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        "title": "Analysis of the GPU Acceleration Potential of the FFT-Based Pressure Solver in the PALM-4U Model System",
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        "abstract": "Due to climate change, the frequency and severity of extreme weather events is increasing, which endangers human livelihoods and key infrastructures. Decision support tools can guide the development of climate-resilient cities by providing information on the potential effectiveness of specific measures during the planning process. In urban environments,decision support tools that incorporate accurate micro-climate models are particularly effective. PALM-4U, a state-of-the-art, scientifically validated microclimate model, could offer this functionality, however it remains largely inaccessible outside the scientific community as it is optimised to run on HPC clusters. However, with the rise of high-performance GPUs, a shift towards single workstations is possible.This study investigates the potential for performance increase of the PALM-4U’s pressuresolver, by utilising the GPU’s acceleration potential in combination with a change intarget architecture. Performance increase is measured using three parameters: speed up,validity (via NMSE, R, and FB), and memory efficiency. Also the effect on the runtime of the full simulation is measured and possible bottlenecks identified. Finally, the fullmodel is analysed to assess the overall feasibility of GPU optimisation, providing insights to guide future development.The pressure solver transforms the 3D Poisson equation using Fast Fourier Transform and solves the resulting 1D system via the Thomas algorithm. The code structure is optimised, CUDA-optimised kernels are implemented and the cuFFT library is integrated.In addition a mixed-precision approach is tested to evaluate its impact on performance and accuracy.The single core GPU implementation achieves a speed up of up to 65.5 times in single precision and up to 49.3 times for double precision for large domain sizes. The stability of the system remains unaffected by the mixed-precision approach, and no significant variation is observed between FP32 and FP64 runs. After 45 × 103 simulation steps, NMSE (0.02), FB (-0.017) and R (0.96), demonstrate a stable and accurate performance consistent across precisions. Additionally, the memory requirement is reduced up to 68% compared to the baseline CPU solver. The optimisations leads to a runtime reduction ofthe full model by 15%, demonstrating the potential for accessible, scientifically validated microclimate models.",
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        "title": "Non-uniform offsetting of surfaces",
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        "abstract": "Offset surfaces are fundamental in computer graphics applications, such as computer-aided design or tool-path generation. However, generating them while preserving geometric details and handling self-intersections remains challenging, particularly for surfaces with sharp features. This thesis presents a robust method for non-uniform offset surface generation, extending volumetric, feature-preserving uniform offset approaches to allow per-vertex control over offset distances. This enables greater flexibility in handling complex geometries and user-defined specifications.To achieve a smooth distribution of offsets across the input mesh, the method introduces a Radial Basis Function interpolation combined with Dijkstra-based distance propagation. The method supports the extraction of both inner and outer offset components through an octree data structure and a modified Dual Contouring algorithm adapted for non-uniform distances, ensuring accurate and manifold surface generation. This approach's adaptability and robustness are demonstrated across diverse input models with varying offset assignments. They showcase successful extraction of inner and outer components and the ability to capture localized asymmetries while preserving geometric integrity.",
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    {
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        "type_id": "masterthesis",
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        "title": "Real-Time Rendering with JPEG-Compressed Textures",
        "date": "2025-09",
        "abstract": "Although variable-rate compressed image formats such as JPEG are widely used to efficiently encode images, they have not found their way into real-time rendering due to special requirements such as random access to individual texels. In this thesis, we investigate the feasibility of variable-rate texture compression on modern GPUs using the JPEG format, and how it compares to the GPU-friendly fixed-rate compression approaches BC1 and ASTC.Using a deferred rendering pipeline and a list of pointers to individually encoded JPEG blocks, we are able to identify the subset of blocks that are needed for a given frame, decode these, and colourise the framebuffer’s pixels. Despite the additional 0.5 bit per texel that we require for our approach, JPEG maintains significantly better quality and compression rates compared to BC1, and is able to compete with ASTC. Although we can not fully compete performance-wise, decoding the required texels of a JPEG texture requires less than 1ms per frame on an RTX 4090, thus demonstrating that variable-rate encoded image formats are feasible for rendering pipelines that are based on deferred rendering or visibility buffers",
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    {
        "id": "steinschorn-2025-parameter",
        "type_id": "masterthesis",
        "tu_id": null,
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        "title": "Parameter Optimization for Surface Reconstruction",
        "date": "2025-06",
        "abstract": "In this thesis, we compare different parameter-optimization algorithms on the example of Screened Poisson Surface Reconstruction. To do this, we first implemented five state-of-the-art algorithms. GEIST is a graph-based algorithm that splits the parameter space into an `optimal' and a `non-optimal' set to select new configurations. Iterated F-Race places a normal distribution of selection probabilities on the best configurations of the last iteration and uses that to choose the next configurations. ParamILS uses iterative local search to select a better neighbor and find an optimum this way. PostSelection uses a shortened version of an algorithm to find promising candidates and a second, more detailed one to evaluate these. As a simple baseline we also implemented Brute-Force.\n\nFor all of these algorithms, we first conduct several tests to find a good configuration to run them with. After that, we test them on point clouds from two datasets. Each dataset contains each cloud in different qualities, so we are able to test varying input qualities as well as types. We show that each of the implemented algorithms is able to find better parameter configurations than the default Screened Poisson Surface Reconstruction configuration. In most cases, GEIST and PostSelection lead to the best results but also have the longest run times, while ParamILS and Iterated F-Race lead to good results in a far shorter time period. Brute-Force is not competitive when it comes to high-quality configurations, but still leads to an improvement over the default in most cases.\n\nTo summarize the results over different types and qualities, the default configuration yields acceptable but not ideal results for point clouds of smooth meshes with little noise and we suggest an alternative. If the surface is rougher, the importance weight of the points should ideally be set higher. If there is a lot of noise, this weight as well as the Octree depth should be reduced.\n\nWe discuss the advantages and disadvantages of each implemented algorithm and compare their results to recommend which one to use. We describe our implementations of each and quickly mention what work could be done to expand on this thesis. Finally, we give recommendations as to which configurations to use for different types of point clouds. For data with higher accuracy, depth and pointWeight should be higher than for data with lower accuracy. If the topology of the object is very complex, pointWeight is best set very high in comparison to simpler point clouds. We find that for most cases, IF-Race is the best compromise to use between speed and resulting quality of reconstruction. If time is of no concern, GEIST is an alternative that yields high-quality results.",
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    {
        "id": "Machegger2018DTI",
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        "title": "Evaluating the impact of parameter tuning on glioblastoma segmentation using deep learning",
        "date": "2025",
        "abstract": "Background: Glioblastoma multiforme (GBM) is the most aggressive form of brain cancer, characterized by rapid growth and infiltration into surrounding brain tissue. Precise segmentation of GBM, particularly the contrast-enhancing region and necrotic (non-contrast-enhaning) core, is critical for surgical planning and treatment. Manual segmentation methods are time-consuming and subject to high interrater variability, necessitating automated approaches for greater consistency.Objective: This thesis aims to optimize key parameters in deep learning-based segmentation of glioblastomas, focusing on the impact of Batch size, data augmentation strategies, and the number of training cases on model performance, along with tuning the Focal Weight Factor in the Combined Loss Function. The goal is to improve the accuracy of segmenting clinically relevant tumor regions.Methods: In this study, 3D U-Net models were trained using the BraTS Challenge dataset, which includes multimodal MRI scans (T1 post-contrast, FLAIR, and T2) with expert-labeled segmentations reviewed by a neuroradiologist to eliminate interrater variability. The models were evaluated on 108 unseen clinical cases from patients at the University Hospital Salzburg to assess their generalization capability and performance. Segmentation accuracy was measured using Intersection over Union (IoU) and a Custom Weighted Dice Score, focusing on Dice coefficients for the contrast-enhancing and non-contrast-enhancing tumor. Four Case Groups (80, 160, 240, and 314) were used to examine the effect of Case Group size on performance.Results: Models trained with Batch size of four consistently ranked among the top performers, with 80% making it into the top 10, suggesting that larger Batch sizes contribute to better generalization and stability as number of training cases increase. However, augmentations generally resulted in worse performance, except for one outlier—the best performing model—trained with a 1:1 ratio of augmentations to originals, Case Group 314, and a Batch size of one, which performed exceptionally well.Conclusion: Augmentations with a ratio of 1:3 performed poorly, particularly when three variants of one original were included in a Batch size of four, leading to overfitting. This suggests a lack of diversity within the batches caused the model to overfit, whereas a strategy mixing different augmentations within each batch led to better generalization. Case Group 314 models performed best, highlighting the importance of more training data for improved performance.",
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        "title": "Prototypical Visualization: Using Prototypical Networks for Visualizing Large Unstructured Data",
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        "abstract": "Making sense of data is something that many professionals are required to do on a daily basis. This can be a difficult task if the amount of data is so large that it can not be easily examined. One effective method of quickly getting an overview of data structure is visualization, but this is not always a feasible solution with large data due to the sheer amount of data and also the potentially high dimensionality. Machine learning models can help with with the organization and classification of data, but they often require large quantities of labeled training data, which is frequently not readily available. This is why models that can reliably classify data based on only few examples for each class are an interesting topic of research. One such kind of model are prototypical networks. They utilize few samples to create an embedding space in fewer dimensions, in which similar data points cluster around a single class prototype. In this thesis, we investigate if the embedding space of a prototypical network makes for a good approach for the purpose of visualizing high-dimensional, unstructured data. The goal is to reduce the dimensionality of the data in such a way that the highdimensional relations and structures between data points are preserved, resulting in 2D representations of the data that form coherent class clusters in a scatter plot visualization. This approach is compared with, and evaluated against, other well known supervised and unsupervised dimensionality reduction techniques. Through quantitative experiments relying on statistical measures, as well as a qualitative evaluation of our results, we find that our ProtoNet is capable of producing point embeddings in which the spatial separation of classes is as good or better than the other methods.",
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        "title": "Tactical Medicine VR Training",
        "date": "2025",
        "abstract": "This thesis presents the design, implementation, and evaluation of a virtual reality (VR) training simulation for tactical medicine, developed using Unity and optimized for the Meta Quest 3 headset. The system recreates a high-stress scenario inspired by realworld knife attack incidents and integrates hand tracking for natural interaction. The training focuses on triage, bleeding control, and communication with injured patients and bystanders. A qualitative user study involving ten participants with prior first aid or tactical medical experience was conducted to evaluate three research questions: (1) whether realistic scenario design affects perceived stress and immersion, (2) how different interaction methods (hand tracking vs. controllers) impact usability, and (3) whether users view VR as a complement or replacement for traditional training. Thematic analysis of the interviews revealed that realistic audio-visual cues increase immersion, but do not necessarily heighten stress. Hand tracking was perceived as more intuitive, though limited by technical constraints. Participants overwhelmingly saw VR as a valuable supplement to—but not a substitute for—physical training. The findings highlight VR’s potential for scalable, immersive, and safe training solutions in emergency medicine.",
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        "title": "Line Perception in Parallel Coordinates under different Aspect Ratios",
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        "abstract": "This thesis investigates the impact of different aspect ratios on the perception of angles and lines in parallel coordinates. Parallel coordinates are a visualization technique for representing multivariate data where each variable is drawn as a parallel axis, and data points are connected by lines across these axes. This method allows for the simultaneous visualization of more than two variables and enables the interpretation of correlation patterns within a given dataset.However, the reliability and accuracy of this interpretation can be significantly influenced by the aspect ratio of the plot. This thesis aims to explore how variations in aspect ratios affect the accuracy and confidence of users in perceiving correlations within parallel coordinates.The methodological approach comprises three components: the development of a web-based visualization tool, a statistical analysis of line and angle parameters, and an empirical user study. The visualization tool enables users to display parallel coordinates in various aspect ratios and analyze the geometric properties of the lines in the plot. The statistical analysis reveals that aspect ratios significantly correlate with the minimum and maximum angles in parallel coordinates, which in turn affects the visual perception and interpretation of the data. These findings are validated through a web-based user study, demonstrating that specific aspect ratios lead to more accurate and reliable correlation estimates. The results underscore considerate usage of flexible aspect ratios to minimize distortion and ensure the reliability of visual data interpretation in parallel coordinates.",
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        "title": "Semantically meaningful vectorization of line art in drawn animation",
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        "abstract": "Animation consists of sequentially showing multiple single frames with small mutual differences in order to achieve the visual effect of a moving scene. In limited animation, these frames are drawn as semantically meaningful vector images which could be referred to as clean animation frames. There are limited animation workflows in which these clean animation frames are only available in raster format, requiring laborious manual vectorization.This work explores the extent to which line-art image vectorization methods can be used to automatize this process. For this purpose, a line-art image vectorization method is designed by taking into account the structural information about clean animation frames. Together with existing state-of-the-art line-art image vectorization methods, this method is evaluated on a dataset consisting of clean animation frames. The reproducible evaluation shows that the performance of the developed method is remarkably stable across different input image resolution sizes and binarized or non-binarized versions of input images, even outperforming state-of-the-art methods at input images of the default clean animation frame resolution. Furthermore, it is up to 4.5 times faster than the second-fastest deep learning-based method. However, ultimately the evaluation shows that neither the developed method nor existing state-of-the-art methods can produce vector images that achieve both visual similarity and sufficiently semantically correct vector structures.",
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    {
        "id": "eitler-2024-sos",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/205306",
        "title": "Spatial Organization Strategies in Exploratory Analysis of Unstructured Data",
        "date": "2024",
        "abstract": "As not only the amount but also the complexity of data increases, there is a growing need to support humans in the analysis of data that is not structured in a way that can be easily interpreted by machines. So-called “knowledge-assisted visual analytics” (KAVA) tools aim to address these challenges by integrating the knowledge of the analyst into their system to support the analysis process.In this thesis, we investigate the spatial organization strategies that users employ when exploring unstructured data. We aim to characterize the types of strategies that users employ, how they change over time, and how we can use them to infer the users’ knowledge of the data. To answer these questions, we first conduct a user study in which the participants explore an image dataset on a multitouch tabletop interface imitating an analogue setting and externalize their findings into concept maps. We observe their organization strategies and analyse their methods in a mixed-methods approach, combining qualitative analysis of the participants’ interview statements with quantitative analysis of the interaction logs.We find that the participants’ spatial organization strategies can be characterized by four features: semantic clusters, type of layout, uncovering process, and reorganization of the data. While most participants prefer layouts that give them an overview of the data, only about half create semantic clusters (i.e., grouping similar images together). The participants also mostly uncovered all images — which were initially on a stack — in the task right away before externalizing their knowledge, and only a few reorganized the images. We further find that the participants generally did not change their organization strategies over time, and that the resulting spatial arrangements do not necessarily provide valuable insights into the users’ knowledge of the data.Finally, we discuss our findings and list the limitations of our study. As this thesis is embedded in a research project that aims to develop a tool for knowledge-assisted visual analytics, we discuss potential design implications for the development of such a tool.",
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        "type_id": "masterthesis",
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        "title": "User Approaches to Knowledge Externalization in Visual Analytics of Unstructured Data",
        "date": "2024",
        "abstract": "Traditional machine learning approaches for analyzing large unstructured data often depend on labelled training data and well-defined target definitions. However, these may not be available or feasible when dealing with unknown and unstructured data. It requires human reasoning and domain knowledge to interpret it. Interactive systems that combine human analytical abilities with machine learning techniques can address this limitation. However, to incorporate human knowledge in such systems, we need a better understanding of the semantic information and structures that users observe and expect while exploring unstructured data, as well as how they make their tacit knowledge explicit. This thesis aims to narrow the gap between human cognition and (knowledge-assisted) visual analytics. In a qualitative and exploratory user study, this thesis investigates how individuals explore a large unstructured dataset and which strategies they apply to externalize their mental models. By analyzing users' externalized mental models, we aim to better understand how their knowledge evolves during data exploration. We evaluate the comprehensiveness, detail and evolution of users' external knowledge representations by applying quantitative and qualitative methods, including a crowdsourcing step. The results show that users' externalized structures are able to represent a given dataset comprehensively and to a high degree of detail. While these knowledge representations are highly subjective and show various individual differences, we could identify structural similarities between individuals. In addition to the insights about how users externalize their tacit knowledge during data exploration, we propose design guidelines for (knowledge-assisted) visual analytics systems.",
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        "title": "Class-Centric Visual Interactive Labeling using Property Measures",
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        "abstract": "Human annotation of image data is relevant for supervised machine learning, where labeled datasets are essential for training models. Traditionally, reducing the labeling effort was achieved through active learning, where the optimal next instance for labeling is selected by some heuristic to maximize utility. More recent work has focused on integrating user initiative in the labeling process through visual interactive labeling to steer the labeling process. This thesis proposes cVIL, a class-centric approach for visual interactive labeling that simplifies the human annotation process for large and complex image datasets. Previously, visual labeling approaches were typically instance-based, where the system visualizes individual instances for the user to label. cVIL utilizes diverse property measures to enable the labeling of difficult instances individually and in batches to label simpler cases rapidly. Since the property measures express the properties of an instance using a single scalar value, the visualizations are simple and scalable. cVIL combines the heuristic guidance approach of active learning with the user-centered approach of visual interactive labeling. In simulations, we could show that property measures can facilitate effective instance and batch labeling. In a user study, cVIL demonstrated superior accuracy and user satisfaction compared to the conventional instance-based visual interactive labeling approach that employs scatterplots. Participants also needed less time to complete the assigned tasks in cVIL compared to the baseline.",
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        "title": "Visual Analytics für Deep Learning mit Graphen: Case Study Neuronen Clustering",
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        "abstract": "Many deep learning applications are based on graph data in order to explore relationships or to analyze structures. Labeling this data is expensive and often requires expert knowledge. For the application of graph clustering to neuron data, the SOTA method GraphDINO generates self-supervised graph embeddings combined with the downstream task of clustering these embeddings. We observe on a particularly challenging neuron dataset that this method does not lead to satisfying clustering results. Therefore we use the graph embeddings generated by GraphDINO as an initial starting point to improve the network and to guide the network training. To achieve this, we developed the visual analytics framework NetDive. The user can analyze the graph embeddings and label single neurons that are falsely clustered. This annotation information is then used to train a semi-supervised model. To this end, we developed a network architecture, named GraphPAWS, that assembles components of GraphDINO and of the semi-supervised network architecture PAWS. The model training can be started from within the visual analytics application NetDive and the resulting graph embeddings are available in NetDive as soon as the retraining is completed. We demonstrate how we iteratively train the model using NetDive and GraphPAWS and evaluate our model against the self-supervised SOTA for our dataset.",
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        "title": "Automated Extraction of Complexity Measures from Engineering Drawings",
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        "abstract": "An engineering drawing is a detailed representation of an object used to communicate complex information for the purposes of design, manufacturing, and maintenance.These line drawings typically consist of multiple 2D orthographic views of a 3D object, along with dimensioning information and metadata about specific properties.Over the past decades, engineering drawings have evolved from hand-drawn sketches to highly standardized documents created with the help of CAD software.The large variety of engineering drawings makes it difficult to automatically extract abstract information in a robust way.The emergence of additive manufacturing (AM) promises companies that they can produce spare parts on demand for maintenance, potentially increasing the operational time of their infrastructure.Evaluating the AM potential of spare parts is essential from both an economic and technical perspective.This analysis of economic and technical viability requires the interpretation of complexity measures that can be derived from the engineering drawing of a spare part.The external dimensions of an object are key complexity measures to facilitate an AM potential analysis.In this thesis, we propose a processing pipeline that automates the extraction of complexity measures from engineering drawings, focusing on the external dimensions of the depicted objects.An in-depth examination of engineering drawings from different eras forms the basis of our methodology.Our pipeline is designed to be adaptable and consists of interpretable stages for specific tasks.We segment important entities in the input drawing to detect candidate dimension lines that are subsequently filtered by a sequence of processing steps.The grid structure of the orthographic views is determined, which allows us to assign axis labels to each view.We run optical character recognition (OCR) on detected dimension numbers and use the results to optimize the ratio between the OCR values and the length of dimension lines in pixels, providing us with a solution that is resilient to errors in the OCR predictions.A prototypical implementation of our pipeline demonstrates its capabilities in handling a large variety of drawings.We conduct a basic quantitative and qualitative evaluation of our methodology.The results confirm the effectiveness of our approach in automatically extracting abstract information from real-world engineering drawings.",
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        "title": "Alpine Terrain Relighting",
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        "abstract": "Aerial orthophotos together with digital elevation models (DEMs) allow the rendering of 3D representations of the earth, including alpine terrain. These virtual landscapes provide the opportunity to simulate light conditions at different times of the day, aiding in trip planning. However, orthophotos used as texture often contain large shadows stemming from cliffs and rocks, which significantly impact the visual quality of relighted textures. The necessary single-image shadow-removal process presents a crucial problem for the computer vision domain, which also functions as a prerequisite for many other tasks like segmentation and classification. Many promising approaches have already been developed, but unlike previous methods, this study tries to capitalize on the availability of DEMs to enhance the shadow removal process. Shadows in orthophotos are inherently linked to the underlying geospatial topology, and DEMs provide a valuable source of information for mitigating their impact. Therefore, this thesis explores the integration of DEMs into a state-of-the-art deep learning pipeline. DEMs are examined for their role in generating training sets and as supplementary input for a multi-modal network. Notably, 3D geometry derived from DEMs complemented by ray-tracing is used to generate artificial shadows with realistic shapes. Subsequently, an experiment is conducted with the created dataset to empirically test if additional elevation data is beneficial for the performance of the models. Additionally, the model’s ability to generalize from artificial to real shadows was probed. The experiment on virtual shadows showed that providing additional elevation data to the shadow-removal network does yield significantly better results with a medium to large effect size. Initially, all trained models failed to generalize to real shadow data. Downsizing the dataset to a lower level of detail mitigated this problem. Together with an analysis of the output of each network layer, it was concluded that the reason for the subpar real data performance are remaining small-scale shadows in the train set. A visual analysis of the improved models showed noticeable improvements with the generated realistic shadow shapes compared to random ones. Moreover, the utility of additional elevation data as input for the models was demonstrated.",
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        "title": "SPX: A Versatile Spatial Indexing Framework",
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        "abstract": "The integration of modern genetic techniques, advanced volumetric imaging methods, and single-cell extraction methods has empowered neurobiologists to create extensive digitized and coregistered specimen sample collections. These collections serve as valuable resources for studying neuronal structures, functional compartments, and neurological connections within the brain. By sampling single cells from various locations within the animal brain, scientists can investigate cell type distributions and gene expressions. However, the exploration of these vast collections, which include volumetric images, segmented structures, and gene expression data, poses a significant challenge in neuroscience. Efficient access to specific regions of interest in all images, derivative processed data, cell samples, and metadata is essential for researchers. In this thesis, I present a flexible and extensible approach to spatially index and store volumetric grid data and region-based data, enabling efficient access and providing a streamlined method for implementing new data abstractions, query types, and indexing strategies. The framework supports different datasets, the encoding of neurological structural types, and incorporates a layering mechanism to handle multiple data representations or time-dependent data within a single data structure. Standardized interfaces are defined for loading voxel and region data, preprocessing them, creating data abstractions, and implementing new query types. The data storage is managed using a storage engine approach, allowing users to leverage different storage mechanisms or introduce their own.This thesis provides an overview of conceptual ideas, implementation details, current data abstractions, and query types. The system was evaluated in terms of performance and scalability in its current use cases. A short introduction to three applications, BrainBaseWeb, BrainTrawler, and BrainTrawler Lite, exemplifies the usage of this framework.",
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        "title": "Reconstructing Production Data from Drawn Limited Animation",
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        "abstract": "The creation of traditional animation is performed in multiple steps, creating various intermediary products. Image processing and machine learning could be used for the automation of some of these time-consuming steps to help animators and studios. However, machine-learning solutions require large amounts of example data, which are not available for the intermediary products of animation. On the other hand, final animation is more easily available through public datasets, video releases, and streaming services. This work aims to bridge this gap by creating a tool to predict intermediary products of animation from frames of the final video, using machine learning. The predicted production data can then be used for further research. In particular, frames of traditional animation are made out of background and foreground elements, which are produced through different workflows. Foreground elements are created by first creating color-coded lineart. These are then colored and composited with the background. In this work, machine learning is used to undo these steps by separating a final frame into the foreground and background and recreating the lineart from the former.",
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        "title": "Smooth textured surface reconstruction from point cloud rendered images as well as path traced images using variational methods",
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        "abstract": "In this work, we propose total variation-based methods for smoothing textured surfaces in point-based rendering and reducing noise in Monte Carlo-rendered images. Initially, we survey the challenges and existing state-of-the-art methodologies in these two research domains. Subsequently, we delve into the details of our proposed total variational models, each aimed at smoothing point-rendered textured surfaces and reducing noise in Monte Carlo-rendered images, respectively. For smoothing textured surfaces in point-based rendering, our model incorporates geometric features and is then combined with an advanced Pull-Push method. This combined approach enables us to effectively fill gaps and smooth\ndiscontinuous surfaces. The models tailored for denoising Monte Carlo-rendered images leverage noise-free auxiliary features and noise estimation techniques. Our approach efficiently eliminates noise while preserving crucial image features. We conduct comprehensive comparison experiments against existing state-of-the-art techniques to evaluate the effectiveness of our methods. Although our implementations are currently offline, both the smoothing and denoising processes can be achieved within a few iterations. Given the\nsimplicity of our approach’s implementation, we foresee the potential for a GPU-based implementation, paving the way towards real-time applications.",
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        "title": "Exploring and understanding the impact of machine learning choices on radiotherapy decision making",
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        "abstract": "In prostate cancer radiotherapy planning, the accurate description of the position and shape of pelvic organs is a crucial part of successful patient treatment. However, the treatment is conducted throughout a long period of time, during which the position and shape of the organs might significantly vary. In addition, the amount of variation tends to differ for each individual. Recent visual analytics publications investigated this by partitioning past patients into clusters with similar variability. Using this as part of a prediction for the organ variability of new patients could improve and further personalize therapy planning. However, the statistical and machine learning methods employed in these works have not been thoroughly and quantitatively evaluated so far and their impact on the final predictions has not been assessed. This thesis focuses on taking a particular implementation of these approaches, proposed by Furmanová et al. [FMCM+21], and quantitatively evaluating the effects of using different alternatives for the employed methods. We focus on two aspects: the effect of using different shape descriptor methods and the impact of modifications in the clustering methods employed. By providing an additional visual analytics framework to visually assess the effect of the aforementioned alternatives, we aim to ensure an effortless and interactive visual interpretation of the impact of various modifications. This is anticipated to support the developers of said predictive algorithms in designing more robust approaches. As a result of our investigation we have highlighted potential issues and improved the initial implementation of the proposed workflow. We conclude that at the current stage of the patient cohort used for the analysis, the selection of appropriate shape description methods should be of main focus, while a notable impact of using different clustering methods is limited to the prediction of the most extreme cases of organ shape variations.",
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        "title": "Constraint-Based 3D Manipulation for Molecular Modelling on the Web",
