[
    {
        "id": "Wimmer-1999-FWIb",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
        "date": "1999-12",
        "abstract": "We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multi-stage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one oder of magnitude.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            193,
            402,
            202
        ],
        "issn": "0097-8493",
        "journal": "Computers and Graphics",
        "number": "6",
        "pages_from": "831",
        "pages_to": "838",
        "volume": "23",
        "research_areas": [
            "Rendering"
        ],
        "keywords": [],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [
            "UrbanViz"
        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Wimmer-1999-FWIb/",
        "__class": "Publication"
    },
    {
        "id": "Hladuvka-2000-CTF",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Overview of Perceptually-Driven Radiosity Methods",
        "date": "1999-12",
        "abstract": "Despite its popularity among researchers the radiosity\nmethod still suffers of some disadvantages over other\nglobal illumination methods. Besides the fact that the\noriginal method allows only for solving the global\nillumination of environments consisting of purely\ndiffuse surfaces, the method is rather computationally\ndemanding. In the search for possible speed-up\ntechniques one of the possibilities is to take also the\ncharacteristic features of the human visual\nsystem. Being aware of how the human visual perception\nworks, one may compute the radiosity solution to lower\naccuracy in terms of physically based error metrics, but\nbeing sure that the physically correct solution won't\nbring any improvements in the image for the human\nobserver.  In the following report we briefly summarize\nachievements in the radiosity research in the past years\nand present the state of the art in perceptual\napproaches used in computer graphics nowadays. We will\ngive an overview of known tone-mapping and\nperceptually-based image comparison techniques that can\nbe used in the scope of the radiosity method to further\nspeed up the computational process. In the second part\nof the report we concentrate on known radiosity methods\nthat already use these perceptual approaches to predict\ndifferent visible errors of the result of the radiosity\ncomputation. We will not speak about importance-driven\nradiosity solutions, as those methods are based on using\ngeometric visibility rather than on using human\n              perception-aware techniques.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            199,
            190
        ],
        "number": "TR-186-2-99-26",
        "pages_from": "1",
        "pages_to": "17",
        "research_areas": [],
        "keywords": [
            "perception",
            "image difference",
            "tone-mapping",
            "radiosity"
        ],
        "weblinks": [],
        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hladuvka-2000-CTF/",
        "__class": "Publication"
    },
    {
        "id": "koenig-1999-AlV",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "AlVis - An Aluminium-Foam Visualization and\nInvestigation Tool",
        "date": "1999-12",
        "abstract": "In recent years there has been an increased interest in\nmetal foams in the field of material science. The stress absorbing\npotential is one of the most interesting properties for the application\nof aluminium foam (e.g. car manufacturing). Material\nscientists need to investigate the structure of metal foams in order to\noptimize their deformation behavior. An interactive tool\nfor the investigation is presented in this work. Real-time surface\nrendering, automatic parameter determination, and display of\nlocal and global foam properties enable the user to understand the\ncomplex structure of the metal foam.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            197,
            212,
            213,
            83,
            166
        ],
        "number": "TR-186-2-99-23",
        "pages_from": "1",
        "pages_to": "13",
        "research_areas": [],
        "keywords": [
            "surface extraction",
            "aluminum foam investigation"
        ],
        "weblinks": [],
        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/koenig-1999-AlV/",
        "__class": "Publication"
    },
    {
        "id": "Mroz-1999-IHQ",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive High-Quality Maximum Intensity Projection",
        "date": "1999-12",
        "abstract": "Maximum Intensity Projection (MIP) is a volume\nrendering technique\nwhich is used to visualize high-intensity structures within volumetric\ndata. At each pixel the highest data value, which is encountered along a\n\ncorresponding viewing ray is depicted. MIP is, for example, commonly\nused to\nextract vascular structures from medical data sets (angiography). Due\nto lack of depth information in MIP images, animation or interactive\nvariation of viewing parameters is frequently used for\ninvestigation. Up to now no MIP algorithms exist which are of both\ninteractive speed and high quality.\nIn this paper we present a high-quality MIP algorithm (trilinear\ninterpolation within cells), which is up to 50 times faster than\nbrute-force MIP and at least 20 times faster than comparable optimized\ntechniques. This speed-up is accomplished by using an alternative\nstorage scheme for volume cells (sorted by value) and by removing\ncells which do not contribute to any MIP projection (regardless of the\nviewing direction) in a preprocessing step. Also, a fast maximum\nestimation within cells is used to further speed up the algorithm.\n",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            184,
