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        "title": "Projection-Based Metal-Artifact Reduction for Industrial 3D X-ray Computed Tomography",
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        "abstract": "Multi-material components, which contain metal parts surrounded by plastic materials, are highly interesting for inspection using industrial 3D X-ray computed tomography (3DXCT). Examples of this application scenario are connectors or housings with metal inlays in the electronic or automotive industry. A  major problem of this type of components is the presence of metal, which causes streaking artifacts and distorts the surrounding media in the reconstructed volume. Streaking artifacts and dark-band artifacts around metal components significantly influence the material characterization (especially for the plastic components). In specific cases these artifacts even prevent a further analysis. Due to the nature and the different characteristics of artifacts, the development of an efficient artifact-reduction technique in reconstruction-space is rather complicated. In this paper we present a projection-space pipeline for metal-artifacts reduction. The proposed technique first segments the metal in the spatial domain of the reconstructed volume in order to separate it from the other materials. Then metal parts are forward-projected on the set of projections in a way that metal-projection regions are treated as voids. Subsequently the voids, which are left by the removed metal, are interpolated in the 2D projections. Finally, the metal is inserted back into the reconstructed 3D volume during the fusion stage.  We present a visual analysis tool, allowing for interactive parameter estimation of the metal segmentation. The results of the proposed artifact-reduction technique are demonstrated on a test part as well as on real world components. For these specimens we achieve a significant reduction of metal artifacts, allowing an enhanced material characterization.",
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        "abstract": "Flood disasters are the most common natural risk and tremendous efforts are spent to improve their simulation and\nmanagement. However, simulation-based investigation of actions that can be taken in case of flood emergencies is rarely done.\nThis is in part due to the lack of a comprehensive framework which integrates and facilitates these efforts. In this paper, we tackle\nseveral problems which are related to steering a flood simulation. One issue is related to uncertainty. We need to account for\nuncertain knowledge about the environment, such as levee-breach locations. Furthermore, the steering process has to reveal how\nthese uncertainties in the boundary conditions affect the confidence in the simulation outcome. Another important problem is that the\nsimulation setup is often hidden in a black-box. We expose system internals and show that simulation steering can be comprehensible\nat the same time. This is important because the domain expert needs to be able to modify the simulation setup in order to include local\nknowledge and experience. In the proposed solution, users steer parameter studies through the World Lines interface to account for\ninput uncertainties. The transport of steering information to the underlying data-flow components is handled by a novel meta-flow. The\nmeta-flow is an extension to a standard data-flow network, comprising additional nodes and ropes to abstract parameter control. The\nmeta-flow has a visual representation to inform the user about which control operations happen. Finally, we present the idea to use\nthe data-flow diagram itself for visualizing steering information and simulation results. We discuss a case-study in collaboration with a\ndomain expert who proposes different actions to protect a virtual city from imminent flooding. The key to choosing the best response\nstrategy is the ability to compare different regions of the parameter space while retaining an understanding of what is happening\ninside the data-flow system.",
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        "title": "Interactive Virtual Probing of 4D MRI Blood-Flow",
        "date": "2011-12",
        "abstract": "Better understanding of hemodynamics conceivably leads to improved diagnosis and prognosis of cardiovascular diseases.\r\nTherefore, an elaborate analysis of the blood-flow in heart and thoracic arteries is essential. Contemporary MRI techniques\r\nenable acquisition of quantitative time-resolved flow information, resulting in 4D velocity fields that capture the blood-flow behavior.\r\nVisual exploration of these fields provides comprehensive insight into the unsteady blood-flow behavior, and precedes a quantitative\r\nanalysis of additional blood-flow parameters. The complete inspection requires accurate segmentation of anatomical structures, encompassing\r\na time-consuming and hard-to-automate process, especially for malformed morphologies. We present a way to avoid the\r\nlaborious segmentation process in case of qualitative inspection, by introducing an interactive virtual probe. This probe is positioned\r\nsemi-automatically within the blood-flow field, and serves as a navigational object for visual exploration. The difficult task of determining\r\nposition and orientation along the view-direction is automated by a fitting approach, aligning the probe with the orientations of\r\nthe velocity field. The aligned probe provides an interactive seeding basis for various flow visualization approaches. We demonstrate\r\nillustration-inspired particles, integral lines and integral surfaces, conveying distinct characteristics of the unsteady blood-flow. Lastly,\r\nwe present the results of an evaluation with domain experts, valuing the practical use of our probe and flow visualization techniques.",