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        "abstract": "Computer-Aided Molecular Design (MolCAD), or molecular modelling, is the computational design and manipulation of molecular structures. This field is experiencing a surge in interest and development, where the focus is often on advanced visualization techniques. However, existing MolCAD tools often lack the level of usability and efficient interaction commonly found in traditional CAD software. This thesis addresses this gap through three methods: (1) a survey of established CAD and MolCAD literature and software, (2) the implementation of identified promising interaction techniques; and (3) case studies to validate their effectiveness.As a result of this process, two interaction techniques are implemented in a web-based environment: a PCA-based alignment tool, and a real-time collision detection system. The decision to implement these tools for the web was made with the aim to provide ease of accessibility and deployment across various platforms, as no installation is required.The case studies conducted were aimed at validating these two implemented approaches. The real-time collision detection system received positive feedback, and showed great potential to make the MolCAD process less frustrating and more efficient. The PCA- based alignment tool, however, received mixed responses, indicating areas for future work. Nonetheless, both features demonstrate the potential to improve user satisfaction and efficiency in MolCAD.",
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        "title": "Investigating the Effect of Tumor Segmentations on Radiomics Analysis through Visual Analytics",
        "date": "2023",
        "abstract": "In recent years, radiomics has revolutionized the clinical assessment of tumors. By extracting quantitative features from medical images, this approach provides an objective analysis of tumorous tissues, which ultimately aids medical experts in decision-making processes regarding diagnosis and treatment. However, radiomics is highly dependent on the quality of tumor segmentation. Different tumor delineations resulting from intra- and interobserver variability may significantly affect the results of radiomics analysis. To our knowledge, no prior research has been conducted on the impact of interobserver differences in tumor segmentations on radiomic analytics.This thesis aims to investigate how different tumor segmentations influence radiomics analysis. We therefore design and propose the visual analytics tool ProSeRa (Probabilistic Segmentation on Radiomics), which provides visual analytics strategies for exploring the impact of probabilistic tumor segmentation on radiomics. We empower the users to examine the results of our radiomics analysis with respect to clinical data based on segmentation accuracy thresholds, which we calculate based on the observers’ agreement. We provide ways to explore and analyze the radiomics data using, among others, dimensionality reduction algorithms and cluster analysis mechanisms in conjunction with effective and expressive visualizations. ProSeRa facilitates the assessment of the robustness of the radiomics analysis and supports the exploration of the impact of segmentation on the analysis. Based on the evaluation of our results, we conclude that, as anticipated, variability intumor segmentations considerably influences the radiomics analysis results. The impactwas especially prominent in the cluster analysis, which provided different outcomes fordifferent segmentation accuracy thresholds. Thereby, we detected additional variables, such as the overall tumor stage, being crucial for grouping patients into clusters.",
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        "title": "Visual Analytics to Support Correlative Exploration and Sensemaking in Radiogenomics Analysis",
        "date": "2023",
        "abstract": "Radiogenomics refers to the combined study of imaging-derived features, called radiomics and gene sequencing data, called genomics. Challenges in the analysis of radiogenomic data include the size, heterogeneity, and complexity of the datasets. These challenges make the analysis of the available information space tedious for cancer experts and hinder the exploration and sensemaking of patient information. This is further hampered when additional clinical information needs to be included in the analyses. Visual Analytics (VA) combines automated analysis techniques, such as machine learning or statistics, together with interactive visual interfaces. It allows users to gain insights into complex data and make effective decisions. In the context of radiogenomics analysis with respect to clinical data, VA approaches offer promising directions in tumor profiling. However, VA approaches that bridge radiogenomic and clinical data in an interactive and flexible visual framework have not been investigated before. In this work, we enable the integrated exploration and analysis of radiogenomic data and clinical information for knowledge discovery and hypothesis assessment in a large cohort of prostate cancer patients. We handle missingness in the data through imputation techniques and apply unsupervised machine learning for the dimensionality reduction and clustering of the data to facilitate data handling and visualization. As a result, we present an interactive visual interface for two target audiences: cancer experts and biomedical data scientists. Our framework enables cancer experts to gain insights into the data by revealing new patterns or correlations in the datasets. It allows them to interactively assess and refine any hypothesis in mind for the underlying datasets. For biomedical data scientists, our framework offers the possibility to understand the analysis components and interactively explore their impact on the outcome. We evaluate the unsupervised machine learning models through similarity measures such as the silhouette coefficient. To assess the usability of the framework, we perform usage scenarios that we confirm by our cancer experts. The feedback from our domain experts reveals that our framework is a suitable and flexible technique to gain insights into large and heterogenous radiogenomic data with respect to clinical data. It promotes knowledge discovery as well as hypothesis creation, assessment, and refinement. Interacting with the different visualization and analysis components enhances the understanding of the data and the resulting visual representations. Our approach incorporates the integration of interactive visualization and automated analysis components. It supports our collaborating domain experts at the Medical University of Vienna to obtain new insights into their data, while investigating hypotheses at hand.",
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        "title": "Semantic-Aware Animation of Hand-Drawn Characters",
        "date": "2023",
        "abstract": "In recent years there has been a lot of research in the area of edutainment, which facilitates effective learning processes by increasing the engagement of the learners. Guided visualisations, such as audio-guided museum tours or Augmented Reality-guided city tours, are one of the potential applications. Guided visualisations are a form of mental practice which traditionally involves verbal guidance that guides a user through a series of visualisations. With the technique of Augmented Reality, one can integrate additional information to guide users or embody verbal guidance with a virtual character, which enables an engaging experience. In this thesis, we aim to make a first step towards guided visualisation by introducing a hand-drawn character for instruction purposes. We especially focus on animation, since character animations are used in different applications, such as computer graphics, but can be hardly generated without certain pre-knowledge. Here, we present a novel pipeline for automatically generating believable movements for hand-drawn characters. The approach consists of five steps. (1) the hand-drawn character is detected from an input image, and (2) the sub-parts of the drawn character, such as the legs and thehead, are identified, respectively. (3) A bone skeleton for animation is extracted and augmented with the semantic information from the previous step. (4) Based on the augmented skeleton, we assign a super-class that the skeleton belongs to, i.e., quadruped, flying or humanoid, and match the end-effectors of the skeleton to the end-effectors of the reference skeleton of the super-class. (5) Finally, we generate a triangular mesh from the input illustration. Once the matching reference skeleton and the hand-drawn character are overlayed, the character is animated and can attract users in different applications. To show the feasibility of our approach, we evaluate the proposed pipeline with a set of hand-drawn characters showing several well-articulate drawings.",
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        "title": "A Holistic Approach for Metabolic Pathway Visualization",
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        "abstract": "Metabolic pathways represent interconnected reactions of chemical entities, which take place within cells. These pathways are represented in domain-specific notations, which are used for knowledge exchange in the life sciences. Since they can contain thousands of nodes, automatic layouts are required that conserve the meaning of these pathways. There are many graph drawing algorithms including hierarchical, topology-shape-metric, force-directed, and constraint-based approaches. They typically consider only a subset of the requirements needed to faithfully visualize metabolic pathways and rarely support domain-specific notations. In this work, we present a holistic approach to visualize metabolic pathways compliant with the Systems Biology Graph Notation (SBGN). Our approach starts with loading a metabolic pathway and mapping it to a clustered graph structure to model the hierarchy of subcellular locations. The nodes are then arranged through vectorized stress majorization using domain-specific constraints in a multilevel setup. This leads to a SBGN-compliant layout. To distinguish certain reactions at subcellular locations, we developed a visualization technique that produces distinct shapes in analogy to an elastic band. To explore large pathways, we provide an expand and collapse interaction in combination with motif simplification. We determine the degree of the layout's compliance with the SBGN by proposing domain-specific quality metrics. Our results demonstrate that the formulation of SBGN-specific constraints in the framework of vectorized stress majorization is feasible. Finally, our evaluation corroborates that our layout approach can faithfully represent metabolic pathways.",
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        "title": "Advanced Importance Sampling Techniques for Virtual Ray Lights",
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        "title": "Visual narratives against misleading visualizations in health care",
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        "abstract": "This thesis proposes a solution against misleading visualizations in health care, which convey inaccurate insights. Misleading elements of such visualizations originate from uncertainties emerging across the steps of the medical visualization pipeline. We investigate the field of storytelling and gamification to support the general audience in recognizing and addressing misleading visualizations in health care. Our research questions are: ``Which types of uncertainty arise in the medical visualization pipeline and is there any intent behind those?'' and ``How can we inform the general population about the existence of visualization uncertainty?'' To answer the research questions, we created a taxonomy of uncertainty types in the medical visualization pipeline and designed and developed the educational game ``DeteCATive'' to convey these concepts to the general public in an engaging way. The game includes eight tasks that contain amusing fictional stories with misleading visualizations created with intent and based on medical data. Every story comes with its own set of assumptions. A player should define whether an assumption is correct or false based on the story to gain points and rewards. Then, these points can be spent at the end of the game to fulfill the game objective. To assess the educational value of the game, we conducted a user study with 21 participants. This study provided us with significant insights. Certain misleading visualization tricks were hard to recognize by the participants. The game obtained positive participants feedback from the participants regarding memorability, reinforcement, and engagement. Incorrectly assessed assumptions required more time as opposed to correctly assessed ones, indicating the willingness of participants to learn more. Further research directions include the investigation of a potential correlation between uncertainty types and detectability or investigating further intents.",
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        "title": "Quantitative Evaluation of Reading Times and Error Rates When Interpreting Visual Content",
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        "abstract": "As static visualizations like diagrams, maps, charts, or drawings get more and more important in everyday life, it is crucial to find out how helpful they actually are, especially in comparison to text. This diploma thesis outlines if visualizations or texts are processed faster by humans and which representation is better comprehensible. For this purpose, we conducted an exploratory study in which we measured processing times and error rates when interpreting either texts or visualizations. In a pre-study, in which each participant had to describe four visualizations in their own words, we found out which parts of a visualization are deemed most important by people. The focus of the participants was on extrema, as well as on certain other values. Furthermore, the participants often compared different values in order to describe the visualization. The pre-study gave us valuable insights which we used for writing the texts for our study. For our exploratory study, where we wanted to find out more about whether visualizations or text can be interpreted more easily, we used 15 visualizations and texts that contained the same information. Each participant had to work on at least six topics, thereof at least three by using visualizations and three by using texts, and had to answer three questions per topic at the end. The time was measured while the participants worked on the topics.We could see that the participants solved topics by using visualizations on average about 1.3 times faster as compared to when they used texts. This difference was statistically significant. We could not find significant differences between the error rates for topics, when participants used visualizations or texts. When texts were used, we found correlations between text lengths and processing speeds, as well as text lengths and error rates. The content of visualizations or texts did not seem to play a role for processing speed or error rates. However, we found cases in which topics with visualizations were solved more than 50 % faster as compared to topics with texts. Our results provide a solid basis for defining further hypotheses regarding the readability of visualizations compared to text. In this thesis, we present the final hypotheses that emerge from our exploratory study. We consider these to be extremely interesting for visualization research, as there is much evidence that visual information can be processed faster than text. Whereby it is worth mentioning that the actual increase in performance may be much lower than often claimed in the media (e.g. `60,000 times faster than text'). Furthermore, our results indicate that no significant differences can be found between visual information and text with regard to the error rate in answering final questions.",
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        "title": "Prediction of Accelerated Knee Osteoarthritis Using a Convolutional Neural Network",
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        "abstract": "Osteoarthritis (OA) is a slowly degenerative joint disease, with cartilage loss as one of the most characteristic symptoms accompanied by pain and functional disability. The knee region is the most affected area. 22.9% of the worldwide population over the age of 40 were affected in 2020 by Knee Osteoarthritis (KOA). Besides normal KOA, which develops over multiple years, the accelerated form of KOA (AKOA) develops between 1 and 4 years and is accompanied by increased pain and movement restrictions as well as a higher chance of obtaining a knee replacement. The development of AKOA is not yet predictable on the basis of a single X-ray image because there is no apparent optical difference between the baseline X-ray of KOA and AKOA. Since Convolutional Neural Networks (CNN) can identify image structures that a human eye can not see, I want to realise an early diagnosis of AKOA by using a Convolutional Neural Network (CNN) as a classifier between slow- and fast-progressing KOA.For this purpose, I used the data from three different studies, including a knee X-ray, Body Mass Index (BMI), age, gender, Western Ontario and McMaster Universities Arthritis Index (WOMAC) scores, hip symptoms, knee medication injection and Kellgren- Lawrence (KL)-grade, as input for binary classification models. I defined AKOA once with Joint Space Narrowing (JSN) > 10%/ 2 years and once with JSN > 20%/ 2 years and performed different experiments in order to find the best method to predict AKOA. I trained the numeric data only on an Extreme Gradient Boosting (XGBoost) model. Here I achieved the highest performance of an Area Under the Curve (AUC) of 0.6616 when including the Osteoarthritis Research Society International (OARSI) score of sclerosis and osteophytosis to the numeric input data (20% JSN/ 2 years). To use image data only and the combination of both, I created different CNN models, whose architecture is based on a Residual Network (ResNet) 50 model provided by Image Biopsy Lab (IBLab). The CNN model, which I trained only with image data, yielded an AUC of 56.26% (10% JSN/ 2 years). Using the image data complemented with the most important numeric features (gender, BMI, contralateral KOA, KL-grade) as input, I achieved an AUC of 68.78% (20% JSN/ 2 years). Comparable results, but obtained with other class definitions than in this work, were higher and yielded AUCs of around 0.8.These results show that it is possible to make a risk assessment about the development of AKOA using the baseline X-ray image, gender, BMI, the KL-grade and the information about contralateral KOA. Until now, radiologists are not capable of predicting fast-progressing KOA. Hence, these networks have a great potential to be used as AKOA prediction tools.",
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        "title": "Interactive Co-Registration for Multi-Modal Cancer Imaging Data based on Segmentation Masks",
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        "abstract": "Endometrial cancer is the most common and most lethal gynecologic malignancy world-wide. Multiple MRI sequences are acquired per patient in gynecologic cancer research because they reveal diﬀerent tissue characteristics. Radiomic tumor proﬁling extracts features from medical imaging data aiming to ﬁnd new tumor imaging biomarkers. Co-registration and tumor segmentation of multi-sequential MRI data build the base for radiomic tumor proﬁling. Many approaches exist that aim to automate these time-consuming manual processes. After automatic co-registration, volumes are often still misaligned. This lack of registration quality has an impact on the results of radiomic tumor proﬁling, since we cannot ensure voxel integrity.\nWe distinguish between rigid and deformable registration. Rigid registration transforms a volume using only translation and rotation parameters, while deformable registration can include local deformations. Tumors are rigid structures compared to the tissue around them. Therefore, rigid co-registration can be suﬃcient to align tumors. However, to analyze also surrounding structures, deformable registration is necessary. Even though tumors are rigid structures, they can appear slightly diﬀerent in the varying sequences due to imaging physics. Applying deformable registration to the whole image can result in tumor deformations that do not resemble the underlying biological tissue characteristics and can alter important information about tumor tissue characteristics.\nTo address these two problems, we propose the web-based application MuSIC (Multi-Sequential Interactive Co-registration). The tool allows medical experts to co-register multiple sequences simultaneously based on a pre-deﬁned segmentation mask that has been generated for one of the sequences. In our workﬂow, a simulated-annealing-based shape matching algorithm searches for the tumor position in each sequence that can vary in translation and rotation parameters. We present the updated segmentation positions to the user, who can interactively adapt the positions if needed. We include multi-modal visualization techniques for visual quality assessment during this procedure. Based on the positioning of the segmentation masks, we register the volumes. We allow for both rigid and deformable co-registration. Due to our approach based on segmentation masks, we apply local transformations mainly outside the tumor tissue in deformable registration.\nWe evaluate our approach in a usability analysis with medical and machine learning experts. They ﬁnd the tool very intuitive and especially the medical experts clearly see themselves using MuSIC in the future.",
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        "title": "Adaptive Sampling in position based fluids",
        "date": "2022-05",
        "abstract": "Position-Based Fluids (PBF) are a Lagrangian fluid-simulation method and are an implementation of Smoothed Particle Hydrodynamics integrated into the Position-Based Dynamics (PBD) framework. In PBD, constraints applied to object positions are used to enforce a variety of physical laws. In the case of PBF, the fluid is represented by particles and constraints are added that prevent fluid compression. The original PBF method defines all particles to be of equal mass and rest density. In this thesis, we propose a method for generalizing PBF to allow particles to represent varying amounts of fluid. This enables the fluid to be simulated with regionally varying levels of detail with the intent to reduce memory consumption and to increase performance. For each fluid region, we compute the targeted level of detail based on its distance to the fluid boundary, and use merging and splitting strategies to adapt the particles accordingly. We discuss the relation of the particle density to the kernel width used in PBF and provide several approaches for adapting the kernel width to fit the local level of detail. The advantages and disadvantages of each approach are evaluated and a streamlined implementation-variant is proposed which has advantageous properties for larger bodies of fluid. This streamlined solution bases the kernel width entirely on the boundary distance. Its approach is mathematically analyzed in regard to the expected number of particles and neighbor pairs for varying fluid body sizes. The mathematical analysis as well as measurements done in our test implementation show that while our method might increase the neighbor pair count for shallow fluids, it greatly reduces the number of particles and neighbor pairs if the fluid is sufficiently deep, giving the opportunity to significantly lower the computational effort in these cases.",
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        "title": "Visual Analytics for Convolutional Neural Network Robustness",
        "date": "2022-04",
        "abstract": "Convolutional neural networks (CNNs) are a type of machine learning model that is\nwidely used for computer vision tasks. Despite their high performance, the robustness of\nCNNs is often weak. A model trained for image classification might misclassify an image\nwhen it is slightly rotated, blurred, or after a change in color saturation. Moreover, CNNs\nare vulnerable to so-called “adversarial attacks”, methods where analytically computed\nperturbations are generated which fool the classifier despite being imperceptible by\nhumans. Various training methods have been designed to increase robustness in CNNs.\n\nIn this thesis, we investigate CNN robustness with two approaches: First, we visualize\ndifferences between standard and robust training methods. For this, we use feature\nvisualization, a method to visualize the patterns which individual units of a CNN respond\nto. Subsequently, we present an interactive visual analytics application which lets the\nuser manipulate a 3d scene while simultaneously observing a CNN’s prediction, as\nwell as intermediate neuron activations. To be able to compare standard and robustly\ntrained models, the application allows simultaneously observing two models. To test\nthe usefulness of our application, we conducted five case studies with machine learning\nexperts. During these case studies and our own experiments, several novel insights about\nrobustly trained models were made, three of which we verified quantitatively. Despite its\nability to probe two high performing CNNs in real-time, our tool fully runs client-side\nin a standard web-browser and can be served as a static website, without requiring a\npowerful backend server",
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        "date_end": "2022-04",
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    {
        "id": "FRAISS-2022-CGMM",
        "type_id": "masterthesis",
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        "repositum_id": "20.500.12708/19748",
        "title": "Construction and Visualization of Gaussian Mixture Models from Point Clouds for 3D Object Representation",
        "date": "2022-03-10",
        "abstract": "Point clouds are a common representation of three-dimensional shapes in computer graphics\nand 3D-data processing. However, in some applications, other representations are more useful.\nGaussian Mixture Models (GMMs) can be used as such an alternative representation. A GMM\nis a convex sum of normal distributions, which aims to describe a point cloud’s density. In\nthis thesis, we investigate both visualization and construction of GMMs. For visualization,\nwe have implemented a tool that enables both isoellipsoid and density visualization of GMMs.\nWe describe the mathematical backgrounds, the algorithms, and our implementation of this\ntool. Regarding GMM construction, we investigate several algorithms used in previous papers\nfor constructing GMMs for 3D-data processing tasks. We present our implementations of the\nexpectation-maximization (EM) algorithm and top-down HEM. Additionally, we have adapted\nthe implementation of geometrically regularized bottom-up HEM to produce a fixed number of\nGaussians. We evaluate these three algorithms in terms of the quality of their generated GMMs.\nIn many cases, the statistical likelihood, which is maximized by the EM algorithm, is not a\nreliable indicator for a GMM’s quality. Therefore, we instead rely on the reconstruction error of a\nreconstructed point cloud based on the Chamfer distance. Additionally, we provide metrics for\nmeasuring the reconstructed point cloud’s uniformity and the GMM’s variation of Gaussians. We\ndemonstrate that EM provides the best results in terms of these metrics. Top-down HEM is a fast\nalternative, and can produce even better results when using fewer input points. The results of\ngeometrically regularized bottom-up HEM are inferior for lower numbers of Gaussians but it can\ncreate good GMMs consisting of high numbers of Gaussians very eciently.",
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        "date_end": "2022-03-10",
        "date_start": "2021-01-01",
        "diploma_examina": "2022-03-10",
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        "abstract": "The prevention of Earth disasters like asteroid collisions is a high priority for many organizations and scientists. Studying possible asteroid deflection options and understanding the influencing factors should help domain experts create defense strategies and response plans. For exploration purposes, scientists typically use simulations that represent a real-world process over time and are thus an effective way for demonstrating\nan asteroid impact collision and its after-effects. In this work we use an interactive Virtual Reality (VR) visualization tool to make simulation results comprehensible. Immersive systems like VR are used in different application domains and for multiple purposes,\nsuch as entertainment, medical or military training, rehabilitation and mental therapy, visualization, and visual analytics. With the help of VR software and the necessary hardware of immersive systems, realistic images and 3D scenes from the real world can be rendered to create the feeling of full immersion and presence.\nBased on these considerations, in this work, we develop an interactive visualization tool in VR to support domain experts in studying the properties and features of asteroid impact events for defense purposes. We use time-dependent multivariate Impact simulation data. The implementation requirements are formulated together with domain experts in the form of tasks and represent the main features that the system should include.\nAs a result, the system incorporates a 3D point cloud visualization to illustrate the impact and the data structure and various exploration tools to analyze and examine the point cloud properties. The central tool in the system is called a probe, allowing to measure the characteristics of different regions, compare them, and observe state changes during simulation time. While effective exploration is the primary goal of our\nsystem, interactivity is another important factor contributing to achieving a smooth and natural experience. Therefore, we provide various grasping and navigation techniques to support an intuitive and effortless system interaction. As the selection of exploration tools is essential for the domain experts and for solving their tasks, we first evaluate our\nsystem with them to answer whether the system is providing the necessary features and is fulfilling their requirements. Another important aspect is the interactivity and usability of our system, which we evaluate through a user study. As we show in our evaluation experiments, our VR system eases the exploration process for scientists. It supports them\nin finding new and previously undiscovered properties, patterns, and trends in the data.",
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        "abstract": "Despite the advancements in auto-segmentation tools, manual delineation is still necessary in the medical field. For example, tumor segmentation is a crucial step in cancer radiotherapy and is still widely performed by hand by experienced radiologists. However, the opinions of experienced radiologists might differ, for a multitude of reasons. In this work, we visualize the variability originating from multiple experts delineating medical scans of the same patient, known as inter-observer variability.The novelty of this work consists of capturing the process of segmenting a target object. The focus lies in gaining insight into the observer’s thought processes and reasoning strategies. To investigate these aspects of segmenting we conduct a data acquisitionwith novice users and experts, capturing their thoughts in a think-aloud protocol and their areas of attention by tracking their mouse-movement during the segmentation process. This data is visualized with our Multi Observer Looking Environment (MOLE).MOLE allows to gain deep insight into the observers’ segmentation process and enables to compare different segmentation outcomes and how these occurred. With our proposed visualization techniques we emphasize regions of uncertainty that need more attention when delineating. Additionally, relevant keywords are extracted from the think-aloud protocol and aligned with the positions in the segmentation, providing information about the thought process of an observer. We link the initial image to a three-dimensional representation of the delineations and provide more details of the think-aloud protocol on demand.Our approach is universal to segmentation, attention and thought process data regardless of the domain of the data. We show how MOLE can be used with a medical dataset as well as an artificially created dataset. By validating our approach with the help of a medical expert actively working in the field, we define potential use cases in the existing pipeline of tumor delineation for cancer treatment.",
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        "title": "Statistical methodologies for assessing an artificial intelligence (AI) software in a diagnostic setting",
        "date": "2022",
        "abstract": "The radiological determination of bone age (BA) from a left-hand x-ray continues to be the reference standard for skeletal maturity assessment related to short or long stature, and underlying conditions. Artificial (AI) algorithms are becoming more prevalent due to the subjectivity and time-consuming nature of BA assessment. Therefore, we proposed methods and statistical recommendations in assessing standalone performance of an AI tool. Our strategy was verified in a retrospective study using the AI model, PANDA, a fully automated AI software used to estimate bone age (BA) on hand radiographs. We analyzed radiographs of 342 patients retrospectively. Three board-certified pediatric radiologists made blind reads of BA using the Greulich & Pyle (GP) method independently. The AI-software, PANDA, was subsequently used to provide automated estimations of BA from the same set of images. The ground truth was established based on the mean of the estimations. We assessed agreement of AI with readers based on comparison of Bland-Altman limits of agreement (LOA), orthogonal linear regression, and interchangeability.Bland-Altman assessment displayed a mean difference between readers and AI to be -0.72 with 95% CI (-1.46; 0.02) months displaying no fixed bias. Using orthogonal linear regression, the slope between readers and AI software was reported to be 1.02 95% CI (1.00, 1.03). No proportional bias was observed. The square root of the absolute value of the equivalence index of the AI software compared to assessments made by readers was observed to be -5.8 months. This indicates that the AI software is interchangeable with expert readers. The proposed framework is generalizable to the other applications aside from bone age. If one wants to find bias between two techniques of measurement, regression analysis should be performed. If the purpose is to see if one method may be safely replaced by another, especially in clinical practice, Bland-Altman plot is preferred. If there is no adequate reference standard to compare to, interchangeability can be used. This statistical method does not rely on a reference standard.",
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        "title": "Visual Exploration of Indirect Biases in Natural Language Processing Transformer Models",
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        "abstract": "In recent years, the importance of Natural Language Processing has been increasing with more and more fields of application. The word representations, such as word embedding or transformer models, used to transcribe the language are trained using large text corpora that may include stereotypes. These stereotypes may be learned by Natural Language Processing algorithms and lead to biases in their results. Extensive research has been performed on the detection, repair and visualization of the biases in the field of Natural Language Processing. Nevertheless, the methods developed so far mostly focus on word embeddings, or direct and binary biases.To fill the research gap regarding multi-class indirect biases learned by transformer models, this thesis proposes new visualisation interfaces to explore indirect and multi-class biases learned by BERT and XLNet models. These visualisations are based on an indirect quantitative method to measure the potential biases encapsulated in transformer models, the Indirect Logarithmic Probability Bias Score. This metric is adapted from an existing one, to enable the investigation of indirect biases. The evaluation of our new indirect method shows that it enables to reveal known biases and to discover new insights which could not be found using the direct method. Moreover, the user study performed on our visualization interfaces demonstrates that the visualizations supports the exploration of multi-class indirect biases, even though improvements may be needed to fully assist the investigation of the sources of the biases.",
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        "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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        "abstract": "In recent years, the usage of machine learning (ML) models and especially deep neural\nnetworks in many different domains has increased rapidly. One of the major challenges\nwhen working with ML models is to correctly and efficiently interpret the results given\nby a model. Additionally, understanding how the model came to its conclusions can be\na very complicated task even for domain experts in the field of machine learning. For\nlaypeople, ML models are often just black-boxes. The lack of understanding of a model\nand its reasoning often leads to users not trusting the model’s predictions.\n\nIn this thesis, we work with an ML model trained on event-organisation data. The\ngoal is to create an exploratory visual event-organisation system that enables event\norganisers to efficiently work with the model. The main user goals in this scenario are\nto maximise profits and to be able to prepare for the predicted number of visitors. To\nachieve these goals users need to be able to perform tasks like: interpreting the prediction\nof the current input and performing what-if analyses to understand the effects of\nchanging parameters. The proposed system incorporates adapted versions of multiple\nstate-of-the-art model-agnostic interpretation methods like partial dependence plots and\ncase-based reasoning. Since model-agnostic methods are independent of the ML model,\nthey provide high flexibility.\n\nMany state-of-the-art approaches to explain ML models are too complex to be understood\nby laypeople. Our target group of event organisers cannot be expected to have a sufficient\namount of technical knowledge in the field of machine learning. In this thesis, we want\nto find answers to the questions: How can we visualise ML predictions to laypeople in a\ncomprehensible way? How can predictions be compared against each other? How can\nwe support users in gaining trust in the ML model? Our event-organisation system is\ncreated using a human-centred design approach performing multiple case studies with\npotential users during the whole development circle.",
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        "title": "Modelling the Effect of emotional Feedback as Stimulus in fMRI Neurofeedback",
        "date": "2021-10-27",
