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        "title": "SCI_BIM Scanning and data capturing for Integrated Resources and Energy Assessment using Building Information Modelling",
        "date": "2021",
        "abstract": "Due to the rapidly increasing consumption of resources and land worldwide, as well as the growing generation of waste, the building stock plays a crucial role not only for the reduction of the energy \n consumption, but also as a future source of materials (urban mining). However, there is a lack of information on the detailed material composition of the building stock, which is the main obstacle for \n modelling and predicting its future use. Therefore, the main research question is whether the use of the digital technologies \"Laser Scanning\" and \"Ground Penetrating Radar\" (GPR) as well as a \n gamification concept, enable to develop and maintain a digital twin (BIM model) which serves as a basis for urban mining.",
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        "title": "R-Score: A Novel Approach to Compare Monte Carlo Renderings",
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        "abstract": "In this paper, we propose a new approach for the comparison and analysis of Monte Carlo (MC) rendering algorithms. It is based on a novel similarity measure called render score (RS) that is specically designed for MC rendering, statistically motivated, and incorporates bias and variance. Additionally, we propose a comparison scheme that alleviates the need for practically converged reference images (RIs). Our approach can be used to compare and analyze dierent rendering methods by revealing detailed (per-pixel) dierences and subsequently potential conceptual or implementation-related issues, thereby offering a more informative and meaningful alternative to commonly used metrics.",
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        "title": "Image-based Reprojection Using a Non-local Means Algorithm",
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        "abstract": "We introduce an image-based approach to increase the framerate of image sequences generated with offline rendering algorithms. Our method handles in most cases reflections and refractions better than existing image-based temporal coherence techniques. The proposed technique is also more accurate than some image-based upsampling methods, because it calculates an individual result for each pixel.\n\nOur proposed algorithm takes a pair of frames and generates motion vectors for each pixel. This allows for adding a new frame between that pair and thus increasing the framerate. To find the motion vectors, we utilize the non-local means denoising algorithm, which determines the similarity of two pixels by their surrounding and reinterpret that similarity as the likelihood of movement from one pixel to the other. This is similar to what it is done in video encoding to reduce file size, but in our case is done for each pixel individually instead of a block-wise approach, making our technique more accurate. Our method also improves on work in the field of real-time rendering. Such techniques use motion vectors, which are generated through knowledge about the movement of objects within the scene. This can lead to problems when the optical flow in an image sequence is not coherent with the objects movement. Our method avoids those problems. Furthermore, previous work has shown, that the non-local means algorithm can be optimized for parallel execution, which signicantly reduces the time to execute our proposed technique as well.\n",
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        "title": "Interactive Screen-Space Triangulation for High-Quality Rendering of Point Clouds",
        "date": "2012-04",
        "abstract": "This technical report documents work that is a precursor to the Auto Splatting technique. We present a rendering method that reconstructs high quality images from unorganized colored point data. While previous real-time image reconstruction approaches for point clouds make use of preprocessed data like point radii or normal estimations, our algorithm only requires position and color data as input and produces a reconstructed color image, normal map and depth map which can instantly be used to apply further deferred lighting passes. Our method performs a world-space neighbor search\nand a subsequent normal estimation in screen-space, and uses the geometry shader to triangulate the color, normal\nand depth information of the points. To achieve correct visibility and closed surfaces in the projected image a temporal coherence approach reuses triangulated depth information and provides adaptive neighbor search radii. Our algorithm is especially suitable for insitu high-quality visualization of big datasets like 3D-scans, making otherwise time-consuming preprocessing steps to reconstruct surface normals or point radii dispensable.",
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        "title": "Pixel Accurate Shadows with Shadow Mapping",
        "date": "2008-09",
        "abstract": "High quality shadows generated by shadow mapping is still an\nextensive problem in realtime rendering. This work summarizes\nsome state-of-the-art techniques to achieve pixel accurate shadows\nand points out the various problems of generating artifact free\nshadows. Further a demo application has been implemented to\ncompare the different techniques and experiment with alternative\napproaches.",
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    {
        "id": "radax-2008-ir",
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        "title": "Instant Radiosity for Real-Time Global Illumination",
        "date": "2008-05",
        "abstract": "Global illumination is necessary to achieve realistic images. Although\nthere are plenty methods that focus on solving this problem,\nmost of them are not fast enough for interactive environments. Instant\nradiosity is a method that approximates the indirect lighting,\nas part of global illumination, by creating additional light sources.\nThereby it is very fast and does not need lot of preprocessing, so\nit is perfectly fit to be used within real-time requirements. Further\ntechniques based on instant radiosity have extended the method to\nprovide better image quality or faster rendering. So instant radiosity\nand its derivations can bring us global illumination in real-time.",
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        "title": "State of the Art Report on Ambient Occlusion",
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        "abstract": "Ambient occlusion is a shading method which takes light occluded\nby geometry into account. Since this technique needs to integrate\nover a hemisphere it was first only used in offline rendering tools.\nHowever, the increasing resources of modern graphics hardware,\nenable us to render ambient occlusion in realtime. The goal of this\nreport is to describe the most popular techniques with respect to\nrealtime rendering. First we introduce how ambient occlusion is\ndefined and then we will explain and categorize the presented techniques.\n",
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    {
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        "title": "Rendering Imperfections: Dust, Scratches, Aging,...",
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        "abstract": "In order to incrase the realism of an image or a scene in a computergraphics application, so-called imperfections are often used during rendering. These are techniques which add details like dirt, scratches, dust or aging effects to the models and textures.\n\nRealism is improved through imperfections since computer generated models are usually too perfect to be accepted as realistic by human observers. By making them, for example, dusty and scratched, people can imagine them being part of their real world much more easily.\n\nThis article gives an overview of currently used imperfections techniques and algorithms. Topics like textures, scratches, aging, dust, weathering, lichen growth and terrain erosion are covered.",
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