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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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            "Urban Microclimate Modeling",
            "Poisson Equation Solver",
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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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    {
        "id": "cornel-2022-wih",
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        "repositum_id": "20.500.12708/154434",
        "title": "Watertight Incremental Heightfield Tessellation",
        "date": "2022-05-06",
        "abstract": "In this paper, we propose a method for the interactive visualization of medium-scale dynamic heightfields without visual artifacts. Our data fall into a category too large to be rendered directly at full resolution, but small enough to fit into GPU memory without pre-filtering and data streaming. We present the real-world use case of unfiltered flood simulation data of such medium scale that need to be visualized in real time for scientific purposes. Our solution facilitates compute shaders to maintain a guaranteed watertight triangulation in GPU memory that approximates the interpolated heightfields with view-dependent, continuous levels of detail. In each frame, the triangulation is updated incrementally by iteratively refining the cached result of the previous frame to minimize the computational effort. In particular, we minimize the number of heightfield sampling operations to make adaptive and higher-order interpolations viable options. We impose no restriction on the number of subdivisions and the achievable level of detail to allow for extreme zoom ranges required in geospatial visualization. Our method provides a stable runtime performance and can be executed with a limited time budget. We present a comparison of our method to three state-of-the-art methods, in which our method is competitive to previous non-watertight methods in terms of runtime, while outperforming them in terms of accuracy.",
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        "journal": "IEEE Transactions on Visualization and Computer Graphics",
        "pages": "12",
        "publisher": "Institute of Electrical and Electronics Engineers (IEEE)",
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            "Real-time systems",
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            "tessellation",
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                "description": "Real-time visualization result of our method for decision support in flood management. Overview perspective\nwith geospatial data of Austria. Three nested terrain heightfields defined on an area of 572 km × 293 km are combined with\na dynamic water heightfield in a focus region of 22 km × 15 km .",
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    {
        "id": "STREICHER-2022-DSLS",
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        "tu_id": null,
        "repositum_id": "20.500.12708/78119",
        "title": "Digital Surveying of Large Scale Multi-Layered Terrain",
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        "abstract": "Digital terrain surveying is the exploration of terrain reconstructions and quantitative analysis of their properties. Out-of-core techniques, such as terrain streaming, are required to perform surveying on large-scale terrains at interactive frame-rates.The polyline based surveying tool from PRo3D, one of the state-of-the-art solutions for planetary geology, was implemented in our tool Visionary. In PRo3D the polylines are subsampled using fixed-rate subsampling (FRSS) at equidistant points. Our method uses variable-rate subsampling (VRSS) and shared-edge detection (SED) as an improvement that finds exact results when neighbouring primitives are hit. Furthermore, an uncertainty metric On-Data Ratio (ODR) was presented to raise awareness about the uncertainty of these measurements. Visionary was developed in the Unity game engine to evaluate if it is a suitable framework for such a specialized tool. We evaluated our implementation against Pro3D.",
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        "date_end": "2022-10-11",
        "date_start": "2016-07-16",
        "diploma_examina": "2022-10-11",
        "doi": "10.34726/hss.2022.99963",
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    {
        "id": "Kellner-2021-DA",
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        "tu_id": null,
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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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    {
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        "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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        "tu_id": 283451,
        "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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        "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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        "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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        "title": "A VR-based user study on the effects of vision impairments on recognition distances of escape-route signs in buildings",
        "date": "2018-04-30",
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        "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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        "title": "Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art",
        "date": "2018-03",