            176,
            166
        ],
        "number": "TR-186-2-99-25",
        "pages_from": "1",
        "pages_to": "10",
        "research_areas": [],
        "keywords": [
            "trilinear interpolation",
            "angiography",
            "maximum intensity projection",
            "volume visualization"
        ],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mroz-1999-IHQ/",
        "__class": "Publication"
    },
    {
        "id": "Mroz-1999-MIP",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Maximum Intensity Projection at Warp Speed",
        "date": "1999-12",
        "abstract": "Maximum Intensity Projection (MIP) is a volume\nrendering technique\nwhich is used to extract high-intensity structures from volumetric\nscalar data. At\neach pixel the highest data value encountered along the\ncorresponding viewing ray is determined. MIP is commonly used to\nextract vascular\nstructures from medical MRI data sets, i.e., angiography. The usual way\nto\ncompensate for the loss of spatial and occlusion information in MIP\nimages\nis to view the data from different view points by rotating them. As the\ngeneration of a MIP is usually non-interactive, this is done by\ncalculating\nmultiple images offline and playing them back as an animation.\n\nIn this paper a novel algorithm is proposed which is capable of\ninteractively\ngenerating Maximum Intensity Projection images even on low-end\nhardware using parallel\nprojection. Two methods for preprocessing data and removing voxels\nwhich will due to their neighborhood never contribute\nto a MIP are discussed. The remaining voxels are stored in\na way which guarantees\noptimal cache coherency regardless of the viewing direction. For use\non low-end hardware, a preview-mode is included which renders only the\nmore significant parts of the volume during user interaction.\nFurthermore\nwe demonstrate the usability of our data\nstructure for extensions of the MIP technique like MIP with\ndepth-shading and Local Maximum Intensity Projection (LMIP).",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            184,
            197,
            166
        ],
        "number": "TR-186-2-99-24",
        "pages_from": "1",
        "pages_to": "16",
        "research_areas": [],
        "keywords": [
            "real-time rendering",
            "maximum intensity projection",
            "volume visualization"
        ],
        "weblinks": [],
        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mroz-1999-MIP/",
        "__class": "Publication"
    },
    {
        "id": "Hauser-1999-SSI",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Smart surface interrogation for advanced visualization\ntechniques",
        "date": "1999-11",
        "abstract": "Highly elaborated visualization techniques that are based on\nsurfaces often are independent from the origin of the surface data.\nNevertheless, most of the recently presented advanced visualizatio\nmethods were developed\nfor a specific type of surface although principally applicable\nto generic surfaces.  In this paper we discuss a unified surface\ninterrogation model which provides generic access to surface\nproperties up to degree two, i.e., surface-point locations,\nnormals, and curvature properties, regardless of the origin\nof the surface.  Surface types and interrogation algorithms\nare compared and summarized.  At the end of this paper we present\n                an object-oriented implementation of this model, called {\\sc{}Smurf",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            176,
            175,
            197,
            166
        ],
        "number": "TR-186-2-99-19",
        "pages_from": "1",
        "pages_to": "10",
        "research_areas": [],
        "keywords": [
            "surface properties",
            "surfaces",
            "visualization"
        ],
        "weblinks": [],
        "files": [
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                "type": "application/octet-stream",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hauser-1999-SSI/",
        "__class": "Publication"
    },
    {
        "id": "Prikryl-1999-PDT",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Importance-Driven Hierarchical Stochastic Ray Radiosity",
        "date": "1999-10",
        "abstract": "We present a hierarchical Monte-Carlo radiosity\nalgorithm driven by the view importance. Using this\nquantity it is possible to concentrate the\ncomputational effort on solution in the immediate\nenvironment of the observer, trading the low\nsolution quality in invisible areas for better\nquality in areas that are visible for the\nobserver. This is achieved by modifying the sampling\nprobabilities of scene elements so that more samples\nare concentrated in the area of high importance and\nby extending the subdivision oracle function so that\nthe subdivision is coarser in areas of low\n                  importance.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            199,
