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        "title": "Inverse Simulation of Radiative Thermal Transport",
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        "abstract": "The early phase of urban planning and architectural design has a great impact on the thermal loads and characteristics of constructed buildings. It is, therefore, important to efficiently simulate thermal effects early on and rectify possible problems. In this paper, we present an inverse simulation of radiative heat transport and a differentiable photon-tracing approach. Our method utilizes GPU-accelerated ray tracing to speed up both the forward and adjoint simulation. Moreover, we incorporate matrix compression to further increase the efficiency of our thermal solver and support larger scenes. In addition to our differentiable photon-tracing approach, we introduce a novel approximate edge sampling scheme that re-uses primary samples instead of relying on explicit edge samples or auxiliary rays to resolve visibility discontinuities. Our inverse simulation system enables designers to not only predict the temperature distribution, but also automatically optimize the design to improve thermal comfort and avoid problematic configurations. We showcase our approach using several examples in which we optimize the placement of buildings or their facade geometry. Our approach can be used to optimize arbitrary geometric parameterizations and supports steady-state, as well as transient simulations.",
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        "title": "Automated Prioritization for Context-Aware Re-rendering in Editing",
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        "title": "Single-Exemplar Lighting Style Transfer via Emissive Texture Synthesis and Optimization",
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        "abstract": "Lighting is a key component in how scenes are perceived. However, many interior lighting situations are currently either handcrafted by expert designers, or simply consist of basic regular arrangements of luminaires, such as to reach uniform lighting at a predefined brightness. Our method aims to bring more interesting lighting configurations to various scenes in a semi-automatic manner designed for fast prototyping by non-expert users. Starting from a single photograph of a lighting configuration, we allow users to quickly copy and adapt a lighting style to any 3D scene. Combining image analysis, texture synthesis, and light parameter optimization, we produce a lighting design for the target 3D scene matching the input image. We validate via a user study that our results successfully transfer the desired lighting style more accurately and realistically than state-of-the-art generic style transfer methods. Furthermore, we investigate the behaviour of our method under potential altern ative choices in an ablation study.",
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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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    {
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        "title": "Simulating Windows for Lighting Design Optimization",
        "date": "2024-12-20",
        "abstract": "For lighting design, optimizing windows plays a major role, especially for office and living spaces, as natural light is important for focus, productivity and also mood. The rendering framework Tamashii, which is currently in development at the research unit of computer graphics at TU Wien, offers a feature to automatically optimize multiple parameters of light sources like the position, intensity or rotation for a predefined lighting target. This thesis aims to expand the possibilities Tamashii offers for lighting design by simulating windows through area lights. Tamashii’s automatic light parameter optimization relies on light tracing, which unlike path tracing, casts the light rays from the light sources instead of the camera. This is why implementing environment maps in a classical sense is not feasible, as emitting light rays from each pixel of the environment map only for a small percentage to go through the window is very inefficient. We implement a new type of light that combines area lights with Illuminating Engineering Society (IES) lights in order to simulate windows. The IES standard is a file format commonly used by luminaire manufacturers to describe the physical properties of a luminaire for simulation in software. To accurately mimic the light that shines through real windows, we convert High Dynamic Range (HDR) files into IES profiles, which our lights can then use. Our new light type can also be attached to models in the scene, such as walls or roofs, which constrains the manual movement of the windows to the connected object and makes their usage more intuitive. In our tests, we find that our implementation is able to realistically simulate real windows when compared to the same combination of scenes and HDR files in Blender’s path tracing renderer Cycles. To ensure that the light parameter optimization algorithm only moves the window lights inside the model its connected to, we implement a constraint that gets evaluated repeatedly while optimizing. We realize this by calculating penalties when the light reaches the edges of the model, in order to encourage the algorithm to keep the window light inside. When evaluating our implementation we find that with the activated constraint, the algorithm is able to find valid positions for the window lights when optimizing.",
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        "title": "Micromechanics stiffness upscaling of plant fiber-reinforced composites",
        "date": "2024-07-15",
        "abstract": "Fiber-reinforced green composites made from natural plant fibers are an increasingly popular sustainable alternative to conventional high-performance composite materials. Given the variety of natural fibers themselves, and the even larger variety of possible composites with specific fiber dosage, fiber orientation distribution, fiber length distribution, and fiber–matrix bond characteristics, micromechanics-based modeling is essential for characterizing the macroscopic response of these composites. Herein, an analytical multiscale micromechanics model for elastic homogenization is developed, capable of capturing the variety. The model features (i) a nanoscopic representation of the natural fibers to predict the fiber stiffness from the universal stiffness of the fiber constituents, mainly cellulose, (ii) a spring-interface model to quantify the compliance of the fiber–matrix bond, and (iii) the ability to model any (and any combination of) orientation distribution and aspect ratio distribution. Validation is performed by comparing the predicted stiffness to experimental results for as many as 73 composites available in the literature. Extensive sensitivity analyses quantify the composite stiffening upon increasing fiber volume fraction, fiber alignment, fiber length, and fiber–matrix interface stiffness, respectively.",
