Explorer.",
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        "title": "Visual Analytics for Complex Engineering Systems: Hybrid Visual Steering of Simulation Ensembles",
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        "abstract": "In this paper we propose a novel approach to hybrid visual steering of simulation ensembles. A simulation ensemble is a collection of simulation runs of the same simulation model using different sets of control parameters. Complex engineering systems have very large parameter spaces so a nai?ve sampling can result in prohibitively large simulation ensembles. Interactive steering of simulation ensembles provides the means to select relevant points in a multi-dimensional parameter space (design of experiment). Interactive steering efficiently reduces the number of simulation runs needed by coupling simulation and visualization and allowing a user to request new simulations on the fly. As system complexity grows, a pure interactive solution is not always sufficient. The new approach of hybrid steering combines interactive visual steering with automatic optimization. Hybrid steering allows a domain expert to interactively (in a visualization) select data points in an iterative manner, approximate the values in a continuous region of the simulation space (by regression) and automatically find the “best” points in this continuous region based on the specified constraints and objectives (by optimization). We argue that with the full spectrum of optimization options, the steering process can be improved substantially. We describe an integrated system consisting of a simulation, a visualization, and an optimization component. We also describe typical tasks and propose an interactive analysis workflow for complex engineering systems. We demonstrate our approach on a case study from automotive industry, the optimization of a hydraulic circuit in a high pressure common rail Diesel injection system.",
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        "title": " Attractive Flicker: Guiding Attention in Dynamic Narrative Visualizations",
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        "abstract": "Focus+context techniques provide visual guidance in visualizations by giving strong visual prominence to elements of interest while the context is suppressed. However, finding a visual feature to enhance for the focus to pop out from its context in a large dynamic scene, while leading to minimal visual deformation and subjective disturbance, is challenging. This paper proposes Attractive Flicker, a novel technique for visual guidance in dynamic narrative visualizations. We first show that flicker is a strong visual attractor in the entire visual field, without distorting, suppressing, or adding any scene elements. The novel aspect of our Attractive Flicker technique is that it consists of two signal stages: The first “orientation stage” is a short but intensive flicker stimulus to attract the attention to elements of interest. Subsequently, the intensive flicker is reduced to a minimally disturbing luminance oscillation (“engagement stage”) as visual support to keep track of the focus elements. To find a good trade-off between attraction effectiveness and subjective annoyance caused by flicker, we conducted two perceptual studies to find suitable signal parameters. We showcase Attractive Flicker with the parameters obtained from the perceptual statistics in a study of molecular interactions. With Attractive Flicker, users were able to easily follow the narrative of the visualization on a large display, while the flickering of focus elements was not disturbing when observing the context.",
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        "booktitle": "Proceedings of IEEE BioVis 2014",
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        "title": "Towards an Unbiased Comparison of CC, BCC, and FCC Lattices in Terms of Prealiasing",
        "date": "2014-06",
        "abstract": "In the literature on optimal regular volume sampling, the Body-Centered Cubic (BCC) lattice has been proven\r\nto be optimal for sampling spherically band-limited signals above the Nyquist limit. On the other hand, if the\r\nsampling frequency is below the Nyquist limit, the Face-Centered Cubic (FCC) lattice was demonstrated to be optimal in reducing the prealiasing effect. In this paper, we confirm that the FCC lattice is indeed optimal in this sense in a certain interval of the sampling frequency. By theoretically estimating the prealiasing error in a realistic range of the sampling frequency, we show that in other frequency intervals, the BCC lattice and even the traditional Cartesian Cubic (CC) lattice are expected to minimize the prealiasing. The BCC lattice is superior over the FCC lattice if the sampling frequency is not significantly below the Nyquist limit. Interestingly, if the original signal is drastically undersampled, the CC lattice is expected to provide the lowest prealiasing error. Additionally,\r\nwe give a comprehensible clarification that the sampling efficiency of the FCC lattice is lower than that of the BCC\r\nlattice. Although this is a well-known fact, the exact percentage has been erroneously reported in the literature.\r\nFurthermore, for the sake of an unbiased comparison, we propose to rotate the Marschner-Lobb test signal such that an undue advantage is not given to either lattice.",
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        "title": "Illustrative Visualization of Molecular Reactions using Omniscient Intelligence and Passive Agents ",
