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        "abstract": "We present novel, comprehensive visualization techniques for the diagnosis of patients with Coronary Artery Disease using segmented cardiac MRI data. We extent an accepted medical visualization technique called the bull’s eye plot by removing discontinuities, preserving the volumetric nature of the left ventricular wall and adding anatomical context. The resulting volumetric bull’s eye plot can be used for the assessment of transmurality. We link these visualizations to a 3D view that presents viability information in a detailed anatomical context. We combine multiple MRI scans (whole heart anatomical data, late enhancement data) and multiple segmentations (polygonal heart model, late enhancement contours, coronary artery tree). By selectively combining different rendering techniques we obtain comprehensive yet intuitive visualizations of the various data sources.",
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        "title": "Approximative Real-time Soft Shadows and Diffuse Reflections in Dynamic Scenes",
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        "abstract": "This thesis describes a method for approximative soft shadows and diffuse reflections in dynamic scenes, based on a method by Ren et al. [32]. An overview of precomputed radiance transfer and spherical harmonics is also presented, as well as a short introduction to global illumination. The proposed method uses a low-order spherical harmonics basis to represent incident radiance and visibility on the hemisphere of a receiver point. Diffuse reflecting geometry and shadow casting geometry is represented as sets of spheres. The spheres of an object approximate its shape and diffuse surface color as seen from any viewpoint. In a first pass, the direct illumination of an object is projected to its spheres and stored along with an approximation of the diffuse surface color as SH vectors defined over the surface of each sphere. In a second pass, the average color and the visibility for each sphere at a receiver point is found. The product of average color and visibility is used to approximate the incident radiance from diffuse reflections. Using a sphere set approximation instead of actual geometry for both soft shadows and diffuse reflections allows us to compute the visibility and diffuse reflections of an object on the fly at runtime. This text also describes a GPU implementation of the method and discusses obtained results. Interactive performance with relatively smooth framerates of over 20 fps is achieved for moderately complex scenes.",
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        "title": "Tangible Heritage: Production of Astrolabes on a Laser Engraver",
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        "abstract": "The astrolabe, an analog computing device, used to be the iconic\n  instrument of astronomers during the Middle Ages. It allowed a\n  multitude of operations of practical astronomy which were otherwise\n  cumbersome to perform in an epoch when mathematics had apparently\n  almost been forgotten. Usually made from wood or sheet metal, a\n  few hundred instruments, mostly from brass, survived until today and\n  are valuable \n  museum showpieces. This paper explains a procedural modelling\n  approach for the construction of the classical kinds of astrolabes,\n  which allows a wide variety of applications from plain explanatory\n  illustrations to 3D models, and even the production of working\n  physical astrolabes usable for public or classroom demonstrations.",
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        "booktitle": "EG2007 Cultural Heritage Papers",
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        "editor": "David B. Arnold and Andrej Ferko",
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        "id": "toth-2007-ndd",
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        "title": "N-dimensional Data-Dependent Reconstruction Using Topological Changes",
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        "abstract": "We introduce a new concept for a geometrically based feature preserving reconstruction\r\ntechnique of n-dimensional scattered data. Our goal is to generate\r\nan n-dimensional triangulation, which preserves the high frequency regions via\r\nlocal topology changes. It is the generalization of a 2D reconstruction approach\r\nbased on data-dependent triangulation and Lawson‘s optimization procedure.\r\nThe definition of the mathematic optimum of the reconstruction is given. We\r\ndiscuss an original cost function and a generalization of known functions for\r\nthe n-dimensional case.",
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        "title": "On the Role of Topology in Focus+Context Visualization",
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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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        "title": "Designing a Modern Rendering Engine",