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        "title": "Strokes2Surface: Recovering Curve Networks From 4D Architectural Design Sketches",
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        "abstract": "We present Strokes2Surface, an offline geometry reconstruction pipeline that recovers well-connected curve networks from imprecise 4D sketches to bridge concept design and digital modeling stages in architectural design. The input to our pipeline consists of 3D strokes' polyline vertices and their timestamps as the 4th dimension, along with additional metadata recorded throughout sketching. Inspired by architectural sketching practices, our pipeline combines a classifier and two clustering models to achieve its goal. First, with a set of extracted hand-engineered features from the sketch, the classifier recognizes the type of individual strokes between those depicting boundaries (Shape strokes) and those depicting enclosed areas (Scribble strokes). Next, the two clustering models parse strokes of each type into distinct groups, each representing an individual edge or face of the intended architectural object. Curve networks are then formed through topology recovery of consolidated Shape clusters and surfaced using Scribble clusters guiding the cycle discovery. Our evaluation is threefold: We confirm the usability of the Strokes2Surface pipeline in architectural design use cases via a user study, we validate our choice of features via statistical analysis and ablation studies on our collected dataset, and we compare our outputs against a range of reconstructions computed using alternative methods.",
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        "title": "Bidirectional MATLAB/C++ Interface for Lighting Design Optimization",
        "date": "2023-12",
        "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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    {
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        "title": "Gradient-based Light Optimization with Variable Light Count: Dynamic Generation and Merging of Light Sources",
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        "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": "Precomputed radiative heat transport for efficient thermal simulation",
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        "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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        "repositum_id": "20.500.12708/188946",
        "title": "Advanced Computational Design",
        "date": "2023-10-07",
        "abstract": "Architecture, Engineering and Construction (AEC) shapes our built environment, exerting substantial environmental, cultural and economic influence on society (New European Bauhaus initiative). However, it is among the least digitized industries, caught in silo-thinking and sequential planning processes. In contrast, Information and Communication Technology creates digital design tools that are well-founded in basic research, but often lack relevant domain knowledge. Therefore, we investigate how to advance digital design tools and design processes through multi- and interdisciplinary basic research in the areas of digital architecture, integrated building design, computer graphics and virtual reality, discrete and applied geometry, and computational mechanics. Particular focus will be placed on complexity that emerges from larger-scale structures, consideration of sustainability requirements, and deeper integration of simulations in the early design phase, where the biggest impact can be achieved.",
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        "event": "Advances in Architectural Geometry 2023",
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        "research_areas": [
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        "title": "Integrating AEC Domain-Specific Multidisciplinary Knowledge for Informed and Interactive Feedback in Early Design Stages",
        "date": "2023-10",
        "abstract": "In the context of digitalization in the industry, a variety of technologies has been developed for system integration and enhanced team collaboration in the Architecture, Engineering and Construction (AEC) industry. Multidisciplinary design requirements are characterized by a high degree of complexity. Early design methods often rely on implicit or experiential design knowledge, whereas contemporary digital design tools mostly reflect domain-specific silo thinking with time-consuming iterative design processes. Yet, the early design stages hold the greatest potential for design optimization. This paper presents a framework of a multidisciplinary computational integration platform for early design stages that enables integration of AEC domain-specific methods from architecture, engineering, mathematics and computer science. The platform couples a semantic integrative mixed reality sketching application to a shape inference machine-learning based algorithm to link methods for different computation, simulation and digital fabrication tasks. A proof of concept of the proposed framework is presented for the use case of a freeform geometry wall. Future research will explore the potential of the framework to be extended to larger building projects with the aim to connect the method into BIM-processes.",
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        "abstract": "We extend the Tamashii scientific rendering framework with an interface to the Python scripting language to automate the process of documenting and comparing results of different approaches, simplifying the development of experimental code, and seamlessly integrating with existing libraries. The framework is a research platform enabling the implementation of various graphics processing unit (GPU) driven (differentiable) rendering tasks and is currently under development by the institute for computer graphics at TU Wien. Tamashii offers a large set of premade functionality common to these workflows that can be leveraged by researchers to create their own custom implementations. The focus of this thesis is the integration of the Python programming language into the framework in a way that benefits all projects utilizing Tamashii in their research. With this addition the steps of loading scenes, configuring the rendering process and exporting the generated data can now be controlled using scripting. Furthermore, with the ability to employ Python directly, access to the whole ecosystem of third party software and libraries opens up, which includes many prevalent projects for optimization and machine learning algorithms. In this thesis we identify the required features and properties of such an interface, explain the design process, give technical details on the realization and finally evaluate the result by demonstrating its use.",