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        "abstract": "In this paper we propose a new type of a particle systems, tailored for illustrative visualization purposes, in particular for visualizing molecular reactions in biological networks. Previous visualizations of biochemical processes were exploiting the results of agent-based modeling. Such modeling aims at reproducing accurately the stochastic nature of molecular interactions. However, it is impossible to expect events of interest happening at a certain time and location, which is impractical for storytelling. To obtain the means of controlling molecular interactions, we propose to govern passive agents with an omniscient intelligence, instead of giving to the agents the freedom of initiating reaction autonomously. This makes it possible to generate illustrative animated stories that communicate the functioning of the molecular machinery. The rendering performance delivers for interactive framerates of massive amounts of data, based on the dynamic tessellation capabilities of modern graphics cards. Finally, we report an informal expert feedback we obtained from the potential users.",
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        "note": "Article first published online: 12 JUL 2014",
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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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        "title": "InSpectr: Multi-Modal Exploration, Visualization, and Analysis of Spectral Data",
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        "abstract": "This paper addresses the increasing demand in industry for methods to analyze and visualize multimodal data involving a spectral modality. Two data modalities are used: high-resolution X-ray computed tomography (XCT) for structural characterization and low-resolution X-ray fluorescence (XRF) spectral data for elemental decomposition. We present InSpectr, an integrated tool for the interactive exploration and visual analysis of multimodal, multiscalar data. The tool has been designed around a set of tasks identified by domain experts in the fields of XCT and XRF. It supports registered single scalar and spectral datasets optionally coupled with element maps and reference spectra. InSpectr is instantiating various linked views for the integration of spatial and non-spatial information to provide insight into an industrial component’s structural and material composition: views with volume renderings of composite and individual 3D element maps visualize global material composition; transfer functions defined directly on the spectral data and overlaid pie-chart glyphs show elemental composition in 2D slice-views; a representative aggregated spectrum and spectra density histograms are introduced to provide a global overview in the spectral view. Spectral magic lenses, spectrum probing and elemental composition probing of points using a pie-chart view and a periodic table view aid the local material composition analysis. Two datasets are investigated to outline the usefulness of the presented techniques: a 3D virtually created phantom with a brass metal alloy and a real-world 2D water phantom with insertions of gold, barium, and gadolinium. Additionally a detailed user evaluation of the results is provided.",
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        "title": "Efficient Collision Detection While Rendering Dynamic Point Clouds",
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        "abstract": "A recent trend in interactive environments is the use of unstructured\nand temporally varying point clouds. This is driven by both\naffordable depth cameras and augmented reality simulations. One\nresearch question is how to perform collision detection on such\npoint clouds. State-of-the-art methods for collision detection create\na spatial hierarchy in order to capture dynamic point cloud surfaces,\nbut they require O(NlogN) time for N points. We propose\na novel screen-space representation for point clouds which exploits\nthe property of the underlying surface being 2D. In order for dimensionality\nreduction, a 3D point cloud is converted into a series\nof thickened layered depth images. This data structure can be constructed\nin O(N) time and allows for fast surface queries due to\nits increased compactness and memory coherency. On top of that,\nparts of its construction come for free since they are already handled\nby the rendering pipeline. As an application we demonstrate\nonline collision detection between dynamic point clouds. It shows\nsuperior accuracy when compared to other methods and robustness\nto sensor noise since uncertainty is hidden by the thickened boundary.",
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        "title": "Continuous Levels-of-Detail and Visual Abstraction for Seamless Molecular Visualization",
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        "abstract": "Molecular visualization is often challenged with rendering of large molecular structures in real time. We introduce a novel approach that enables us to show even large protein complexes. Our method is based on the level-of-detail concept, where we exploit three different abstractions combined in one visualization. Firstly, molecular surface abstraction exploits three different surfaces, solvent-excluded surface (SES), Gaussian kernels and van der Waals spheres, combined as one surface by linear interpolation. Secondly, we introduce three shading abstraction levels and a method for creating seamless transitions between these representations. The SES representation with full shading and added contours stands in focus while on the other side a sphere representation of a cluster of atoms with constant shading and without contours provide the context. Thirdly, we propose a hierarchical abstraction based on a set of clusters formed on molecular atoms. All three abstraction models are driven by one importance function classifying the scene into the near-, mid- and far-field. Moreover, we introduce a methodology to render the entire molecule directly using the A-buffer technique, which further improves the performance. The rendering performance is evaluated on series of molecules of varying atom counts.",
