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        "title": "High-Quality Screen-Space Ambient Occlusion using Temporal Coherence",
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        "abstract": "Ambient occlusion is a cheap but effective approximation of global illumination. Recently, screen-space ambient\nocclusion (SSAO) methods, which sample the frame buffer as a discretization of the scene geometry, have become\nvery popular for real-time rendering. We present temporal SSAO (TSSAO), a new algorithm which exploits\ntemporal coherence to produce high-quality ambient occlusion in real time. Compared to conventional SSAO,\nour method reduces both noise as well as blurring artifacts due to strong spatial filtering, faithfully representing\nfine-grained geometric structures. Our algorithm caches and reuses previously computed SSAO samples, and\nadaptively applies more samples and spatial filtering only in regions that do not yet have enough information\navailable from previous frames. The method works well for both static and dynamic scenes.",
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        "title": "World Lines",
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        "title": "A Device-aware Spatial 3D Visualization Platform for Mobile Urban Exploration ",
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        "abstract": "Mobile devices displaying 2D map representations are  already  commonly  used  for  the  exploration  of  urban  surroundings on the move. Even though mobile detailed 3D visualizations promise to be an attractive way to cope with the increasing amount of georeferenced information, their widespread use is hampered by the fragmentation of today’s mobile device landscape. In this paper, we tackle this real-world problem by introducing  a  device-aware  3D  visualization  service  platform. Its  core  is  composed  of  a  rule  engine  selecting  and  tailoring a suitable visualization process for a requesting device. While we apply remote-renderings for resource-restrained mobile devices, real-time on-device renderings are applied for high-end devices. Following this device-aware approach, a variety of mobile devices with different technical capabilities can be provided with tailored environmental 3D representations for mobile urban exploration.",
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        "title": "Parallel Generation of Multiple L-Systems",
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        "abstract": "This paper introduces a solution to compute L-systems on parallel architectures like GPUs and multi-core CPUs. Our solution can split the derivation of the L-system as well as the interpretation and geometry generation into thousands of threads running in parallel. We introduce a highly parallel algorithm for L-system evaluation that works on arbitrary L-systems, including parametric productions, context sensitive productions, stochastic production selection, and productions with side effects. This algorithm is further extended to allow evaluation of multiple independent L-systems in parallel. In contrast to previous work, we directly interpret the productions defined in plain-text, without requiring any compilation or transformation step (e.g., into shaders). Our algorithm is efficient in the sense that it requires no explicit inter-thread communication or atomic operations, and is thus completely lock free.",
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        "title": "Comparative Visualization for Parameter Studies of Dataset Series",
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        "abstract": "This paper proposes comparison and visualization techniques to carry out parameter studies for the special application area of dimensional measurement using 3D X-ray computed tomography (3DCT). A dataset series is generated by scanning a specimen multiple times by varying parameters of an industrial 3DCT device. A high-resolution series is explored using our planar-reformatting-based visualization system. We present a novel multi-image view and an edge explorer for comparing and visualizing gray values and edges of several datasets simultaneously. Visualization results and quantitative data are displayed side by side. Our technique is scalable and generic. It can be effective in various application areas like parameter studies of imaging modalities and dataset artifact detection. For fast data retrieval and convenient usability, we use bricking of the datasets and efficient data structures. We evaluate the applicability of the proposed techniques in collaboration with our company partners.",
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        "abstract": "The realization that we see lines we know to be parallel in space as lines that appear to\r\nconverge in a corresponding vanishing point has led to techniques employed by artists\r\nto render a credible impression of perspective. More recently, it has also led to\r\ntechniques for recovering information embedded in images—or, indeed, in paintings\r\nthat feature correct perspective—concerning the geometry of their underlying scene.\r\nIn this thesis, we explore the extraction of vanishing points in the aim of facilitating\r\nthe reconstruction of urban scenes. In departure from most vanishing point extraction\r\nmethods, ours extracts a constellation of vanishing points across multiple views rather\r\nthan in a single image alone. By making use of a strong orthogonality criterion per\r\nview, optimal segment intersection estimation and a novel tripod fitting technique, our\r\napproach allows for the extraction of results that correspond closely to the dominant\r\nthree pairwise-orthogonal orientations of a typical urban scene. Accordingly, ours can\r\nfairly be described as a material refinement of the approach proposed in Sinha et al.",