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        "abstract": "In this thesis, we present a novel application of inverse rendering through the use case of estimating light source parameters from baked lighting information bundled with a 3D scene.\nAs input, we use a scene file that contains the geometry and the baked lighting information of a scene.\nThe extracted scene information is then used to estimate a lighting configuration.\nWith the resulting lighting configuration, it is possible to reproduce a closely matched shading of the scene.\n\nBecause of hardware limitations, real-time rendering applications such as video games have historically provided limited realism in terms of lighting.\nBaked lighting was a common method used to illuminate the scene under real-time constraints.\nNowadays, hardware-supported ray tracing enables dynamic lighting and global illumination in real time.\nOur method aims to build a physically based lighting setup that comes as close to the baked lightmaps as possible.\nThis reconstructed lighting setup allows the relighting of the scene through advanced rendering effects such as dynamic lighting, indirect lighting, reflections, refractions, and soft shadows.\nThis could facilitate the process of bringing classic games up to modern standards, especially when the original data is unavailable or lost.\n\nThis project relies on a differentiable rendering framework under development in the Rendering and Modeling Group (Prof. Wimmer, TU Wien).\nThe goal of this bachelor's thesis is to evaluate and demonstrate the capabilities of an inverse rendering method built on this system.\nSpecifically, we aim to estimate light sources from existing precalculated lightmaps used in the game Quake III Arena.\nFor this purpose, our first step is to extract the geometry and lightmaps from a scene file, import the data into the rendering framework, and then implement a suitable optimization scheme to construct new light sources.\nWith these new light sources, we can render the scenes using ray tracing and global illumination to achieve realistic lighting effects, including indirect lighting, accurate reflections, and soft shadows.\n",
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            1525,
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    {
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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",
        "date_from": "2023-06-20",
        "date_to": "2023-06-23",
        "doi": "10.3311/CCC2023-087",
        "editor": "Skibniewski, Miroslaw and Hajdu, Miklós",
        "event": "Creative Construction Conference 2023",
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        "pages": "10",
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        "pages_to": "683",
        "publisher": "Budapest University of Technology and Economics",
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        "repositum_id": "20.500.12708/175991",
        "title": "Vulkan all the way: Transitioning to a modern low-level graphics API in academia",
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        "abstract": "For over two decades, the OpenGL API provided users with the means for implementing versatile, feature-rich, and portable real-time graphics applications. Consequently, it has been widely adopted by practitioners and educators alike and is deeply ingrained in many curricula that teach real-time graphics for higher education. Over the years, the architecture of graphics processing units (GPUs) incrementally diverged from OpenGL's conceptual design. The more recently introduced Vulkan API provides a more modern, fine-grained approach for interfacing with the GPU, which allows a high level of controllability and, thereby, deep insights into the inner workings of modern GPUs. This property makes the Vulkan API especially well suitable for teaching graphics programming in university education, where fundamental knowledge shall be conveyed. Hence, it stands to reason that educators who have their students’ best interests at heart should provide them with corresponding lecture material. However, Vulkan is notoriously verbose and rather challenging for first-time users, thus transitioning to this new API bears a considerable risk of failing to achieve expected teaching goals. In this paper, we document our experiences after teaching Vulkan in both introductory and advanced graphics courses side-by-side with conventional OpenGL. A collection of surveys enables us to draw conclusions about perceived workload, difficulty, and students’ acceptance of either approach. In doing so, we identify suitable conditions and recommendations for teaching Vulkan to both undergraduate and graduate students.",
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        "id": "freude-2023-sem",
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        "title": "Sampling-Distribution-Based Evaluation for Monte Carlo Rendering",
        "date": "2023",
        "abstract": "In this paper, we investigate the application of per-pixel difference metrics for evaluating Monte Carlo (MC) rendering techniques. In particular, we propose to take the sampling distribution of the mean (SDM) into account for this purpose. We establish the theoretical background and analyze other per-pixel difference metrics, such as the absolute deviation (AD) and the mean squared error (MSE) in relation to the SDM. Based on insights from this analysis, we propose a new, alternative, and particularly easy-to-use approach, which builds on the SDM and facilitates meaningful comparisons of MC rendering techniques on a per-pixel basis. In order to demonstrate the usefulness of our approach, we compare it to commonly used metrics based on a variety of images computed with different rendering techniques. Our evaluation reveals limitations of commonly used metrics, in particular regarding the detection of differences between renderings that might be difficult to detect otherwise—this circ umstance is particularly apparent in comparison to the MSE calculated for each pixel. Our results indicate the potential of SDM-based approaches to reveal differences between MC renderers that might be caused by conceptual or implementation-related issues. Thus, we understand our approach as a way to facilitate the development and evaluation of rendering techniques.",
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