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        "title": "Consolidated Visualization of Enormous 3D Scan Point Clouds with Scanopy",
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        "abstract": "Terrestrial laser scanners are used at many excavations for documentation and inventory taking. For the documentation of the excavation Amphitheatre 1 in Bad Deutsch-Altenburg, Austria, the terrestrial laser scanner Riegl LMS Z420i was used. Overall, the entire excavation was covered by about 200 positions. With each scan position the amount of data recorded increases and this leads to performance problems in the visualization of the data. Due to the enormous number of points a consolidated representation of the entire point cloud is not possible with conventional software. The software Scanopy was developed for presenting and editing huge amounts of point data. Furthermore, it is possible to load polygonal models and display them together with point clouds in one scene. This allows an exact documentation of large archaeological excavation sites. Another application is the visualization of polygonal models of different excavation levels. The simplest visualization of point clouds on screen is a representation of the points as square rectangles. This, however, creates geometric inaccuracies, and colored point clouds are presented with sudden color changes. When the points are displayed by using semi-transparent circles the 3D points can be blended and lead to a more homogenous visual representation of the scanned objects. Thus the visual impression of the point cloud will be improved considerably. The developed software is demonstrated on the excavation mentioned above.",
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        "booktitle": "Proceedings of the 16th International Conference on Cultural Heritage and New Technologies",
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        "title": "Bi-modal Task Faciliation in a Virtual Traffic Scenario through Spatialized Sound Rendering ",
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        "abstract": "Audio rendering is generally used to increase the realism of Virtual Environments (VE). In addition, audio rendering may also improve the performance in specific tasks carried out in interactive applications such as games or simulators.\n\nIn this paper we investigate the effect of the quality of sound rendering on task performance in a task which is inherently vision dominated. The task is a virtual traffic gap crossing scenario with two elements: first, to discriminate crossable and uncrossable gaps in oncoming traffic, and second, to find the right timing to start crossing the street without an accident.\n\nA study was carried out with 48 participants in an immersive Virtual Environment setup with a large screen and headphones. Participants were grouped into three different conditions. In the first condition, spatialized audio rendering with head-related transfer function (HRTF) filtering was used. The second group was tested with conventional stereo rendering, and the remaining group ran the experiment in a mute condition.\n\nOur results give a clear evidence that spatialized audio improves task performance compared to the unimodal mute condition. Since all task-relevant information was in the participants' field-of-view, we conclude that an enhancement of task performance results from a bimodal advantage due to the integration of visual and auditory spatial cues.",
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        "title": "Consolidation of Multiple Depth Maps",
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        "abstract": "Consolidation of point clouds, including denoising, outlier removal and normal estimation, is an important pre-processing step for surface reconstruction techniques. We\r\npresent a consolidation framework specialized on point clouds created by multiple frames of a depth camera. An\r\nadaptive view-dependent locally optimal projection operator denoises multiple depth maps while keeping their struc\r\nture in two-dimensional grids. Depth cameras produce a systematic variation of noise scales along the depth axis.\r\nAdapting to different noise scales allows to remove noise in the point cloud and preserve well-defined details at the same time. Our framework provides additional consolidation steps for depth maps like normal estimation and outlier removal. We show how knowledge about the distribution of\r\nnoise in the input data can be effectively used for improving\r\npoint clouds.",
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        "title": "Sketch-Based Steering in Visdom",