        "abstract": "Tactile reliefs offer many benefits over the more classic\n                raised line drawings or tactile diagrams, as depth, 3D shape,\n                and surface textures are directly perceivable. Although often\n                created for blind and visually impaired (BVI) people, a wider\n                range of people may benefit from such multimodal material.\n                However, some reliefs are still difficult to understand without\n                proper guidance or accompanying verbal descriptions, hindering\n                autonomous exploration.\n                \n                In this work, we present a gesture-controlled interactive audio\n                guide (IAG) based on recent low-cost depth cameras that can be\n                operated directly with the hands on relief surfaces during\n                tactile exploration. The interactively explorable,\n                location-dependent verbal and captioned descriptions promise\n                rapid tactile accessibility to 2.5D spatial information in a\n                home or education setting, to online resources, or as a kiosk\n                installation at public places.\n                \n                We present a working prototype, discuss design decisions, and\n                present the results of two evaluation studies: the first with 13\n                BVI test users and the second follow-up study with 14 test users\n                across a wide range of people with differences and difficulties\n                associated with perception, memory, cognition, and\n                communication. The participant-led research method of this\n                latter study prompted new, significant and innovative\n                developments.\n",
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        "id": "sorger-2017-thesis",
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        "title": "Integration Strategies in the Visualization of Multifaceted Spatial Data",
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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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        "id": "kroesl-2017-LiteMaker",
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        "title": "LiteMaker: Interactive Luminaire Development using Progressive Photon Tracing and Multi-Resolution Upsampling",
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        "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": "Deep Learning Architectures for vessel Segmentation in 2D and 3D Biomedical Images",
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        "abstract": "The aim of this thesis is to describe deep learning approaches for vessel segmentation in 2 and 3-dimensional biomedical images and the results achieved from these approaches on specific sets of data. The first chapter introduces the objective of this thesis, describes the data, which was used for the training, gives a short overview of machine learning and covers some theoretical aspects of artificial neural networks and especially of convolutional neural networks. The second chapter describes methods that were used for achieving the segmentation in 2 and 3 dimensions, like preprocessing of the images, algorithmic approaches, and general project set-up. The third and final chapter focuses on the results of methods described in chapter 2, contains personal advice for future approaches for improving the algorithm’s results and discusses the results. The thesis provides the theory, code snippets for the most fundamental part of the algorithms’ implementations and shows graphical, as well as numerical results of the approaches.",
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    {
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        "title": "Haptic Feedback in Room-Scale VR",
        "date": "2017-07-18",
        "abstract": "Virtual reality (VR) is now becoming a mainstream medium. Current systems like the HTC Vive offer accurate tracking of the HMD and controllers, which allows for highly immersive interactions with the virtual environment. The interactions can be further enhanced by adding feedback. As an example, a controller can vibrate when it is close to a grabbable ball. \n\nAs such interactions are not exhaustingly researched, we conducted a user study. Specifically, we examine:\n\n- grabbing and throwing with controllers in a simple basketball game.\n\n- the influence of haptic and optical feedback on performance, presence, task load, and usability.\n\n- the advantages of VR over desktop for point-cloud editing.\n\nSeveral new techniques emerged from the point-cloud editor for VR. The bi-manual pinch gesture, which extends the handlebar metaphor, is a novel viewing method used to translate, rotate, and scale the point-cloud. Our new rendering technique uses the geometry shader to draw sparse point clouds quickly. The selection volumes at the controllers are our new technique to efficiently select points in point clouds. The resulting selection is visualized in real time.\n\nThe results of the user study show that:\n\n- grabbing with a controller button is intuitive but throwing is not. Releasing a button is a bad metaphor for releasing a grabbed virtual object in order to throw it.\n\n- any feedback is better than none. Adding haptic, optical, or both feedback types to the grabbing improves the user performance and presence. However, only sub-scores like accuracy and predictability are significantly improved. Usability and task load are mostly unaffected by feedback.\n\n- the point-cloud editing is significantly better in VR with the bi-manual pinch gesture and selection volumes than on the desktop with the orbiting camera and lasso selections.\n",