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        "abstract": "A timing chain drive transfers motion from the engine's\r\ncrankshaft to the camshaft that operates the valves. The\r\ndesign process of timing chain drives involves computer\r\nsimulation of many design variants in order to \u0002nd an optimum.\r\nMost of the simulation results can be represented\r\nas families of function graphs (data series). Previously,\r\nthe analysis of those results was based on static 2D diagrams\r\nand animated 3D visualizations. They were suitable\r\nfor the detailed analysis of a few simulation variants, but\r\nnot for the comparison of many cases. In this paper we\r\npropose a new approach to the analysis based on coordinated\r\nlinked views and advanced brushing features. Our\r\nproposed method supports the interactive analysis of many\r\ndesign variants. We introduce a novel view, called segmented\r\ncurve view, which can display distributions in families\r\nof function graphs. The segmented curve view combines\r\nindividual function graphs where for a \u0002xed value\r\nof the independent variable, a bar extends from minimum\r\nto maximum values across the family of function graphs.\r\nEach bar is divided into segments (bins) with a color that\r\nrepresents the number of function graphs with the value\r\nin that segment. In the case study, we demonstrate that\r\nthe new view combined with traditional views provides\r\na strong support for the interactive visual exploration and\r\nanalysis of a real world timing chain design problem.",
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        "title": "Evolutional Insights from UML and Source Code Versions using Information Visualization and Visual Analysis",
        "date": "2007-06",
        "abstract": "Risks associated with producing todays software applications\r\nare increasingly linked with size and complexity —\r\njust too many aspects of software to fit in the head of even\r\nthe most talented software engineer. Understanding software\r\nentails more than browsing the source code or reviewing\r\nthe models in the other software artifacts. We use information\r\nvisualization and visual analysis techniques to parse\r\ndata sets generated from UML and Java SDK source code\r\nversions to examine patterns. This visual perspective provides\r\nrelevant insights and additional navigation opportunities\r\nfor software engineers during development and maintenance\r\nactivities.",
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        "title": "Physically Based Real-Time Translucency for Leaves",
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        "title": "Interactive Smooth and Curved Shell Mapping",
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        "abstract": "Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting\nprisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation\nby subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts.\nIn this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the\nmapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need\nfor any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.",
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        "abstract": "Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able to provide satisfying results in real time.\n\nThis paper extends shadow mapping by reusing information of previously rasterized images, stored efficiently in a so-called history buffer. This buffer is updated in every frame and then used for the shadow calculation. In combination with a special confidence-based method for the history buffer update (based on the current shadow map), temporal and spatial aliasing can be completely removed. The algorithm converges in about 10 to 60 frames and during convergence, shadow borders are sharpened over time. Consequently, in case of real-time frame rates, the temporal shadow adaption is practically imperceptible. The method is simple to implement and is as fast as uniform shadow mapping, incurring only the minor speed hit of the history buffer update. It works together with advanced filtering methods like percentage closer filtering and more advanced shadow mapping techniques like perspective or light space perspective shadow maps.",
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        "abstract": "Event-based systems are gaining increasing popularity for building loosely coupled and distributed systems. Since business processes are becoming more interconnected and event-driven, event-based systems fit well for supporting and monitoring business processes. In this paper, we present an event-based business intelligence tool, the Event Tunnel framework. It provides an interactive visualization of event streams to support business analysts in exploring business cases and business processes. The visualization is based on the metaphor of considering the event stream as a cylindrical tunnel, which is presented to the user from multiple perspectives. In the Event Tunnel, relevant business events are laid out and depicted for analysts. The information of single events is encoded in event glyphs that allow for a selective mapping of event attributes to colors, size and position. Different policies for the placement of the events in the tunnel as well as a clustering mechanism generate various views on historical event data. The event tunnel is able to display the relationships between events. This facilitates users to discover root causes and causal dependencies of event patterns. Our framework couples the event-tunnel visualization with query tools that allow users to search for relevant events within a data repository. Using query, filter and highlighting operations the analyst can navigate through the Event Tunnel until the required information or event patterns become visible. We demonstrate our approach with use cases from the fraud management and logistics domain.",