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        "title": "Sampling Gabor Noise in the Spatial Domain",
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        "abstract": "Gabor noise is a powerful technique for procedural texture generation. Contrary to other types of procedural noise, its sparse convolution aspect makes it easily controllable locally. In this paper, we demonstrate this property by explicitly introducing spatial variations. We do so by linking the sparse convolution process to the parametrization of the underlying surface. Using this approach, it is possible to provide control maps for the parameters in a natural and convenient way. In order to derive intuitive control of the resulting textures, we accomplish a small study of the influence of the parameters of the Gabor kernel with respect to the outcome and we introduce a solution where we bind values such as the frequency or the orientation of the Gabor kernel to a user-provided control map in order to produce novel visual effects.",
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    {
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        "title": "Uncertainty in CT Metrology: Visualizations for Exploration and Analysis of Geometric Tolerances",
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        "abstract": "Industrial 3D X-ray computed tomography (3DXCT) is increasingly applied as a technique for metrology applications. In contrast to comventional metrology tools such as coordinate measurement\nmachines (CMMs). 3DXCT only estimates the exact position of the specimen’s surface and is subjected to a specific set of artifact types. These factors result in uncertainty that is present in the data.  Previous work by Amirkhanov et. al [2] presented a tool prototype that is taking such uncertainty into account when measuring geometric tolerances such as straightness, circularity, or flatness.\nIn this paper we extend the previous work with two more geometric tolerance types: cylindricity and angularity. We provide methods and tools for visualization, inspection, and analysis of these tolerances. For the cylindricity tolerance we employ neighboring profiles visualization, box-plot overview, and interactive 3D view. We evaluate applicability and usefulness our methods on a new TP03 data set, and present results and new potential use cases.",
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        "abstract": "The preservation of archaeological sites is an important task in cultural heritage. Classical methods\r\nconserve archaeological objects in museums and provide restoration of archaeological sites\r\nthreatened by decay. The improved digitalization provides the possibility to generate an accurate\r\nrepresentation of archaeological sites by using laser scanners. The resulting point clouds\r\ncan preserve the archaeological site and provide the possibility to view it in its digital form even\r\nif it no longer exists.\r\nUsually, the archaeological site comes with a lot of different material, which has been created\r\nover the years. This material provides information about the digitalized object, which helps to\r\ngain a deeper understanding about the presented archaeological site.\r\nThis thesis presents an annotation system for a point-cloud renderer. The system allows\r\nadding annotations in the 3D space next to the part of the point cloud it belongs to. This helps to\r\nprovide the additional information of the point cloud in the context it belongs to. Moreover, each\r\nannotation should present interesting information about specific annotated parts of the archaeological\r\nsite to the viewer. Besides simple textual annotations, a variable amount of documents,\r\nsuch as images and PDFs, can be attached to each annotation to provide all kind of information.\r\nSeveral filtering techniques, including viewpoint-dependent priority filtering, are presented\r\nto control the visibility of the annotations. Moreover, a guidance system based on graphs is\r\nintroduced to lead viewers to different points of interest, which are represented as annotations.\r\nTo provide a clear connection between annotations and the annotated part of the point cloud,\r\na point-selection method and a point-marking method are presented. To allow the connection of\r\na large set of annotations to a single point cloud, these methods are developed in CUDA. This\r\nis done by extending existing methods, which create octrees in CUDA. The developed methods\r\nallow fast execution on the GPU while a CPU-based method is not able to handle such a large\r\namount of point selections in real-time.",
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        "title": "Interactions with Gigantic Point Clouds",
        "date": "2014",