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        "date_end": "2017",
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        "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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        "abstract": "Lens flare is a visual phenomenon caused by interreflection of light within a lens system.\nThis effect is often undesired, but it gives rendered images a realistic appearance. In the\narea of computer graphics, several simulation based approaches have been presented to\nrender lens flare for a given spherical lens system. An accurate model of the lens system\nand all its components is crucial for a physically reliable result. Since the effect differs\nfrom camera to camera, these methods are not flexible, and the internal parameters –\nespecially the anti-reflection coatings – can only be approximated.\nIn this thesis we present a novel workflow for generating physically plausible renderings\nof lens flare phenomena by analyzing the lens flares captured on a camera. Furthermore,\nour method allows to predict the occurrence of lens flares for a given light setup. This\nis an often requested feature in light planning applications in order to efficiently avoid\nlens flare prone light positioning. A model with a tight parameter set and a GPU-based\nrendering method allows our method to be used in real-time applications.",
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    {
        "id": "SCHWAERZLER-2017-SBGM",
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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": "Visual analytics and rendering for tunnel crack analysis",
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        "abstract": "The visual analysis of surface cracks plays an essential role in tunnel maintenance when assessing the condition of a tunnel. To identify patterns of cracks, which endanger the structural integrity of its concrete surface, analysts need an integrated solution for visual analysis of geometric and multivariate data to decide if issuing a repair project is necessary. The primary contribution of this work is a design study, supporting tunnel crack analysis by tightly integrating geometric and attribute views to allow users a holistic visual analysis of geometric representations and multivariate attributes. Our secondary contribution is Visual Analytics and Rendering, a methodological approach which addresses challenges and recurring design questions in integrated systems. We evaluated the tunnel crack analysis solution in informal feedback sessions with experts from tunnel maintenance and surveying. We substantiated the derived methodology by providing guidelines and linking it to examples from the literature.",
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        "title": "Vis-a-ware: Integrating spatial and non-spatial visualization for visibility-aware urban planning",
        "date": "2016-01-22",
        "abstract": "3D visibility analysis plays a key role in urban planning for assessing the visual impact of proposed buildings on the cityscape. A call for proposals typically yields around 30 candidate buildings that need to be evaluated with respect to selected viewpoints. Current visibility analysis methods are very time-consuming and limited to a small number of viewpoints. Further, analysts neither have measures to evaluate candidates quantitatively, nor to compare them efficiently. The primary contribution of this work is the design study of Vis-A-Ware, a visualization system to qualitatively and quantitatively evaluate, rank, and compare visibility data of candidate buildings with respect to a large number of viewpoints. Vis-A-Ware features a 3D spatial view of an urban scene and non-spatial views of data derived from visibility evaluations, which are tightly integrated by linked interaction. To enable a quantitative evaluation we developed four metrics in accordance with experts from urban planning. We illustrate the applicability of Vis-A-Ware on the basis of a use case scenario and present results from informal feedback sessions with domain experts from urban planning and development. This feedback suggests that Vis-A-Ware is a valuable tool for visibility analysis allowing analysts to answer complex questions more efficiently and objectively.",
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        "title": "A Taxonomy of Integration Techniques for Spatial and Non-Spatial Visualizations",
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        "date": "2015-09",
        "abstract": "Programming the GPU is more important than ever, but the organization and development of shader code for the GPU is a difficult task. Can this process be embedded into the high level language C#, gain from the features of its toolchain and enrich shader development?\n\nFor this purpose this thesis describes the design and implementation of a framework to abstract and embed shader development into C# with an internal domain-specific language (iDSL\nfor short) as front-end and a plug-in system in the back-end to support expandable optimizations and different shader languages as targets.\n\nThe implemented framework fits shader development into the C# toolchain, supporting autocompletion, and type error checking in the editor. The system offers good modularity and\nencourages developing shaders in reusable parts.\n\nThis diploma thesis was developed in cooperation with VRVis Research Center in Vienna, Austria.",
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        "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": "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": "A Live Services Marketplace: Telepresence through Remote Humans",