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    {
        "id": "Bouzari-2010-ASR",
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        "title": "An improved regularization method for artifact rejection in image super-resolution",
        "date": "2010-08",
        "abstract": "The main aim of this paper is to employ an improved regularization method to super-resolution problems. Super-resolution refers to a process that increases spatial resolution by fusing information from a sequence of images acquired in one or more of several possible ways. This process is an inverse problem, one that is known to be highly ill-conditioned. Total Variation regularization is one of the well-known techniques used to deal with such problems, which has some disadvantages like staircase effect artifacts and nonphysical dissipation. To enhance the robustness of processing against these artifacts, this paper proposes a new regularization method based on the coupling of fourth order PDE and a type of newly designed shock filtering based on complex diffusion in addition to previous Total Variation. In order to have sharp corner structures like edges, this work also considers a corner shock filter. The proposed scheme is not only able to remove the jittering effect artifacts along the edge directions but also able to restrain the rounding artifacts around the corner structures and most importantly, the stabilization of the overall process is assured. ",
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        "title": "Automated Processing and Visualization of Vessel Trees",
        "date": "2010-07",
        "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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        "diploma_examina": "2010-07-25",
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        "title": "Artist-Controlled Modeling of Urban Environments",
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        "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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        "abstract": "In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive\nvisualization of volume data. Our method extends the recent directional occlusion shading model by enabling\nlight source positioning with practically no performance penalty. Light transport is approximated using a tilted\ncone-shaped function which leaves elliptic footprints in the opacity buffer during slice-based volume rendering.\nWe perform an incremental blurring operation on the opacity buffer for each slice in front-to-back order. This\nbuffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating\nhigh-quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters,\nand requires no pre-computation.",
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        "abstract": "In this paper, we introduce the concept of isosurface similarity maps for the visualization of volume data. Isosurface\r\nsimilarity maps present structural information of a volume data set by depicting similarities between\r\nindividual isosurfaces quantified by a robust information-theoretic measure. Unlike conventional histograms, they\r\nare not based on the frequency of isovalues and/or derivatives and therefore provide complementary information.\r\nWe demonstrate that this new representation can be used to guide transfer function design and visualization parameter\r\nspecification. Furthermore, we use isosurface similarity to develop an automatic parameter-free method\r\nfor identifying representative isovalues. Using real-world data sets, we show that isosurface similarity maps can be a useful addition to conventional classification techniques.",
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        "title": "Interactive Illustrative Visualization of Hierarchical Volume Data",
        "date": "2010-06",
        "abstract": "In scientific visualization the underlying data often has an inherent\nabstract and hierarchical structure. Therefore, the same dataset\ncan simultaneously be studied with respect to its characteristics in\nthe three-dimensional space and in the hierarchy space. Often both\ncharacteristics are equally important to convey. For such scenarios\nwe explore the combination of hierarchy visualization and scientific\nvisualization, where both data spaces are effectively integrated.\nWe have been inspired by illustrations of species evolutions where\nhierarchical information is often present. Motivated by these traditional\nillustrations, we introduce integrated visualizations for hierarchically\norganized volumetric datasets. The hierarchy data is\ndisplayed as a graph, whose nodes are visually augmented to depict\nthe corresponding 3D information. These augmentations include\nimages due to volume raycasting, slicing of 3D structures, and indicators\nof structure visibility from occlusion testing. New interaction\nmetaphors are presented that extend visualizations and interactions,\ntypical for one visualization space, to control visualization parameters\nof the other space. Interaction on a node in the hierarchy influences\nvisual representations of 3D structures and vice versa. We\nintegrate both the abstract and the scientific visualizations into one\nview which avoids frequent refocusing typical for interaction with\nlinked-view layouts. We demonstrate our approach on different volumetric\ndatasets enhanced with hierarchical information.",
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    {
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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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        "title": "Interactive Curved Reflections in Large Point Clouds",
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        "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": "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": "Tiling of Ortho-Rectified Façade Images",