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        "abstract": "The Preetham skylight model is currently one of the most widely used\n  analytic models of skylight luminance in computer graphics.\n  Despite its widespread use, very little work has been carried out to verify the results generated by the model, both in terms of the luminance patterns it generates, and in terms of numerical reliability and stability.\n\nWe have implemented the model in Mathematica, visualise and discuss those parameter ranges which exhibit problematic behaviour, and compare the computed luminance values with references from literature, especially the 15 standard skylight distributions of the CIE 2003 Standard General Sky.\n\nWe also performed luminance measurements on real cloudless skies, and compare these measurements to the predictions of the model.",
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        "booktitle": "WSCG ",
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        "date_to": "2007-02-01",
        "editor": "Vaclav Skala",
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        "publisher": "University of West Bohemia",
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        "title": "Evaluation of a Bricked Volume Layout for a Medical Workstation based on Java",
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        "id": "Habel_2007_IAG",
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        "title": "Instant Animated Grass",
        "date": "2007-01",
        "abstract": "This paper introduces a technique for rendering animated grass in real time. The technique uses front-to-back compositing of implicitly defined grass slices in a fragment shader and therefore significantly reduces the overhead associated with common vegetation rendering systems. We also introduce a texture-based animation scheme that combines global wind movements with local turbulences. Since the technique is confined to a fragment shader, it can be easily integrated into any rendering system and used as a material in existing scenes. ",
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    {
        "id": "groeller-2007-vis",
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        "title": "Visualization -- I see it my way",
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        "event": "NorVis 2007",
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    {
        "id": "beck-2007-melk",
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        "title": "Licht aus der Finsternis",
        "date": "2007",
        "abstract": "Vor 550 Jahren, am 3.9.1457, beobachteten Georg von Peuerbach und Johannes Regiomontanus in Melk eine totale Mondfinsternis. 300 Jahre später lud Georg Mathias Bose zu einem Jubiläumssymposium nach Wittenberg, da in seinen Augen durch diese Beobachtung die Astronomie wiedererweckt worden war. Was war an dieser - gar nicht besonders langen - Mondfinsternis so besonders?\r\n\r\nDer Vortrag gibt Einblick in die Schätze der Bibliothek Melk, Verbindungen zwischen Melk und der Wiener Universität, und Methoden und Instrumente der mittelalterlichen Astronomie (mit Demonstrationen an  Instrument-Nachbauten).",
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    {
        "id": "zotti-2007-PhD",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Computer Graphics in Historical and Modern Sky Observations",
        "date": "2007",
        "abstract": "This work describes work done in three areas of research where sky observations meet\ncomputer graphics. The whole topic covers several millennia of human history\nand posed combined challenges from fields including archaeology, astronomy,\ncultural heritage, digital image processing and computer graphics.\n\nThe first part presents interdisciplinary work done in the fields of\narchaeo-astronomy, visualisation and virtual reconstruction. A novel diagram\nhas been developed which provides an intuitive, easy visualisation to\ninvestigate archaeological survey maps for evidence of astronomically\nmotivated orientation of buildings. This visualisation was developed and first\napplied to a certain class of neolithic circular structures in Lower Austria\nin order to investigate the idea of solar orientation of access doorways.\nThis diagram and its intuitive interpretation allowed the author to set up a new\nhypothesis about practical astronomical activities in the middle neolithic\nperiod in central Europe.\n\nHow virtual reconstructions of these buildings characteristic for a short time\nduring the neolithic epoch can be combined with the excellent sky simulation\nof a modern planetarium to communicate these results to a broader audience is\ndescribed thereafter.\n\nThe second part of this work describes a certain class of historical scientific\ninstruments for sky observations and its reconstruction with methods of\ncomputer graphics.\nLong after the stone age, in the Middle Ages, the astrolabe was the most celebrated\ninstrument for celestial observations and has been explained in contemporary\nliterature, usually with the help of precomputed tables for a certain size or\nkind of instrument. Today, historical exhibitions frequently present one of\nthese instruments, but its various applications are hard to explain to the\ngeneral audience without hands-on demonstration.