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        "event": "20 Year Anniversary of CGL at ETH",
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        "abstract": "Neuroscientists study the function of neural circuits in the brain of the common fruit fly Drosophila melanogaster to discover how complex behavior is generated. To establish models of neural information processing, knowledge about potential connections between individual neurons is required. Connections can occur when the arborizations of two neurons overlap. Judging connectivity by analyzing overlaps using traditional volumetric visualization is difficult since the examined objects occlude each other. A more abstract form of representation is therefore desirable. In collaboration with a group of neuroscientists, we designed and implemented neuroMap, an interactive two-dimensional graph that renders the brain and its interconnections in the form of a circuit-style wiring diagram. neuroMap provides a clearly structured overview of all possible connections between neurons and offers means for interactive exploration of the underlying neuronal database. In this paper, we discuss the design decisions that formed neuroMap and evaluate its application in discussions with the scientists.",
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        "title": "GEARViewer: A State of the Art Real-Time Geospatial Visualization Framework",
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        "title": "High-Quality Tactile Paintings",
        "date": "2011",
        "abstract": "The aim of this work is to bring the cultural heritage of two-dimensional art closer to being accessible by blind\r\nand visually impaired people. We present a computer-assisted workflow for the creation of tactile representations\r\nof paintings, suitable to be used as a learning tool in the context of guided tours in museums or galleries. Starting\r\nfrom high-resolution images of original paintings, our process allows an artist to quickly design the desired form,\r\nand generate data suitable for rapid prototyping machines to produce the physical touch tools. Laser-cut layered\r\ndepth diagrams, convey not only the individual objects in the painting and their spatial layout, but also augment\r\ntheir depth relations. CNC-milled textured reliefs additionally render fine details like brush strokes and texture\r\nsuitable for the sense of touch. Our methods mimic aspects of the visual sense, make sure that the haptic output is\r\nquite faithful to the original paintings and do not require special manual abilities, like sculpting skills.",
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        "title": "A Device-aware Spatial 3D Visualization Platform for Mobile Urban Exploration ",
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        "abstract": "Mobile devices displaying 2D map representations are  already  commonly  used  for  the  exploration  of  urban  surroundings on the move. Even though mobile detailed 3D visualizations promise to be an attractive way to cope with the increasing amount of georeferenced information, their widespread use is hampered by the fragmentation of today’s mobile device landscape. In this paper, we tackle this real-world problem by introducing  a  device-aware  3D  visualization  service  platform. Its  core  is  composed  of  a  rule  engine  selecting  and  tailoring a suitable visualization process for a requesting device. While we apply remote-renderings for resource-restrained mobile devices, real-time on-device renderings are applied for high-end devices. Following this device-aware approach, a variety of mobile devices with different technical capabilities can be provided with tailored environmental 3D representations for mobile urban exploration.",
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        "id": "musialski-2010-pfi",
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        "repositum_id": null,
        "title": "Event Line View: Interactive Visual Analysis of Irregular Time-dependent Data",
        "date": "2010-06",
        "abstract": "In this paper we present a novel approach to visualize ir-\r\nregularly occurring events. We introduce the event line view designed\r\nspeci¯cally for such events data (a subset of time dependent data). The\r\nevent line view is integrated in a coordinated multiple views (CMV)\r\nsystem and linked with other conventional views to support interactive\r\nvisual analysis. The main idea is to analyze events relative to two cat-\r\negorical attributes from a multidimensional multivariate dataset. Since\r\nwe are interested in the categorical dimension we have also integrated\r\nand linked the tag cloud view in the CMV system. To the best of our\r\nknowledge this is the ¯rst integration of the tag cloud view in a CMV\r\nsystem. The tag cloud view can depict a ratio of the selected items versus\r\nthe non-selected items.\r\nThe proposed approach is illustrated using the VAST Challenge 2008\r\nGeo-Spatial data set that contains data on interdiction or landing of ille-\r\ngal immigrants in the USA. It is a multivariate multidimensional dataset\r\nwith irregular events that illustrates the potential and capabilities of the\r\nproposed approach and the developed CMV system.",
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        "title": "3D Camera Pose Estimation using Line Correspondences and 1D Homographies",
        "date": "2010",