        "abstract": "Neurofeedback (NF) based on functional magnetic resonance imaging (fMRI) offers promising possibilities for therapeutic approaches in neurological and psychiatric diseases. By providing information over the current activity in a target brain region, conscious control can be learned allowing for counteracting disease-specific symptoms. Social feedback in the form of a face with changing expressions is often chosen as a very intuitive type of feedback. Since the brain regions affected in psychiatric conditions are often involved in the perception and processing of emotions, it is possible that these regions are additionally activated with emotional feedback. In this thesis it is examined whether such an additional activity has a significant influence on the measured activity, as this could lead to inaccurate feedback and, as a result, to suboptimal learning outcomes. For this purpose, the data of a previously published study is reanalysed while particularly taking the potential influence of the feedback signal into account. Using different model approaches, the exact nature of the influence is investigated, as well as whether positive and negative feedback differ in their influence. Given the highly individual aspects of NF and the goal to implement corrections for the training of a single subject in an openly available NF software, the analyses were conducted on an individual but also the group level allowing for tests of generalizability. At the single run level, a significant influence of both the feedback and its change over time was found. Positive feedback more often had a significant impact on the neuronal activation than negative feedback. With regard to the change over time, significant results could more often be found with negative feedback. At the group level, only the\nchange in feedback showed a significant influence on the activation of the target region. In a cross-validation, it was not possible to determine generalizability beyond a single run for any of the models under investigation. The examined effect seems to be very individual both for subjects and measurements and should therefore be treated separately from case to case. In NF studies in which emotional feedback is used while training a brain region involved in emotion processing, accounting for the influence of the feedback signal could improve the accuracy of the presented feedback and, hence, learning performance and therapeutic success. ",
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        "title": "Foot Tracking in Virtual Reality",
        "date": "2021-10-14",
        "abstract": "The visualisation of limbs in Virtual Reality (VR) helps to get a better immersion in the virtual world and it creates better confidence in movement. Sadly a lot of VR applications omit the visualisation of limbs. One reason lies in technical difficulties with bigger scale VR environments and multi-user VR environments where you can not rely on outside-in tracking methods because of the size and possible occlusion that hinders accurate tracking data. Another reason is that developers do not want to exclude parts of their already small user base by demanding special hardware for foot tracking that costs as much as the hand controllers but is only usable in a small number of applications.\nThis thesis tackles these problems by generating a lightweight tracking system that only relies on the correct tracking of the head position so that either inside-out or outside-in tracking can be used with it. To achieve this, a RGB depth camera is mounted on the VR headset. A combination of fiducial marker tracking, depth tracking and inertial measurement units (IMUs) are used to track the user’s feet. These individual tracking signals are then fused to one signal that combines the advantages of the single tracking systems. This tracking information can then be used to animate the feet of a virtual avatar with an Inverse Kinematics (IK) algorithm.",
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        "title": "Visual Analytics of Spatial Time Series Data",
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        "abstract": "Regardless of what algorithms and technologies are developed, the human mind and logical reasoning remain important tools for analysing, modelling, and solving problems. Visual representation of data is considered the most e˙ective way to convey information to the human brain and promote analytical thinking. Visual analytics encompasses a set of techniques, methods, and tools that support analytical thinking through visual representations of various types of data. Due to their complexity and size, spatial time series data are suitable for implementation of such techniques, as their analysis remains challenging. Many environmental, social, and economic processes of modern civilization are represented by spatial time series, which emphasises the need for interactive visual representations for their more eÿcient analysis.\nOne clear example of such complex processes is economic recession, a decline in economic activity for which there is no single formal definition. However, it is often described in terms of recession factors such as GDP, the Gini index, or inflation, all of which are examples of spatial time series data, and whose change can be a clear indicator of the state of the economy. As recession analysis is a very complex topic and it is not entirely clear which economic factors have the greatest impact, purely automated techniques are not appropriate and there is scope for advances in analytical approaches.\nThis thesis proposes an application “Recession Explorer”: visual analytics of economic recession and its forecasting as an example of a holistic system that displays spatial time series data and explores patterns and insights in the data. Such a combination of approaches provides a unique perspective on economic recession studies by facilitating both high-level human reasoning and the use of advanced mathematical algorithms. The goal of the application is to demonstrate that the use of visual analytics is a beneficial approach to address the challenges of economic recession and, more generally, to assist users with interactive visualisations when dealing with and analysing spatial time series data.",
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        "title": "Interactive Correlation Panels for the Geological Mapping of the Martian Surface",
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        "abstract": "In recent years, digital outcrop models have become a popular tool to carry out geological investigations on the computer. These high-resolution, 3-dimensional models of outcrops are also created for the exploration of Mars. With specialized software, geologists can annotate geological attributes on digital outcrop models, such as the boundaries between di˙erent rock layers. After annotating, geologists create logs, a graphic description of the rock layers. To establish a geological model of a larger region, corresponding layers are correlated in multiple logs. The correlated layers of the logs are graphically linked in a correlation panel. Creating correlation panels is very time-consuming, and they are usually created by hand with drawing programs. Due to this restriction, the diagrams are created at the end of the interpretation process to avoid time-consuming editing afterwards. When switching to a drawing program, the connection between the original data and the encoded data in the diagram is also lost. This work is part of a design study with the aim of automating the creation of correlation panels, and turning a static illustration into an interactive application that can be integrated into the interpretation process. In this work, after a short introduction to the exploration of Mars with the help of geology, we analyse published correlation panels to explore the design space of these illustrations. In addition to that analysis we conducted workshops and a research stay at Imperial College London with our domain collaborators. Using the information gained from the analysis and our collaborators, we describe possible design choices, and extract the minimum requirements for a prototype. The prototype created in the course of this work was later extended and presented in a paper that encompasses the whole design study.",
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        "title": "A Study of Multi-Document Active Reading in Analog and Digital Environments",
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        "abstract": "Despite the many improvements in the digital domain, knowledge workers still frequently switch between digital and analog materials and tools during their work. In doing so, they accept \"switching costs\" (such as time and resources) to perform active reading and related activities in their preferred (analog) environment. Previous studies show that active reading is more efficient using analog materials and tools than using digital ones. However, up to now, it is not fully understood what exactly leads to the superiority of analog active reading over digital active reading. The goal of this thesis is to directly compare the behaviors and strategies employed by users during active reading of multiple documents in analog and digital environments. This comparison serves to gain more detailed insights into which (sub-)areas of active reading (annotating, highlighting, note-taking, and spatial organization) are different in the two environments, what might be possible reasons for these differences, and most importantly, how to improve the experience of digital active reading in the future. As part of the comparison, it is also possible to determine whether analog active reading is still more efficient than digital active reading when using a large screen that provides a similar amount of space as an analog workstation. Thus, in a qualitative, controlled, partly confirmatory, partly exploratory, user study, users' behaviors and strategies during active reading of multiple documents in analog and digital environments are compared to investigate the previously mentioned aspects. The results show that analog active reading is still more efficient than digital active reading despite the use of a large screen. Additionally, the evaluation was able to identify differences in behaviors and adaptations of strategies used due to the accessibility and availability of tools. In particular, there is still considerable potential for improvement in the area of spatial organization during digital active reading.",
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        "title": "Klassifikation Urbaner Punktwolken Mittels 3D CNNs In Kombination mit Rekonstruktion von Gehsteigen",
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        "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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        "title": "Visibility precomputation with RTX ray tracing",
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        "abstract": "Visibility computation is a common problem in the field of computer graphics. Examples\ninclude occlusion culling, where parts of the scene are culled away, or global illumination\nsimulations, which are based on the mutual visibility of pairs of points to calculate lighting.\nIn this thesis, an aggressive from-region visibility technique called Guided Visibility\nSampling++ (GVS++) is presented. The proposed technique improves the Guided\nVisibility Sampling algorithm through improved sampling strategies, thus achieving low\nerror rates on various scenes, and being over four orders of magnitude faster than the\noriginal CPU-based Guided Visibility Sampling implementation. We present intelligent\nsampling strategies that use ray casting to determine a set of triangles visible from a\nflat or volumetric rectangular region in space. This set is called a potentially visible set\n(PVS). Based on initial random sampling, subsequent exploration phases progressively\ngrow an intermediate solution. A termination criterion is used to terminate the PVS\nsearch. A modern implementation using the Vulkan graphics API and RTX ray tracing\nis discussed. Furthermore, optimizations are shown that allow for an implementation\nthat is over 20 times faster than a naive implementation.",
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    {
        "id": "fourousan2021",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/17529",
        "title": "Visual Analytics for the Exploration of Cultural Models",
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        "date_end": "2021",
        "date_start": "2020",
        "diploma_examina": "2021-04-14",
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        "title": "Interactive 3D dense surface exploration in immersive virtual reality",
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        "abstract": "Dense 3D reconstructions of real-world environments become wide spread and are foreseen to act as data base to solve real world problems, such as remote inspections. Therefore not only scene viewing is required but also the ability to interact with the environment,such as selection of a user-defined part of the reconstruction for later usage. However, inter-object occlusion is inherent to large dense 3D reconstructions, due to scene geometry or reconstruction artifacts that might result in object containment. Since prior art lacks approaches for occlusion management in environments that consist of one or multiple(large) continuous surfaces, we propose the novel technique Large Scale Cut Plane that enables segmentation and subsequent selection of visible, partly or fully occluded patches within a large 3D reconstruction, even at far distance. An immersive Virtual reality setup consisting of a Head-Mounted Display, a locomotion device (omni-directional treadmill)and a 6DOF-hand-tracking device are combined with the Large Scale Cut Plane technique to foster 3D scene understanding and natural user interactions. We furthermore present results from a user study where we investigate performance and usability of our proposed technique compared to a baseline technique. Our results indicate Large Scale Cut Plane to be superior in terms of speed and precision, while we found need of improvement of the user interface.",
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    {
        "id": "schlager-2021-ddo",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/18679",
        "title": "Design and development of an immersive collaborative geographical environment for tactical decision-making",
        "date": "2021",
        "abstract": "Planning tactical and strategical military operations is a well-structured and complex process and involves interdisciplinary expertise. A crucial part of the decision-making process of planning tasks that contains geographical data, is familiarizing professionals with the terrain and surrounding infrastructure. This is commonly operated by analog planning tools such as terrain models, sand tables, and standard 2D paper maps. The shortcoming of traditional equipment for tactical analysis is the lack of intuitive transfer of spatial relationships and geographical structures for visibility tasks and height judgment of ground elements. Immersive Virtual Geographical Environments (VGEs) provide advantageous perspectives for rapid decision-making and reasoning in spatial structures. 2D displays offer a 2D impression of a reduced 3D environment, while immersive displays transfer true depth information. Further, digital planning tools support remote collaboration using a virtual task space for the planning process. A virtual task space has several benefits compared to analog equivalents, such as the option to save planning states, visualize a common mental concept, no physical boundaries, and increased engagement.In this thesis, we set out to investigate how to utilize the benefits of immersive virtual spaces for tactical planning and decision-making in the context of a military staff exercise, to overcome the limitations of current analog and 2D digital planning tools. We design and implement a collaborative Virtual Reality (VR) prototype based on requirements derived from observations of an on-site military staff training and unstructured interviews with consultants from the Austrian Institute for Military Geography (IMG). The key contribution of this thesis is the design, implementation, and evaluation of a VR prototype that supports the decision-making and mission planning for officers in training and commanders during a military staff training. The development of our prototype represents a case study for comparable planning tasks in other domains, such as space missions or disaster prevention management.",
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    {
        "id": "Pahr2020",
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        "repositum_id": "20.500.12708/16617",
        "title": "Vologram: Educational Craftworks for Volume Physicalization",
        "date": "2020-22-24",
        "abstract": "Long before the onset of computer technology, anatomical sculptures were already used for educational purposes. Digital imaging technology and its incorporation into the clinical workflow through the advancements of medical visualization led to a steady decline in the use of sculpture-based teaching aids. Currently, anatomical volume visualizations are predominantly presented on computer screens. Recent developments in augmented, mixed, and virtual reality o˙er new, exciting ways to digitally display medical imaging data. In recent years, the application of real-world sculptures to display patient imaging data has seen a resurgence through the field of data physicalization. Predominantly, it has been used to enhance the education of medical personnel and laymen through the use of physical models. Expensive 3D printing technology is often employed in the creation of high fidelity anatomical sculptures, with realistic look-and-feel. However, few approaches make use of a˙ordable physicalizations in the field of layman anatomical education.\nIn the course of this thesis di˙erent ways to introduce self-made, custom physical-izations into layman medical education are explored. We propose a suitable concept, the Vologram, to display medical volume data in a visually appealing way for medical non-experts. This takes the form of slide-based sculptures, made out of a˙ordable ma-terials available to the general public with a high degree of interactivity, and can be produced through commonly available means. To support a customizable workflow in the creation of these sculptures, we provide a stand-alone desktop application, which allows layman users to create custom educational sculptures. Real medical imaging data can be filtered and displayed in di˙erent ways, delivering optically diverse results. We evaluate the concept in a small scale study, to determine the e˙ect of interactive medical visualizations as opposed to physicalizations on the target audience. The results of this study point to a great potential for the application of interactive educational concepts for layman anatomical education.",
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        "id": "Brandstaetter2020",
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        "tu_id": null,
        "repositum_id": "20.500.12708/16613",
        "title": "Building a Sandbox Towards Investigating the Behavior of Control Algorithms and Training of Real-World Robots",
        "date": "2020-11-26",
        "abstract": "The control of legged robots and teaching robotic hands to grasp are still challenging tasks. Machine learning approaches already work well in simulation. However, the discrepancy between simulation and reality sometimes causes diÿculties when applying simulation results to the real robot. Learning algorithms also require a huge amount of training data. The goal of this work is to build a sandbox that provides a detailed comparison between simulated and real-world robots and o˙ers a way of controlled and continuous data collection and exploration.\nThe sandbox consists of a motion capture and a simulation component. The motion capture component is responsible for the continuous data collection and is realized with a system from OptiTrack with six high-precision infrared cameras. The simulation com-ponent is realized with Simulink and the Simscape Multibody Library. This component is responsible for the exploration and comparison of simulated data with real-world data. The robot that is selected for this work is a small four-legged puppy robot from ROBOTIS that is actuated with 15 Dynamixel servomotors. To integrate the robot into the sandbox, the robot’s controller is reprogrammed to make a transfer from motion data to the robot easier and to control the robot remotely. The robot is programmed with a straight walking gait and equipped with reflective markers to track its movements.\nWith the computer-aided design (CAD) software SolidWorks, a 3D model of the puppy robot is constructed that is used for simulation in Simulink.\nThe result is a system that accurately gathers 6 degrees of freedom (DOF) data of a small robot. This data is transferred to the simulation and can be compared to simulated data. Data from the simulation can also be tested easily on the real robot and tracked again. This way, a closed-loop system is provided for iterative robot exploration.\nTwo datasets are compared with the help of the resulting sandbox: A dataset from ROBOTIS containing ideal joint angles for the robot, and a dataset that is obtained with the motion capture system, containing tracked joint angles. The datasets are simulated and the position and orientation of the robot are compared to the data from the motion capture. Despite strong variations in the simulated results, the simulated robot kept a similar direction and was only a few centimetres o˙ from the real robot.",
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        "date_end": "2020-11-26",
        "date_start": "2020-10-20",
        "diploma_examina": "2020-11-26",
        "doi": "10.34726/hss.2021.69348",
        "matrikelnr": "01326465",
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        "pages": "108",
        "supervisor": [
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        ],
        "research_areas": [
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        ],
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        "title": "Visual Comparison of Multivariate Data Ensembles",
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        "abstract": "In safety-critical areas such as aeronautics, but also in other sectors such as the leisure industry, the advancement of respective products is largely driven by the improvement of the materials used. In order to analyze the targeted properties of these new materials, data of the internal structures is generated, using imaging techniques such as X-ray computed tomography (XCT), which is then analyzed in detail using segmentation and quantification algorithms. For materials scientists, the exact design of the internal structures is crucial for the characterization of materials and a comparison of several material candidates based on their characteristics is therefore indispensable for the investigation of di˙erent manufacturing and optimization processes or property behavior.\nCurrently, material scientists are dependent on sequential comparisons when analyzing several material candidates. Distributions of the individual attributes across the material systems need to be compared, which is why this task is typically cognitively demanding, time consuming, and thus error-prone. This work aims to support domain experts in their daily tasks of analysing large ensembles of material data. For this purpose we developed a comparative visualization framework that provides a holistic picture of similarities and dissimilarities in the data by means of an overview visualization and three detailed visualization techniques. Using the dimension reduction method Multidimensional Scaling, the individual structures are summarized and rendered in a table-based visualization technique called Histogram-Table. Information, describing in which attributes the structures are most similar as well as their exact characteristics, is evaluated by statistical calculations, the results of which are visualized in a bar chart and box plot. Finally, the linear correlations between the individual characteristics can be explored in a correlation map. We present the usability of this visualization system by means of three concrete usage scenarios and verify its applicability by means of a qualitative study with 12 material experts. The knowledge gained from our work represents a significant step in the field of comparative material analysis of high-dimensional data and supports experts in making their work easier and more eÿcient.",
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        "title": " Tactile Multi-Media Guide - Interaction design on tactile reliefs",
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        "title": "Hierarchical Multi-resolution Data Structure for Molecular Visualization",
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        "abstract": "The complexity of biomolecular data sets is both high, and still rising. Three-dimensional models of molecules are used in research to test and investigate their properties. Such models can consist of several millions of atoms. Additionally, visual enhancement methods\nand molecular surface models are helpful when visualizing molecules. There is therefore a demand for efficient and flexible data structures to accommodate such large point-based data sets.\nExisting solutions in the field of molecular visualization for large data sets include the use of, in most cases, regular grid-based data structures, as well as levels of detail. Other papers focus on repeating structures or improving the efficiency of surface models.\nWe propose an octree-based data structure that divides space into areas of similar density, and provides several levels of detail. Our approach is optimized for a single time-step, moving much of the computational overhead into a pre-processing step. This allows us to speed up frame rates for interactive visualizations using visibility culling, least recently used caching based on the pre-built octree data structure, and level of detail solutions such as depth-based level of detail rendering.\nIn our evaluation, we show that level of detail rendering significantly improves frame rates, especially in the case of distance-based level of detail selection while keeping the amount of details in the foreground high. Both the possibility to reduce the resolution and the\ncaching strategy that allows us to only upload visible parts of the data set make it possible to render data sets that previously exhausted the capacities of our test set-up. We found the main advantage of a density based octree, instead of a regular division of space, to be\nin neighbourhood-based calculations, such as the clustering algorithm required to build levels of detail. This could prove particularly useful for the implementation of a Solvent Excluded Surface (SES) representation model, which would be an important feature to include when developing the framework further.",
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        "title": "Volumetric Image Segmentation on Multimodal Medical Images using Deep Learning",
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        "abstract": "The automatic segmentation of tumors on different imaging modalities supports medical experts in patient diagnosis and treatment. Magnetic resonance imaging (MRl), Computed Tomography (CT), or Positron Emission Tomography (PET) show the tumor in a different anatomical. functional, or molecular context. The fusion of this multimodal information leads to more profound knowledge and enabler more precise diagnoses. So far, the potential of multimodal data is only used by a few established segmentation methods. Moreover, much less is known about multimodal methods that provide several multimodal-specific tumor segmentations instead of single segmentations for a specific modality. \nThis thesis aims to develop a segmentation method that uses multimodal context to improve t the modality-specific segmentation results. For the implementation, an artificial neural network is used, which is based on a fully convolution neural network. The network architecture  has been designed to learn complex multimodal features to predict multiple tumor segmentations on different modalities efficiently. \nThe evaluation is based on a dataset consisting of MRl aid PET /CT scans of soft soft tissue tumors. The experiment investigated how different network architectures, multimodal fusion strategies, and input modalities affect the segmentation results. Tbc investigation showed that multimodal rondels lead to significantly better results than models for single modalities. Promising results have been achieved with multimodal models that segment several modality-specific tumor contours simultaneously.\n",
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        "title": "FPGARay: Accelerating Physically Based Rendering Using FPGAs",
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        "abstract": "The synthesis of an image from a scene stored on a computer is called rendering, which is able to deliver photo-realistic results, e.g., by using specific variants of the class of ray tracing\nalgorithms. However, these variants (e.g., path tracing) possess a stochastic characteristic which results in a high computational expense. This is explained by the nature of stochastic algorithms, which use a high number of samples to compute a result—in case of ray tracing, these samples manifest in a high number of rays needed for a complete rendering.\n\nOne possibility to accelerate ray tracing—no matter if using a stochastic or simpler variants—is the use of customized hardware. FPGRay is such an approach, which combines the use of customized hardware with the software of an off-the-shelf PC to a hybrid solution. This allows increasing the efficiency by specialized hardware and delivers a sustainability in case of changing algorithms at the same time.\n\nThe results point towards a possible efficiency gain. Unfortunately, in the scope of this thesis this was not realizable and the specific implementation showed a lower efficiency compared to the software implementation. Nevertheless, the possibility to achieve a higher efficiency with this approach by indicating FPGRay’s potential could be shown.",
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        "repositum_id": "20.500.12708/1119",
        "title": "Interactive 3D Storytelling for Planetary Exploration",
        "date": "2020-05-04",
        "abstract": "The Planetary Robotics 3D Viewer (PRo3D) is an interactive visualization tool thatallows for geological analyses of planetary surfaces. The primary goal is to supportgeologists at NASA and ESA in their mission to find signs of life on Mars by enablingthem to perform analyses on a high-resolution 3D surface model. While PRo3D facilitatesan exploratory workflow to gain new insights, there is a lack of support to communicatenew findings. In this thesis, we discuss the design and implementation of storytellingmechanisms into PRo3D that allow for an easy, fast, and interactive communicationof results. Moreover, we show how provenance information can be incorporated intostories, enabling geoscientists to present how they arrived at a certain discovery orinterpretation. Provenance includes the individual steps in the analysis process thatlead to a given finding, supporting its verification and reproducibility. We present abroad overview about storytelling and provenance in visualization, and discuss the designspace of a provenance-based storytelling approach in the context of geological analysesas conducted in PRo3D. Finally, we present a prototype as a proof of concept based onthese deliberations.",
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        "repositum_id": "20.500.12708/15053",
        "title": " A Visual Exploration Tool forTemporal Analysis of CustomerReviews",
        "date": "2020-05-04",
        "abstract": "This thesis explores textual review data and how it changes over time.  The thesisis motivated by the constantly generated textual reviews. Review sites like Yelp andTripAdvisor are generating hundreds of thousands of reviews monthly. Analysing thisamount of data is impossible by simply reading every individual review. We look forways to answer questions that business analysts, business owners, and investors ask aboutcustomer review data. This thesis asks questions such as: Why do review scores andtopics change over time? What are the major topics people discuss? What are the typicalreasons why review scores suddenly increase or decrease? What are topics that invokepermanent or transient changes in a large collection of review scores?We created a tool called Review Watcher, which provides novel approaches to examineand analyse review changes over time. The tool aims to provide simple, easily accessibleinformation regarding temporal changes in a collection of restaurant reviews. The tooluses real data provided by Yelp. It employs graphical ways to indicate changes in reviewscores over different periods of time. The tool analyses the review scores over time, andit tries to explain changes in these scores based on the textual content of the reviews.The tool utilises automated text processing algorithms to highlight important and oftenused words in text corpora.We used a qualitative evaluation to determine how well the tool manages to answer theresearch questions. We completed a user study with experts in the field of economics.They shared the insights they gathered using Review Watcher and compared them totheir experiences working with other tools for customer satisfaction and review analysis.As a result of our research, we show that Review Watcher manages to provide betterinsight into what are major topics in a collection of textual reviews. In the thesis, we showthat Review Watcher is better suited to highlighting review changes occurring over timeand giving insights to why the changes occurred, compared to existing tools for reviewexploration. The tool is also proving capable of handling millions of textual reviews oftens of thousands of restaurants with acceptable loading times for the user. The userstudy also reveals some of the tool’s limitations and potential for future work, for examplein introducing improved categorisation functions and geographical information about restaurants.",
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        "diploma_examina": "2020-06",
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        "id": "Kovacs_2020",
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        "title": "VR Bridges: An Approach to Simulating Uneven Surfaces in VR",
        "date": "2020-04-30",
        "abstract": "Virtual reality (VR) promises boundless potential for experiences. Yet, due to technical restrictions, current VR experiences are often limited in many ways and incomparable to their real-world counterparts. Walkable smooth uneven surfaces are inherent to reality but lacking in VR. At the same time, VR enables the alteration and manipulation of perception, o˙ering tools for reshaping the experience. In this thesis, we explore the possibility of simulating walkable smooth uneven surfaces in VR via a multi-sensory stimulation approach. We examine human height and slant perception and incorporate our findings into a multi-modal approach by combining visual manipulations, haptic and vibrotactile stimuli.\nOur approach is realized by constructing physical bridge props and creating a complex software application to introduce multi-sensory stimuli to the user. The simulation is evaluated in two user studies, each focusing on one of two di˙erently shaped physical bridge props. In the studies, we evaluate the feasibility of a flat and an upward curved prop for the simulation of di˙erent virtual surface heights. The data collected during the studies is subjected to a qualitative and quantitative analysis.\nOur results suggest that the use of a curved prop enables the convincing simulation of significantly higher uneven surfaces than the actual height of the prop. The haptic feedback of the curved surface and the proprioceptive cues of actual vertical traversal facilitate user provided height and slant estimations to be closer to the values suggested by the visual cues. The use of a flat prop is less realistic and leads to height and slant underestimations, despite the simulated visual height and slant cues. However, a flat surface might be still used to simulate indentations and protrusions with smaller height di˙erences.",
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        "title": " Fantastic Voyage: An AugmentedReality Approach to AnatomicalEducation for the General Public",
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        "abstract": "The purpose of this master thesis is the development of a mobile, anatomical educationapplication for the general public, which shifts the passive, unthoughtful mobile deviceusage to a more active, teaching usage by utilizing macroscopic and regional anatomy. The new, immersive learning experience with interactive, Three Dimensional (3D), Aug-mented Reality (AR) anatomy models synchronizes the models in realtime with the user’sface. Individuals of the general public can digitally dissect their own facial anatomy tolearn geometrical, spatial, and textual anatomy features.Immanent features of the created learning process are self-directed anatomy learning,less cognitive load, a motivation-, attention-, concentration increase, longer preserved sat-isfaction, new anatomical knowledge, and better spatial abilities compared to traditionallearning. The high complexity of the human anatomy restricts the synchronized anatomymodels to the head. Notwithstanding, all human anatomy models can be viewed as TwoDimensional (2D) or AR 3D renderings, whereby only the head anatomy is synchronizedwith the user’s head. The answered research questions are “How can interactive AR be used in anatomicaleducation for the general public?” and “How much and what anatomy can be learned inwhich time with the developed application compared to state of the art works?”. HeadPose Estimation (HPE) links AR managed by the framework ARCore with 3D anatomymodels from Body Parts 3D (BP3D)  and anatomy information from FoundationalModel of Anatomy (FMA) to educate the general public in anatomy. Recommended requirements from professional literature are fulfilled by the developed mobile application named ARnatomy, which is a jointed, anatomical, interactive learning experience. The development result has been evaluated in an informal study with eight participants, whichshowed that mobile AR can be used for the anatomical education of the general public.Seven of eight participants gained anatomical knowledge in a geometrical, spatial, and textual form.",
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        "title": "Visualisation and Interaction Techniques for the Exploration of the Fruit Fly’s Neural Structure",