\nFor this challenge from the cultural heritage domain,\nan approach using the idea of procedural modelling is presented. Here, a\ncomputer graphics model is not statically drawn but specified by parametrised\nplotting functions, which can then be repeatedly executed with different\nparameters to create the final model. This approach is demonstrated to provide\na very flexible solution which can immediately be applied to specific needs\njust by tweaking a few parameters, instead of having to repetitively draw the whole model manually.\nFrom the two-dimensional procedural model, 3D models can be easily created,\nand even the production of wooden instruments on a Laser engraver/plotter is\ndemonstrated.\n\nThe third and longest part deals with methods of sky simulation and rendering\nin the domain of computer graphics.  In this discipline, modelling of skylight\nand atmospheric effects has developed tremendously over the last two decades,\nwhich is covered by an extensive survey of literature from the computer\ngraphics and also atmosphere physics domains.\n\nThe requirements of physically correct or at least plausible rendering include\nrealistic values for sky brightness.  Measurements performed with a luminance\nmeter on a clear sky in order to verify the currently most widely used\nanalytic skylight model [Preetham 1999] shows however its limited\napplicability.\n\nThere are two classical groups of clear-sky models: numerical simulations of\nscattering in the atmosphere, and fast analytical models.  Recently, another\nmethod for more realistic looking skylight models has been developed: digital\nimages taken with a fisheye lens are combined into high dynamic range images\nwhich can be used for scene illumination and as sky background. These\nimages can be calibrated by photometric measurements of absolute luminance\nvalues. Long-time exposures allow to apply this system to quantitative\ninvestigations of sky brightness, sky colours, and also nocturnal light pollution by artificial\nillumination. Results and other applications of the system are described, and\nthe pipeline for creating such images is described in the appendix.\n\nThis work closes with some notes of future directions of research.",
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    {
        "id": "Buerger-2007-cmv",
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        "repositum_id": null,
        "title": "Interactive cross-detector analysis of vortical flow data",
        "date": "2007",
        "abstract": "In this paper we discuss the application of multiple\r\nlinked views for advanced vortex investigation in flow data. Local\r\nfeature detectors and additional measures integrate into an\r\ninteractive flow feature detection system based on multiple linked\r\nviews. We discuss how linking and brushing of derived feature\r\ninformation can lead to increased performance in interactive feature\r\nanalysis. In a case study we demonstrate how the possibility to\r\nintegrate the information of multiple detectors leads to sound\r\nunderstanding of vortex type features. Enhanced credibility and\r\ncombined advantages of several detectors can be achieved by uniting\r\nthe results of multiple feature detectors in multiple coordinated\r\nviews.",
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        "title": "Integrating Local Feature Detectors in the Interactive Visual Analysis of Flow Simulation Data",
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        "title": "Gametools: Advanced Rendering Effects for Next-Gen Engines",
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        "abstract": "The GameTools Project is an EU project from the 6th Framework Programme that brings together leading European computer graphics experts from universities in Austria, France, Hungary and Spain with European industrial partners from the fields of computer game development and virtual reality to create next generation real-time 3D libraries for Geometry, Visibility and Global Illumination for the PC platform, with an extension to consoles PS2, XBox, PS3, XBox 360 planned.\n\nWith the project now completed after 3 years, this talk will introduce you to the advanced technology available partly as Open Source, partly under licensing. The project comprises technologies such as continuous multiresolution models for animated characters, massive tree rendering, robust PVS generation for visiblity determination of arbitrarily large game levels, and real-time global illumination effects such as soft shadows, real-time radiosity, caustics, cloud rendering, and many more.\n\nThe effects created in the GameTools project are available as plugins that can be incorporated into any game engine, and are demonstrated with the Open Source Ogre engine.",
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        "event": "Games Convention Developers Conference 2007",
        "location": "Leipzig, Germany",
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        "title": "HDR Capturing Tool for Canon EOS Digital SLRs",
        "date": "2007",
        "abstract": "This camera remote control program for MS Windows can be used to take time-triggered series of photographs with different exposure times to be later combined into HDR (high dynamic range) images. Works with Canon EOS 1D (several models), 20D, 5D, 350D. ",
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    {
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        "title": "Practical Computer Graphics Research, Game Development and the European GameTools Project",
        "date": "2007",