        "abstract": "This paper describes a new method for matching line segments\r\nbetween two images in order to compute the relative camera pose.\r\nThis approach improves the camera pose for images lacking stable point\r\nfeatures but where straight line segments are available. The line matching\r\nalgorithm is divided into two stages: At first, scale-invariant feature\r\npoints along the lines are matched incorporating a one-dimensional homography.\r\nThen, corresponding line segments are selected based on the\r\nquality of the estimated homography and epipolar constraints. Based on\r\ntwo line segment correspondences the relative orientation between two\r\nimages can be calculated.",
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        "title": "Simulation and Visualization of the Behavior of Handicapped People in Virtually Reconstructed Public Buildings",
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        "abstract": "The planning of public transport infrastructures today must respect the needs of a wide variety of travelers. In particular the design of guiding systems needs to take the reduced reception capabilities of the elderly and handicapped people into account.\r\nTherefore tools for the evaluation of guiding systems need to be developed. Such tools must be based on empirical knowledge on the perception capabilities of the various user groups as well as detailed microscopic pedestrian movement models in order to represent typical paths taken. We model the cognition of guiding systems to enable a realistic representation for the motion and orientation behavior of elderly and handicapped people having difficulties perceiving the guidance information and not being familiar with a building.\r\nTo demonstrate the feasibility of the approach we discuss a technique to virtually reconstruct public buildings in 3D and visualize the simulated crowd with detailed models for each individual. The lines of sight of selected, handicapped persons, who are moving amongst other persons, are also shown in order to evaluate the visibility of the guiding information in the infrastructure and to hint at possible improvements.",
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        "title": "Symmetry-Based Facade Repair",
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        "abstract": "In this paper we address the problem of removing unwanted image content in a single orthographic facade image. We exploit the regular structure present in building facades and introduce propagation process that is guided by the symmetry prevalent in the image. It removes larger unwanted image objects such as traffic lights, street signs, or cables as well as smaller noise, such as reflections in the windows. The output is intended as source for textures in  urban reconstruction projects.",
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        "abstract": "Interactive visual analysis has become a very popular research field.\r\nThere is a significant body of literature on making sense of massive\r\ndata sets, on visualization and interaction techniques as well\r\nas on analysis concepts. However, surveying how those results can\r\nbe applied to actual engineering problems, including both product\r\nand manufacturing design as well as evaluation of simulation and\r\nmeasurement data, has not been discussed sufficiently to date. In\r\nthis paper we provide a selection of demonstration cases that document\r\nthe potential benefits of using interactive visual analysis in\r\na wide range of engineering domains, including the investigation\r\nof flow and particle dynamics, automotive engine design tasks and\r\nchange management in the product design process. We attempt to\r\nidentify some of the proven technological details such as the linking\r\nof space-time and attribute views through an application-wide\r\ncoherent selection mechanism. This paper might be an interesting\r\nsurvey for readers with a relation to the engineering sector, both\r\nreflecting on available technological building blocks for interactive\r\nvisual data analysis as well as exemplifying the potential benefits\r\non behalf of the application side.",
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        "abstract": "Interactive steering with visualization has been a common goal of the visualization research community for twenty years,\r\nbut it is rarely ever realized in practice. In this paper we describe a successful realization of a tightly coupled steering loop, integrating\r\nnew simulation technology and interactive visual analysis in a prototyping environment for automotive industry system design. Due\r\nto increasing pressure on car manufacturers to meet new emission regulations, to improve efficiency, and to reduce noise, both simulation\r\nand visualization are pushed to their limits. Automotive system components, such as the powertrain system or the injection\r\nsystem, have an increasing number of parameters, and new design approaches are required. It is no longer possible to optimize\r\nsuch a system solely based on experience or forward optimization. By coupling interactive visualization with the simulation back-end\r\n(computational steering), it is now possible to quickly prototype a new system, starting from a non-optimized initial prototype and the\r\ncorresponding simulation model. The prototyping continues through the refinement of the simulation model, of the simulation parameters\r\nand through trial-and-error attempts to an optimized solution. The ability to early see the first results from a multidimensional\r\nsimulation space — thousands of simulations are run for a multidimensional variety of input parameters — and to quickly go back\r\ninto the simulation and request more runs in particular parameter regions of interest significantly improves the prototyping process\r\nand provides a deeper understanding of the system behavior. The excellent results which we achieved for the common rail injection\r\nsystem strongly suggest that our approach has a great potential of being generalized to other, similar scenarios.",