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        "abstract": "In their studies of the brain of the common fruit fly Drosophila melanogaster, neuro-biologists investigate neural connectivity with the goal to discover how complex be-haviour is generated. Gaining information on potential connectivity between neurons is an essential step in their workflow. This thesis presents a way to compute and visualise such potential connectivity information from segmented neurons. It shortens the tedious month-long search for potential connectivity down to a few minutes.\nOverlaps of arborisations of two or more neurons indicate a potential anatomical connection, and thus a potential functional connection. The computation of this data starts from neuron meshes. The meshes—segmented from confocal light-microscopy images of the fruit fly—are intersected to find overlapping areas, i.e. areas of potential anatomical connectivity. This information can then help to discover actual functional connectivity in a neural circuit.\nAnalysing higher order overlaps, i.e. intersections of more than two arborisations of segmented neuron data in the same location, poses new challenges. The visualisation in 2D sections or 3D is impeded by visual clutter and occlusion. Computation of relevant volumetric information becomes difficult for higher order overlaps, because the number of possible overlaps increases exponentially with the number of arborisations. This makes the pre-computation for all possible combinations infeasible. Previous tools have thus been restricted to the quantification and visualisation of pairwise overlaps.\nThe thesis presents a novel solution addressing these issues for higher order over-laps. A novel abstracting design is coupled with a modern approach for on-demand GPU computations. Our tool calculates for the first time volumetric information of higher order overlaps on the GPU using A-buffers. The thesis addresses the visual com-plexity of the data with the implementation of an innovative novel design created by the graphics designer Judith Moosburner. We realised this design using non-photorealistic rendering techniques and perspicuous user interfaces, including interactive glyphs and linked views on quantitative overlap information. To complement the neuroscientists’ workflows the resulting interactive tool has been integrated into BrainGazer, a software tool for advanced visualisation and exploration of neural images and circuit data. Qual-itative evaluation with neuroscientists and non-expert users demonstrated the utility and usability of the tool.",
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    {
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        "title": "Erlernen von Programmieren an Oberstufen der Gymnasien Österreichs durch Computergrafik-unterstützte Ausgabe",
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        "abstract": "Learning programming is a challenging task as several skills, have to be learned. Some of those are mathematical knowledge, logical knowledge and knowledge about handling the computer. By having these skills, someone could start learning programming in a more or less effective way. However, the skill „programming“ describes the way of thinking some-one should achieve, not only writing correct code with the help of a programming language.\n\nBut learning to think like a programmer needs time, as described above. Many different skills for solving software problems are needed. Therefore the way of learning is essential. Many books teaching how to program only show the right way of using a programming language and do not focus on the essential part: the way of thinking. Another problem shown in past researches is based on the way of teaching. Motivated by the right factors, student could achieve better results when learning new content. Using the method of active learning with combined audio and video sources for teaching caused much more effective learning results as humans are trained to remember faster and longer what they have seen or heard.\n\nIn Austria, students are forced to learn a variety of clearly separated topics within three years to gain knowledge about informatics before leaving high school. Breaking it down, the time for learning programming basics within a year are about 8 weeks, having 2 units à 50 minutes. So time is short and the teacher is forced to use an effective way to teach programming and show students how to think like a programmer.\n\nHaving all these facts in mind, a method shown in this document is developed that is effective enough to achieve the goal of an effective learning curve. As personally experienced, learning programming is much easier having the right way of representing what is going on. The „classic“ way of showing what is going on is by having textual output, while the method developed here uses graphical output to represent what has been programmed. The aim of this research is to analyse the effectiveness of graphical output over textual out-put. The structure of the document is as follows: analysis of actual research, basics used in the learning method developed and comparison between programming with textual output and programming with graphical output. In the end, the results are shown and a perspec-tive is shown.",
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        "title": "Improving Real-Time Rendering Quality and Efficiency using Variable Rate Shading on Modern Hardware",
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        "abstract": "With the NVIDIA Turing graphics card micro-architecture released in 2018, not only\nperformance in terms of operations per second is increased but also new hardware features\nare introduced, like Variable Rate Shading (VRS). VRS allows focussing the processing\npower by dividing the framebuffer into tiles and dynamically controlling the resolution of\neach tile. To be precise, the screen is partitioned into tiles of 16x16 pixels and for each tile,\nit can be specified how often the fragment shader shall be executed. It is both possible,\nto have fewer fragment shader invocations than there are fragments, or more fragment\nshader invocations than there are fragments. This allows individually defining lower\nsampling rates or supersampling for regions of the screen. Regions of less interest or with\nless visual details can be assigned less computational power in terms of shader executions\nwhile regions that should provide high fidelity can be supersampled. The challenges here\nare to find and distinguish these regions in a dynamic scene, like it is the case for games,\nand how this technique integrates with commonly used techniques in the industry, like\ndeferred shading. NVIDIA already proposed some strategies on how these regions can\nbe distinguished and how the shading rate can be selected. Among these strategies are\nContent-Adaptive Shading and Motion-Adaptive Shading. Content-Adaptive Shading\nvaries the shading rate according to the current content of a frame and does not take\ntemporal coherence into account. Motion-Adaptive Shading adapts the shading rate\naccording to the changes in the scene. Stable regions, like for example the horizon and\nthe car in a driving simulation, will be rendered with higher quality. In contrast, moving\nregions like the street will be rendered more coarsely because the viewer cannot focus on\nthese regions anyway. Another approach for selecting the shading rate is to adapt the\nresolution to the viewer’s focus. This can be done in combination with an eye-tracking\ndevice and is called foveated rendering. We invented a novel approach that utilizes data\nfrom temporal anti-aliasing techniques to detect under- and oversampled regions and\nselect the appropriate shading rate for these regions. We developed five algorithms,\nedge-based and texel-differential based Content-Adaptive Shading, Motion-Adaptive\nShading integrating the motion over multiple frames, single-pass foveated rendering\nand TAA-Adaptive Shading. The applicability of each algorithm to modern renderer\narchitectures with forward and deferred shading and anti-aliasing post-processing has\nbeen evaluated. The major advantage of our VRS techniques is that some of them enable\nup to 4x higher rendering resolution with the same performance or up to 4x better\nperformance at the same resolution.",
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        "tu_id": null,
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        "title": "Pose-Driven Generation and Optimization of Seating Furniture",
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        "abstract": "Modern furniture design systems provide seating solutions for various applications,\nranging from general purpose solutions to specific environments. The central goal of\nfurniture design is to create comfortable seating surfaces. To provide optimal comfort for\na specific person and environment, personalized furniture design is required. As comfort\nis generally seen as the user’s subjective feeling, objective comfort measures are defined\nthat approximate a person’s comfort for a given seating surface. Computational furniture\ndesign systems create seating solutions for a given scenario using interactive algorithms.\nSpecialized seating surfaces often require extensive manual design effort.\nIn this thesis, a computational furniture design framework to generate personalized\nseating surfaces is proposed. Utilizing a notation of sitting comfort based on equal\npressure distribution, our algorithm generates seating surface models fitted to a person\nin a specific pose. We introduce an automated furniture design framework able to create\ncomfortable seating surfaces for specific body shapes and poses. We developed a generic\ntemplate model capable of supporting a large variety of sitting poses and human body\nshapes that is matched to an input pose in multi stage fitting process. Furthermore, we\nintroduce a non-linear mesh optimization algorithm for further functional and visual\nimprovements.\nIn addition, the proposed framework serves as a fully automated solution to create\nspecialized control meshes usable as input meshes in other design frameworks, thus\neliminating the need for manual design effort.",
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    {
        "id": "mazurek-2018-vac",
        "type_id": "masterthesis",
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        "repositum_id": null,
        "title": "Visual Active Learning for News Stream Classification",
        "date": "2019-10-10",
        "abstract": "In many domains, the sheer quantity of text documents that have to be parsed increases\ndaily. To keep up with this continuous text stream, a considerable amount of time has to be invested. We developed a classification interface for text streams that learns user-specific topics from the user’s labeling process and partitions the incoming data into these topics.\nCurrent approaches that try to derive content categorization from a vast number of unstructured text documents use pre-trained learning models to perform text classification.\nThese models assign predefined categories to the text according to its content. Depending on the use case, a user’s interests might not coincide with the given categories. The model cannot adapt to changing terminology that was not present during training. Besides these factors, users often do not trust pre-trained models as they are a black box for them.\nTo solve this problem, our application lets users define a classification problem and\ntrain a learning model through interaction with a Star Coordinates visualization. The\napproach that makes this interaction efficient is a variant of active learning. This active learning variant states that a learning model can achieve greater accuracy with fewer labeled training instances, if a user provides data purposefully from which it learns. We adapted this strategy for text stream classification by visualizing the topic affiliation probabilities of the learning model and providing novel interaction tools to enhance the model’s performance iteratively. By simulating different selection strategies common in active learning, we found that our visual selection strategies correspond closely to the classic active learning selection\nstrategies. Further, users performed on par with the best simulated selection strategies in the results from our preliminary user study. Our evaluation concludes that there are benefits from incorporating information visualization into the active learning process.",
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        "date_end": "2019-10-10",
        "date_start": "2018-03",
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    {
        "id": "Pfahler-2016-MT",
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        "title": "Visualisierung hochdimensionaler Daten mit hierarchischer Gruppierung von Teilmengen",
        "date": "2019-10-01",
        "abstract": "The number of installed sensors to acquire data, for example electricity meters in smart grids, is increasing rapidly. The huge amount of collected data needs to be analyzed and monitored by transmission-system operators. This task is supported by visual analytics techniques, but traditional multi-dimensional data visualization techniques do not scale\nvery well for high-dimensional data. The main contribution of this thesis is a framework to efficiently examine and compare such high-dimensional data. The key idea is to divide the data by the semantics of the underlying dimensions into groups. Domain experts are familiar with the meta-information of the data and are able to structure these groups into a hierarchy. Various statistical properties are calculated from the subdivided data. These\nare then visualized by the proposed system using appropriate means. The hierarchy and\nthe visualizations of the calculated statistical values are displayed in a tabular layout.\nThe rows contain the subdivided data and the columns visualize their statistics. Flexible interaction possibilities with the visual representation help the experts to fulfill their analysis tasks. The tasks include searching for structures, sorting by statistical properties, identifying correlations of the subdivided data, and interactively subdivide or combine\nthe data. A usage scenario evaluates the design of the framework with a data set of the target domain in the energy sector.",
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    {
        "id": "Grossmann_MA",
        "type_id": "masterthesis",
        "tu_id": 282844,
        "repositum_id": null,
        "title": "Pelvis Runner - Comparative Visualization of Anatomical Changes",
        "date": "2019-08-05",
        "abstract": "Pelvic organs such as the bladder, rectum or prostate have highly variable shapes that change over time, due to their soft and flexible tissue and varying filling. Recent clinical work suggests that these variations might affect the effectiveness of radiation therapy treatment in patients with prostate cancer. Although in clinical practice small correction steps are performed to re-align the treated region if the organs are shifted, a more in-depth\nunderstanding and modeling might prove beneficial for the adaptation of the employed treatment planning strategy. To evaluate the viability and to account for the variability in the population of certain treatment strategies, cohort studies are performed analyzing\nthe shape and position variability of pelvic organs. In this thesis, we propose a web-based tool that is able to analyze a cohort of pelvic organs from 24 patients across 13 treatment instances. Hereby we have two goals: On the one hand, we want to support medical researchers analyzing large groups of patients for their shape variability and the possible correlations to side effects. On the other hand, we want to provide support for medical experts performing individual patient treatment planning. Our tool offers both the option to analyze a large cohort of different organ shapes, by first modeling them in a shape space and then analyzing the shape variations on a per-patient basis. While this first part aims at providing users with an overview of the data, we also give them the option to perform a detailed shape analysis, where we highlight the statistically aggregated shape of a patient or a specified group using a contour variability plot. Finally, we demonstrate several possible usage scenarios for our\ntool and perform an informal evaluation with two medical experts. Our tool is the first significant step in supporting medical experts in demonstrating the need for adaptation in radiation therapy treatments to account for shape variability.",
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        "title": "Image-Space Metaballs Using Deep Learning",
        "date": "2019-07-24",
        "abstract": "Metaballs are a type of implicit surface that are used to model organic-looking shapes and fluids. Accurate rendering of three-dimensional metaballs is typically done using ray-casting, which is computationally expensive and not suitable for real-time applications, therefore di˙erent approximate methods for rendering metaballs have been developed.\nIn this thesis, the foundations of metaballs and neural networks are discussed, and a new approach to rendering metaballs using Deep Learning that is fast enough for use in real-time applications is presented. The system uses an image-to-image translation approach. For that, first the metaballs are rendered using a very simplified representation to an image. This image is then used as input to a neural network that outputs a depth, normal and base color bu˙er that can be combined using a deferred shading renderer to produce a final image.",
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        "date_end": "2019-07-24",
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        "abstract": "Advanced rendering algorithms such as suggestive contours are able to depict objects in the style of line drawings with various levels of detail. How to select an appropriate level of detail is based on visual aesthetics rather than on substantial characteristics like the accuracy of 3D shape perception. The aim of this thesis is to develop a novel approach for effectively generating line drawings in the style of suggestive contours that are optimized for human 3D shape perception while retaining the amount of ink to a minimum. The proposed post-processing meta-heuristic for optimizing line drawings uses empirical thresholds based on probing human shape perception. The heuristic can also\nbe used to optimize line drawings in terms of other visual characteristics, e.g., cognitive load, and for other line drawings styles such as ridges and valleys.\nThe optimization routine is based on a conducted perceptual user study using the gauge figure task to collect more than 17, 000 high-quality user estimates of surface normals from suggestive contours renderings. By analyzing these data points, more in-depth understanding of how humans perceive 3D shape from line drawings is gained. Particularly the accuracy of 3D shape perception and shape ambiguity in regards to changing the level of detail and type of object presented is investigated. In addition, the collected data points are used to calculate two pixel-based perceptual characteristics: the optimal size of a local neighborhood area to estimate 3D shape from and the optimal local ink percentage in this area.\nIn the analysis, a neighborhood size of 36 pixels with an optimal ink percentage of\n17.3% could be identified. These thresholds are used to optimize suggestive contours\nrenderings in a post-processing stage using a greedy nearest neighbor optimization scheme.\nThe proposed meta-heuristic procedure yields visually convincing results where each\npixel value is close to the identified thresholds. In terms of practical application, the optimization scheme can be used in areas where high 3D shape understanding is essential such as furniture manuals or architectural renderings. Both the empirical results regarding shape understanding as well as the practical applications of the thesis’s results form the basis to optimize other line drawing methods and to understand better how humans\nperceive shape from lines.",
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        "date_start": "2018",
        "diploma_examina": "2019-06",
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    {
        "id": "moerth-2018-tpose",
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        "tu_id": 284109,
        "repositum_id": null,
        "title": "Interactive Reformation of Fetal Ultrasound Data to a T-Position",
        "date": "2019-03-05",
        "abstract": "Three dimensional ultrasound images are commonly used in prenatal screening. The acquisition delivers detailed information about the skin as well as the inner organs of the fetus. Prenatal screenings in terms of growth analysis are very important to support a healthy development of the fetus. The analysis of this data involves viewing of two dimensional (2D) slices in order to take measurements or calculate the volume and weight of the fetus. These steps involve manual investigation and are dependent on the skills of the person who performs them. These measurements and calculations are very important to analyze the development of the fetus and for the birth preparation.\nUltrasound imaging is a˙ected by artifacts like speckles, noise and also of structures obstructing the regions of interest. These artifacts occur because the imaging technique is using sound waves and their echo to create images. 2D slices as used as basis for the measurement of the fetus therefore might not be the best solution. Analyzing the data in a three dimensional (3D) way would enable the viewer to have a better overview and to better distinguish between artifacts and the real data of the fetus. The growth of a fetus can be analysed by comparing standardized measurements like the crown foot length, the femur length or the derived head circumference as well as the abdominal circumference.\nStandardization is well known in many fields of medicine and is used to enable compa-rability between investigations of the same patient or between patients. Therefore we introduce a standardized way of analyzing 3D ultrasound images of fetuses. Bringing the fetus in a standardized position would enable automatized measurements by the machine and there could also be new measurements applied like the volume of specific body parts. A standardized pose would also provide possibilities to compare the re-sults of di˙erent measurements of one fetus as well as the measurements of di˙erent fetuses.\nThe novel method consists of six steps, namely the loading of the data, the preprocessing, the rigging of the model, the weighting of the data, the actual transformation called the \"Vitruvian Baby\" and at the end the analysis of the result. We tried to automatize the workflow as far as possible resulting in some manual tasks and some automatic ones. The loading of the data works with standard medical image formats and the preprocessing involves some interaction in order to get rid of the ultrasound induced artifacts. Transforming data into a specific position is a complex task which might involve a manual processing steps. In the method presented in this work one step of the transformation namely the rigging of the model, where a skeleton is placed in the data, is performed manually. The weighting as well as the transformation although are performed completely automatically resulting in a T-pose representation of the data.\nWe analysed the performance of our novel approach in several ways. We first use a phantom model which has been used as a reference already presented in a T-pose. After using seven di˙erent fetus poses of the model as input the result was an average of 79,02%voxel overlapping between the output of the method and the goal T-pose. When having a look at the similarity of the finger to finger span and the head to toe measurement we considered a value of 91,08% and 94,05% in average. The time needed for the most complex manual task was in average seven minutes. After using a phantom model of a man, we also assessed the performance of the method using a computer model of a fetus and a phantom model of a 3D ultrasound investigation. The results also look very promising.",
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        "title": "Mapping of Realism in Rendering onto Perception of Presence in Augmented Reality",
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        "title": "Real-Time Photometric Area Light Approximation for Interactive Lighting Design",
        "date": "2019-02",
        "abstract": "Photometric light sources are modeled after real-world luminaires and are used in\nlighting design to accurately simulate lighting. While an accurate evaluation of their\nillumination is possible with offline global-illumination algorithms, currently used realtime\napproximations, which are required for an interactive lighting design work flow, are\nprone to errors when the light source is close to illuminated objects. This is due to the\nnon-zero dimensionality of photometric lights, which are often area or volume lights.\nIn this thesis, we present a new technique to approximate photometric area lights in\nreal time. This new technique is based on combining two sampling strategies that are\ncurrently used in game engines to approximate the illumination from diffuse area lights.\nOur technique samples the photometric area light with this combined sampling strategy\nand then computes the illumination with a cubature technique based the Delaunay\ntriangulation. To do this in real time, we implemented our method on the GPU and\ndeveloped a compact triangle data structure that enables an efficient generation of a\nDelaunay triangulation.\nThe result of this thesis is a new technique for photometric area lights that creates visually\nplausible approximations in real time, even if the light source is close to illuminated\nobjects.",
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        "title": "Guided Data Cleansing of Large Connectivity Matrices",
        "date": "2019-01-29",
        "abstract": "Understanding the organization principle of the brain and its function is a continuing\nquest in neuroscience and psychiatry. Thus, understanding how the brain works, how\nit is functionally, structurally correlated as well as how the genes are expressed within the brain is one of the most important aims in neuroscience. The Biomedical Image Analysis Group at VRVis developed with the Wulf Haubensak Group at the Institute of Molecular Medicine an interactive framework that allows the real time exploration of large brain connectivity networks on multiple scales. The networks, represented as connectivity matrices, can be up to hundreds of  gigabytes, and are too large to hold in\ncurrent machines’ memory. Moreover, these connectivity matrices are redundant and\nnoisy. A cleansing step to threshold noisy connections and group together similar rows\nand columns can decrease the required size and thus ease the computations in order to\nmine the matrices. However, the choice of a good threshold and similarity value is not a trivial task. This document presents a visual guided cleansing tool. The sampling is based on random sampling within the anatomical brain hierarchies on a user-defined global hierarchical level and sampling size ratio. This tool will be a step in the connectivity matrices preprocessing pipeline. ",
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        "title": "Importance-Driven Exploration of Molecular Dynamics Simulations",
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        "title": "Data-Driven User Guidance in Multi-Attribute Data Exploration",
        "date": "2018-08-18",
        "abstract": "Seeking relationships in multi-dimensional datasets is a common task, but can quickly\nbecome tedious due to the heterogeneity and increasing size of the data. Its visualization can be approached in a variety of ways: (i) projection techniques decrease the number of dimensions to a fraction before visualizing items, creating clusters where similarities in the high-level space may be derived; (ii) overview visualization techniques display selected\nattributes and all of their items’ values to discover patterns and find relationships; (iii) tabular techniques give an insight into the individual items and thus favor their detailed\nanalysis and exploration.\nHowever, while the interactive selection of a data subset during exploration is most easily done with tabular visualizations, finding relationships and patterns is not. Also, with overview techniques the number of attribute combinations quickly outgrows reasonable dimensions.\nIn this thesis, a data-driven touring process for Visual Analytics (VA) tools is presented that guides users in discovering relationships for a data subset of their interest. Based on the user’s selection, attributes that show some kind of similarity are presented. The selection can be done on attribute and item level. While a selected attribute is compared to all other attributes in the dataset, item sets are compared to the individual\ncategories of attributes. This comparison can be based on a number of similarity measures.\nTo cope with heterogeneity of data types, numerical attributes are discretized to achieve maximum similarity. In hierarchical attributes, the most similar subtree is sought. The touring process is also independent of the data domain and its visualization. This independence is demonstrated by the use of three different datasets and the integration of the touring process into two VA systems. These extended systems were shown to medical experts of the Kepler University Hospital, who will use them in the near future. Their feedback was incorporated to improve the guidance process.",
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    {
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        "title": "Four Texture Algorithms for Recognizing Early Signs of Osteoarthritis. Data from the Multicenter Osteoarthritis Study.",
        "date": "2018-06-27",
        "abstract": "This master thesis aims to provide an in-depth comparison of four texture algorithms\nin their capacity of discriminating patients with osteoarthritis (OA) from the ones without, recognizing early signs of Osteoarthritis and tracking disease progression from 2D radiographs of the knee trabecular bone (TB). Given the fractal properties of the trabecular bone (TB), two fractal-based algorithms (Bone Variance Value (BVV) and Bone Score Value (BSV)) that try to characterize the complexity of the underlying 3D structure of the bone are presented. The third algorithm (Bone Entropy Value (BEV), based on Shannon’s Entropy) stems from the information theory and aims to describe the bone structure in terms of information complexity. The last algorithm (Bone Coocurrence Value (BCV)) is based on the co-occurrence matrix of an image and describes the image texture in terms of certain Haralick features. If successful, such algorithms posses a great potential to lower the costs (financial, time) associated with the diagnosis of osteoarthritis (OA) through automation of the procedure, and with the treatment. The earlier treatments and risk reduction measures are less costly than the\nprocedures involved due to a more advanced stage of the disease (surgery, implants, etc.).\nFirst, a motivation for the detection of early osteoarthritis (OA) is given. Second, a detailed description and mathematical background of the algorithms are presented and validated on sample, artificial data. Third, the employed data sets used for classification tests are introduced. Fourth, the statistical methods and neural network models employed are presented and discussed. Fifth, the features produced by each algorithm are discussed and their independent and combined capacity of discriminating between bones with early signs of OA and healthy bones. Also the capacity of tracking OA progression\nthrough the years is quantified by statistical tests. Also in this part we present the best classification scores obtained from the most optimal neural networks for each use case. Finally, thoughts on future improvements and the generalization of the algorithms in other anatomical contexts, for other diseases or in other fields, like histology and\nmammography, are made.\nIn this work we show that the state-of-the-art in OA prediction can be surpassed by\nutilizing only models based on texture features alone. Our gender-stratified analysis produces a prediction score of 83% for males and 81% for females in terms of Area Under the Receiver Operating Characteristic Curve (ROC-AUC).",
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    {
        "id": "steinboeck-2017-vbn",
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        "title": "Interactive Visual Exploration Interface for Large Bipartite Networks",
        "date": "2018-05-30",
        "abstract": "In this thesis we introduce BiCFlows, a novel interactive visualization approach to explore large bipartite graphs. We were motivated by the Media Transparency Database, a public database established by the Austrian government to provide information about governmental advertising and subsidies expenses, which holds the characteristics of a large, weighted bipartite graph.\nCurrent approaches that deal with the visualization of the Media Transparency Database are limited by the fact that they do not offer a sufficient overview of the whole dataset. Other existing approaches that are not particularly designed for the Media Transparency Database, but deal with the visualization of bipartite graphs are in addition limited by their lack of scalability for large datasets.\nAggregation is an often used concept in reducing the amount of data by grouping together similar data objects. This only works if the appropriate object properties are present in the data to use them for the aggregation. If this additional information is missing, like in the Media Transparency Database, other aggregation techniques have to be used. Since we are dealing with bipartite graphs in our approach, we use the concept of biclustering to establish a hierarchical structure within the data that can be interactively explored by the user.\nWe showed that BiCFlows cannot only be used for the Media Transparency Database, but also for other datasets that share the characteristics of a weighted bipartite graph. Furthermore, we conducted an insight-based user study to compare BiCFlows with existing concepts and discussed advantages and drawbacks. We showed that BiCFlows supported users in their exploration process and let them gain more insight than with existing approaches.",
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        "title": "Comparative Visual Analytics in a Cohort of Breast Cancer Patients",
        "date": "2018-05-25",
        "abstract": "The most common cancer among the female population in the economically developed\nworld is breast cancer. To significantly reduce the mortality among affected women, an early diagnosis is essential, and also treatment strategies need to be selected carefully. Clinical researchers working on the selection of chemotherapy treatment need to analyze the progress of the disease during and after treatment and to understand how different groups of patients respond to selected treatments. Currently this is a difficult task because of the multitude of involved (imaging and non-imaging) data, for which adequate\nvisualizations are required. The aim of this work is to help clinical researchers working on the analysis of the progress of chemotherapy to understand and explore the multitude of data they have.\nThis thesis introduces a web-based framework realizing three tasks of exploring and analyzing imaging and non-imaging data of breast cancer patients in a cohort. A functionality for single patient follow-up studies (intra-patient study), a functionality to compare two different patients (pairwise inter-patient study) and a functionality to compare groups of patients (groupwise inter-patient study) are provided to enable an easier exploration and analysis of the available multivariate cohort data. To begin with, the imaging and non-imaging data underwent some preprocessing steps, such as\nregistration, segmentation and calculation of tumor probability maps, to make them\ncomparable. Afterwards, we carefully designed and implemented several multiple linked views, where interactive representations show distinct aspects of the data from which the clinical researcher can understand and analyze the available cohort data. A number of use cases to demonstrate the results that can be achieved with the provided framework are\nperformed and they illustrate the functionality and also the importance of the designed and implemented visual analytics framework. Using this framework, clinical researchers are able to visually explore and analyze the multitude of both imaging and non-imaging data of a patient and compare patients within a cohort, which was not possible before with any available exploratory tools.",
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        "title": "Bitstream - A bottom-up/top-down hybrid approach for web-based visual analysis of big data",
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        "abstract": "Analyzing large amounts of data is becoming an ever increasing problem. Bitcoin as an\nexample has produced more data than is possible to analyze. In order to compensate for these difficulties, creative ideas that employ data aggregation or minimization have been proposed. Other work also focuses on introducing novel visualization types that are geared towards the visualization of blockchain data. However, visualization of graphs through node-link diagrams remains a difficult challenge. Analysis of the Bitcoin transaction graph to follow bitcoin (BTC) transactions (TXs) poses a difficult problem due to the Bitcoin\nprotocol and the amount of data. This thesis combines two data processing strategies to visualize big network data on commodity hardware. The idea is to use visualization as a technique to analyze a data-set containing Bitcoin transaction information. Criminals use Bitcoin as a means of payment because of its guaranteed pseudonymity. Through visualization we aim to identify patterns that will allow us to deanonymize transactions. To do so we use a proxy server that does data preprocessing before they are visualized on a web client. The proxy leverages parallel computing to be able to do top-down and bottom-up data processing fast enough for interactive visualization. This is done through incremental loading (bottom-up), which enables to visualize data immediately\nwithout a (pre-)processing delay. The database containing the public Bitcoin ledger is over 163 gigabytes in size. The resulting graph has more than 800 million nodes. As this information is too much to be visualized, we also employ a top-down approach of data aggregation and graph minimization of the transactional graph. Through this methodology we intend to solve performance problems of long processing delays and the problem of fractured data where the data is shown only partially in the visualization.\nWe collaborate with security experts who share insights into their expertise through a continuously ongoing dialog. Exploratory analysis on a big data-set such as the Bitcoin ledger, enabled through the methodology presented in this thesis, will help security experts to analyze the money flow in a financial network that is used by criminals for its anonymity. We evaluate the result through the performance and feedback of these security experts as well as benchmark the performance against current best practice approaches.",