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        "abstract": "Natural phenomena like earthquakes or floods cannot be avoided or controlled by humans\r\nbut ignoring them can be fatal. In order to understand their characteristics and\r\nbehavior computer simulations can be used. The gained knowledge is used to find\r\nstrategies and countermeasures to minimize the damage caused by such disasters.\r\nVisdom is a modular integrated visualization system which is developed to support the\r\nanalysis of flood simulations. It provides the ability to test different decisions made\r\nby the user for example the establishment of barrier arrangements. These alternative\r\nscenarios can be visualized and analyzed in order to find the solution which minimizes\r\ndamage in the vicinity. For modifying the flood, the simulation parameters have to be\r\nvaried. In Visdom, this has to be done by inserting numeric values into textfields or\r\nusing sliders. In most cases, the system is intended to be used in time-critical situations\r\nwhere fast interaction and testing is required. Therefore a sketch-based interface\r\nis introduced into Visdom which should simplify and accelerate the modification of simulation\r\nparameters. This kind of interaction increases the productivity and efficiency of\r\nthe whole work-flow due to its intuitive and straightforward usage.\r\nSince Visdom is based on a modular data-flow system, the new functionality is implemented\r\nwithin a new node. The so-called Spline Node provides methods to create\r\nand manipulate a spline. It requires the drawn user input points which are captured by\r\na view node. Due to the fact that Visdom is based on the data-flow concept, a new\r\nmechanism called Modular Interactors has to be introduced to enable interaction communication\r\nbetween nodes especially upstream. In order to support the user during the\r\nsketching process the system provides visual feedback. The sketched stroke is represented\r\nusing a tubular geometry which is directly visualized in the 3D view.",
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        "abstract": "In Augmented Reality applications it is important to have a good description of the surfaces of real objects if a consistent shading between real and virtual object is required. If such a description of a surface is not vailable it has to be estimated or approximated. In our paper we will present certain methods that deal\nwith real-time bi-directional reflectance distribution function\n(BRDF) approximation in augmented reality. Of course an important thing to discuss is whether the applications we present all work in real-time and compute good (and real)looking results.\nThere are different methods on how to achieve this goal. All of the methods we are going to present work via image based lighting and some require a 3D polygonal mesh representation\nof the object whose BRDF shall be approximated. Some methods estimate the BRDF parameters via error values and\nprovide results at each iteration.",
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        "title": "Interactive 3D Reconstruction and BRDF Estimation for Mixed Reality Environments",
        "date": "2011-10",
        "abstract": "In mixed reality environments virtual content typically looks very artificial. One reason for that\r\nis because there is no consistent shading between the virtual and the real objects. Two examples\r\nare shadows and indirect illumination between the artificial and the real scene elements, which\r\nrequire to have information about the real world’s geometry and its materials respectively.\r\nIn mixed reality interaction with real objects is a key feature. Integrating consistent shading\r\nin such a system means that the system at all times needs an up-to-date model of the scene’s\r\ngeometry, its lighting and its material characteristics. The information is usually obtained as\r\na manual pre-processing step, which is a tedious, time-consuming task and has to be re-done\r\nwhenever a scene element that is not tracked changes. This poses strong limits to the widespread\r\nuse of such a technique and one would like to have it done automatically.\r\nHowever, the automatic estimation of material characteristics of real objects using color\r\nimages has always been an offline task in the literature having processing times from around 30\r\nminutes up to several hours. In this work an interactive BRDF estimation technique is proposed,\r\nwhich uses the parallel power of current GPUs speeding up the running time to under half a\r\nsecond. One reason for the speed-up was a novel GPU K-Means implementation using MIP\r\nmaps to calculate the new cluster centers on the GPU, which is often done on the CPU. The\r\n3D geometry is also reconstructed in our technique since it is needed for indirect illumination\r\nand occlusion. We use the Microsoft Kinect sensor to acquire both, the geometry and the color\r\nimages and capture the lighting environment using a fish-eye lens camera. With the algorithm\r\npresented in this thesis we have shown that real-time results are possible opening up its use in\r\nmixed reality systems in order to improve the appearance of virtual content.",
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        "abstract": "The combination of volume data acquired by multiple modalities has been recognized as an important but challenging\r\ntask. Modalities often differ in the structures they can delineate and their joint information can be used to extend the classification\r\nspace. However, they frequently exhibit differing types of artifacts which makes the process of exploiting the additional information\r\nnon-trivial. In this paper, we present a framework based on an information-theoretic measure of isosurface similarity between different\r\nmodalities to overcome these problems. The resulting similarity space provides a concise overview of the differences between the\r\ntwo modalities, and also serves as the basis for an improved selection of features. Multimodal classification is expressed in terms of\r\nsimilarities and dissimilarities between the isosurfaces of individual modalities, instead of data value combinations. We demonstrate\r\nthat our approach can be used to robustly extract features in applications such as dual energy computed tomography of parts in\r\nindustrial manufacturing.",