            389,
            190
        ],
        "number": "TR-186-2-99-22",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [],
        "keywords": [
            "view potential",
            "view importance",
            "hierarchical refinement",
            "hierarchy",
            "radiosity",
            "Monte-Carlo"
        ],
        "weblinks": [],
        "files": [
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                "size": 365279,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Prikryl-1999-PDT/",
        "__class": "Publication"
    },
    {
        "id": "Theussl-1999-MDH",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "The Multi-Dimensional Hartley Transform as a Basis for Volume\nRendering",
        "date": "1999-10",
        "abstract": "The Fast Hartley Transform (FHT), a discrete version of the Hartley\nTransform (HT), has been studied in various papers and shown to be\nfaster and more convenient to implement and handle than the\ncorresponding Fast Fourier Transform (FFT).  As the HT is not as\nnicely separable as the FT, a multidimensional version of the HT\nneeds to perform a final correction step to convert the result of\nseparate HTs for each dimension into the final multi-dimensional\ntransform. Although there exist algorithms for two and three\ndimensions, no generalization to arbitrary dimensions can be found\nin the literature. We demonstrate an easily comprehensible and\nefficient implementation of the fast HT and its multi-dimensional\nextension.  By adapting this algorithm to volume rendering by the\nprojection-slice theorem and by the use for filter analysis in\nfrequency domain we further demonstrate the importance of the HT in\n                 this application area.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            175,
            216,
            166
        ],
        "number": "TR-186-2-99-21",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [],
        "keywords": [
            "volume rendering",
            "Fourier transform",
            "Hartley transform"
        ],
        "weblinks": [],
        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Theussl-1999-MDH/",
        "__class": "Publication"
    },
    {
        "id": "Wonka-1999-Occ",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": null,
        "title": "Occluder Shadows for Fast Walkthroughs of Urban Environments.",
        "date": "1999-09",
        "abstract": "This paper describes a new algorithm that employs image-based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does not rely on any visibility precalculation or occluder preselection. Speed-ups of one order of magnitude can be obtained.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            194,
            202
        ],
        "date_from": "1999-09-07",
        "date_to": "1999-09-11",
        "event": "EUROGRAPHICS'99",
        "issn": "1067-7055",
        "journal": "Computer Graphics Forum",
        "location": "Milan, Italy",
        "number": "3",
        "pages_from": "51",
        "pages_to": "60",
        "volume": "18",
        "research_areas": [],
        "keywords": [],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Wonka-1999-Occ/",
        "__class": "Publication"
    },
    {
        "id": "schmalstieg-1999-Coa",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Coarse View-Dependent Levels of Detail for Hierarchical\nand Deformable Models",
        "date": "1999-09",
        "abstract": "While a large amount of work is geared towards\nmulti-resolution modeling and rendering, the presented methods work\nalmost exclusively with static models and scenes. The ASLOD\n(Animated Smooth Level Of Detail) approach presented in this paper\nis capable of rendering animated scenes consisting of mixtures of\nconventional and multi-resolution models. It features coarse view-dependent\nmulti-resolution rendering by a consistent decomposition of large models\ninto arbitrary regions together with an analytic solution to optimize\npolygon allocation to such assemblies of multi-resolution models.\nThe multi-resolution model can be used together with animated\nhierarchical scene graphs. Finally, the multi-resolution model\ncan be combined with a hierarchical skeleton and a real-time\ndeformation algorithm for animating organic shapes rendered\n at any desired level of detail.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            202,
            204
        ],
        "number": "TR-186-2-99-20",
        "pages_from": "1",
        "pages_to": "17",
        "research_areas": [],
        "keywords": [
            "articulated figures",
            "rigid bodies",
            "deformation",
            "scene graph",
            "hierarchical modeling",
            "coarse view-dependent rendering",
            "multi-resolution models",
            "level of detail"
        ],
        "weblinks": [],
        "files": [
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    },
    {
        "id": "Faisstnauer-1999-Pri",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Priority Round-Robin Scheduling for Very Large Virtual\nEnvironments",
        "date": "1999-08",
