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        "title": "Real-Time Rendering and Animation of Trees",
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        "title": "Physically Guided Animation of Trees",
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        "abstract": "This paper presents a new method to animate the interaction of a tree with wind both realistically and in real time. The main idea is to combine statistical observations with physical properties in two major parts of tree animation. First, the interaction of a single branch with the forces applied to it is approximated by a novel efficient two step nonlinear deformation method, allowing arbitrary continuous deformations and circumventing the need to segment a branch to model its deformation behavior.\nSecond, the interaction of wind with the dynamic system representing a tree is statistically\nmodeled. By precomputing the response function of branches to turbulent wind in frequency\nspace, the motion of a branch can be synthesized efficiently by sampling a 2D motion texture.\n\nUsing a hierarchical form of vertex displacement, both methods can be combined in a single vertex shader, fully leveraging the power of modern GPUs\nto realistically animate thousands of branches and ten thousands of leaves at practically no cost.",
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        "title": "Real-time Rendering and Animation of Vegetation",
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        "abstract": "Vegetation rendering and animation in real-time applications still pose a significant problem due to the inherent complexity of plants. Both the high geometric complexity and intricate light transport require specialized techniques to achieve high-quality rendering of vegetation in real time. This thesis presents new algorithms that address various areas of both vegetation rendering and animation.\n\nFor grass rendering, an efficient algorithm to display dense and short grass is introduced. In contrast to previous methods, the new approach is based on ray tracing to avoid the massive overdraw of billboard or explicit geometry representation techniques, achieving independence of the complexity of the grass without losing the visual characteristics of grass such as parallax and occlusion effects as the viewpoint moves.\n\nAlso, a method to efficiently render leaves is introduced. Leaves exhibit a complex light transport behavior due to subsurface scattering and special attention is given to the translucency of leaves, an integral part of leaf shading. The light transport through a leaf is precomputed and can be easily evaluated at runtime, making it possible to shade a massive amount of leaves while including the effects that occur due to the leaf structure such as varying albedo and thickness variations or self shadowing.\n\nTo animate a tree, a novel deformation method based on a structural mechanics model that incorporates the important physical properties of branches is introduced. This model does not require the branches to be segmented by joints as other methods, achieving smooth and accurate bending, and can be executed fully on a GPU. To drive this deformation, an optimized spectral approach that also incorporates the physical properties of branches is used. This allows animating a highly detailed tree with thousands of branches and ten thousands of leaves efficiently.\n\nAdditionally, a method to use dynamic skylight models in spherical harmonics precomputed radiance transfer techniques is introduced, allowing to change the skylight parameters in real time at no considerable cost and memory footprint.",
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        "title": "Evaluation of HDR Tone Mapping Methods Using Essential Perceptual Attributes",
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        "title": "Interactive Smooth and Curved Shell Mapping",
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        "abstract": "Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting\nprisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation\nby subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts.\nIn this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the\nmapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need\nfor any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.",
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        "title": "Physically Based Real-Time Translucency for Leaves",
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