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        "abstract": "Minimally invasive surgical procedures like\r\nbiopsies require the insertion of a needle to reach a specific\r\ntissue from where samples are taken. This process is affected by\r\na number of errors that can lead to a different needle pathway\r\nthan originally planned. In the case of brain-tumor biopsies,\r\nthese errors can be caused by the brain shifting when the skull\r\nis drilled, measurement errors due to the physical framework\r\nthat supports the biopsy needle or some other human errors.\r\nTo provide support for preoperative planning, we introduce the\r\nconcept of a biopsy-needle stability-map. This map provides\r\ninformation on how stable a biopsy-needle pathway is. We also\r\nintroduce an algorithm for finding the reachable points on the\r\ntumor border from one specific entry point. A technique for\r\nautomatically selecting the needle pathway that offers the\r\nbiggest minimal distance to any blood vessel is also presented.\r\nA 3D representation of the regions of interest (tumor, blood\r\nvessels) together with the needle pathway and the reachable\r\npoints of the tumor has also been implemented. The resulting\r\nstability map visually represents, using color-coding, how close\r\nto any blood vessel the pathways surrounding the main one are.",
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        "abstract": "The extraction and representation of information\r\nfrom volume data are important research avenues in\r\ncomputer-based visualization. The interpretation of three- or\r\nmulti-dimensional data from various scanning devices is\r\nimportant to medical imaging, diagnosis and treatment,\r\nreliability and sustainability analyses in various industrial\r\nbranches, and, in more general terms, information\r\nvisualization. In this paper, we present several approaches for\r\nthe classification and representation of relevant information\r\nfrom volume data sets. The techniques are based on the\r\ngradient vector, a property directly derived from the original\r\nvolume data. We show how this property can be computed and\r\nsubsequently used for classification through gradient-based\r\none- and multi-dimensional transfer functions, as well as for\r\nthe enhancement of surface features. The described techniques\r\nare illustrated through images generated using our volume\r\nrendering framework, from Computed Tomography (CT) and\r\nMagnetic Resonance Imaging (MRI) data sets. The resulting\r\nimages show how gradient-based techniques are suited for\r\nimproved volume classification and the better extraction of\r\nmeaningful information.",
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        "title": "Virtual Texturing in the Documentation of Cultural Heritage",
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        "abstract": "In the last decade the documentation of cultural heritage by means of laser range scanning and photogrammetric techniques has gained ever more importance. The amount of data collected by these means may be huge, and adequate presentation of 3D documented cultural heritage is still a challenge. For small and limited projects consisting of only a few range scans, the software provided with the laser scanner can be used for viewing and presenting the data. Large projects, consisting of hundreds of scan positions as well as projects where more and more data are collected over time, still have to deal with a massive reduction of the 3D data for presentation. Public demonstrations in museums, as for example shown by the Digital Michelangelo project, are already state of the art. The combination of huge point-base models and mesh models with high resolution textures in one viewer, the first type of models resulting from the data of laser range scans and the second type of models resulting from a photogrammetric reconstruction process, is still not available. Currently viewers are mostly limited to show models that are based on only one geometric primitive – either points or polygons – at once.\r\nIn the FWF funded START project “The Domitilla Catacomb in Rome. Archaeology, Architecture and Art History of a Late Roman Cemetery” – which is running for 5 years now – 3D point data was collected for the geometrical documentation of the vast gallery system of the Domitilla Catacomb, resulting in point data of some 2 billion (10^9) point samples. Furthermore high quality textured mesh models of the nearly 90 late Roman / early Christian paintings were generated with photogrammetric tools. In close cooperation with the Institute of Computer Graphics and Algorithms of the Vienna University of Technology the point cloud viewer Scanopy was improved for the combined presentation of huge point clouds and high quality textured mesh models in the same viewer. Our viewer is already capable of rendering huge point clouds, so for this a method to manage the vast amount of textures had to be found. Therefore we integrated a virtual texturing algorithm, which allows using the original photographs of the paintings taken on site to be mapped to the mesh models, resulting in a high quality texture for all mesh models. The photographs have a resolution of 11 Megapixels. Due to shortcomings in the programs used in the photogrammetric processing pipeline we scaled down the photographs to a 7.3 Megapixel resolution. Currently 608 of these images are used for texturing 29 mesh models. The work on the mesh models is still ongoing, and when all mesh models will be completed, we will use some 2000 images for texturing about 90 mesh models. These virtually textured models can show the details of each painting in the Domitilla Catacomb. When used in a virtual walkthrough the paintings in the catacomb can be presented to a broad audience under best lighting conditions, even the paintings normally not accessible by the public.",