        "abstract": "In virtual environments containing a very large number\nof objects, the limited amount of available resources often proves to be\na bottleneck, causing a competition for those resources – for example\nnetwork bandwidth, processing power or the rendering pipeline. This\nleads to a degradation of the system’s performance, as only a small\nnumber of elements can be granted the resource required. In this paper\nwe present a generic scheduling algorithm that allows to achieve a\ngraceful degradation; it is output sensitive, minimizes the risk of\nstarvation and enforces priorities based on a freely definable error\nmetric. Hence it can be employed in virtual environments of almost any\nsize, to schedule elements which are competing for a determined\nresource, because of a bottleneck.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            230,
            202,
            190
        ],
        "number": "TR-186-2-99-18",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "LOD",
            "graceful degradation",
            "very large virtual environments",
            "round robin",
            "priority",
            "output sensitive",
            "scheduling"
        ],
        "weblinks": [],
        "files": [
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        "__class": "Publication"
    },
    {
        "id": "Wimmer-1999-FWIa",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Walkthroughs with Image Caches and Ray Casting",
        "date": "1999-06",
        "abstract": "We present an output-sensitive rendering algorithm for accelerating walkthroughs of large, densely occluded virtual environments using a multi-stage Image Based Rendering Pipeline. In the first stage, objects within a certain distance are rendered using the traditional graphics pipeline, whereas the remaining scene is rendered by a pixel-based approach using an Image Cache, horizon estimation to avoid calculating sky pixels, and finally, ray casting. The time complexity of this approach does not depend on the total number of primitives in the scene. We have measured speedups of up to one oder of magnitude.",
        "authors_et_al": false,
        "substitute": null,
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            "filetitle": "image",
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        "authors": [
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            402,
            202
        ],
        "booktitle": "Virtual Environments '99. Proceedings of the 5th Eurographics Workshop on Virtual Environments",
        "editor": "Michael Gervautz and Dieter Schmalstieg and Axel Hildebrand",
        "isbn": "3-211-83347-1",
        "lecturer": [
            193
        ],
        "organization": "Eurographics",
        "pages_from": "73",
        "pages_to": "84",
        "publisher": "Springer-Verlag Wien",
        "research_areas": [
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        ],
        "keywords": [],
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    },
    {
        "id": "Mastal-1999-RadX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Radiosity for Large Vegetation Scenes",
        "date": "1999-06",
        "abstract": "Calculating radiosity solutions for large scenes containing multiple\nplants is all but impossible using the radiosity method in its\noriginal form. With the introduction of sophisticated hierarchical and\nclustering algorithms radiosity for vegetation scenes becomes a\nsolvable challenge. The precomputation of the diffuse light\ndistribution in leaf canopies of forests and other plants can be used\nto calculate realistic images, but also for agricultural planning\npurposes. This state of the art report gives an overview of the\nmethods that can, and have been, used to calculate global illumination\nin vegetation scenes, including  hierarchical methods, statistical\nmethods based on simplifications, and specialized methods that have\nbeen optimized to handle scenes with a dense, non-isotropic\ndistribution of objects such as canopies.\n",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            220,
            216,
            190
        ],
        "number": "TR-186-2-99-17",
        "pages_from": "1",
        "pages_to": "14",
        "research_areas": [],
        "keywords": [
            "vegetation scenes",
            "natural phenomena",
            "global illumination",
            "radiosity"
        ],
        "weblinks": [],
        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mastal-1999-RadX/",
        "__class": "Publication"
    },
    {
        "id": "Fuhr-1999-Multi",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Surface Rendering of Volumetric Data",
        "date": "1999-05",
        "abstract": "In this paper a new direct volume-rendering method is\npresented for fast display of iso-surfaces. In order\nto reduce the data to be processed, the algorithm\neliminates those voxels which are invisible from a\nspecific domain of viewing directions. The remaining\nsurface points are stored in an appropriate data\nstructure optimized for fast shear-warp projection.\nThe proposed data structure also supports the\napplication of cutting planes in order to visualize\nthe internal part of the volume as well. Unlike many\nother surface-oriented techniques, the presented method\ndoes not trade image quality for speed. It does not\nrequire any specialized hardware either to achieve\ninteractive frame rates, thus it can be widely used in\n                  medical imaging applications even on low end hardware.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            233,