        "abstract": "Computer graphics today plays an important role in 3D computer and video\ngame creation, since all the images which are presented to the player are\nbased on principles and algorithms devised from computer graphics research.\n\nOne important aspect with regards to the believability and consecutively immersion\nof players within game worlds are shadows. Creating high-quality dynamic\nshadows in real-time is still a very open field of research. One real-time\nshadowing approach that is very appealing due to its apparent elegant simplicity\nis shadow mapping. The term \"apparent\" is used deliberately here, since\nthe elegance of shadow mapping comes at a price, namely the discretization\nof the first-hit visibility problem to a grid storing occluder depth information with\nregards to the light source. In practice this often leads to shadowing artifacts,\ndue to too little information being available to answer the visibility query with\nenough accuracy. In this thesis, a new family of shadow mapping algorithms\nis presented, which address the problem of the shadow map not containing\nenough information, This is done without requiring a shadow map grid too\nlarge to be stored in memory and which cannot be filled with depth information\nin real time. Based on a basic brute-force approach, two smart algorithms\nare presented, which work in a manner adaptive to the resolution requirements\nof the scene, speeding up the process by at least an order of magnitude.\n\nAnother problem with relevance to the practical application of computer graphics\nto games is how to render a large number of objects fast enough to give the\nplayer a high level of responsiveness (and thereby, again, immersion). Noticing\nthat due to perspective shortening objects farther away from the player do not\nneed as much detail as objects which are nearer, computer graphics has come\nup with the concept of level of detail (LOD), where farther away objects use\nsimpler representations; if done correctly, this leads to a large increase in rendering\nspeed. While LOD has been studied extensively in computer graphics,\none problem of the LOD technique dominating practical application, discrete\nLOD, has been largely ignored: In discrete LOD the simpler representations\nof an object are, as the name implies, discrete, i.e. they exist independently\nof each other. Switching between representations of different complexity by\nsimply switching the representation in use leads to a disruptive discontinuity in\nplayer perception. This thesis presents a practical algorithm, that addresses\nthis problem.\n\nLinked to this research in the computer graphics fields of shadows and level\nof detail, is the case study of the GameTools Project, a Europe-wide project,\nfunded by the European Union, which had as its agenda to bring the results\nof current computer graphics research done within the project to European\ngame developing companies and companies from neighboring fields. The author\nholds the position of Community Manager within the GameTools Project,\nand presents an overview over the project and a more detailed view of his work\nas Community Manager.",
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        "date_from": "2006-11-22",
        "event": "Kolloquiumam Inst. f. Informatik",
        "location": "Universität Rostock, Deutschland",
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        "event": "eingeladener Gastvortrag an der Fakultät für Informatik",
        "location": "Technische Universität Wien",
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        "title": "IEEE Visualization Tutorial on Illustrative Display and Interaction in Visualization",
        "date": "2007",
        "abstract": "The area of illustrative visualization is concerned with developing methods to enhance the\ndepiction of scientific data based on principles founded in traditional illustration. The\nillustration community has century-long experience in adapting their techniques to human\nperceptual needs in order to generate an effective depiction which conveys the desired\nmessage. Thus, their methods can provide us with important insights into visualization\nproblems.\nIn this tutorial, the concepts in illustrative visualization are reviewed. An important aspect here\nis interaction: while traditional illustrations are commonly only presented as static images,\ncomputer-assisted visualization enables interactive exploration and manipulation of complex\nscientific data. Only by coupling illustrative visualization with effective interaction techniques\nits full potential can be exploited.\nThe tutorial starts with a general introduction into the area of illustrative visualization. The\nconcept of importance-driven visualization and its applications are presented. Then we proceed with a discussion how traditional abstraction techniques can be applied in an\ninteractive context using importance-based methods. This ranges from low-level appearance\nto smart viewpoint-dependent visibility techniques such as cutaways or exploded views.\nFurther advanced manipulation strategies are discussed in the third part. The use\ndeformations to enhance visibility of certain features while providing context or to abstract the\nstructure of a complex objects through direct interaction with the data is examined. As many\nof the presented methods rely on a separation of focus and context, i.e., the important\nstructures in the data have been identified, the tutorial discusses approaches for selecting\nobjects of interest in a three-dimensional environment using intuitive sketch-based interfaces.