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        "abstract": "Procedural Modelling in Computer Graphics automates content generation, where commonly\nmanual methods have been employed, as in using modelling applications like Maya.\nGrammar-based methods allow to describe creation of objects at a higher level, encoding\ndesign decisions in rule files and enabling generation of infinite variations by just altering\nthe parameters. Methods for the synthesis of landscapes, street networks, buildings,\nand vegetation have been described. In the context of the city generation, CityEngine\ncombines some such techniques into a commercial solution that can be used to generate\nthe whole city at once.\nIn the context of park synthesis, the process is divided into layout generation and placement\nof objects in it. Typically, a park layout is either created manually and inserted into\nthe reserved area, or a shape grammar designed for building synthesis is employed. In the\nfirst case, a change to the design or the surrounding regions could result in considerable\nmodifications required of the user. At the present moment, generation of parks and green\nspaces in a city is rather limited and mainly focused on vegetation placement.\nThe aim of our work was to design a method for park layout synthesis, which when\ncombined with basic placement methods could be used to create believable park models.\nBased on the observation of real-life parks and 3D models of parks, we have derived a\nnumber of patterns, which have been translated into the rules of our novel shape grammar.\nIn particular, we introduce a rule for creating curved regions, which, to our knowledge,\nhas not been addressed yet at this level in grammar-based methods. We also introduce a\nnovel way to index arbitrary subset of the boundary and provide an additional insetting\noperation based on that. In our work we have considered the context of CityEngine as a\npossible use case.",
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        "title": "Comparative Visualization of Pelvic Organ Segmentations",
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        "abstract": "Automatic segmentation of pelvic organs plays a major role in prostate cancer treatment and has high accuracy requirements. Segmentation experts are continuously working on improving their algorithms. However, natural anatomical variability of organs and structures is a common reason for which segmentation algorithms fail. Understanding why\nan algorithm fails in a specific case is of major importance. Segmentation experts expect that the shape and size of the organs can play an important role in the performance of their algorithms, but current means of exploration and analysis are limited and do not provide the necessary insight.\nThis thesis discusses the design and implementation of a web-based application allowing for easy exploration and analysis of shape variability in order to generate hypotheses about the relation between algorithm performance and shape of organs. A new way of comparatively visualizing multiple organs of multiple patients is introduced for a detailed shape comparison. The application was tested with segmentation meshes of a cohort of\n17 patients, each consisting of four pelvic organs and two organ-interfaces, which are\nlabeled and have per-triangle correspondence. The proposed tools already allow users to quickly identify mis-segmented organs and hypothesize about the relation of variability to anatomical features as well as segmentation quality. The approach was applied on pelvic organ segmentations, but it can be extended to other applications like comparison\nof segmentation algorithms or analysis of anatomical variability in general.",
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        "title": "Evaluation of the Recognition Distances of Safety Signs in VR Considering Vision Impairments",
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        "abstract": "To facilitate the safe evacuation of buildings, escape-route safety signs need to be placed\nalong the whole escape route such that they are legible for building occupants. While\nstandards and legal requirements provide suggestions on how to select and place safety\nsigns to achieve this, they do not provide sufficient considerations concerning people\nsuffering from vision impairments. A main cause of vision impairment are age-related\neye diseases, with the most common symptom being the loss of visual acuity.\n\nWe investigate the influence of visual acuity on the ability to recognize safety signs using\na novel methodology, evaluating existing standards concerning vision impairments: We\ncalibrate the visual acuity of the test subjects to the same level via a standardized medical\ntest in VR. This is achieved by using test subjects with normal or corrected vision and\nsimulating the impairment in VR. Furthermore, we present a tool for lighting designers\nwhich enables them to check their designs considering maximum recognition distances to\ninvestigate problematic areas along an escape route.\n\nUsing our novel user-study methodology, we determined the recognition distances for\nsafety signs, observed under two different levels of visual acuity and varying observation\nangles. In addition, we determined the impact of the HTC Vive’s HMD on the visual\nacuity achievable in VR. We conclude that the existing standards fail to correctly estimate\nthe maximum recognition distances of safety signs for observers suffering from reduced\nvisual acuity.",
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        "date_end": "2018-02-27",
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        "title": "BrainXPlore - Decision finding in Brain Biopsy Planning",
        "date": "2017-12",
        "abstract": "Neurosurgeons make decisions based on expert knowledge that takes factors such as\nsafety margins, the avoidance of risk structures, trajectory length and trajectory angle into consideration. While some of those factors are mandatory, others can be optimized in order to obtain the best possible trajectory under the given circumstances. Through comparison with the actually chosen trajectories from real biopsies and qualitative interviews with domain experts, we identified important rules for trajectory planning. In this thesis, we present BrainXplore, an interactive visual analysis tool for aiding\nneurosurgeons in planning brain biopsies. BrainXplore is an extendable Biopsy\nPlanning framework that incorporates those rules while at the same time leaving full\nflexibility for their customization and adding of new structures at risk. Automatically computed candidate trajectories can be incrementally refined in an interactive manner until an optimal trajectory is found. We employ a spatial index server as part of our system that allows us to access distance information on an unlimited number of risk structures at arbitrary resolution. Furthermore, we implemented InfoVis techniques such as Parallel Coordinates and risk signature charts to drive the decision process. As a case study, BrainXPlore offers a variety of information visualization modalities to present multivariate data in different ways. We evaluated BrainXPlore on a real dataset and accomplished acceptable results. The participating neurosurgeon gave us the feedback that BrainXPlore can decrease the time needed for biopsy planning and aid novice users in their decision making process.",
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        "date_end": "2017-11-28",
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    {
        "id": "ROEGNER-2014-TUI",
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        "tu_id": null,
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        "title": "Temporal Upsampling for Image Sequences Using a Non-Local Means Algorithm",
        "date": "2017-11-17",
        "abstract": "Computer-generated video sequences with a frame-rate higher than the usual 24 images per second, such as 48 or 60 frames per second, have become more popular in the respective industries, due to more visual fidelity. This, however, results in more computational costs for the same length of the video sequence.\n\nOne solution to this problem is the so-called frame-rate upsampling, which makes use of temporal and spatial coherence to approximate new frames and therefore saves computational time. Several methods have been published in this field, for the purposes of real-time rendering as well as for offline rendering algorithms. \n\nIn this thesis, two new algorithms for fame-rate upsampling are introduced. Those are targeted at high-quality computer-generated images that feature various globalillumination effects. The two new algorithms make use of a video denoising method - the non-local means algorithm - to find the appropriate pixel colors for the frame, that has to be upsampled. To find the corresponding pixels in another frame, the methods of this thesis either use existing color information or require additional data, which can be extracted from any global-illumination algorithm with minimal further computations. The proposed methods are aimed at handling reflections and refractions in the scene\nbetter than previous work.",
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        "date_end": "2017-11-17",
        "date_start": "2014-06-03",
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    {
        "id": "CELAREK-2017-QCL",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Quantifying the Convergence of Light-Transport Algorithms",
        "date": "2017-11-14",
        "abstract": "This work aims at improving methods for measuring the error of unbiased, physically\nbased light-transport algorithms. State-of-the-art papers show algorithmic improvements\nvia error measures like Mean Square Error (MSE) or visual comparison of equal-time\nrenderings. These methods are unreliable since outliers can cause MSE variance and\nvisual comparison is inherently subjective.\nWe introduce a simple proxy algorithm: pure algorithms produce one image corresponding\nto the computation budget N. The proxy, on the other hand, averages N independent\nimages with a computation budget of 1. The proxy algorithm fulfils the preconditions\nfor the Central Limit Theorem (CLT), and hence, we know that its convergence rate is\n(1/N). Since this same convergence rate applies for all methods executed using the\nproxy algorithm, comparisons using variance- or standard-deviation-per-pixel images are\npossible. These per-pixel error images can be routinely computed and allow comparing\nthe render quality of different lighting effects. Additionally, the average of pixel variances\nis more robust against outliers compared to the traditional MSE or comparable metrics\ncomputed for the pure algorithm.\nWe further propose the Error Spectrum Ensemble (ESE) as a new tool for evaluating lighttransport\nalgorithms. It summarizes expected error and outliers over spatial frequencies.\nESE is generated using the data from the proxy algorithm: N error images are computed\nusing a reference, transformed into Fourier power spectra and compressed using radial\naverages. The descriptor is a summary of those radial averages.\nIn the results, we show that standard-deviation images, short equal-time renderings, ESE\nand expected MSE are valuable tools for assessing light-transport algorithms.",
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        "date_end": "2017-11-14",
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    {
        "id": "Rainer_2017",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive Shape Detection in Out-of-Core Point Clouds for Assisted User Interactions",
        "date": "2017-11",
        "abstract": "This thesis presents a semi-automated method for shape detection in out-of-core point clouds. Rather than performing shape detection on the entire point cloud at once, a user-controlled interaction determines the region that is to be segmented next. By keeping the size of the region and the number of points small, the algorithm produces meaningful results within a fraction of a second. Thus, the user is presented immediately with\nfeedback on the local geometry.\nAs modern point clouds can contain billions of points and the memory capacity of\nconsumer PCs is usually insufficient to hold all points in memory at the same time, a level-of-detail data structure is used to store the point cloud on the hard disc, and data is loaded into memory only on use. This data structure partitions the point cloud into small regions, each containing around 5000 points, that are used for rendering and shape detection. Interacting with point clouds is a particularly demanding task. A precise selection of a\nregion of interest, using the two-dimensional lasso interaction, often needs multiple view changes and subsequent improvements. This thesis proposes improvements to the lasso interaction, by performing selection only on the set of points that are approximated by a\ndetected shape. Thus, the selection of undesired points in the fore- and background is reduced. Point picking is improved as well by the use of a detected shape, such that only points that are approximated by this shape are pick-able.\nThe result of this thesis is an application that allows the user to view point clouds with millions of points. It also provides a novel interaction technique for quick local shape detection as well as shape-assisted interactions that utilize this local semantic information to improve the user’s workflow.",
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        "abstract": "Scientific illustrators communicate the cutting edge of research through their illustrations. There are numerous software tools that assist them with this job. Often they use professional modeling and animation 3D programs which are primarily used in games and movies industry. Because of that however these tools are not suitable for scientific illustration out of the box. There have been attempts to address this issue which brought tremendous results. This work focuses on visualization of structures and processes in biology, focusing mostly on the scales of nano- to micrometers. At this scale we often do not gain much by using hyper-realistic rendering style that the professional software aims for. Instead we want to employ more simplified style which helps to communicate the important story without losing much detail or scientific precision. The aim of this thesis is to push abilities of illustrators working on large scale molecular scenes. This is done by connecting two software packages—Maya and cellVIEW—combining the real-time rendering possibilities of cellVIEW and modeling and animation tools of Maya which results in more effective and efficient workflow.",
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        "repositum_id": null,
        "title": "Realistic Rendering in Mobile Augmented Reality",
        "date": "2016-10-05",
        "abstract": "Augmented Reality (AR) applications combine a view of a physical, real-world environment\nwith computer-generated objects and effects in real-time. Depending on the application,\nit is desirable to maximize the visual coherence of the virtual objects compared to the\nreal-world image. To achieve this goal, virtual objects have to be rendered as realistically\nas possible. This thesis presents an image-based lighting (IBL) technique for realistic\nrendering of virtual objects on mobile devices which uses lighting information from the\nreal-world environment.\nIn the first step, the presented technique uses a mobile device’s camera and motion sensors\nto capture an omni-directional image of the surrounding in high dynamic range (HDR)\nand stores it in an environment map. In the second step, the captured environment map\nis prepared for rendering with different materials by calculating a set of maps. During\nrendering, the most suitable of these maps are selected for each material and used for\nshading a virtual object with the specific material. The map which contains diffuse\nillumination information is called irradiance map, and the maps which contain glossy or\nspecular illumination information are called reflection maps. The calculation of the maps\ncorresponds to a weighted convolution. The weighting is determined by a reflection model\nwhich takes the correct amount of incident lighting from all directions into account. How\nthese calculations can be performed efficiently on mobile devices is the main focus of this\nthesis. Multiple approaches to perform the calculations are described. Their properties,\nresults, strengths and weaknesses are analyzed and optimizations are proposed.\nWe describe three different approaches for the calculation of irradiance and reflection maps\nin this thesis: the accurate calculation, a MIP-mapping based approximation method,\nand calculation via spherical harmonics (SH) frequency space. We provide detailed\nimplementation instructions, analyses, and discussions for each of these approaches with\nregard to the properties and limitations of mobile devices. Furthermore, we describe how\nthe calculated maps can be used with IBL rendering and be combined with established\nrendering techniques to achieve a high degree of visual coherence of virtual objects in\nAR scenes.\nThe main novelty of this thesis is its focus on the capabilities of mobile devices. We\ndescribe how to do all steps on a single commodity mobile device: From capturing the\nenvironment at a certain point in space, to calculating the irradiance and reflection maps,\nand finally rendering virtual objects using the calculated maps in an AR scene.",
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        "diploma_examina": "2016-11-15",
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    {
        "id": "SCHUETZ-2016-POT",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Potree: Rendering Large Point Clouds in Web Browsers",
        "date": "2016-09-19",
        "abstract": "This thesis introduces Potree, a web-based renderer for large point clouds. It allows users\nto view data sets with billions of points, from sources such as LIDAR or photogrammetry,\nin real time in standard web browsers.\nOne of the main advantages of point cloud visualization in web browser is that it\nallows users to share their data sets with clients or the public without the need to install\nthird-party applications and transfer huge amounts of data in advance. The focus on\nlarge point clouds, and a variety of measuring tools, also allows users to use Potree to\nlook at, analyze and validate raw point cloud data, without the need for a time-intensive\nand potentially costly meshing step.\nThe streaming and rendering of billions of points in web browsers, without the need\nto load large amounts of data in advance, is achieved with a hierarchical structure that\nstores subsamples of the original data at different resolutions. A low resolution is stored\nin the root node and with each level, the resolution gradually increases. The structure\nallows Potree to cull regions of the point cloud that are outside the view frustum, and\nto render distant regions at a lower level of detail.\nThe result is an open source point cloud viewer, which was able to render point cloud\ndata sets of up to 597 billion points, roughly 1.6 terabytes after compression, in real time\nin a web browser.",
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        "date_end": "2016-09-10",
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        "matrikelnr": "0825723",
        "supervisor": [
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        ],
        "research_areas": [
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        ],
        "keywords": [
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            "LIDAR"
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    {
        "id": "Spechtenhauser_Florian_2016",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Visual Analytics for Rule-Based Quality Management of Multivariate Data",
        "date": "2016-08",
        "abstract": "Ensuring an appropriate data quality is a critical topic when analyzing the ever increasing amounts of data collected and generated in today’s world. Depending on the given task, even sophisticated analysis methods may cause misleading results due to an insufficient quality of the data set at hand. In this case, automated plausibility checks based on defined rules are frequently used to detect data problems such as missing data or anomalies.\nHowever, defining such rules and using their results for an efficient data quality\nassessment is a challenging topic. Visualization is powerful to reveal unexpected problems in the data, and can additionally be used to validate results of applied automated plausibility checks. Visual Analytics closes the gap between automated data analysis and visualization by providing means to guide the definition and optimization of plausibility checks in order to use them for a continuous  detection and validation of problems detected in the data.\nThis diploma thesis provides a design study of a Visual Analytics approach, called Data Quality Overview, which provides a detailed, yet scalable summary of the results of defined plausibility checks, and includes means for validation and investigation of these results at various levels of detail. The approach is based on a detailed task analysis of\ndata quality assessment, and is validated using a case study based on sensor data from the energy sector in addition to feedback collected from domain experts.",
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            "image_width": 549,
            "image_height": 522,
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        "date_end": "2016-08",
        "date_start": "2015",
        "matrikelnr": "0826226",
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    {
        "id": "Kroesl_Katharina_2016_PPT",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive, Progressive Photon Tracing using a Multi-Resolution Image-Filtering Approach",
        "date": "2016-03",
        "abstract": "Modern workflows in architectural planning and lighting design require physically reliable lighting simulations for detailed and complex 3D models. Current workflows for luminaire design and lighting design are not tailored to each other. During luminaire design, CAD programs are used to create 3D models of luminaires, and offline rendering tools are used to visualize the light distribution. In lighting design, light concepts are explored by placing light sources - previously created during luminaire design - in a 3D scene using an interactive light-planning software, but it is not possible to modify the light sources themselves. This thesis presents an interactive global-illumination algorithm to simulate the light distribution of a luminaire. The algorithm produces visually pleasing intermediate results at interactive frame rates, before converging to a physically plausible solution that can be imported as a representation of a light source into a light-planning software. We combine an interactive, progressive photon-tracing algorithm with a multi-resolution image-filtering approach. Our algorithm iteratively emits photons into a 3D scene containing the model of a luminaire and progressively refines results. We use mipmaps to create a multi-resolution approach and incorporate image-filtering techniques to obtain visually pleasing intermediate results. Evaluations based on objective quality metrics show that the presented image-filtering approach increases image quality when compared to non-filtered results. The proposed algorithm provides fast previews and allows interactive modifications of the geometry and material properties of the luminaire in real time. This reduces time between modification iterations and therefore turns luminaire design into an interactive process that reduces overall production time.Furthermore, the presented approach integrates luminaire design into lighting design and therefore provides a new way to combine two former decoupled workflows.",
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        "abstract": "Often, users of visualization applications do not have access to high performance systems for the computationally demanding visualization tasks. Rendering the visualization remotely and using a thin client (e.g. a web browser) to display the result enable the users to access the\r\nvisualization even on devices that do not target graphics processing. However, the flexibility to manipulate the data set interactively suffers in thin-client configurations. This makes a\r\nmeaningful interaction with data sets that contain many different objects difficult. This is especially true in in-situ visualization scenarios, where direct interaction with the data can\r\nbe challenging.\r\n\r\nWe solve this problem by proposing an approach that employs a deferred visualization pipeline to divide the visualization computation between a server and a client. Our thin client\r\nis built on web technologies (HTML5, JavaScript) and is integrated with the D3 library to enable interactive data-driven visualizations. An intermediate representation of objects is introduced which describes the data that is transferred from the server to the client on request.  The server side carries out the computationally expensive parts of the pipeline while the client retains extensive flexibility by performing object modification tasks without requiring a\r\nre-rendering of the data.\r\n\r\nWe introduce a novel Volume Object Model as an intermediate representation for deferred visualization. This model consists of metadata and pre-rendered visualizations of each object\r\nin a data set.\r\n\r\nIn order to guarantee client-side interactivity even on large data sets, the client only receives the metadata of all objects for a pre-visualization step. By allowing the user to\r\nperform filtering using the metadata alone, the complexity of the requested visualization data can be reduced from the client side before streaming any image data. Only when the user is\r\nsatisfied, the object images are requested from the server. In combination with the metadata,\r\nthe final visualization can then be reconstructed from the individual images. Moreover, all objects in the visualization can be investigated and changed programmatically by the user\r\nvia an integrated console.\r\n\r\nIn summary, our system allows for fully interactive object-related visualization tasks in a web browser without triggering an expensive re-rendering on the server.",
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        "title": "Optimization of Natural Frequencies for Fabrication-Aware Shape Modeling",
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        "abstract": "Given a target shape and a target frequency, we automatically synthesize shapes that exhibit this frequency as part of their natural spectrum while resembling the target shape as closely as possible. We propose three shape parametrization methods that afford meaningful degrees of freedom in the design of instruments such as marimbas and bells. The design space is based on the representation of a solid as the volume enclosed by an outer surface and an inner offset surface. In order to evaluate the natural frequency spectrum of a solid, we employ finite element modal analysis and evaluate the suitability of different element types. We propose a fabrication method for the production of optimized instruments by an amateur craftsperson using sand or rubber molds. The efficiency of our method is demonstrated by the production of a simple tin bell and a more complicated bell in the shape of a rabbit. We achieve agreement with the predicted pitch frequencies of 2.8% and 6% respectively. These physical results are supplemented by a number of computational results that explore the optimization of harmonic ratios and the influence of mesh resolution and mesh smoothness on the accuracy of the finite element model.",
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        "title": "Automatic Breast Lesion Examination of DCE-MRI Data Based on Fourier Analysis",
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        "abstract": "Breast cancer is the second most common cancer death among women in developed\r\ncountries. In less developed countries it has a mortality rate of about 25% rendering it the most common cancer death. It has been demonstrated that an early breast cancer diagnosis significantly reduces the mortality. In addition to mammography and breast\r\nultrasound, Dynamic Contrast-Enhanced Magnetic Resonance Imaging (DCE-MRI) is\r\nthe modality with the highest sensitivity for breast cancer detection. However, systems for automatic lesion analysis are scarce. This thesis proposes a method for lesion evaluation without the necessity of tumor segmentation. The observer has to define a Region Of Interest (ROI) covering the lesion in question and the proposed system performs an automated lesion inspection by computing its Fourier transform. Using the Fourier\r\ntransformed volume we compute the inertia tensor of its magnitude. Based on the gathered information, the Göttinger score, which is a common breast cancer analysis scheme, is computed and the features are presented in newly create plots. These plots\r\nare evaluated with a survey where radiologists participated. The Göttinger score assigns a numeric value for the following features: shape, boundary, Internal Enhancement\r\nCharacteristics (IEC), Initial Signal Increase (ISI) and Post Initial Signal (PIS). We tested our method on 22 breast tumors (14 malignant and 8 benign ones). Subsequently, we compared our results to the classification of an experienced radiologist. The automatic\r\nboundary classification has an accuracy of 0.818, the shape 0.773 and the IEC 0.886 compared to the radiologist’s results. An evaluation of the accuracy of the benign vs. malignant classification shows that the method has an accuracy of 0.682 for all\r\nthe Göttinger score features and 0.772 using only the shape, boundary and IEC. The evaluation of the plot shows that radiologist like the visual representation of the Göttinger\r\nscore for single lesions, they, however, refuse the plots where multiple lesions are presented\r\nin one visual representation.",
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        "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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        "abstract": "    Procedural systems are a great way to create a lot of geometric 3D content for various purposes, e.g., computer games or feature movies. They are usually based on formal grammars theory. Nowadays, a well known approach for the generation of virtual cities is the so-called 'CGA'-grammar (computer generated architecture). It was introduced a few years ago and is widely in use, however, its major drawback is the complexity and amount of code that has to be written to create good-looking results. To overcome this problem, a visual editor for the design of buildings is introduced in this thesis. It allows the user to define the aspects of a building in a top-down manner, including their interiors. Starting from the amount of floors, the user is able to define how rooms should be distributed including cross-floor relations, like staircases or elevators. Using 'generation-rules' the user is also able to add more details to the interior (e.g., furniture) and exterior (e.g. facades, plants, etc.). We demonstrate that our technique can create a great variety of visually appealing and realistic results.\n\n",
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        "abstract": "The Inductive Rotation Method, developed by the artist Hofstetter Kurt, is a strategy for generating elaborate artistic patterns by applying translations and rotations repeatedly\r\nto a copy of a so called prototile. The method has been inspired by aperiodic tilings such as the popular Penrose tilings. The Inductive Rotation Patterns and their nonperiodic structure is interesting from both a mathematical and from an artistic point of view. In the scope of a previous thesis different algorithms for the generation of such patterns were already implemented and researched which resulted in a program called the “Irrational Image Generator”. However, this software prototype provides only few features which support Hofstetter in designing patterns, and can only produce patterns with limited size. The limited size results from a property of the patterns: The number of tiles grows\r\nexponentially with each iteration.\r\n\r\nThe Inductive Rotation Framework, a software framework for the generation of Inductive Rotation Patterns, was developed in the course of this thesis and unites new generation algorithms with an extended tool-set, like a graphical prototile editor which supports Hofstetter in his pattern design process. One of the existing algorithms was successfully parallelized and now allows the artist pattern generation via GPGPU methods.  \r\n\r\nDepending on the implementation this can increase either pattern generation speed or the maximum pattern-size. In order to research the advantages and disadvantages of a recently developed\r\ntile substitution method for the creation of Inductive Rotation Patterns, the framework was extended by an algorithm which is based on this new discovery. Following the definition of the Inductive Rotation Method from Hofstetter, this tile-substitution method produces only a subset of Inductive Rotation Patterns.\r\n\r\nBy varying the definition of Hofstetter’s Inductive Rotation Method only slightly, the Sierpinski gasket, a fractal pattern, emerges. The similarity between the Inductive Rotation Method and fractals can be observed further by comparing the parallel generation algorithm’s matrix scheme to Iterated Function Systems (IFSs), which are used to generate\r\nfractals.",
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    {
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        "title": "Parameter Settings Exploration in Visualisation by Using a Semi-automatic Process",
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        "abstract": "Parameters and the process of setting them play a major role in the world of computer based visualisation, no matter whether it is a visualisation of information or of volume data.  Finding suitable parameter values can take up most of the time in the visualisation process and users have to sensibly adjust a large number of parameters. Finding a useful parameter value\r\ndistribution for achieving the desired visualisation result can be a cumbersome process which also depends on the user’s speed and experience. The purpose of this master’s thesis is to find a new and faster way to reach an appropriate parameter value distribution resulting in the desired\r\nvisualisation.\r\n\r\nFor this master’s thesis a prototype is developed which guides the user through a semi-automatic process of adjusting parameter values, which finally results in the desired visualisation of a scientific volume. Using this prototype enables the users to explore a large number of different parameter values within only a few iterations steps and a short amount of time. In order to do\r\nso we move away from the classic approach of setting parameters by adjusting sliders or combo boxes.\r\n\r\nThe idea of this thesis is to combine concepts that were already used in volume visualisation into a prototype. Our main strategy is to present  pre-rendered images of the volume with different parameter values to the users. The images that are closest to the target visualisation can be selected and new images, similar to these, are shown. After some iterations of this process the users should have reached a visualisation that meets their expectations. The basis of our\r\napproach is a spreadsheet user interface.\r\n\r\nFurther we make use of the concept of high-level parameters, which are a combination of lowlevel parameters, like the specular exponent, to one single parameter, like contrast. The advantage of this concept is to have parameters which are more understandable to the users. We move\r\naway from the concept of displaying every single image in the spreadsheet interface, having multiple pages. Instead we use kMeans++ or DBScan with an automatic method to choose the\r\ndistance parameter ? to cluster the images by similarity. This results in only the cluster centres, which are images, being presented to the user in the spreadsheet interface for exploration. Additionally, Locally Linear Embedding (LLE) is used to map single images into a global coordinate\r\nsystem. As a second new approach we use the distance between the images within the coordinate system as a similarity measure for kMeans++ and DBScan. To provide a fast calculation of the\r\nLocally Linear Embedding, which includes the nearest neighbours, the distance matrix and the Eigenvalues of the images, we use CUDA. The selection process consists of two different steps:\r\nexploration and refinement. Depending on the cluster size of the selected image, a re-clustering of the sub cluster is done if the user has reached the end of the cluster due to having explored all images and not achieving the desired final image. Thus a new set with varied parameter values is\r\ncreated and used to render new images. In contrast to the initially created set, the newly created one takes into account the explored parameter values from the images chosen by the user. This\r\nmeans that the range - in which the values of the single parameters are varied - is limited by the minimum and maximum value the parameter received during the before made exploration. Our\r\ntests showed that that by combining all these techniques it is possible to explore many different parameter values for high-level parameters in a very short time, and to achieve visualisations equal to those created by setting parameter values manually. In a short test our approach enabled\r\ntwo users, who are rather inexperienced in the field of volume visualisation, to create similar visualisations in fewer steps than by setting parameter values manually.",