            197,
            166
        ],
        "number": "TR-186-2-99-13",
        "pages_from": "1",
        "pages_to": "7",
        "research_areas": [],
        "keywords": [
            "Medical Imaging.",
            "Volume Rendering"
        ],
        "weblinks": [],
        "files": [
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Fuhr-1999-Multi/",
        "__class": "Publication"
    },
    {
        "id": "Hes-1999-",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Distributed Open Inventor: A Practical Approach to\nDistributed 3D Graphics",
        "date": "1999-05",
        "abstract": "Distributed Open Inventor is an extension to the popular\nOpen Inventor toolkit for interactive 3D graphics. The toolkit is extended\nwith the concept of a distributed shared scene graph, similar to\ndistributed shared memory. From the application programmer's perspective,\nmultiple workstations share a common scene graph. The proposed system\nintroduces a convenient mechanism for writing distributed graphical\napplications based on a popular tool in an almost transparent manner. Local\nvariations in the scene graph allow for a wide range of possible\napplications, and local low latency interaction mechanisms called input\nstreams together with a sophisticated networking architecture enable high\nperformance while saving the programmer from network peculiarities.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            205,
            202,
            204,
            190
        ],
        "number": "TR-186-2-99-15",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "virtual reality",
            "computer supported cooperative work",
            "distributed virtual environment",
            "scene graph",
            "concurrent programming",
            "Distributed graphics"
        ],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hes-1999-/",
        "__class": "Publication"
    },
    {
        "id": "Fuhr-1999-Cal",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Calibration for Augmented Reality",
        "date": "1999-05",
        "abstract": "Augmented Reality overlays computer generated images over\nthe real world. To correctly depict spatial relations between real and\nvirtual objects, these images have to be generated using transformations\nwhich correctly project a point in virtual space onto its corresponding\npoint in the real world.\nThis requires precise knowledge of the viewing projection of the\nhead-mounted display (HMD) and its position. Methods to calibrate the\nprojection parameters of the virtual cameras to that of the HMD have been\npresented in previous work. Most of these methods are complicated or use\nspecial equipment for the calibration process.\nWe present a simple and fast calibration scheme, which does not require\nadditional instrumentation or complicated procedures. This allows us to\ncalibrate HMDs for specific users. The calibration process is presented to\nthe user as interactively guided initialization step, which enables even\ninexperienced users to adapt the calibration to their eye distance and head\ngeometry.\nThe calibration is stable - meaning that slight errors made by the user do\nnot result in gross miscalibrations - and applicable for see-through and\nvideo-based HMDs. Additionally we show a method for correcting the\ndistortions introduced by the camera lens in real-time using standard\nOpenGL hardware and for registering tracked objects to their augmentations.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
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        "repositum_presentation_id": null,
        "authors": [
            204,
            202,
            190
        ],
        "number": "TR-186-2-99-16",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "head-mounted displays",
            "tracking",
            "distortion",
            "registration",
            "calibration",
            "Augmented reality"
        ],
        "weblinks": [],
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        "__class": "Publication"
    },
    {
        "id": "Mroz-1999-Adv",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Advanced High-Quality Maximum Intensity Projection for Volume Visualization",
        "date": "1999-04",
        "abstract": "Maximum Intensity Projection (MIP) is a volume\nrendering technique\nwhich is used to extract high-intensity structures from volumetric data.\nAt\neach pixel the highest data value encountered along the\ncorresponding viewing ray is determined. MIP is commonly used to\nextract vascular\nstructures from medical MRI data sets (angiography). Due to lack of\ndepth information in MIP images, animation of the viewpoint is\nfrequently used for viewing. Although\ninteractive MIP algorithms exist, the quality of the results is\nmoderate. The generation of high-quality MIP animation loops is\ncomputationally expensive with rendering times of several seconds per\nframe.\nIn this paper we present a fast algorithm for high-quality MIP.\nCells of the data set\nwhich will never contribute to a MIP due to their neighborhood are\nremoved during a preprocessing\nstep. The remaining cells are stored in a way which improves cache\ncoherency\nindependent of the viewing direction and minimizes the number of\nrequired maximum evaluations.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            184,