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        "title": "An Approach to Interaction Interoperability for Distributed Virtual Environments",
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        "abstract": "We present a preliminary framework for interaction interoperability in distributed virtual environments. The goal\r\nis to allow each user to use a different input devices and interaction techniques and yet collaborate seamlessly. The\r\nframework adopts a service oriented architecture and use a knowledge base in the form of three ontologies. The\r\nontologies use Web Ontology Language (OWL) to describe input devices, interaction techniques and interaction\r\ntasks. In addition, two directories contain application and user profiles. An inference engine searches for the\r\nbest possible combination of input devices, interaction techniques and tasks. The resulting user’s mapping file\r\nis then accessed using the framework distributed web service. Two proof-of-concept framework implementations\r\ndemonstrate how to develop a new application and how to support a legacy application.",
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        "abstract": "A timing chain drive transfers motion from the engine's\r\ncrankshaft to the camshaft that operates the valves. The\r\ndesign process of timing chain drives involves computer\r\nsimulation of many design variants in order to \u0002nd an optimum.\r\nMost of the simulation results can be represented\r\nas families of function graphs (data series). Previously,\r\nthe analysis of those results was based on static 2D diagrams\r\nand animated 3D visualizations. They were suitable\r\nfor the detailed analysis of a few simulation variants, but\r\nnot for the comparison of many cases. In this paper we\r\npropose a new approach to the analysis based on coordinated\r\nlinked views and advanced brushing features. Our\r\nproposed method supports the interactive analysis of many\r\ndesign variants. We introduce a novel view, called segmented\r\ncurve view, which can display distributions in families\r\nof function graphs. The segmented curve view combines\r\nindividual function graphs where for a \u0002xed value\r\nof the independent variable, a bar extends from minimum\r\nto maximum values across the family of function graphs.\r\nEach bar is divided into segments (bins) with a color that\r\nrepresents the number of function graphs with the value\r\nin that segment. In the case study, we demonstrate that\r\nthe new view combined with traditional views provides\r\na strong support for the interactive visual exploration and\r\nanalysis of a real world timing chain design problem.",
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        "title": "Interactive Visual Analysis of Families of Function Graphs",
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        "abstract": "This thesis presents research in the area of flow visualization. The theoretical framework is based on the notion that flow visualization methodology can be classified into four main areas: direct, geometric, texture-based, and feature-based flow visualization. Our work focuses on the direct, geometric, and texture-based categories, with special emphasis on texture-based approaches.\r\n\r\nAfter presenting the state-of-the-art, we discuss a technique for resampling of CFD simulation data. The resampling tool addresses both the perceptual problems resulting from a brute force hedgehog visualization and flow field coverage problems. These challenges are handled by giving the user control of the resolution of the resampling grid in object space and giving the user precise control of where to place the vector glyphs.\r\n\r\nAfterward, we present a novel technique for visualization of unsteady flow on surfaces from computational fluid dynamics. The method generates dense representations of time-dependent vector fields with high spatio-temporal correlation. While the 3D vector fields are associated with arbitrary triangular surface meshes, the generation and advection of texture properties is confined to image space. Frame rates of up to 60 frames per second are realized by exploiting graphics card hardware. We apply this algorithm to unsteady flow on boundary surfaces of, large, complex meshes from computational fluid dynamics composed of more than 200,000 polygons, dynamic meshes with time-dependent geometry and topology, as well as medical data. We also apply texture-based flow visualization techniques to isosurfaces. The result is a combination of two well known scientific visualization techniques, namely iso-surfacing and texture-based flow visualization, into a useful hybrid approach.\r\n\r\nNext we describe our collection of geometric flow visualization techniques including oriented streamlines, streamlets, a streamrunner tool, streamcomets, and a real-time animated streamline technique. We place special emphasis on necessary measures required in order for geometric techniques to be applicable to real-world data sets.\r\n\r\nIn order to demonstrate the use of all techniques, we apply our direct, geometric, and texture-based flow visualization techniques to investigate swirl and tumble motion, two flow patterns found commonly in computational fluid dynamics (CFD). Our work presents a visual analysis of these motions across three spatial domains: 2D slices, 2.5D surfaces, and 3D. ",
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