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        "abstract": "Besides using high-cost laser scanning equipment to capture large point clouds for topographical or architectural purposes, nowadays other, more affordable approaches exist. Structure-from-motion (SfM) in combination with multi-view stereo (MVS) is such a low-cost photogrammetric method used to generate large point datasets. It refers to the process of estimating three-dimensional structures out of two-dimensional image sequences. These sequences can even be captured with conventional consumer-grade digital cameras.\n\nIn our work we aim to a establish a free and fully accessible structure-from-motion system, based on the idea of collaborative projects like OpenStreetMap. Our client-server system, called OpenSfM, consists of a web front-end which lets the user explore, upload and edit SfM-datasets and a back-end that answers client requests and processes the uploaded data and stores it in a database.\n\nThe front-end is a virtual tourism client which allows the exploration of georeferenced point clouds together with their corresponding SfM-data like camera parameters and photos. The information is rendered in the context of an interactive virtual globe. An upload functionality makes it possible to integrate new SfM-datasets into the system and improve or extend existing datasets by adding images that fill missing areas of the affected point cloud. Furthermore, an edit mode allows the correction of georeferencing or reconstruction errors.\n\nOn the other side the back-end evaluates the uploaded information and generates georeferenced point datasets using a state-of-the-art SfM engine and the GPS data stored in the uploaded images. The generated point clouds are preprocessed, such that they can be used by the front-end’s point cloud renderer. After that, they are stored together with the uploaded images and SfM parameters in the underlying database.\n\nOn the whole, our system allows the gathering of SfM-datasets that represent different sights or landmarks, but also just locally famous buildings, placed all over the world. Those datasets can be explored in an interactive way by every user who accesses the virtual tourism client using a web browser.",
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        "abstract": "Today’s neuro-biological research is often based on brains of the Drosophila Melanogaster, the commonly known fruit fly. To study the function of neuronal circuits scientists often have to\ncompare the neuronal structures of a set of different brains. Their aim is to find out how complex behavior is generated. Therefore the scientists at the Institute of Molecular Pathology (IMP) in Vienna are using a confocal microscope to produce volumetric images of Drosophila brains.  Today they have acquired more than 40.000 images and a large amount of additional data.\n\nIn many cases 3D renderings of these volumetric images are not sufficient to solve certain scientific problems especially when multiple brains have to be considered. Therefore the researchers\nrely on additional data which is stored in databases. The problem here is that the scientists have two different data sources without a connection between them. On the one hand there are the volumetric images and on the other hand there is the additional data which has\ncertain relations to the brains.\n\nThis thesis proposes a software design concept to establish a connection between 3D renderings of volumetric images and additional data by using information visualizations. Highlighting\ntechniques can be introduced to link volume visualizations of the brains to related data visualized by 2D information visualizations. Therefore the implementation of this design concept gets integrated into an existing scientific visualization environment. To evaluate this concept\ncommon neuro-biological use cases are introduced and it is described how the implementation of this design concept supports the work flow of the researchers.",
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        "title": "Analysis of Forced Random Sampling",
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        "abstract": "Stochastic sampling is an indispensable tool in computer graphics which allows approximating complex functions and integrals in finite time. Applications which rely on stochastic sampling include ray tracing, remeshing, stippling and texture synthesis. In order to cover the sample domain evenly and without regular patterns, the sample distribution has to guarantee spatial uniformity without regularity and is said to have blue-noise properties. Additionally, the samples need to be distributed according to an importance function such that the sample distribution satisfies a given sampling probability density function globally while being well distributed locally. The generation of optimal blue-noise sample distributions is expensive, which is why a lot of effort has been devoted to finding fast approximate blue-noise sampling algorithms. Most of these algorithms, however, are either not applicable in real time or have weak blue-noise properties.\r\n\r\nForced Random Sampling is a novel algorithm for real-time importance sampling. Samples are generated by thresholding a precomputed dither matrix with the importance function. By the design of the matrix, the sample points show desirable local distribution properties and are adapted to the given importance. In this thesis, an efficient and parallelizable implementation of this algorithm is proposed and analyzed regarding its sample distribution quality and runtime performance. The results are compared to both the qualitative optimum of blue-noise sampling and the state of the art of real-time importance sampling, which is Hierarchical SampleWarping. With this comparison, it is investigated whether Forced Random Sampling is competitive with current sampling algorithms.\r\n\r\nThe analysis of sample distributions includes several discrepancy measures and the sample density to evaluate their spatial properties as well as Fourier and differential domain analyses to evaluate their spectral properties. With these established methods, it is shown that Forced Random Sampling generates samples with approximate blue-noise properties in real time. Compared to the state of the art, the proposed algorithm is able to generate samples of higher quality with less computational effort and is therefore a valid alternative to current importance sampling algorithms.\r\n",
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        "title": "Structure-aware shape manipulation",
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        "abstract": "In computer graphics one of the most expensive fields is content creation. While today the rendering part is highly sophisticated and automated, 3d modeling is still a very challenging task due to the steep learning curve and the amount of work time required. Although there are a lot of free model databases available in the internet, this models are in general not perfectly suited to the customers needs and have to be adapted.\n\nStructure-aware shape manipulation deals with the complexity of creating variations, or adapting a given input model while retaining global features like symmetry and connectivity. The majority of existing algorithms only try to preserve structural features,  or have very limited support for adapting the overall structure of the model to changes made by the user. The lack of complex structural changes in the model, for example allowing a wheel to change the number of strokes, limits the number of possible variations this algorithms can generate. \n\nThe aim of this thesis is to exploit the possibilities of using curves and curve spaces to find a better representation of the input model, allowing for complex structural adaptions. In addition to this the usefulness of a multi-layered graphs to represent the model and it's constraints should be investigated.\n",
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        "abstract": "The preservation of archaeological sites is an important task in cultural heritage. Classical methods\r\nconserve archaeological objects in museums and provide restoration of archaeological sites\r\nthreatened by decay. The improved digitalization provides the possibility to generate an accurate\r\nrepresentation of archaeological sites by using laser scanners. The resulting point clouds\r\ncan preserve the archaeological site and provide the possibility to view it in its digital form even\r\nif it no longer exists.\r\nUsually, the archaeological site comes with a lot of different material, which has been created\r\nover the years. This material provides information about the digitalized object, which helps to\r\ngain a deeper understanding about the presented archaeological site.\r\nThis thesis presents an annotation system for a point-cloud renderer. The system allows\r\nadding annotations in the 3D space next to the part of the point cloud it belongs to. This helps to\r\nprovide the additional information of the point cloud in the context it belongs to. Moreover, each\r\nannotation should present interesting information about specific annotated parts of the archaeological\r\nsite to the viewer. Besides simple textual annotations, a variable amount of documents,\r\nsuch as images and PDFs, can be attached to each annotation to provide all kind of information.\r\nSeveral filtering techniques, including viewpoint-dependent priority filtering, are presented\r\nto control the visibility of the annotations. Moreover, a guidance system based on graphs is\r\nintroduced to lead viewers to different points of interest, which are represented as annotations.\r\nTo provide a clear connection between annotations and the annotated part of the point cloud,\r\na point-selection method and a point-marking method are presented. To allow the connection of\r\na large set of annotations to a single point cloud, these methods are developed in CUDA. This\r\nis done by extending existing methods, which create octrees in CUDA. The developed methods\r\nallow fast execution on the GPU while a CPU-based method is not able to handle such a large\r\namount of point selections in real-time.",
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    {
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        "title": "Shading Framework for Modern Rendering Engines",
        "date": "2013-11",
        "abstract": "In real-time computer graphics algorithms are often implemented using\r\nshaders. Even simple e\u000bects possibly comprise several shader \fles. Advanced\r\nmaterial-light interactions are often accompanied by level-of-detail\r\nand occlusion optimizations, therefore, graphics developers have to cope\r\nwith various shader \fles often including duplicate shader code. Furthermore\r\nthe algorithms are forced to be divided into per-stage procedures, which also\r\ncontributes to the complexity of shader programming. Based on existing research\r\na framework in OpenGL should be implemented to facilitate shader\r\ndevelopment. Furthermore basic means for outputting intermediate computation\r\nresults should be provided to enhance debugging capabilities.",
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        "abstract": "The increasingly computational power and programmability of modern graphics hardware provides\r\ndevelopers of real-time rendering applications with the resources needed to realize more\r\nand more complex graphical effects. Some of these effects, like Depth-of-Field, require an efficient\r\nimage blurring technique to achieve real-time frame rates of 30 frames per second or\r\nabove. This work presents a comparison of various blurring techniques in terms of their performance\r\non modern graphics hardware. Whereas most of the chosen methods are exclusively\r\nused to blur an image, some of them are capable of applying an arbitrary filter. Furthermore, the\r\nquality of the different methods has been determined using an automatic process which utilizes a\r\ncalibrated visual metric. Another aspect when using modern graphics hardware is the increasing\r\nscope of operations, especially in the domain of image processing, that can be carried out by\r\nusing general-purpose computing on graphics processing units (GPGPU). In the recent years,\r\nutilizing GPGPU has become increasingly popular inside real-time rendering applications for\r\nspecial tasks like physics simulations. Therefore, all chosen algorithms have been implemented\r\nusing shaders (GLSL) and GPGPU (CUDA), to answer the question whether or not the usage\r\nof a general purpose computing language is applicable for image blurring in real-time rendering\r\nand how it compares to using a shading language.",
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        "abstract": "In computer graphics, ray tracing is a well-known image generation algorithm which exists since the late 1970s. Ray tracing is typically known as an offline algorithm, which means that\r\nthe image generation process takes several seconds to minutes or even hours or days.\r\n\r\nIn this thesis I present a ray tracer which runs in real-time. Real-time in terms of computer graphics means that 60 or more images per second (frames per second, FPS) are created. To\r\nachieve such frame rates, the ray tracer runs completely on the graphics card (GPU). This is possible by making use of Nvidia’s CUDA\r\n-API. With CUDA, it is possible to program the processor of a graphics card similar to a processor of a CPU. This way, the computational power\r\nof a graphics card can be fully utilized. A crucial part of any ray tracer is the acceleration data\r\nstructure (ADS) used. The ADS is needed to efficiently search in geometric space. In this thesis, two variants of so called kD-Trees have been implemented. A kD-Tree is a binary tree, which divides at each node a given geometric space into two halves using an axis aligned splitting\r\nplane.\r\nFurthermore, a CUDA library for the rendering engine Aardvark, which is the in-house rendering engine at the VRVis Research Center, was developed to access CUDA functionality from within Aardvark in an easy and convenient way.\r\n\r\nThe ray tracer is part of a current software project called “HILITE” at the VRVis Research Center.",
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        "title": "Games with a Purpose: Design and implementation of serious games to determine the global land cover",
        "date": "2013-03",
        "abstract": "Remote sensing of land cover has, not at least because of the rapidly growing world population, gained scientific and economic importance. Several international projects have aimed to determine and map out the global land cover. Unfortunately the results of remote sensing projects such as GLC-2000, MODIS or GlobCover are often ambiguous or have significant differences.\r\n\r\nThe project Geo-Wiki.org examines the results of that remote sensing projects and tries to validate them with the help of volunteers. This task requires a large amount of participants. Among\r\nother, competitions animate volunteers to contribute to the crowdsourcing project. To motivate volunteers to participate in the remote sensing of land cover is one of the key aspects within the Geo-Wiki.org project. One approach to reach new users for the project is to develop computer\r\ngames that implement the classification of land cover areas as part of the game.\r\nThe project Landspotting is a platform that aims to develop Serious Games for land cover classification. This thesis focuses on the development of a computer game for mobile devices that\r\nimplements the classification of land cover as an integral part. Previous projects such as the game Landspotting for the platform Facebook are presented in the thesis. This games inspired\r\nthe design process. Mobile devices with built-in, touch-sensitive displays offer the possibility to classify the land cover by painting appropriate sections of satellite images on the screen. The results of this categorizations are compared with data provided by the Geo-Wiki.org project. The result of this comparison is the basis for the achieved progress in the game.\r\n\r\nThe as a part of this thesis developed computer game Landspotting was published on the 4th of January 2013. The game was downloaded and installed from a lot of players. The huge\r\namount of land cover data obtained by players illustrates the great potential in the combination of crowdsourcing systems and serious games. The comparison of the data obtained permits both, conclusions about the quality of the results of the developed computer game, as well as on the quality of the results of the Geo-Wiki.org project.",
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        "title": "Interactive 3D Reconstruction and BRDF Estimation for Mixed Reality Environments",
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        "abstract": "In mixed reality environments virtual content typically looks very artificial. One reason for that\r\nis because there is no consistent shading between the virtual and the real objects. Two examples\r\nare shadows and indirect illumination between the artificial and the real scene elements, which\r\nrequire to have information about the real world’s geometry and its materials respectively.\r\nIn mixed reality interaction with real objects is a key feature. Integrating consistent shading\r\nin such a system means that the system at all times needs an up-to-date model of the scene’s\r\ngeometry, its lighting and its material characteristics. The information is usually obtained as\r\na manual pre-processing step, which is a tedious, time-consuming task and has to be re-done\r\nwhenever a scene element that is not tracked changes. This poses strong limits to the widespread\r\nuse of such a technique and one would like to have it done automatically.\r\nHowever, the automatic estimation of material characteristics of real objects using color\r\nimages has always been an offline task in the literature having processing times from around 30\r\nminutes up to several hours. In this work an interactive BRDF estimation technique is proposed,\r\nwhich uses the parallel power of current GPUs speeding up the running time to under half a\r\nsecond. One reason for the speed-up was a novel GPU K-Means implementation using MIP\r\nmaps to calculate the new cluster centers on the GPU, which is often done on the CPU. The\r\n3D geometry is also reconstructed in our technique since it is needed for indirect illumination\r\nand occlusion. We use the Microsoft Kinect sensor to acquire both, the geometry and the color\r\nimages and capture the lighting environment using a fish-eye lens camera. With the algorithm\r\npresented in this thesis we have shown that real-time results are possible opening up its use in\r\nmixed reality systems in order to improve the appearance of virtual content.",
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        "title": "Deformation Based Manual Segmentation in Three and Four Dimensions",
        "date": "2011-09",
        "abstract": "Segmentation of medical image data has grown into one of the most important parts in medicine\r\nduring the past years. The main fields of segmentation in the area of medicine are surgicalplanning,\r\ndiagnosis, therapy-planning and simulation. The focus was in the last years mainly\r\non automatic and semi-automatic segmentation methods for 3D and 4D datasets. Most of them\r\nare highly specialized as they need a lot of prior knowledge and often the results, especially in\r\npresence of pathologies or other abnormalities, have to be corrected manually. An alternative\r\nto automatic and semi-automatic methods is to perform the segmentation manually. The main\r\ndrawbacks of this approach are that it is very tedious and time consuming, the user knowledge\r\nhas a very high impact on the results and it is very hard to reproduce specific results.\r\nThis work presents a tool that enables the user to enhance results of automatic and semiautomatic\r\nalgorithms and to do fast manual segmentation of shapes of arbitrary topology from\r\nscratch. The tool can deal with three and four dimensional image datasets captured by different\r\nmodalities. The segmentation is mesh based and performed with a 2D cut approach. With the\r\nuse of this approach the user aligns a 2D cut through the mesh to the shape to segment but in the\r\nbackground the 3D mesh gets deformed. To achieve a better alignment of the edges to a specific\r\nshape the edge class based Sticky Edges algorithm is introduced. Furthermore, well known\r\nmesh optimization algorithms like subdivision, smoothing and decimation were implemented\r\nto accomplish better results. To achieve a faster segmentation of four dimensional datasets two\r\nmethods are presented. With the first one the user can record its interactions on one volume in\r\nthe 4D dataset and apply them automatically to the other volumes. The other one enables the\r\nuser set an already segmented mesh as start position for the segmentation of other volumes.\r\nThe approach presented in this work is up to 25 times faster than the Livewire approach [41]\r\nthat was used to evaluate this tool. Moreover, the mesh quality regarding smoothness, curvature\r\nand triangle quality are at eye level with the evaluation meshes. The geometric distance to the\r\nground truth meshes is on average 2 mm and the normal deviation is between 0.3 and 0.4 degree.\r\nTo sum up, this master thesis introduces a tool for fast manual image segmentation that provides\r\nproper mesh quality.",
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        "abstract": "The generation of shadows in large virtual environments for real-time rendering applications like\r\ne.g. video games is still a great challenge for computer graphics. In the past few years shadow\r\nmapping and its variants have become widely accepted as appropriate methods for shadow creation,\r\nwhich resulted in large number of advanced shadow mapping techniques that have been\r\nintroduced recently. For this reason, it sometimes can be difficult for developers to choose a\r\nsuitable method based on the certain given scenarios.\r\nThis thesis focuses on an analysis of some common fully hardware-accelerated shadow mapping\r\ntechniques and their capabilities to combine them with each other. We present an interactive\r\nframework that allows the user to experiment with the chosen methods and to visualize\r\nalmost every interesting aspect of the shadow creation process for arbitrary scenes. It offers the\r\nopportunity to generate the shadows by using multiple shadow maps, sample redistribution or\r\nboth and provides most possible flexibility in terms of various adjustable parameters. Furthermore,\r\nit includes a feature to analyze the final results from different points of view, which should\r\nhelp developers to find the best suited algorithm for the given scene.",
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        "title": "Coronary Artery Tracking with Rule-based Gap Closing",
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        "abstract": "Coronary artery diseases are among the leading causes of death in the industrial\r\ncountries. The high death rate leads to an increased demand of\r\ndiagnosis and treatment of these diseases. Additional to the conventional\r\ncoronary angiography, the CT angiography is mainly used in the extended\r\ndiagnostics of coronary artery diseases. This modality allows a detailed\r\nassessment of the coronary vessels and potentially present stenoses. For supporting\r\nthe radiologist during the evaluation of the coronary arteries by the\r\nhelp of computer-aided diagnostic methods, robust and e\u000ecient procedures\r\nfor the tracking of coronary arteries are needed.\r\nThe approach presented in this thesis uni\fes the strong points of existing\r\nmethods delivering high accuracy with the strong points of methods achieving\r\nhigh overlap. Therefore the approach presented in this thesis aims at\r\nhighly accurate results in combination with high overlap of the investigated\r\ncoronary artery vessel tree. The approach is divided into three phases: 1)\r\ncalculation of seed points, 2) tracking of vessel segments, and 3) construction\r\nof the coronary artery trees.\r\nPhase 1 & 2 are executed in an automatic manner. First potential seed\r\npoints for the tracking of vessel segments are identi\fed. During the second\r\nphase, vessel segments located at these seed points are tracked by use of\r\na cylindrical shape model. By use of rule-based anatomical heuristics, the\r\nthird and \fnal phase combines vessel segments to form complete coronary\r\nartery trees. This phase requires minimal user interaction, as the location\r\nof the root of the left and right coronary artery tree needs to be speci\fed.\r\nBeside the detailed description of the algorithm, the integration into a professional\r\nradiology workstation is demonstrated. The results obtained by the\r\nevaluation on 24 CTA datasets show a high overlap (OV) of 89.5% in combination\r\nwith very precise accuracy (AI) of 0.24 mm in comparison to an\r\nexpert-annotated reference segmentation.",
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        "abstract": "Virtual texturing (as presented by Mittring in ’Advanced Virtual Texture Topics’ and in\r\ndistinction to clipmap-style systems, to which this term is also applied) is a solution to\r\nthe problem of real-time rendering of scenes with vast amounts of texture data which\r\ndoes not fit into graphics or main memory. Virtual texturing works by preprocessing\r\nthe aggregate texture data into equally-sized tiles and determining the necessary tiles\r\nfor rendering before each frame. These tiles are then streamed to the graphics card and\r\nrendering is performed with a special virtual texturing fragment shader that does texture\r\ncoordinate adjustments to sample from the tile storage texture.\r\nA thorough description of virtual texturing and related topics is given, along with an\r\nexamination of specific challenges including preprocessing, visible tile determination,\r\ntexture filtering, tile importance metrics and many more. Tile determination in view\r\nspace is examined in detail and an implementation for compressing the resulting buffer\r\nin OpenCL is presented. Rendering with correct texture filtering from a texture which\r\ncontains de-correlated texture tiles is attained by using tile borders with specific coordinate\r\nadjustment and gradient correction in the fragment shader.\r\nA sample implementation is described and serves to provide results concerning performance\r\nand correctness with different settings and architecture choices. Integration into\r\nOpen Scene Graph for usage within a hybrid point-cloud / polygonal renderer enables\r\nrendering of high resolution paintings within catacombs modeled with point clouds. Another\r\napplication is presented, the real-time display of a highly detailed model of New\r\nYork with more than 60 GB textures.\r\nQuantitative analysis reveals that frame-rates above 200 FPS are attainable on complex\r\nscenes with multi-million polygons even with outdated hardware. At the same time\r\nquality remains high, results indicate that ”fallbacks”, that occur when a needed texture\r\ntile is not ready in time, occur only for 0.01% of the pixels on average. These results\r\nshow that virtual texturing can be a competitive solution for games, scientific and industrial\r\napplications, allowing for real-time rendering of scenes that could not be displayed\r\npreviously, while maintaining acceptable visual quality.",
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        "abstract": "Automated processing and visualization of vascular structures is a common task in medical imaging. Maximum Intensity Projection (MIP) and Curved Planar Reformation (CPR) are well established and robust methods for clinical use. In case of calcified vessel walls, occlusion prevents exploring the inside of the vessels when using MIP. CPR allows to cut a single vessel along its centerline and to visualize the lumen. Extending the idea of CPR, a novel automatic method for vessel visualization is proposed. It works with multiple vessel centerlines that do not necessarily need to be connected into a tree structure. Arbitrarily complex vascular structures are rendered in the volume as point sets and optionally, occlusion halos are created around them to enhance depth perception. Vessel centerlines are automatically extracted from a volumetric data-set after performing feature extraction in a scale-space. The user is provided with the ability to control the final image and he or she can visually select the desired centerlines with visual queries by stroking with the mouse. Furthermore, a combination with the recent Maximum Intensity Difference Accumulation (MIDA) visualization technique is presented, which has the advantages of Direct Volume Rendering (DVR) such as occlusion and depth cues, but does not require an explicit transfer function specification. It is demonstrated how the proposed technique can be applied to large data-sets, particularly to data featuring peripheral arterial occlusive diseases or in order to detect possible embolisms as presented on a pulmonary data-set.",
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        "title": "Artist-Controlled Modeling of Urban Environments",
        "date": "2010-07",
        "abstract": "Creating large-scale virtual environments for interactive applications such\nas computer games poses a demanding challenge for computer graphics.\nUrban environments are usually hand-crafted by artists using commercial\n3D modeling software. For today’s detail-rich games, this becomes less and\nless feasible. Procedural modeling techniques strive to help artists to create\nvirtual worlds in less time.\nIn this thesis, I present a system that helps artists and game designers\nto plan, layout and model urban environments for games and other media.\nMethods are described to create street networks manually and procedurally\nand to edit them interactively at any time in the development process. A\nstable street tessellation technique is employed that is able to represent street\nsegments as well as crossings connecting an arbitrary number of streets and\nthat adapts to the underlying terrain. Furthermore, I propose a constraint\nbased method to automatically populate a city with buildings from a set of\nexisting building models.\n",
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        "date_end": "2010-07-21",
        "date_start": "2008-03-04",
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        "title": "Visual Queries in Neuronal Data Exploration",
        "date": "2010-06",
        "abstract": "The major goal of neuroscientists’ work is to explain specific behavior of living\r\nbeings, especially humans. However, human behavioral traits are complex and\r\ndifficult to comprehend. For this purpose, the researchers explore the anatomy\r\nand morphology of neuronal circuits of simpler species to identify their meaning\r\nand functionality. The fruit fly Drosophila melanogaster is a favorite organism\r\nin neurobiology research because it facilitates studies of complex systems on a\r\nsimple model. For this purpose, large databases of neuronal structures acquired\r\nby microscopy scans were built and adapted for computer-aided exploration and\r\nvisualization. Commodity products feature standard visualization techniques tailored\r\nfor exploration of biological structures. However, orientation in large collections\r\nof structures still poses a problem. Traditional table-view database interfaces\r\nallow filtering of items and accessing known subsets of data, but do not support\r\nselection based on spatial relationships.\r\nIn this thesis, we address this problem in the following way. We describe a system\r\nwhich facilitates visual exploration of a large collection of neuroanatomical\r\nstructures. We combined standard visualization techniques with a novel visual\r\napproach for exploration and queries. Our system provides three basic types of\r\nqueries. Path queries use an intuitive sketching interface and give access to structures\r\nlocated in the proximity of the sketched path. Object queries select objects\r\nbased on their mutual spatial distance. Semantic queries allow fast browsing using\r\nsemantic relationships stored in the database. The system was designed in an interdisciplinary\r\ncollaboration with domain experts, who affirmed that availability\r\nof such a system would be very useful for their research.",
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    {
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        "tu_id": null,
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        "title": "Markov Random Field Based Structure Localisation of Vertebrae for 3D-Segmentation of the Spine in CT Volume Data",
        "date": "2010-05",
        "abstract": "Medical Image Processing is a growing field in medicine and plays an important\r\nrole in medical decision making. Computer-based segmentation of anatomies in\r\ndata made by imaging modalities supports clinicians and speeds up their diagnosis\r\nmaking compared to doing it manually. Computed Tomography (CT) is an imaging\r\nmodality for slice-wise three dimensional reconstruction of the human body in the\r\nform of volumetric data which is especially applicable for imaging of bony structures\r\nand so for the vertebral column. Most bony structures, such as vertebrae, are\r\ncharacterised by complex shape and texture appearances which turns its segmentation\r\ninto a difficult task. Model-based segmentation approaches are promising techniques\r\nto cope with variations in form and texture of the anatomy of interest. This is\r\ndone by incorporating information about shape and texture appearance gained from\r\nan imaging modality in a model. The model can then be applied to segment the object\r\nof interest in target data, however most of the model-based approaches need a\r\nmodel intialisation for a fast and reliable segmentation of the object of interest.\r\nThis thesis was motivated by novel works on fast anatomical structure localisation\r\nwith Markov Random Fields (MRFs) and focuses on the sparse structure localisation\r\nof single vertebrae in CT scans for a subsequent model initialisation of\r\nmore sophisticated segmentation algorithms. A MRF based model of appearance,\r\nwhich employs local information in regions around anatomical landmarks and geometrical\r\ninformation through connections between adjacent landmarks, is built on\r\nvolumetric CT datasets of lumbar vertebrae. The MRF based model is built on a 6\r\nlandmark configuration in vertebra volumetric data and is additionally matched with\r\ntarget data. This is done by finding a best fit MRF matching by the Max-sum algorithm\r\namong feature points found by a decision tree based feature detection algorithm\r\ncalled probabilistic boosting tree (PBT). Anatomical landmark regions are described\r\nby vector spin-images and shape index histograms. Adjacency information\r\nis extracted by Delaunay tetrahedralisation where distances and gradient-related\r\nangles describe connections between adjacent regions. The results on single lumbar\r\nvertebra CT scans show that the MRF approach is applicable on volumetric CT\r\ndatasets with an accuracy enough for supporting more sophisticated segmentation\r\nalgorithms such as Active Appearance Models (AAMs).",
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        "title": "Interactive Curved Reflections in Large Point Clouds",
        "date": "2010-05",
        "abstract": "In the field of real-time rendering, computer graphics observes a continuously growing power of visualizing of scenes of continuously growing complexity. In the past few years, a number of rendering techniques have been developed that let the quality of the rendered images converge towards photorealism. Especially in the field of realistic scene illumination, Global Illumination (GI) techniques represent an important field of research. Previous to this work, for the first time we have applied a GI algorithm also to point clouds, which enables us to achieve realistic illumination of diffuse and glossy objects in real-time. This thesis elevates the power of visualization of this GI-Renderer to the next level. For the first time, it implements a realistic, physically based rendering of mirroring surfaces also for point clouds. Current real-time approaches addressing curved mirroring surfaces in polygon scenes either are extremely imprecise or cannot handle each arbitrary type of surface. Especially concave surfaces represent a significant difficulty for current physically based methods. Up to now, physically correct mirror reflections on complex surfaces can only be produced by offline algorithms.\r\nWe introduce a novel rendering technique called \"Screen-space curved reflections\", which enables us to produce physically correct mirror reflections on arbitrarily complex surfaces. Our method bases on the approach, for each point in the scene to find the pixel in the framebuffer that contains its reflecting surface point. This is achieved by the application of a fast 2D root finding in a new error function called \"mirror-space error function\". Although our method raises high demands on the hardware, we are able to render common scenes at interactive frame rates.",
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        "abstract": "Connectomics is an emerging area of neuroscience that is concerned with understanding\r\nthe neural algorithms embeded in the neural circuits of the brain by tracking\r\nneurons and studying their connections. From all the available scanning technologies\r\nonly electron microscopy (EM) can provide sufficient scanning resolutions\r\nin order to identify neural processes. EM data sets, however, suffer from bad\r\nsignal-to-noise ratio and artifacts introduced to the data set during the sectioning\r\nand digital reconstruction process of the scanned specimen. In this thesis we present\r\ntwo different approaches that generally allow noise and artifact reduction on volumetric\r\ndata sets and which can be used to increase the visual quality of direct\r\nvolume renderings (DVRs) of EM data sets. The fist approach we developed was an\r\ninteractive, on-the-fly filtering framework that allows a user to filter even very large\r\nvolume data set with resizable 3D filter-kernels. For comparison, we implemented\r\nan average, a Gaussian, and a bilateral filter. The second approach we investigated\r\nis a semi-automatic one that allows a user to select regions within a data set. Similar\r\nregions are then retrieved by our algorithm using multiresolution histograms and\r\nthe user can remove these regions from the rendering. By selecting and hiding\r\nregions containing noise or artifacts, the desired noise- and artifact-reduction can be\r\nachieved. We are going to show that both methods we investigated are suitable for\r\nremoving noise and artifacts in EM data sets.",
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        "abstract": "Around the world most of fires originate from accidentially disposed glowing litter.\r\nThese fires could be easily extinguished with the right kind of training and\r\nencouragement. Since many years there are trainings for employees in fire extinguishing\r\nbut these trainings are expensive and inefficient. One way to generate\r\nsufficient training might be virtual reality. Virtual reality is used to train people\r\naround the world in the most complex tools like surgical instruments with success.\r\nThe aim of the project was to tie those worlds together.\r\nIn this thesis we try to give an overview how to train people using virtual\r\nreality. Furthermore, we explore which technology is needed to create enough\r\nrealism to immerse the user. We will discuss how we chose the technologies we\r\nused to create a system for fire extinguishing training. Then we will explain how\r\nwe implemented a system based on virtual reality methods. We tried to immerse\r\nthe user by tracking, stereo rendering and modern rendering techniques to create a\r\nconvincing output. In this system the fire spread and reaction to the extinguishing\r\nagents are calculated in real time. In addidtion, our system provides a powerful\r\ncontent pipeline to create new scenes for the training on the fly.",