            399,
            166
        ],
        "number": "TR-186-2-99-10",
        "pages_from": "1",
        "pages_to": "8",
        "research_areas": [],
        "keywords": [
            "angiography",
            "Maximum Intensity Projection",
            "Volume Visualization"
        ],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mroz-1999-Adv/",
        "__class": "Publication"
    },
    {
        "id": "wilkie-1999-ORI",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Orientation Lightmaps for Photon Radiosity in Complex Environments",
        "date": "1999-04",
        "abstract": "We present a method that makes the use of photon radiosity methods feasi\nble for complex scenes when a totally accurate solution is not essential. This is accompl\nished by using {\\em orientation lightmaps}, which average the illumination of complex obj\nects depending on the surface normal. Through this averaging, they considerably reduce th\ne variance of the stochastic solution. For the use of these specialised lightmaps, which\nconsume comparatively small amounts of memory, no changes have to be made to the actual p\nhoton tracing algorithm. Also, they can be freely mixed with normal lightmaps and inserte\nd at any point in the scene description graph. This gives the user good control over the\namount of inaccuracy he introduces by their application. The area computations necessary\nfor their insertion are performed using a stochastic sampling method that performs well f\nor highly complex objects.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            192,
            216,
            190
        ],
        "number": "TR-186-2-99-11",
        "pages_from": "1",
        "pages_to": "12",
        "research_areas": [],
        "keywords": [
            "lightmaps",
            "complex scenes",
            "photon radiosity",
            "global illumination"
        ],
        "weblinks": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/wilkie-1999-ORI/",
        "__class": "Publication"
    },
    {
        "id": "Mroz-1999-ReaX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Real-Time Maximum Intensity Projection",
        "date": "1999-04",
        "abstract": "Maximum Intensity Projection (MIP) is a volume\nrendering technique\nwhich is used to extract high-intensity structures from volumetric data.\nAt\neach pixel the highest data value encountered along the\ncorresponding viewing ray is determined. MIP is commonly used to\nextract vascular\nstructures from medical MRI data sets (angiography). The usual way to\ncompensate for the loss of spatial and occlusion information in MIP\nimages\nis to view the data from different view points by rotating them. As the\ngeneration of MIP is usually non-interactive, this is done by\ncalculating\nmultiple images offline and playing them back as an animation.\n\nIn this paper a new algorithm is proposed which is capable of\ninteractively\ngenerating Maximum Intensity Projection images using parallel\nprojection and templates. Voxels of the data set\nwhich will never contribute to a MIP due to their neighborhood are\nremoved during a preprocessing\nstep. The remaining voxels are stored in a way which guarantees\noptimal cache coherency regardless of the viewing direction. For use\non low-end hardware, a preview-mode is included which renders only\nmore significant parts of the volume during user interaction.\nFurthermore\nwe demonstrate the usability of our data\nstructure for extensions of the MIP technique like MIP with\ndepth-shading and Local Maximum Intensity Projection (LMIP).",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            184,
            197,
            166
        ],
        "number": "TR-186-2-99-09",
        "pages_from": "1",
        "pages_to": "10",
        "research_areas": [],
        "keywords": [
            "angiography",
            "Maximum Intensity Projection",
            "Volume Visualization"
        ],
        "weblinks": [],
        "files": [
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                "type": "application/octet-stream",
                "size": 166639,
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Mroz-1999-ReaX/",
        "__class": "Publication"
    },
    {
        "id": "Csebfalvi-1999-BSW",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Fast Volume Rotation using Binary Shear-Warp Factorization",
        "date": "1999-03",
        "abstract": "This paper presents a fast volume rotation technique based\non binary shear-warp factorization. Unlike many acceleration\nalgorithms this method does not trade image quality for speed\nand does not require any specialized hardware either. In order\nto skip precisely the empty regions along the rays to be\nevaluated a binary volume is generated indicating the\nlocations of the transparent cells. This mask is rotated by\nan incremental binary shear transformation, executing bitwise\nboolean operations on integers storing the bits of the binary\nvolume. The ray casting is accelerated using the transformed\nmask and an appropriate lookup-table technique for finding\n                  the first non-transparent cell along each ray.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            233