        "abstract": "During the last decade the increased use of laser range-scanners for sampling the environment has led to gigantic point cloud data sets. Due to the size of such data sets, tasks like viewing, editing, or presenting the data have become a challenge per se, as the point data is too large to fit completely into the main memory of a customary computer system. In order to accomplish these tasks and enable the interaction with gigantic point clouds on consumer grade computer systems, this thesis presents novel methods and data structures for efficiently dealing with point cloud data sets consisting of more than 109 point samples. \r\n\r\nTo be able to access point samples fast that are stored on disk or in memory, they have to be spatially ordered, and for this a data structure is proposed which organizes the points samples in a level-of-detail hierarchy. Point samples stored in this hierarchy cannot only be rendered fast, but can also be edited, for example existing points can be deleted from the hierarchy or new points can be inserted. Furthermore, the data structure is memory efficient, as it only uses the point samples from the original data set. Therefore, the memory consumption of the point samples on disk, when stored in this data structure, is comparable to the original data set. A second data structure is proposed for selecting points. This data structure describes a volume inside which point samples are considered to be selected, and this has the advantage that the information about a selection does not have to be stored at the point samples. \r\n\r\nIn addition to these two previously mentioned data structures, which represent novel contributions for point data visualization and manipulation, methods for supporting the presentation of point data sets are proposed. With these methods the user experience can be enhanced when navigating through the data. One possibility to do this is by using regional meshes that employ an out-of-core texturing method to show details in the mesoscopic scale on the surface of sampled objects, and which are displayed together with point clouds. Another possibility to increase the user experience is to use graphs in 3D space, which helps users to orient themselves inside point cloud models of large sites, where otherwise it would be difficult to find the places of interest. Furthermore, the quality of the displayed point cloud models can be increased by using a point size heuristics that can mimic a closed surface in areas that would otherwise appear undersampled, by utilizing the density of the rendered points in the different areas of the point cloud model. \r\n\r\nFinally, the use of point cloud models as a tool for archaeological work is proposed. Since it becomes increasingly common to document archaeologically interesting monuments with laser scanners, the number application areas of the resulting point clouds is raising as well. These include, but are not limited to, new views of the monument that are impossible when studying the monument on-site, creating cuts and floor plans, or perform virtual anastylosis. \r\n\r\nAll these previously mentioned methods and data structures are implemented in a single software application that has been developed during the course of this thesis and can be used to interactively explore gigantic point clouds.",
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        "date": "2014",
        "abstract": "We present a novel technique to minimize the number of light sources\nin a virtual 3D scene without introducing any perceptible changes to it.\nThe theoretical part of the thesis\ngives an overview on previous research in the field of automated lighting\ndesign, followed by an introduction to the theory of rendering and genetic \nalgorithms. \nThe implementation is done as extension called \"Light Source Cleaner\"\nto LuxRender, a physically based, open-source renderer.\nThe algorithm adjusts the intensities of the light sources in a \nway that certain light sources can be canceled out, thus enabling to render \na similar image with significantly less number of light sources, \nintroducing a remarkable reduction to the execution time of scenes where many light sources are used.",
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        "abstract": "Scientific illustrators are commonly using structural description of molecular compounds when depicting complex biochemical processes. However, computational biology also provides procedural models describing the function of biological processes which are not currently used in the production pipeline. Instead, animators utilize scientific knowledge to manually animate and reproduce the functioning of cellular biology. We would like to explore the use of such models in order to generate explanatory illustrations that would show how molecular machinery works. Particle-based simulations provide the means for spatially representing the dynamics of biochemical processes. They compute the positions of each single particle and are supposed to \nmimic a realistic behaviour of the metabolites. Current mesoscale visualization also allows to directly show the results of such simulations by mapping the positions of particles in a virtual 3D environment. Nevertheless, some biochemical processes, like the DNA repair for instance, exhibit temporal multiscale aspects because they comprise diffusion rates which are much greater in comparison with reaction rates. As a result, it is challenging to produce a clear and coherent visualization out of this type of simulation. Indeed, when viewing the process at the pace which would let us see the reactions, it becomes impossible for the human eye to keep track of individual elements because of the very large diffusion displacements. On the other hand, if one would playback the simulation slow enough to be see a steady motion of individual elements, then only a very few number of reactions would occur in a reasonable amount of time. In this work we propose to solve the problem associated with multiple temporal scales by providing means for spatial. With this approach we aim at showing the two different temporal scale at the same time by using advanced trajectory smoothing mechanism. This would allow us to see individual elements while showing a world full of reactions, hence enabling us to communicate complex biological processes and molecular machineries in a comprehensive way.\n",