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        "title": "Visibility in a real-world cross-platform game engine",
        "date": "2010",
        "abstract": "With hardware capabilities and customer expectations rising every new game\r\nconsole generation, e\u000ecient visibility algorithms become a more and more\r\ncrucial part of every modern rendering engine. Although GPUs built into the\r\nconsoles become better each generation, game developers are always striving\r\nto get more performance and better quality out of a game console. Therefore\r\nit is a must to employ powerful visibility algorithms which allow the developers\r\nto render more complex scenes while maintaining smooth framerates.\r\nThis thesis explores whether current state-of-the-art visibility algorithms\r\ncan be used on game consoles, and describes the layers of abstraction needed\r\nin developing a multi-platform rendering engine.\r\nTherefore, the \frst part of the thesis focuses on the design and implementation\r\nof a rendering engine for major current-gen platforms, such as\r\nMicrosoft Windows, the Microsoft XBox360, Sony's PlayStation 3 and the\r\nNintendo Wii, dealing with the vastly di\u000berent platform architectures. Furthermore,\r\nsolutions to engine design problems related to both hardware capabilities\r\nas well as software engineering practices are explored. Concluding\r\nthe \frst part, prerequisites and building blocks for implementing visibility\r\nalgorithms are developed.\r\nThe second part of the thesis concentrates on developing and integrating\r\nvisibility algorithms into the aforementioned engine, building upon the\r\ncomponents introduced in the \frst part. The used visibility algorithms are\r\nenhanced and tailored to speci\fc hardware needs and capabilities, getting\r\nthe most performance out of game consoles. Finally, results and possible improvements\r\nand future enhancements for current state-of-the-art algorithms\r\nconclude this thesis.",
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        "abstract": "In this work, a framework for interactive visual analysis of attributed graphs has been\r\ndeveloped. An attributed graph is an extension of the standard graph of a binary\r\nrelation, which attaches a set of attributes to the nodes and edges. The implemented\r\nvisual analysis techniques aim at the local level at enabling an intuitive navigation in the\r\ngraph which reveals both the structure of the selected part of the graph and the\r\nattributes of the nodes and edges in this part. At the global level these techniques aim at\r\nunderstanding the distributions of the attributes in the graph as a whole or in specific\r\nparts in it and at spotting meaningful associations between the attributes and the\r\nrelations.\r\nThe work presents several extensions to the attributes such as graph‐theoretic features,\r\nvalues aggregated over the relations, and hierarchical grouping. All attributes are\r\ntreated in a unified manner which helps performing elaborate analysis tasks using the\r\nexisting tools.\r\nAdditionally, novel graph drawing techniques are proposed. They are designed to\r\nunderstand attribute distributions and associations in the graph. These techniques can\r\nbe additionally used to visualize results of queries in the data, which can be also visually\r\ndefined using the attribute analysis tools.\r\nFinally, the work addresses several types of association analysis in relational data, along\r\nwith visual analysis methods for them. It presents a perceptual enhancement for the\r\nwell‐known parallel sets technique for association analysis in categorical data, and\r\nproposes extensions for employing it in relational data. Also, novels methods for other\r\ntypes of association analysis are introduced.\r\nThe relational data in this work were defined upon typed events in an event‐based\r\nsystem, which offers a flexible architecture for real‐time analysis. Nevertheless, the\r\npresented analysis methods are generic and have been tested on two real‐world\r\ndatasets. In the first dataset, entities for customers and products are derived from the\r\npurchase events, and various meaningful associations were found between the attributes\r\nand the relation (for example, which types of products the female customers bought\r\nmore frequently, or at which age customers have higher interest for books). In the\r\nsecond dataset, events in an issue‐tracking system are analyzed to find out ticket\r\nassignment patterns and forwarding patterns between the support offices.",
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        "abstract": "Weninger et al. [25] developed a novel methodology for rapid 2D and 3D computer\r\nanalysis and visualization of gene expression patterns. The data is generated\r\nby staining a specimen followed by an iterating process of cutting thin slices and\r\ncapturing them with an episcopic microscope. The result is an high resolution\r\n3D dataset. One channel contains anatomical information and a second channel\r\ncontains the gene expression patterns.\r\nIn this thesis we examine methods for enhancing, registrating and visualizing\r\nthis novel kind of data. We address the uneven illumination of slices that are\r\nintroduced by the methodology. We developed an algorithm to fit a quadric surface\r\nthrough the background pixels to estimate the illumination situation over the\r\nwhole slice. This estimate is used to correct the slices of one dataset.\r\nFurther, an extension of this methodology was researched. Recycling the already\r\ncut sections for staining them a second time allows the medical domain\r\nscientists to augment their technique with additional information. The result of\r\nthe second data generation phase is a stack of unaligned slices. The manual processing\r\nof the sections introduces non-linear deformations. We explored several\r\nregistration algorithms to align the two image stacks. We found a two step registration\r\napproach to yield the best results. In the first step a coarse affine registration\r\nis used to approximately align the datasets. The result of the first step is inspected\r\nand if necessary corrected by the user. In the second step a b-spline registration is\r\nused that compensates for the non-linear deformations of the 2D slices.\r\nFor the visual inspection of the registration results and to present an overview\r\nof the datasets we implemented two visualization approaches. A checkerboard\r\nview is used to compare 2D slices, and a three dimensional approach based on\r\ndirect volume rendering incorporates surface enhancement by gradient magnitude\r\nopacity modulation to emphasize the alignment of tissue boundaries.",
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        "abstract": "The goal of this thesis is to produce plausible global illumination in real time using temporal coherence. While direct illumination combined with precomputed static global illumination is widely used in today’s computer games and 3D applications, real-time global illumination that supports arbitrary dynamic scenes and light setups is still an active area of research. This master thesis gives an introduction to global illumination and discusses various methods that have been developed. However, since most of the existing methods need some kind of precomputation to calculate global illumination in real time, they also introduce limitations like static light, scenes or view points. Furthermore other algorithms are not suitable for the capabilities of current graphics hardware or are simply fake approaches. The core of this thesis is an improved version of the instant radiosity and imperfect\r\nshadow maps algorithm that reuses illumination information from previous\r\nframes. The previous approaches needed a high number of so called virtual point\r\nlights to get convincing results, whereas our method achieves visually pleasing results with only a few virtual point lights. As a second extension to the base algorithms we introduce a new method to compute multiple light bounces. In this\r\nmethod the fill rate is drastically reduced and therefore computation time is much lower than in previous aproaches.",
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    {
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        "date": "2009-03",
        "abstract": "Wissensbasierte Systeme (WBS) stellen für viele Anwendungen einen immer wichtigeren Bereich\r\ndar. Aus Anwendersicht erlauben es WBS neuesWissen aus derWissensbasis zu folgern und bestehende\r\nDaten effizient zu verwalten. Aus Entwicklersicht wird die schnelle Anpassung an einen Problembereich\r\nermöglicht, da Wissen von Geschäfts-Logik getrennt wird. Das m2n Intelligence Management Framework\r\nstellt eine Möglichkeit dar, WBS, die komplett durch einen semantischen Graphen beschrieben\r\nsind, im Rapid-Prototyping-Verfahren zu erstellen. Dieser Graph wird mit Hilfes des Resource Description\r\nFramework (RDF) definiert.\r\nIn dieser Arbeit werden Möglichkeiten aufgezeigt den semantischen Graphen einer m2n Anwendung\r\nzu visualisieren und interaktiv zu manipulieren. Dazu wurden existierendeWerkzeuge zur Visualisierung\r\nvon RDF- und OWL-Daten sowie Technologien aus dem Bereich der Informations-Visualisierung untersucht.\r\nDarauf aufbauend wurde die bestehende Visualisierung überarbeitet und Techniken zur direkten\r\nManipulation, zur Fokus & Kontext Visualisierung und zum Linking & Brushing integriert.\r\nDie entwickelte Komponente kann auf beliebige Anwendungsfälle, wie z.B. die Exploration und\r\nModellierung von Ontologie-, Geschäftsprozess- und Instanz-Daten, angepasst werden. Um die Entwicklung\r\nzu evaluieren, wurde ein Thinking Aloud Test mit acht Nutzern des Systems durchgeführt. Die\r\nErgebnisse des Tests fließen in die Weiterentwicklung der Komponente ein.",
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        "abstract": "The \feld of information visualization tries to \fnd graphical representations of data\r\nto explore regions of interest in potentially large data sets. Additionally, the use\r\nof algorithms to obtain exact solutions, which cannot be provided by basic visualization\r\ntechniques, is a common approach in data analysis. This work focuses on\r\noptimization, distance computation and data estimation algorithms in the context\r\nof information visualization.\r\nFurthermore, information visualization is closely connected to interaction. To\r\ninvolve human abilities in the computation process, the goal is to embed these\r\nalgorithms into an interactive environment. In an analysis dialog, the user observes\r\nthe current solution, interprets the results and then formulates a strategy of how\r\nto proceed. This forms a tight loop of interaction, which uses human evaluation to\r\nimprove the quality of the results.\r\nOptimization is a crucial approach in decision making. This work presents an\r\ninteractive optimization approach, exempli\fed by parallel coordinates, which are\r\na common visualization technique when dealing with multi-dimensional problems.\r\nAccording to this goal-based approach, multi-dimensional distance computation is\r\ndiscussed as well as a data estimation approach with the objective of approximating\r\nsimulations by the analysis of existing values.\r\nAll these approaches are integrated in an existing visual analysis framework and\r\ndeal with multi-dimensional goals, which can be de\fned and modi\fed interactively\r\nby the user. The goal of this work is to support decision makers to extract useful\r\ninformation from large data sets.",
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    {
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        "abstract": "This paper and its accompanying application address several methods for visualizing previously segmented Magnetic Resonance Imaging (MRI) heart data. Several parameters are computed from this data, which are then represented in a properly constructed 3D environment. \r\nThe heart data is structured into a series of datasets, each corresponding to a phase in the time-span of a heartbeat, and each consisting of several slices through the cross-section of the heart. These datasets are segmented semi-automatically, to outline the inner and outer layers of the myocardium (the endocardium and the epicardium, respectively), and the resulting contours are then used to construct a 3D mesh which closely approximate the walls of the myocardium. Five parameters are then derived from the data, namely wall thickness, wall thickening, motion speed, distance from the center and moment of maximum thickness. The values of these parameters are represented comparatively on the surface of the previously constructed mesh, though use of color or graphical noise, rendering visible any anomalies which might indicate possible problems with the proper functioning of the heart.\r\nOne of the focal issues is the visualization of two or more parameters concurrently, on the same surface, in real-time, without visually overloading the representation. This is achieved through various techniques such as the use of noise textures, a lens tool, or fading in-out between two different parameters.\r\nData containing a number of distinct stress levels is also visualized. In addition to the previous techniques, it is possible to represent parameters for all stress levels on a single mesh, through the use of “stress bands”. Moreover, the mesh be clipped above a desired stress band, thus viewing the parameter in relation to the motion of the heart.  \r\nThese means of visually characterizing the behavior of the heart in motion, specifically, the left ventricle, yield satisfactory results, making it possible to detect anomalies and dyssynchronies among the various regions of the myocardium, which are typically indicators of heart-related disease. ",
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        "abstract": "Real-time computer graphics and simulation has advanced to a level of realism that was regarded as\r\nunthinkable a few decades ago. However, \r\nuid simulations are still in an infant state for applications that\r\nrequire interactivity. Recent developments in programmability of graphics processing units on current\r\ngraphics cards have enabled researchers to treat these cards as stream co-processors. This class of\r\nprocessors are designed for parallelizable algorithms that do not make heavy use of branching. Algorithms\r\nhaving these properties can be accelerated signi\fcantly compared to implementations on current central\r\nprocessing units. Since grid-based \r\nuid simulations \ft perfectly into this scheme, this has become a\r\nhot topic in research. Various approaches will be presented in order to determine a combination of\r\nalgorithms that can easily be parallelized and allow integrating rigid objects with complex boundaries into\r\na \r\nuid simulation at interactive rates. Additionally, the usage of \r\nuid simulations in computer games will\r\nbe discussed. An underwater pinball game will be introduced as a practical example, highlighting the\r\nconsiderations that have to be taken into account when adding this game element that was previously\r\nimpossible to use.",
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    {
        "id": "CHIU-2008-PEN",
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        "title": "Penta G - A Game Engine for Real-Time Rendering Research",
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        "abstract": "Scientifc research often necessitates the usage of middleware for proof-of-concept implementations. In computer graphics, rendering engines are a type of middleware used for such a purpose. For real-time rendering, however, rendering engines often do not provide all functionality that is required, as in real-time, a certain degree of user interactivity aside from graphics is necessary, or can be the center of research. Furthermore, some modern research also explores interactivity with non-visual perceptual channels such as audio. Full game engines provide that functionality, however most state-of- the-art game engines are only available through expensive or exclusive licenses, or are completely unavailable for scientifc research.\r\n\r\nThis thesis presents the design, implementation and adaptation process of a state-of-the-art game engine that was tailored specifcally for research purposes. This game engine includes all the necessary components to build real-time-interactive computer graphics applications and has been used in several research projects such as the EU GameTools Project and the EU Crossmod Project.\r\n",
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        "title": "Console Engine Design on the Example of the PlayStation 2 in Comparison to the PC",
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        "abstract": "3D Graphics are an important part of a lot of software nowadays, ranging from games to\r\nmedical or architectural visualization. Especially games drive the development of more and\r\nmore powerful graphic cards and consoles. The graphics engine is the component of the\r\nsoftware responsible for visual presentation. On consoles the hardware layout is di\u000berent to\r\nthat of a standard PC, thus making it interesting to adapt and optimize a rendering engine\r\nfor a speci\fc hardware con\fguration. The multi-processor technology of the PlayStation\r\n2 with its extensive parallelism is optimal to show the di\u000berences between platforms with\r\na rendering engine prototype.\r\nTo get basic knowledge, an overview of the hardware along with design strategies is given.\r\nThe main di\u000berence to a PC engine is the non-existence of a graphics API like OpenGL\r\nor DirectX. Because of the \fxed hardware layout it is possible to design the engine to \ft\r\nperfectly to the available hardware and optimize it accordingly without any need for compatibility\r\nto di\u000berent hardware settings. To get acceptable performance on the PlayStation\r\n2, various bu\u000bering schemes, as well as the use of the di\u000berent available processing units\r\nare explained and incorporated in the engine design. The PlayStation 2 o\u000bers parallelism\r\nin the rasterizer, which creates the need for synchronization. To achieve this, two di\u000berent\r\ntechniques are explained and a CPU-independent synchronization using the DMA controller\r\nis implemented. The main part of the thesis is the direct comparison between an\r\nengine design for the PlayStation 2 and the PC. This is especially shown on various small\r\ne\u000bects, like motion blur or glow, implemented on the PlayStation 2, exploiting specialized\r\nfeatures available only on this platform, and the PC.\r\nThe engine prototype includes a toolchain for models and textures into a PlayStation 2\r\noptimized format for fast usage. It uses the available Vector Units to shift processing load\r\nfrom the CPU to the other components and makes excessive usage of DMA transfer to\r\nget parallel upload of textures and other data. Various special e\u000bects were implemented to\r\nhelp to point out the di\u000berences between conventional PC hardware and the PlayStation\r\n2.\r\nSumming up, this thesis proposes an engine design for the PlayStation 2 using various\r\nfeatures of this hardware and comparing its possibilities with those of conventional PC\r\nhardware. The thesis is divided into a basic overview of the rendering steps and the hardware\r\nof the PlayStation 2. This is followed by a detailed layout of the design issues for the\r\nengine and a comparison to the PC.",
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        "abstract": "Photo realistic rendering of measured data is a widely used method to generate reference images for analytical models. But before we can render measured data it has to be acquired and then fitted and interpolated. In this thesis we review two BRDF (Bidirectional Reflectance Distribution Function) databases from different Universities. One database consists of Spectral data where the other only measured the materials in RGB color space. Furthermore we introduce the reader in the basic BRDF models and in the basics of Monte Carlo sampling methods. \r\n\r\nWe integrate the rendering of measured BRDF data in the Advanced Rendering Toolkit (ART), which is developed since 1996 from the Institute of Computer  Graphics and Algorithms of the Vienna University of Technology. Also we evaluate the generated images, with polar plots, to show their reflectance property. Also we show our trilinear interpolation approach, which was used for the data from the Cornell University. To present our work we also rendered several images with the ART pathtracer.",
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        "id": "fruehstueck-2008-gpu",
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        "title": "GPU based Clipmaps",
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        "abstract": "Terrain rendering has a wide range of applications. It is used in cartography and landscape\r\nplanning as well as in the entertainment sector. Applications that have to render large terrain\r\nare facing the challenge of handling a vast amount of source data. The size of such terrain\r\ndata exceeds the capabilities of current PCs by far.\r\nIn this work an improved terrain rendering technique is introduced. It allows the rendering\r\nof surfaces with an arbitrary basis like the spherical-shaped earth. Our algorithm extends\r\nthe Geometry Clipmaps algorithm, a technique that allows to render very large terrain data\r\nwithout losing performance. This algorithm was developed by Losasso and Hoppe in 2004.\r\nAsirvatham and Hoppe improved this algorithm in 2005 by increasing the utilization of modern\r\ngraphics hardware. Nevertheless both algorithms lack of the ability to render large curved\r\nsurfaces.\r\nOur application overcomes this restriction by using a texture holding 3D points instead of\r\na heightmap. This enables our implementation to render terrain that resides on an arbitrary\r\nbasis. The created mesh is not bound by a regular grid mesh that can only be altered in\r\nz-direction. The drawback of this change of the original geometry clipmap algorithm is the\r\nintroduction of a precision problem that restricts the algorithm to render only a limited area.\r\nThis problem is handled by patching the whole surface with individual acting, geometry\r\nclipmap quads.",
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        "id": "altendorfer-2008-vts",
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        "title": "Void Tracking in SiC Particle Reinforced Al",
        "date": "2008-03",
        "abstract": "The expansion behavior of particulate reinforced AlSiC metal matrix composites (MMCs)\r\nduring a thermal cycle shows anomalies at temperatures above 250°C, explained by viscoplastic\r\nmatrix deformations and changing void volume fractions. Volumetric images of\r\nthe sample acquired by synchrotron tomography at several temperatures between 30°C\r\nand 400°C are used to analyze the void kinetics. These high-resolution low-contrast\r\n3D + T images are not aligned, thus only allowing quantitative comparisons over areas\r\ncomprising many voids. Analysis of speci\fc voids at various temperatures was not\r\nfeasible, due to the three-dimensional misalignment.\r\nWe present a 3D registration approach based on mutual information that allows for\r\nsub-pixel accurate registration. A maximum intensity projection (MIP) may be used\r\nfor a manual pre-alignment. Further software tools for the analysis of void kinetics\r\nof AlSiC provide linked views for 2D slices, 3D isosurfaces, volume rendering, as well\r\nas overlaid contours (isolines) of multiple images on an arbitrarily positionable cutting\r\nplane, and the calculation of a shape factor. By registering the volumetric datasets,\r\nwe were able to visualize the shrinkage and expansion of a speci\fc void during thermal\r\ncycling between room temperature and 400°C and to analyze the change of quantitative\r\nproperties of speci\fc voids{including volume, surface, shape factor|resulting from\r\ntemperature changes.",
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    {
        "id": "freiler-2008-ste",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Set Type Enabled Information Visualization",
        "date": "2008-03",
        "abstract": "Information Visualization is a research area in the \feld of computer graphics that deals\r\nwith visual representations of abstract and usually multidimensional data. This data can\r\norigin from questionnaires, elections, measurements or simulations. Apart from specialized\r\ntools, that are made for a special purpose, there are general purpose tools, that can be\r\nused to analyze many kinds of di\u000berent data.\r\nThese tools are made to handle di\u000berent data types, like numeric or categorical values,\r\nsome also support more advanced data types, like time series data or hierarchical data. In\r\nthis document, the data type set will be introduced into the general purpose visualization\r\ntool ComVis. A set is a collection of multiple elements, that can also be empty. In many\r\ncases, a dimension with the data type set can replace multiple categorical dimensions\r\nand make data analysis and exploration more e\u000ecient and complex datasets easier to\r\nunderstand.\r\nThis work will not only explain, how to use sets to explore datasets, but also introduce a\r\nnew specialized view based on a histogram view, that is dedicated to the use of sets. Of\r\ncourse, most of the already existing views have been modi\fed to use sets, otherwise the\r\nnewly added data type would be di\u000ecult to use either. Especially views that can display\r\nmultiple dimensions were a challenge, because they allow the user to mix sets with other\r\ndata types. Apart from the use of sets in various views, some additional topics are covered\r\nin this document. The conversion of existing categorical data is a very important feature,\r\nas well as a fast and e\u000ecient data structure. The existing methods for user interaction like\r\nbrushing and linked coordinated views have to work as expected for all supported data\r\ntypes.\r\nA set should not be seen as a new arti\fcial data type, that we have to convert existing\r\ndata to, but as the natural data type in many applications. Instead of introducing another\r\nconversion step for our data, we can avoid converting data with multiple related attributes\r\nto a range of categorical dimensions. Using sets is also an e\u000ecient way of dimension\r\nreduction, and can reduce the complexity of a dataset, as well as the amount of views\r\nneeded for exploration.\r\nAdditionally, there are some examples on how to take advantage of sets when analyzing a\r\nreal-world dataset. Some special features of this dataset as well as some erroneous entries\r\nare easier to \fnd by using sets and views that support them.",
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    {
        "id": "GEBHART-2008-AGV",
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        "title": "Automatisches Generieren von 3D-Straßensystemen",
        "date": "2008-03",
        "abstract": "In dieser Arbeit geht es um die Generierung von 3D Geometrie für große Straßensysteme.",
        "authors_et_al": false,
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        "diploma_examina": "2008-03-26",
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        "keywords": [
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        "title": "Automatic Segmentation of Contrast Enhanced Cardiac MRI for Myocardial Perfusion Analysis",
        "date": "2008-03",
        "abstract": "Cardiovascular diseases are the major cause of death in the developed world. About\r\nhalf of these are due to ischemia heart diseases. The high death rate caused by\r\ncoronary artery diseases increases the need for preliminary detection. Perfusion\r\nmagnetic resonance imaging has turned out to be very promising for this purpose.\r\nA contrast agent is injected intravenously to visualize the perfusion. Due to the\r\nextremely time-consuming manual analysis of these relatively large datasets, efforts\r\nfor automatic approaches have been introduced. Most of these proposed methods\r\nfocus on parts of the analysis process. The present thesis identifies four steps for\r\nan automatic analysis approach: localization of the heart, suppression of motion\r\nartifacts, segmentation of the myocardium, and perfusion analysis.\r\nThis thesis presents a method covering all these subtasks in an automatic manner\r\nwith no need for any user interaction. First the acquired MR images are analyzed\r\nto roughly detect the heart. A registration step compensates motion artifacts based\r\non the breathing of the patient. The segmentation step provides the contour of the\r\nmyocardium at every time step. Based on these segmentations the perfusion is\r\nquantified.\r\nThis thesis gives a detailed description of the implementation. Furthermore\r\nthe algorithm was tested on 11 datasets. The obtained results are presented and\r\ndiscussed. Inspection of the results indicates that this method is very promising for\r\nan efficient perfusion analysis.",
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    {
        "id": "fizimayer-2007-art",
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        "title": "A Real-Time Cloud Animation and Illumination Method",
        "date": "2007-10",
        "abstract": "Over the last years, real-time rendering, especially for virtual environments as can be seen in most computer games, became more and more important. As the capabilities of graphics hardware continuously increases, the expectations of users regarding to visual quality are also increasing relativly fast.\r\n\r\nCompared to the rapid development in many fields of computer graphics, a very important element for real-time outdoor scene rendering has been almost completely disregarded. Clouds can highly improve the visual quality of a scene due to their complex structure, the beautiful colors as well as their formation and movement. Because of the computational effort to render animated and dynamically lit clouds, it has been impossible for consumer graphics adapters to draw them and simultaneously keep the framerate high enough. Although there are many methods which allow drawing clouds in outdoor environments fast enough, all of them have some restrictions eighter in movement, lighting or formation.\r\n\r\nThis thesis will examine how plausible cloud animation can be done in real time on consumer graphics hardware and how the animation results can be used to render high-quality, dynamically lit, volumetric clouds with relativly high frame rates. Since high-quality solutions already exist for non-real-time rendering applications and they are almost completely computed on the CPU, which is not acceptable for most games since the CPU is very often already at peak load, methods will be discussed to adapt those algorithms to be performed on the GPU, while also some new improvements will be presented.\r\n\r\nThe thesis first gives an overview of state-of-the-art of cloud rendering algorithms for real-time as well as for non-real-time rendering. Then, we will try to adapt parts of these techniques to work in interactive environments at high framerates while all significant characteristics of the non-real-time methods like cloud formation, extinction, movement and dynamic lighting will still be preserved.",
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        "id": "guerrero-2008-dip",
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        "abstract": "Massive amounts of complex time-dependent information arise in various areas of business, science and engineering. These time series datasets commonly result from the measurement, modeling or the simulation of dynamic processes and contain multiple attributes changing over time. Examples are meteorological data, climate data, financial data, census data, or medical data, to name a few.\r\n\r\nIn this thesis the CurveView for the enhanced interactive visual analysis of multidimensional and large time series data is presented. Two approaches are proposed, one for the interactive visual representation of the data, and so-called brushing techniques allowing the user to select certain interesting subsets of the data (i.e., features) in an intuitive and interactive way. The goals are to enable analysts to gain insight into their data sets, to create, verify or reject hypotheses based on the data, and to explore the temporal evolution of different attributes in order to detect expected structures and to discover unexpected features. The presented solution is integrated into SimVis, a multiple-views system for the visual analysis of time-dependent simulation results.\r\n\r\nThe data is visualized using focus+context visualization techniques: important or selected portions of the data (focus) are visually accented, while the rest of the data (context) is shown in a less prominent style. In doing so, enhanced navigation and orientation is provided to the user. By the application of customizable transfer functions, general data trends, visual structures and patterns can be emphasized even within dense regions of the visualization. On the other hand, so-called outliers, which denote time series in low populated areas of the display or important (ie, brushed) data items hidden in regions of context information, are discriminable in the visualization. By the application of binning techniques large amounts of time-dependent information are transformed into a reduced but still meaningful representation which can be depicted at interactive frame rates.\r\n\r\nFurthermore, interactive brushing techniques are provided to the user for analysis purposes. Thus, complex time-dependent features can be specified by applying fuzzy classification to the time series data. Two kinds of brushes exist in the CurveView: similarity-based brushes where time series are classified according to their similarity to a user-defined pattern directly sketched in the view; and time step brushes, which select time series running through a certain area of the view. In SimVis, the interrelations between the specified features in multiple time-dependent dimensions can be analyzed visually using multiple linked views that show different attributes (i.e., dimensions) of the data.",
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        "title": "Real-Time Tone Mapping Using Selective Rendering",
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        "title": "Designing a Modern Rendering Engine",
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        "title": "Importance-Driven Rendering in Interventional Imaging",
        "date": "2007-08",
        "abstract": "In this thesis a combined visualization of dense clinical data like 3D CTA (Computed Tomography\r\nAngiography) combined with co-registered real-time images of medical intervention\r\napplications is presented. The main challenge here is to provide a merged visualization that\r\nallows su\u001ecient spatial perception of the important parts, as derived from the pre-operative\r\ndata, while not occluding the information in the real-time image embedded within the volume.\r\nThis work presents a new approach of importance de\u001cnition for volumetric data and how\r\nthis importance can be used to create a feature-emphasized visualization. Furthermore the\r\nviewpoint and the position of the intervention image is used to generate a contextual cutaway\r\nwhich in\u001duences the density of the visualization to avoid an occlusion of the real-time image\r\nby less important parts of the volumetric data.",
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    {
        "id": "LEHNINGER-2007-SSV",
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        "title": "Simulation von städtischem Verkehr",
        "date": "2007-04",
        "abstract": "The task of this thesis is the simulation of urban traffic.\r\n\r\nFor this purpose the traffic library TrafLib was developed. TrafLib is a multi-agent, micro simulation for urban traffic. It is suitable for visualisation, e.g. urban visualisation software, driving simulators, computer games, virtual reality software, and so on. It enhances them and makes them more attractive.\r\n\r\nTrafLib requires a road-network in the form of an input file. The input file must contain the description of roads and crossings, and optionally traffic lights and traffic signs. Additionally to the own file description format, the format of VRMG is also supported. VRMG is a program for creating geometry of large road-networks.\r\n\r\nThe problem of traffic calculation is solved by handling traffic rules according to the Highway Code and the “Car-Following-Theory”. The vehicles are modelled as autonomous agents. Human characteristics are imitated by three different types of driving-behaviour (cautious, normal, aggressive).\r\n\r\nThe movement of the vehicles takes place on 1-dimensional lanes. This reduces the flexibility a little, but simplifies the calculation a lot.\r\n\r\nTrafLib is able to simulate more than 5000 vehicles on a road network of the size of 3 times 3 km in real-time on a standard-PC.",
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        "title": "Visualization of Online Sales Databases",
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        "abstract": "Information Visualization today offers a wide range of techniques and approaches that\r\ncan be used to visualize and analyze business data. For the task of visualizing online sales\r\ndatabases of a hardware vendor, this thesis discusses two fields of interest and presents\r\nexemplary solutions to certain objectives of analysis. On the one hand it will deal with\r\nthe visualization of users’ interaction in an online shop (Clickstream Visualization), presenting\r\nmeans of usage-data collection, its analysis and preparation as well as visualization.\r\nThereby, a prototype is developed that generates node-link diagrams of users’\r\nclickstreams. On the other hand this thesis introduces the novel approach of Parallel\r\nCoordinated Hierarchies – a linked view consisting of a Hierarchical List and Parallel Coordinates\r\nplots for every hierarchy, visualizing sales data like turnover and contribution\r\ngrouped by attributes like time and location. As the evaluation of the concepts showed,\r\nboth prototypes’ capabilities allowed greater insights in business data than tools already\r\nin use and facilitated advanced business analyses to a great extent.",
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        "title": "Interactive Computer Generated Architecture",
        "date": "2007",