        ],
        "number": "TR-186-2-99-07",
        "pages_from": "1",
        "pages_to": "10",
        "research_areas": [],
        "keywords": [
            "Shear-Warp Factorization.",
            "Volume Rendering"
        ],
        "weblinks": [],
        "files": [
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                "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Csebfalvi-1999-BSW/Csebfalvi-1999-BSW-paper.gz",
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        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Csebfalvi-1999-BSW/",
        "__class": "Publication"
    },
    {
        "id": "Vilanova-1999-VirX",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "VirEn: A Virtual Endoscopy System",
        "date": "1999-03",
        "abstract": "Virtual endoscopy systems are promising tools for the\nsimplification of daily clinical procedures. In this paper, a\nconceptual framework for a virtual endoscopy system (VirEn) is\nproposed, which is intended to be a highly interactive system.\nResearch efforts have concentrated on the generation of an\noptimal path for the automated navigation of the data set.\nExtensions to existing thinning algorithms used to generate the\noptimal path are presented and discussed. First results produced\nwith VirEn are shown.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            459,
            197,
            166
        ],
        "number": "TR-186-2-99-06",
        "pages_from": "1",
        "pages_to": "11",
        "research_areas": [],
        "keywords": [
            "Thinning",
            "Navigation",
            "Virtual Endoscopy",
            "Volume Visualization"
        ],
        "weblinks": [],
        "files": [
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                "filetitle": "paper",
                "main_file": true,
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                "type": "application/octet-stream",
                "size": 1224958,
                "path": "Publication:Vilanova-1999-VirX",
                "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Vilanova-1999-VirX/Vilanova-1999-VirX-paper.gz",
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        "projects_workgroups": [],
        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Vilanova-1999-VirX/",
        "__class": "Publication"
    },
    {
        "id": "Hey-1999-Laz",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Lazy Occlusion Grid Culling",
        "date": "1999-03",
        "abstract": "THIS TECHNICAL REPORT IS OUTDATED AND HAS BEEN SUPERSEDED BY TR-186-2-01-02.\nWe present Lazy Occlusion Grid Culling, a new image-based occlusion\nculling technique for rendering of very large scenes which can be of\ngeneral type. It is based on a low-resolution grid that is updated in a\nlazy manner and that allows fast decisions if an object is occluded or\nvisible together with a hierarchical scene-representation to cull large\nparts of the scene at once. It is hardware-accelerateable and it works\nefficiently even on systems where pixel-based occlusion testing is\n                implemented in software.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            200,
            216,
            190
        ],
        "number": "TR-186-2-99-12",
        "pages_from": "1",
        "pages_to": "11",
        "research_areas": [],
        "keywords": [
            "real-time rendering",
            "hardware acceleration",
            "image-based",
            "visibility",
            "occlusion culling"
        ],
        "weblinks": [],
        "files": [
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                "size": 103174,
                "path": "Publication:Hey-1999-Laz",
                "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hey-1999-Laz/Hey-1999-Laz-paper.pdf",
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        "url": "https://www.cg.tuwien.ac.at/research/publications/1999/Hey-1999-Laz/",
        "__class": "Publication"
    },
    {
        "id": "Koenig-1999-MVA",
        "type_id": "techreport",
        "tu_id": null,
        "repositum_id": null,
        "title": "Multiple Views and Magic Mirrors - fMRI Visualization of the Human Brain",
        "date": "1999-02",
        "abstract": "Multimodal visualization of functional and anatomical\ndata of the human brain is an important field in  medical volume\nvisualization. The aim of this application is to provide\nthe user with information on the location of functional\nactivations in the different regions of the brain. When the approach of\ndirect volume rendering is chosen, the visual impression of details\nusually suffers from accumulating the image from colors and\nopacities derived from the data set. We present extensions to\novercome this problem: \\emph{Transfer function volumes} are used for\nthe highlighting of activated regions. \\emph{Multiple views",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            197,
            212,
            166
        ],
        "number": "TR-186-2-99-08",
        "pages_from": "1",
        "pages_to": "11",
        "research_areas": [],
        "keywords": [
            "fMRI",
            "Multimodality",
            "Volume Visualization"
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