        "date": "2010-05",
        "abstract": "Typical building facades consist of regular structures such as windows arranged in a predominantly grid-like manner. We propose a method that handles precisely such facades and assumes that there must be horizontal and vertical repetitions of similar patterns. Using a Monte Carlo sampling approach, this method is able to segment repetitive patterns on orthogonal images along the axes even\nif the pattern is partially occluded. Additionally, it is very fast and\ncan be used as a preprocessing step for finer segmentation stages.",
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        "booktitle": "Proceedings of 26th Spring Conference on Computer Graphics (SCCG 2010)",
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        "title": "Procedural Skeletons: Kinematic Extensions to CGA-Shape Grammars",
        "date": "2010-05",
        "abstract": "Procedural modeling for architectural scenes was as yet limited to static objects only. We introduce a novel extension layer for shape grammars which creates a skeletal system for posing and interactive manipulation of generated models. Various models can be derived with the same set of parametrized rules for geometric operations. Separation of geometry generation and pose synthesis improves design efficiency and reusability. Moreover, by formal analysis of\nproduction rules we show how to efficiently update complex kinematic\nhierarchies created by the skeletons, allowing state-of-the-art interactive visual rule editing.",
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        "title": "volumeshop 101",
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    {
        "id": "Mattausch-2010-vcr",
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        "title": "Visibility Computations for Real-Time Rendering in General 3D Environments",
        "date": "2010-04",
        "abstract": "Visibility computations are essential operations in computer graphics, which\nare required for rendering acceleration in the form of visibility culling, as well as for computing realistic lighting. Visibility culling, which is the main focus of this thesis, aims to provide output sensitivity by sending only visible primitives to the hardware. Regardless of the rapid development of graphics hardware, it is of crucial importance for many applications like game development or architectural design, as the demands on the hardware regarding scene complexity increase accordingly. Solving the visibility problem has been an important research topic for many years, and countless methods have been proposed. Interestingly, there are\nstill open research problems up to this day, and many algorithms are either impractical or only usable for specific scene configurations, preventing their widespread use. Visibility culling algorithms can be separated into algorithms for visibility preprocessing and online occlusion culling. Visibility computations are also required to solve complex lighting interactions in the scene, ranging from soft and hard shadows to ambient occlusion and full fledged global illumination. It is a big challenge to answer hundreds or thousands of visibility queries within a fraction\nof a second in order to reach real-time frame rates, which is one goal that we want to achieve in this thesis. The contribution of this thesis are four novel algorithms that provide solutions\nfor efficient visibility interactions in order to achieve high-quality output-sensitive real-time rendering, and are general in the sense that they work with any kind of 3D scene configuration. First we present two methods dealing with the issue of\nautomatically partitioning view space and object space into useful entities that are optimal for the subsequent visibility computations. Amazingly, this problem area was mostly ignored despite its importance, and view cells are mostly tweaked by hand in practice in order to reach optimal performance – a very time consuming task. The first algorithm specifically deals with the creation of an optimal view space partition into view cells using a cost heuristics and sparse visibility sampling. The second algorithm extends this approach to optimize both view space subdivision and object space subdivision simultaneously. Next we present a hierarchical online culling algorithm that eliminates most limitations of previous approaches, and is rendering engine friendly in the sense that it allows easy integration\nand efficient material sorting. It reduces the main problem of previous\nalgorithms – the overhead due to many costly state changes and redundant hardware occlusion queries – to a minimum, obtaining up to three times speedup over previous work. At last we present an ambient occlusion algorithm which works in screen space, and show that high-quality shading with effectively hundreds of samples per pixel is possible in real time for both static and dynamic scenes by utilizing temporal coherence to reuse samples from previous frames.",
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        "abstract": "In this project I describe the implementation of a solver of the Inverse Kinematic (IK) problem\nin an environment using shape grammar based on CGA Shape. There exists a number of different\nalgorithms for this problem, however, this report describes only the cyclic coordinate descent (CCD)\nin more detail as this is the method we implemented.\nThe implementation enabels the positioning of a certain shape so that it touches a user-specified target\npoint. The implemented algorithm rotates the shapes until the end effector is at the desired position.",
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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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