\nSince the effectiveness of a user-interface is heavily dependent on the previous knowledge of\nthe user, the last part of the tutorial examines the concept of layering interfaces based on\nuser expertise. Finally, the application of illustrative display and interaction techniques for\nnon-traditional modalities such as mobile devices concludes the tutorial.\n\nIEEE Visualization 2007 Tutorial Page: http://vis.computer.org/vis2007/session/tutorials.html#t7\n\nSee also previous tutorials on Illustrative Visualization:\n\nIEEE Visualization 2006 Tutorial on Illustrative Visualization for Science and Medicine\nhttp://www.cg.tuwien.ac.at/research/publications/2006/tut-vis-2006/\n\nEurographics 2006 Tutorial on Illustrative Visualization for Science and Medicine http://www.cg.tuwien.ac.at/research/publications/2006/tut-eg-2006/\n\nSIGGRAPH 2006 Course on Illustrative Visualization for Science and Medicine http://www.cg.tuwien.ac.at/research/publications/2006/tut-siggraph-2006/\n\nIEEE Visualization 2005 Tutorial on Illustrative Visualization http://www.cg.tuwien.ac.at/research/publications/2005/Viola-vistutillustrativevis/\n\nEurographics 2005 Tutorial on Illustrative Visualization http://www.cg.tuwien.ac.at/research/publications/2005/eg-tut2005-iv/ \n",
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        "id": "groeller-2007-fci",
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        "title": "Medical Visualization: Articular Cartilage Visualization and other Examples",
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        "event": "Bergen Bildebehandlings Gruppe (BBG) Seminar",
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        "title": "Accurate Display Gamma Functions based on Human Observation",
        "date": "2007",
        "abstract": "This paper describes an accurate method to obtain the\nTone Reproduction Curve (TRC) of display devices without using\na measurement device. It is an improvement of an existing technique\nbased on human observation, solving its problem of numerical instability\nand resulting in functions in log--log scale which correspond better\nto the nature of display devices.\nWe demonstrate the effiency of our technique on different monitor\ntechnologies, comparing it with direct measurements using a\nspectrophotometer.",
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        "journal": "Color Research & Applications",
        "note": "2006 angenommen, 2007 erschienen",
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        "volume": "32",
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        "id": "groeller-2007-visII",
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        "date_from": "2007-07-26",
        "event": "Seminar: Scientific Visualization",
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        "date_from": "2007-11-02",
        "event": "Distinguished Lecture Series",
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        "abstract": "We present a new method for the automatic partitioning of view space into a multi-level view cell hierarchy. We use a cost-based model in order to minimize the average rendering time. Unlike previous methods, our model\ntakes into account the actual visibility in the scene, and the partition is not restricted to planes given by the scene geometry. We show that the resulting view cell hierarchy works for different types of scenes and gives lower average rendering time than previously used methods.",
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        "title": "Caricaturistic Visualization of Deformation Data Based on High Density Point Clouds",
        "date": "2007",
        "abstract": "Modern deformation monitoring techniques offer possibilities to measure and analyze deformation processes in detail. There are various different sensor systems on the market that can be used in these application fields, each having specific features in terms of accuracy, robustness, user interaction, operational range, measurement speed and frequency, resolution, or other relevant parameters. The selection of an appropriate sensor system for a particular application is not trivial.\r\n\r\nIn recent years research on image-based measurement systems and laser scanners has gained increasing interest – in many cases a combination of different sensors has advantages over a single-sensor system (e.g. different accuracy and reliability classes, different measurement range, etc.).\r\n\r\nThe point clouds produced by such systems potentially consist of a vast number of points. One of the main problems concerning the analysis and interpretation of deformation measurements is the visualization of the data respectively of the underlying deformation. In this paper we present the application of the recently developed caricaturistic visualization method to deformation data based on high density point clouds. Caricaturistic visualization depicts the deformation data in an exaggerated way. The exaggeration of the deformation accents subtle deviations and supports the viewer for the correct interpretation of the underlying deformation. We show results for facade deformation data as well as for landslide data.\r\n",
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        "booktitle": "8th Conference on Optical 3-D Measurement Techniques, Zurich, Switzerland",
        "date_from": "2007-07-09",
        "date_to": "2007-07-12",
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        "keywords": [
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