        "abstract": "The creation of visually convincing architectural models using traditional modeling methods is a labor intensive task. Procedural modeling techniques strive to reduce the manual work an artist has to perform when modeling architecture. In previous work, those techniques were successfully applied to the creation of architecture. However, previous methods have a limited usability, as they are based on text editing. This makes modeling unintuitive and diminishes the advantages of procedural modeling.\n\nTherefore, methods to interactively create procedural architecture, using a graphical user interface, are explored in this thesis. As interactivity also requires real-time rendering performance, methods to accelerate the generation of architecture are investigated. Further, the thesis provides a detailed report on previous procedural architecture generation techniques.",
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    {
        "id": "Selig-2007-VegAnim",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Vorberechnete interaktive physikalisch-basierte Animation von Vegetation am Beispiel Gras",
        "date": "2007",
        "abstract": "In dieser Arbeit wird ein Ansatz zur Simulation der Bewegung von Vegetation (Gräser, Sträucher und Bäumen) vorgestellt. Die Hauptneuerung in diesem Verfahren ist die Trennung der Berechnung der Bewegungen (Präprozess) von der tatsächlichen Durchführung der Animation (Laufzeitsystem). Durch diese Teilung muss der Präprozess nicht in Echtzeit ablaufen, wodurch aufwendigere physikalisch-basierte Berechnungen möglich werden. Der Laufzeitprozess benutzt die vorberechneten Daten, um die Bewegung der Vegetation durchzuführen. Die Visualisierung wird durch Anwendung der Daten auf Billboards umgesetzt.\n\nBeim Präprozess wird besonderes Gewicht auf den modularen Aufbau gelegt, wodurch eine leichte Anpassung an verschiedene Szenarien möglich wird. Der Präprozess gliedert sich in drei Hauptkomponenten. Der erste Bereich ist das parametrisierte 3D-D0L-System zur Erstellung der Vegetation, welche zu Simulationszwecken in Partikelsysteme überführt werden. Der zweite Bereich betrifft die normalverteilte 4D-Perlinnoisestruktur zur Simulation verschieden wirkender Kräfte. Zusammengeführt werden diese beiden Bereiche in einem dynamischen Feder-Dämpfer-Masse-System zur Berechnung der Bewegungsdaten. Die Speicherung erfolgt in einer visuell kontrollierbaren 3D-Textur.\n\nMit dieser Anordnung ist es möglich, realistische Vegetationsbewegungen zu erstellen, aktuelle Probleme des ‚State of the Art’ zu lösen und diese in einer schnell zugreifbaren Datenstruktur für verschiedene Anwendungen zu erhalten.\n",
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        "id": "gerl-2006-vhi",
        "type_id": "masterthesis",
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        "title": "Volume Hatching for Illustrative Visualization",
        "date": "2006-11",
        "abstract": "The evolution of drawing reaches back to the origin of human cultural history.\nOver 20.000 years ago prehistoric men started to picture their environment\nin petroglyphs. From these caveman paintings to mythological depictions\nof the ancient Egyptians, from medieval illuminated manuscripts\nto Leonardo Da Vinci’s anatomical studies in the Renaissance, drawings\nserved the purpose of transforming information into a visually perceptible\nform. Maybe it is this historical tradition that gives drawings the character\nof being perceived as beautiful by a widespread public. Maybe it is the abstract\nnature of drawings that lets them be an art form commonly chosen\nfor illustration. Often the first type of imagery we deal with in our lifetime\nare hand-drawn images in children’s books. So we literally grow up with\ndrawings as a familiar medium for depiction. This could also be a cause\nfor the high acceptance drawings usually meet.\nDrawings are commonly used in a scientific and educational context to convey\ncomplex information in a comprehensible and effective manner. Illustration\ndemands abstraction for focusing attention on important features by\navoiding irrelevant detail. Abstraction is a characteristic inherent in drawing,\nas a drawing always abstracts real world. Therefore drawings serve\nthe purpose of illustration very well. In addition to that, the expressiveness\nand attraction of drawings bestow them the property of communicating information\nin a way mostly felt as enjoyable.\nSpecific applications of volume visualization require exactly these visual\nproperties. Therefore increasing effort has been spent on developing and\napplying illustrative or non-photorealistic rendering methods for volume\nvisualization in recent years. This is the field of study this thesis is devoted\nto. The described capabilities of drawing make it the art form we\nchose to mimic for the non-photorealistic volume rendering approach developed\nin this thesis. A common shading technique in drawings is hatching.\nHatching is also standard practice in schematic hand-drawn illustrations\nas known from textbooks. We implemented a system capable of generating\nhatching drawings from volume datasets. The basic idea was to\nexploit illustrative and aesthetic excellence of hatching drawings for the\ncreation of expressive representations of volumetric data.\nThe drawing in Figure 1 gives an example of an illustration where hatching\nhas been used for shading. This figure shall demonstrate that hatching is\na technique capable of conveying spatial properties of the depicted object\nin an abstract and expressive way. It is an artwork of Vesalius’ De humani\ncorporis fabrica, a textbook of human anatomy from the Renaissance.\nWe propose some possible fields of application to further explain the motivation\nto engage in generating hatching drawings from three-dimensional\ndata. The majority of these data are generated in medical scanning devices,\nand medicine offers numerous possibilities for employing volume\nhatching. One possible medical application would be to illustrate upcoming\nsurgeries to patients. Explaining a surgery with the help of a volume\nhatching rendering is perhaps more comprehensible for a layman than with\ntomography slices. It also could be more readily accepted by patients as a\nrealistic rendering, due to the visually pleasing nature of hand drawings\nand the distaste of some people on viewing inner body parts realistically.\nAnother potential field of application for volume hatching is the automated\ngeneration of educational illustrations. Figures in scientific textbooks, for\ninstance in medicine or botany, which shall convey important structural\nfeatures by a schematic representation of objects, are often drawn by hand.\nThe preferred drawing medium here is pen-and-ink, and a reduced drawing\ntechnique is used where shading is realized with a sparse and even\nhatching. Volume hatching can be employed for creating images resembling\nsuch illustrations from volumetric data. On the one hand, this offers\nthe possibility for automated generation of still images for text- or schoolbooks.\nOn the other hand, interactive illustrations could be applied in\nteaching, since they provide exploration and examining possibilities while\ndepicting the objects in a familiar illustrative style.\nThis thesis is organized as follows. First, we give an overview about research\ndone in fields related to this thesis in Chapter 2. In Chapter 3 we\npresent the algorithms we developed for rendering hatching drawings from\nvolume data. This includes the creation of contour drawings, curvature\nestimation and generation of hatching strokes. We continue with shortly\noutlining the concept of implementing these algorithms in Chapter 4. In\nChapter 5 we present and discuss result images, revealing advantages and\nlimitations of our approach. We summarize the content of this thesis in\nChapter 6. Finally, we draw a conclusion on the results of this thesis and\npropose ideas for further enhancing our work in Chapter 7.",
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    {
        "id": "SABADELLO-2006-HEG",
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        "title": "History of Electronic Games",
        "date": "2006-10",
        "abstract": "During the last few years, there has been an increased interest in so-called “Retro-Gaming”, i.e. the hobby of playing older electronic games, either on the original hardware or by using emulation software on modern computers.\r\n\r\nThis thesis is about the history of electronic games and about an installation which was made for the exhibition \"medien.welten\" at the \"Technisches Museum\" (Museum of Technology) in Vienna.",
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    {
        "id": "spielmann-2006-ner",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "A New Efficient Real-Time Global Tone Mapping Method",
        "date": "2006-06",
        "abstract": "In computer graphics, visualization, digital imaging and specially in digital pho-\r\ntography, tone mapping plays an important role. The contrast of an image is ¯nite\r\nand display device dependent. It is typically around 4-6 stops according to photo-\r\ngraphical tradition in log2 scale. The contrast of the original scene however is often\r\nsigni¯cantly greater than that so that the bright or dark parts of the scene will have\r\nno details in the image. A classical photography pipeline doesn't manipulate the\r\nimage after an automatic exposure.\r\nIn this work we give an overview of color science, human vision and display de-\r\nvices. We present known global tone mapping methods and some e±cient adaptive\r\nHDR methods.\r\nThe main focus of the work is to ¯nd the optimum contrast window for global tone mapping and to decide if there are better global and local mapping methods\r\nthan the widespread mean value mapping. This work deals with the generalization of\r\nthe minimal information loss method and the empirical search for optimal parameter\r\ncombinations for the method.\r\nIt is combined, in an innovative way, with the max(r,g,b) function (instead of lu-\r\nminance) introduced in incident light metering for computer graphics, or quasi-\r\nirradiance principle. These two methods yield visually pleasant results high con-\r\ntrast images, e.g. for the always critical back light or images containing exterior\r\nand interior parts simultaneously. Since the method works in real time, after further\r\nimprovements it could be easily included in Digital Cameras.",
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        "title": " Ausarbeitung und Implementierung eines Verfahrens zum Editieren eines 3D-Volumens",
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        "abstract": "Wir beschreiben ein Verfahren um Auswahlbereiche in dreidimensionalen Daten zu definieren, das auf der Manipulation eines Polyeders beruht. Die möglichen Operationen sind das Einfügen, Verschieben und Löschen von Ecken. Der von diesem Polyeder umschlossene Bereiche wird dem Benutzer angezeigt, das restliche Volumen wird unsichtbar. Wir zielen dabei auf die Verwendung im Bereich medizinischer Daten ab, in dem immer noch hauptsächlich mit clip-Ebenen gearbeitet wird.\nWährend des Löschens einer Polyederecke bleibt ein Loch im Polyeder zurück, dass von einem dreidimensionalen Polygon berandet wird. Die Triangulierung von dreidimensionalen Polygonen ist NP-vollständig und wird deshalb bisher mittels Heuristiken gelöst. Wir definieren eine Klasse von dreidimensionalen Polygonen die durch Zylinder zerlegt werden können und zeigen, dass alle in unserem Kontext entstehenden dreidimensionalen Polygone zu dieser Klasse gehören. Weiterhin zeigen wir, dass diese Polygone in O(n²) trianguliert werden können. Weiterhin besprechen wir ein neues Verfahren zur Triangulierung von beliebigen dreidimensionalen Polygonen, das zusätzliche Punkte einfügt und eine Adaption des Verfahrens für zylinder-zerlegbare Polygone ist.\n",
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        "title": "Hardware-Accelerated Rendering of Unprocessed Point Clouds",
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        "abstract": "In this diploma thesis a fast rendering algorithm for very large point clouds is described. A point cloud is simply a set of unconnected 3D coordinates in cartesian space. Each coordinate of such a set is interpreted as a point in space. A point cloud is the result of a sampling process, where either a laser scanner samples a real environment, or the data structure of some already existing graphical model is point sampled. During rendering it is attempted to reconstruct the sampled\r\nmodel from the given point cloud. The algorithm presented in this thesis builds on two new data structures, namely Memory Optimized Sequential Point Trees and Nested Octrees. It includes an out-of-core part, which means that it is also possible to render models that do not fit in the main memory of the computer, and\r\nan occlusion-culling part, which means that objects, which are hidden by objects closer to the viewer, do not have to be rendered. The algorithm is developed primarily for the fast rendering of point clouds, i.e., with a high frame rate, whereas the visual quality of the rendered point clouds is not in the focus of this work. The\r\nalgorithm does not need any additional attributes at a point besides the position.",
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        "title": "Implementation of Dispersion Rendering Capabilities in the Advanced Rendering Toolkit",
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        "abstract": "In volume visualization the de\fnition of transfer functions is a critical task\r\nfor the generation of informative images. We have the fact nowadays that\r\nthe complexity of the images increases. So the problems of designing proper\r\ntransfer functions are growing too. In this work an image-based approach\r\nis presented, which tries to simplify this task by providing multiple preview\r\nimages for di\u000berent function settings, so that the user can imagine more\r\neasily how the \fnal image will look like.",
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        "title": "An Adaptable Real-time Soft Shadow Algorithm for Multi-lit Semi-static Scenes",
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        "abstract": "Casted shadows are a crucial topic in 3D computer graphics. They have a major influence\r\non the realism and on the quality of rendered pictures. Moreover, without them, the relative\r\ndepth of the objects in a scene can often not be understood. But rendering high-quality\r\nshadows in real time is a challenging problem.\r\nThis report deals with the work done during an internship at Navigram BV. This\r\ncompany provides online 3D interactive solutions to the furniture and real estate industries.\r\nTheir products are based on a rendering engine that does not support shadowing. The aim of\r\nthis internship was therefore to implement shadowing in a real-time engine and this report\r\nexplains how we did it.\r\nWe will first describe the context of this master thesis and discuss the specificities that\r\ninfluenced our work. Then we will make a short introduction to shadowing and define the\r\nvocabulary used. The chapter IV consists in an overview of state-of-the-art shadowing\r\nmethods. Using some of the presented algorithms, we implemented the first shadowing\r\nmethods. They will be discussed in the fourth part of this report. But these basic techniques\r\ndid not provide the aimed level of quality so we had to improve them later on. Finally, we\r\nwill present the final rendering pipeline that is able to render high quality shadows in real\r\ntime by combining the various algorithms.",
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        "title": "Shadow Mapping of Large Environments",
        "date": "2005-08",
        "abstract": "This thesis is about shadow generation in real-time and its problems. Its focus is\r\non shadow mapping, a real-time technique to render high quality shadows. A lot\r\nof literature is available concerning shadow mapping and the problems associated\r\nwith it. But most of this literature concerns itself only with certain problematic\r\nparts of shadow mapping, but not with all the problems of shadow mapping together.\r\nIn this thesis we will give a minute report of all these problems and why\r\nand how they occur. We will discuss the major methods to cure them and identify\r\nand adopt the methods so that they can be used together for demanding real-time\r\napplications to avoid all of the shadow mapping problems.\r\nAll things considered this thesis should provide an insight into the current\r\nstate of research in the field of real-time shadow generation with shadow maps,\r\nand should expand this overview by giving the reader all the methods at hand to\r\ncure the problems of shadow mapping and use it in a complex real-time scenario\r\nwithout visible artefacts.",
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        "title": "3D Active Appearance Models for Segmentation of Cardiac MRI Data",
        "date": "2005-08",
        "abstract": "Segmentation of volumetric medical data is extremely time-consuming if done manually.\r\nThis is the reason why currently great efforts are being made to develop algorithms\r\nfor automatic segmentation. Model based techniques represent one very\r\npromising approach. A model representing the object of interest is matched with\r\nunknown data. During the matching process the model’s shape and additional properties\r\nare varied in order to iteratively improve the match. As soon as the model fits\r\nsufficiently well to the data, the properties of the model can be mapped to the data\r\nand so a segmentation is derived.\r\nRecently the segmentation of cardiac magnetic resonance images (MRI) has\r\nbeen of great interest. In this work we outline some of the methods proposed to\r\nsolve the problem of cardiac segmentation. We review Active Appearance Models\r\n(AAMs) which are a special type of deformable models. AAMs rule changes in\r\nshape and texture using statistical information obtained from a data base of representative\r\nexamples. We describe the theory behind AAMs with special focus on 3D\r\nAAMs. These are applicable to volumetric medical image data. Our implementation\r\nof 3D AAMs is outlined and the results obtained for 3D segmentation of the\r\nleft cardiac ventricle are presented.",
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    {
        "id": "Artner-2005-Thesis",
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        "title": "High-Quality Volume Rendering with Resampling in the Frequency Domain",
        "date": "2005-01",
        "abstract": "This thesis introduces a volume rendering technique that is conceptually based on the shearwarp factorization. The novelty in our approach is that we perform the shear transformation entirely in the frequency domain. A compensation for the direction dependent sampling distance along the viewing rays, which is present in the standard shear-warp approach, is developed. This compensation is also carried out in the frequency domain and is capable of producing freely selectable sampling distances. The accurate scaling of the volume slices is achieved by using the zero padding interpolation property. Finally, a high quality gradient estimation scheme is presented which uses the derivative theorem of the Fourier transform. Experimental trials have shown that the presented method can outperform established algorithms in the quality of the resulting images. Especially in the case when the dataset was acquired according to the sampling theorem, the presented method is capable of a perfect reconstruction of the original function.",
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        "id": "draeger-2005-chain",
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        "title": "A ChainMail Algorithm for Direct Volume Deformation in Virtual Endoscopy Applications",
        "date": "2005",
        "abstract": "Endoscopy is an integral part of medical practice although the procedure is often unpleasant for the patient. Virtual endoscopy is a diagnosis tool which visualizes 3D image data sets to show a virtual view of the patient similar to the images generated by a traditional endoscopy. A virtualendoscopysystemcalledSTEPSwasdevelopedattheVRVistosimulatetranssphenoidal endonasal pituitary adenoma surgery. This thesis describes a deformation engine extending the STEPS application to enhance the realism. The two main contributions are the development of the Divod ChainMail algorithm, an algorithm for direct volume deformation based on the Chain- Mail and Enhanced ChainMail algorithms, and the integration of the engine into the existing STEPS. We use a Constrained Particle System to directly model and manipulate the volume data instead of modeling objects extracted from the volume data. We further proposes a simple interface to ease integration and enforce reusability of the software components. This thesis describes our Divod ChainMail algorithm, the interface and integration details, and provides timing results. Finally, it offers a discussion of the presented methods pointing out possible improvements and further work.",
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    {
        "id": "hartmann-2005-adv",
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        "repositum_id": null,
        "title": "An Advanced Data Structure for Large Medical Datasets",
        "date": "2005",
        "abstract": "The size of volumetric data acquired from computed tomography scanning\r\ndevices is steadily increasing, which often makes it impractical to store the\r\nwhole data in physical memory. Therefore, e±cient data structures are re-\r\nquired. In this thesis several data structures are examined in respect to\r\napplication for computed tomography-angiography. In particular, memory\r\nconsumption and performance of visualization are addressed. Additionally,\r\na data structure based on adaptive meshes is implemented. This data struc-\r\nture can leverage resources where they are needed. In order to generate the\r\nadaptive meshes, two di®erent algorithms are explained and compared to\r\neach other. The most common visualization techniques for angiography are\r\ndescribed.",
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    {
        "id": "rautek-2005-dvr",
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        "tu_id": null,
        "repositum_id": null,
        "title": "D²VR High-Quality Volume Rendering of Projection-based Volumetric Data",
        "date": "2005",
        "abstract": "Volume rendering techniques are conventionally classified into two categories\r\nrepresented by direct and indirect methods. Indirect methods require\r\nto transform the initial volumetric model into an intermediate geometrical\r\nmodel in order to efficiently visualize it. In contrast, direct volume-rendering\r\n(DVR) methods can directly process the volumetric data. Modern 3D scanning\r\ntechnologies, like CT or MRI, usually provide data as a set of samples on\r\nrectilinear grid points, which are computed from the measured projections by\r\ndiscrete tomographic reconstruction. Therefore the set of these reconstructed\r\nsamples can already be considered as an intermediate volume representation.\r\nIn this diploma thesis a new paradigm for direct direct volume rendering\r\n(D2VR) is introduced, which does not even require a rectilinear grid, since it\r\nis based on an immediate processing of the measured projections. Arbitrary\r\nsamples for ray casting are reconstructed from the projections by using the\r\nFiltered Back-Projection algorithm. The method presented in this thesis removes\r\nan unnecessary and lossy resampling step from the classical volume\r\nrendering pipeline. Thus, it provides much higher accuracy than traditional\r\ngrid-based resampling techniques do. Furthermore a novel high-quality gradient\r\nestimation scheme, which is also based on the Filtered Back-Projection\r\nalgorithm is presented. Finally we introduce a hierarchical space partitioning\r\napproach for projection-based volumetric data, which is used to accelerate\r\nD²VR.",
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        "abstract": "Today, a major challenge of computer graphics is the generation of realistic images at rates that arouse the impression of fluid motion in the viewer. Of central importance in this context is the application of specialized hardware, which has experienced an impressive evolution in recent years, increasing both speed and functionality in a significant fashion. However, displaying complex scenes like whole cities requires dealing with such an amount of data, that dedicated acceleration algorithms are still necessary in order to cope with the tight temporal constraints. In doing so, methods for detecting invisible parts of the scenery play a key role. A particular challenge is classifying those objects in an efficient way which are invisible due to being entirely occluded by other objects in front of them. Although this visibility problem belongs to the classical tasks of computer graphics, just recently introduced extensions to the graphics hardware permit the design of new algorithms with fascinating opportunities, but also requirements that have been of no concern to previous approaches.\r\n\r\nThis master thesis deals with the task of developing an efficient algorithm for solving the visibility problem for arbitrary scenes, which is tailored towards the NV_occlusion_query OpenGL extension, in different ways:\r\n\r\nOne method approximates the potential occlusion within a given scenery from a certain viewpoint by constructing a directed acyclic graph, which is in turn used to be able to issue as many occlusion queries as possible in a concurrent fashion. Several extensions amend and improve the core algorithm by employing a more equal load balancing and exploiting both temporal and spatial coherence. Finally, this approach is extended by incorporating an appropriate spatial hierarchy.\r\n\r\nAlthough this technique is by and large significantly superior to rendering without occlusion culling, the obtained results are not satisfactory in every respect. Therefore, a second approach is proposed that does not rely on any graph. This hierarchical algorithm depends entirely on the visibility classification of previous frames and stresses thus the aspect of temporal coherence. Even though it is considerably simpler than the first approach, it yields superior and generally convincing results.\r\n\r\nBoth approaches are conservative (which means that they do not affect the correctness of the resulting image), but can easily be modified in a way that permits to trade off quality for speed by tolerating precisely definable mistakes.",
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        "id": "Masterthesis-Viola",
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        "title": "Applications of Hardware-Accelerated Filtering in Computer Graphics",
        "date": "2002-04",
        "abstract": "Two of the most important issues of computer graphics – especially in raster graphics and volume\r\nvisualisation – are sampling and reconstruction. These operations must fulfill particular conditions\r\nof sampling theory in order to be able to represent arbitrary continuous functions by discrete samples\r\nand reconstruct them from these samples without significant information loss. Several approaches\r\nfor high-quality reconstruction have been introduced to the computer graphics community. These\r\napproaches are mostly implemented in software, possible only as pre-process step. The only two\r\nways of reconstruction that are usually fast enough for real-time rendering are nearest neighbor and\r\nlinear interpolation filtering, but the quality of these filtering processes is often not sufficient.\r\nThis work summarizes the hardware-based methods that exploit the features of today’s graphics\r\nchips for filtering tasks. These methods are divided in two parts, i.e., high-resolution filtering and\r\nimage processing. Both methods are based on the distribution principle of convolution known from\r\nsplatting based volume rendering algorithms and they share the same general principle. The difference\r\nis in the implementation of the algorithms themselves.\r\nHigh-resolution filtering employs high-order filters in order to improve the quality of resampling\r\ntremendously. The implemented algorithms exploit symmetry or separability properties to make the\r\nfiltering more efficient. We compare it to the existing, natively supported solution, i.e., linear interpolation\r\nto our filtering implementation using higher order filters. This is shown in various application\r\nareas like surface-texturing, and solid-texturing, animated textures, or derivative filtering; at interactive\r\nframerates.\r\nThe image processing algorithms are simplified general filtering algorithms to increase effciency\r\nand performance. We show the usability on smoothing and edge detection, the important operations of\r\nimage processing and pattern recognition. We combine this techniques together with other hardware\r\nfeatures to provide hardware-accelerated artistic rendering techniques. These are also presented in a\r\nrendering system that provides non-photorealistic rendering effects.",
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    {
        "id": "zotti-2001-dip",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Multi-Purpose Virtual Reality Model of the Solar System (VRMoSS)",
        "date": "2001-11",
        "abstract": "The thesis describes construction and application of the VR model of the solar system inside the ASH Virtual Control Room.",
        "authors_et_al": false,
        "substitute": null,
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        "authors": [
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        "research_areas": [],
        "keywords": [
            "Astronomy",
            "Education",
            "Virtual Reality",
            "Simulation"
        ],
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        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2001/zotti-2001-dip/",
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    },
    {
        "id": "HUMMEL-2001-MSE",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Modellierung von Straßen für Echtzeitvisualisierung",
        "date": "2001",
        "abstract": "Diese Diplomarbeit ist die theoretische Abhandlung von VRMG, einem Softwareprojekt, das im\nRahmen des praktischen Teiles der Arbeit realisiert wurde und die Modellierung von Terrain und\nStraßen virtueller Städte zum Zwecke der Echzeit-Visualisierung bewerkstelligt. Ausgehend von\nden Vermessungsdaten in Form von geografischen Höhenwerten und dem Straßennetz, das als\nStraßengraph vorliegt, werden alle Schritte zur Umsetzung dieser Rohdaten in Geometriedaten für\ndie separate Modellerstellung des Terrains und der Straßenzüge behandelt. Der Schwerpunkt der\nArbeit liegt auf dem Anwendungsfall – Stadtstraßen. Somit umfaßt VRMG zahlreiche Elemente\nfür den Aufbau von Straßen, wie sie typischerweise im Stadtbereich zu finden sind. Dadurch ist es\nmöglich, zahlreiche Straßen-Konfigurationen aus der Realität nachzubilden. Das Terrain wird als\nkonventioneller, Regulärer-Raster erfaßt. Nach der Berechnung der Straßen- bzw.\nHöhenfeldgeometrie, die auf Grundlage von Beschreibungsfiles zur Eingabe der spezifischen\nParameter erfolgt, liegt das Ergebnis dieses Schrittes in polygonaler Repräsentationsform vor.\nDadurch, daß die Modell-Geometrie vorzugsweise für Echtzeitanwendungen eingesetzt wird, ist\ndie Aufbereitung der polygonalen Repräsentation durch Nachfolgeoperationen zur Optimierung\nder Geometrie bedeutsam. Durch die Verfahren der Delaunay-Triangulierung und des Triangle-\nStripping werden die Polygone mittels Dreieckszerlegung tesseliert und dadurch in eine Form\ngebracht, die die derzeitigen 3D-Hardwarebeschleunigerchips unterstützen. Das endgültige\nResultat wird als Szenegraph, der als Baumstruktur die Geometrie- und Texturierungdaten in\nhierarchischer Form aufnimmt, gespeichert und für die Verwendung, etwa als\nSimulationsumgebung, zur Verfügung gestellt.",
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        "authors": [
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        ],
        "date_end": "2001",
        "date_start": "2000",
        "matrikelnr": "0000000",
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        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2001/HUMMEL-2001-MSE/",
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    },
    {
        "id": "Wimmer-1996-ITB",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Interaktive Techniken im Bereich des dreidimensionalen Modelings",
        "date": "1996-11",
        "abstract": "",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1996/Wimmer-1996-ITB/",
        "__class": "Publication"
    },
    {
        "id": "ottendorfer-1991-hal",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "HAL (Hypothetic Assembler Language) Definition und Implementation",
        "date": "1991-12",
        "abstract": "",
        "authors_et_al": false,
        "substitute": null,
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        "note": "Diplomarbeit am Institut für Computergraphik",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/ottendorfer-1991-hal/",
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    },
    {
        "id": "schrammel-1991-dar",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Darstellung von Partikelsystemen mit dem Ray-Tracing- Verfahren",
        "date": "1991-12",
        "abstract": "",
        "authors_et_al": false,
        "substitute": null,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/schrammel-1991-dar/",
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    },
    {
        "id": "wagner-1991-soft",
        "type_id": "masterthesis",
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        "repositum_id": null,
        "title": "Software-Entwicklungswerkzeuge für graphische Benutzeroberflächen am Beispiel OSF/Motif",
        "date": "1991-12",
        "abstract": "",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/wagner-1991-soft/",
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    },
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        "id": "flor-1991-ada",
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        "repositum_id": null,
        "title": "Adaptive Oberflächenunterteilung an Schattenkanten im Radiosity Verfahren",
        "date": "1991-11",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/flor-1991-ada/",
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    },
    {
        "id": "stocker-1991-kom",
        "type_id": "masterthesis",
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        "repositum_id": null,
        "title": "Kompression von Computer-Animationen",
        "date": "1991-11",
        "abstract": "",
        "authors_et_al": false,
        "substitute": null,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/stocker-1991-kom/",
        "__class": "Publication"
    },
    {
        "id": "lehninger-1991-cut",
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        "repositum_id": null,
        "title": "CUT, Verwaltungs- und Konstruktionssystem für Tischlereibetriebe",
        "date": "1991-09",
        "abstract": "",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/lehninger-1991-cut/",
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    },
    {
        "id": "schricker-1991-ani",
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        "repositum_id": null,
        "title": "Animation in der Mechanik",
        "date": "1991-09",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/schricker-1991-ani/",
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    },
    {
        "id": "stiegelecker-1991-nat",
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        "repositum_id": null,
        "title": "Natürliche Pinsel auf dem Computer",
        "date": "1991-09",
        "abstract": "",
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        "substitute": null,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/stiegelecker-1991-nat/",
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    },
    {
        "id": "willmann-1991-asp",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Aspekte der Gestaltung und Programmierung grafischer Benutzeroberflächen",
        "date": "1991-09",
        "abstract": "",
        "authors_et_al": false,
        "substitute": null,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/willmann-1991-asp/",
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    },
    {
        "id": "egyed-1991-real",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Realisierung eines Farbfehlsichtigkeitstests auf einem Farbmonitor",
        "date": "1991-05",
        "abstract": "",
        "authors_et_al": false,
        "substitute": null,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/egyed-1991-real/",
        "__class": "Publication"
    },
    {
        "id": "ferschin-1991-kons",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "Konstruktive Hilfsmittel für den CAD-Einsatz in der Architektur. Eine interaktive geometrische Orientierungshilfe und geometrische Relationen",
        "date": "1991-05",
        "abstract": "",
        "authors_et_al": false,
        "substitute": null,
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        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/ferschin-1991-kons/",
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    },
    {
        "id": "gregor-1991-shoo",
        "type_id": "masterthesis",
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        "repositum_id": null,
        "title": "Shooting & Raytracing, ein Zwei-Schritt-Verfahren zur Erzeugung von realistischen Bildern",
        "date": "1991-05",
        "abstract": "",
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        "substitute": null,
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    },
    {
        "id": "kvasnicky-1991-comp",
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        "repositum_id": null,
        "title": "Computergestütztes Präsentationssystem",
        "date": "1991-04",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1991/kvasnicky-1991-comp/",
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    },
    {
        "id": "tobler-1991-text",
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        "repositum_id": null,
        "title": "Texture Mapping für Raytracing",
        "date": "1991-02",
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        "id": "zhou-1991-3d",
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        "title": "3D- Darstellung von Feldstärkeprognosedaten auf Kartenausschnitten",
        "date": "1991-02",
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    {
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        "repositum_id": null,
        "title": "Ausnützung zeitlicher und räumlicher Kohährenz bei der Berechnung von Bildfolgen",
        "date": "1990-12",
        "abstract": "",
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        "note": "Diplomarbeit am Institut für Praktische Informatik, TU Wien",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1990/reichardt-1990-aus/",
        "__class": "Publication"
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