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        "title": "Visual analytics for the exploration of multiparametric cancer imaging",
        "date": "2014",
        "abstract": "Tumor  tissue  characterization  can  play  an  important  role  in  thediagnosis  and  design  of  effective  treatment  strategies.    In  orderto  gather  and  combine  the  necessary  tissue  information,  multi-modal  imaging  is  used  to  derive  a  number  of  parameters  indica-tive of tissue properties.  The exploration and analysis of relation-ships between parameters and, especially, of differences among dis-tinct intra-tumor regions is particularly interesting for clinical re-searchers to individualize tumor treatment.  However, due to highdata dimensionality and complexity, the current clinical workflowis time demanding and does not provide the necessary intra-tumorinsight.  We implemented a new application for the exploration ofthe relationships between parameters and heterogeneity within tu-mors.   In our approach,  we employ a well-known dimensionalityreduction technique [5] to map the high-dimensional space of tis-sue properties into a 2D information space that can be interactivelyexplored with integrated information visualization techniques.  Weconducted several usage scenarios with real-patient data, of whichwe  present  a  case  of  advanced  cervical  cancer.   First  indicationsshow that our application introduces new features and functionali-ties that are not available within the current clinical approach.",
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        "abstract": "Historically, there have been a number of approaches to analyze and explain the relationship\nbetween music and visual elements, particularly colors. Arnheim [1] has done important work\nin that context, as well as Palmer and Schloss [10] [16] [14] [13]. Palmer has shown in his ex-\nperiments, that music and color are coupled through emotion, like Arnheim had assumed before.\nThe goal of this thesis was to investigate this connection more in detail by considering also other\nvisual parameters like motion, shape or size and to implement a prototype of a visualization\napplication based on the insights gathered during our user studies. This application should be\nable to visualize music based on a flexible mapping and psychological knowledge. During the\nfirst part of our user studies, test persons were asked to rate parts of songs as well as animations\nwithout sound independent from each other but using the same rating scales. The results show\nstrong correlations between single attributes and the perception of the test persons. During the\nsecond part of the user studies, the test persons were asked to rate the accordance between the\nsongs from the first round and the visualizations created based on the results of the first round.\nOur assumptions could not be confirmed in that experiment. We try to determine the reasons,\nwhy the results of the second round were not as expected and what steps could be taken to refine\nour approach and implement it in a successful manner.",
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    {
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        "title": "Physics-based Music Visualization",
        "date": "2013-12",
        "abstract": "The aim of this bachelor’s thesis is to point out ways on how to extract distinct bits of information\nout of a song and how to combine them to create single parameters that reflect the currently\ntransported emotion of the song.\nIt presents approaches on how to extract certain information and data from MIDI and audio\nfiles that can then be used to create a more physics-based and naturally feeling visualization than\nthe one that gets shipped with today’s common music player software, with a strong focus on\nMIDI.\nFor example, the currently used scale should have an impact on the visualization’s color,\nas well as the current tempo, dynamic or aggressivity. Representing these attributes as input\nparameters that can be used by a visualization application should ultimately result in a better\nvisualization experience for the viewer, because it creates a feeling that the things seen on screen\nmatch with the music currently playing.\nBesides defining such input parameters for visualizations, this paper also provides a short\nevaluation of music feature extraction libraries and frameworks that help in reaching the men-\ntioned goal, as well as a few concrete implementations of algorithms that can be used to extract\nsuch features based on the jMusic API framework.",
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        "title": "neuroMAP - Interactive Graph-Visualization of the Fruit Fly's Neural Circuit",
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    {
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        "title": "A Survey of Urban Reconstruction",
        "date": "2013-09",
        "abstract": "This paper provides a comprehensive overview of urban reconstruction. While there exists a considerable body of literature, this topic is still under very active research. The work reviewed in this survey stems from the following three research communities: computer graphics, computer vision, and photogrammetry and remote sensing. Our goal is to provide a survey that will help researchers to better position their own work in the context of existing solutions, and to help newcomers and practitioners in computer graphics to quickly gain an overview of this vast field. Further, we would like to bring the mentioned research communities to even more interdisciplinary work, since the reconstruction problem itself is by far not solved.",
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