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        "abstract": "The generation of shadows in large virtual environments for real-time rendering applications like\r\ne.g. video games is still a great challenge for computer graphics. In the past few years shadow\r\nmapping and its variants have become widely accepted as appropriate methods for shadow creation,\r\nwhich resulted in large number of advanced shadow mapping techniques that have been\r\nintroduced recently. For this reason, it sometimes can be difficult for developers to choose a\r\nsuitable method based on the certain given scenarios.\r\nThis thesis focuses on an analysis of some common fully hardware-accelerated shadow mapping\r\ntechniques and their capabilities to combine them with each other. We present an interactive\r\nframework that allows the user to experiment with the chosen methods and to visualize\r\nalmost every interesting aspect of the shadow creation process for arbitrary scenes. It offers the\r\nopportunity to generate the shadows by using multiple shadow maps, sample redistribution or\r\nboth and provides most possible flexibility in terms of various adjustable parameters. Furthermore,\r\nit includes a feature to analyze the final results from different points of view, which should\r\nhelp developers to find the best suited algorithm for the given scene.",
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        "abstract": "Full-spectral color rendering capability of global illumination renderers\r\nis still in need of improvement, particularly regarding performance,\r\nwhich is a reason why many modelling programs for global illumination\r\nare focused on three-component based color representation (e.g.\r\nRGB). Full-spectral color representations are the basis for realistic\r\ncolor appearance in realistic image synthesis. Currently, if compared\r\nto common three-component rendering, the major disadvantage of fullspectral\r\nrendering comes from higher computation costs because of\r\nthe greater amount of processed information. This thesis investigates\r\npromising approaches of spectral color representation in the context\r\nof a multi-level color rendering model called Spectral Mipmapping,\r\nfocused on the trade-off between time-efficiency and resulting image\r\nquality in terms of perceived color difference. A test implementation\r\nin a basic ray tracing renderer is used to evaluate results and make suggestions\r\nconcerning appropriate code design optimizations and spectral\r\nsampling strategies. The influence of compiler optimization and\r\nvector instruction use (based on SSE instructions) is discussed.",
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        "id": "Fechter_2011_DBS",
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        "title": "Deformation Based Manual Segmentation in Three and Four Dimensions",
        "date": "2011-09",
        "abstract": "Segmentation of medical image data has grown into one of the most important parts in medicine\r\nduring the past years. The main fields of segmentation in the area of medicine are surgicalplanning,\r\ndiagnosis, therapy-planning and simulation. The focus was in the last years mainly\r\non automatic and semi-automatic segmentation methods for 3D and 4D datasets. Most of them\r\nare highly specialized as they need a lot of prior knowledge and often the results, especially in\r\npresence of pathologies or other abnormalities, have to be corrected manually. An alternative\r\nto automatic and semi-automatic methods is to perform the segmentation manually. The main\r\ndrawbacks of this approach are that it is very tedious and time consuming, the user knowledge\r\nhas a very high impact on the results and it is very hard to reproduce specific results.\r\nThis work presents a tool that enables the user to enhance results of automatic and semiautomatic\r\nalgorithms and to do fast manual segmentation of shapes of arbitrary topology from\r\nscratch. The tool can deal with three and four dimensional image datasets captured by different\r\nmodalities. The segmentation is mesh based and performed with a 2D cut approach. With the\r\nuse of this approach the user aligns a 2D cut through the mesh to the shape to segment but in the\r\nbackground the 3D mesh gets deformed. To achieve a better alignment of the edges to a specific\r\nshape the edge class based Sticky Edges algorithm is introduced. Furthermore, well known\r\nmesh optimization algorithms like subdivision, smoothing and decimation were implemented\r\nto accomplish better results. To achieve a faster segmentation of four dimensional datasets two\r\nmethods are presented. With the first one the user can record its interactions on one volume in\r\nthe 4D dataset and apply them automatically to the other volumes. The other one enables the\r\nuser set an already segmented mesh as start position for the segmentation of other volumes.\r\nThe approach presented in this work is up to 25 times faster than the Livewire approach [41]\r\nthat was used to evaluate this tool. Moreover, the mesh quality regarding smoothness, curvature\r\nand triangle quality are at eye level with the evaluation meshes. The geometric distance to the\r\nground truth meshes is on average 2 mm and the normal deviation is between 0.3 and 0.4 degree.\r\nTo sum up, this master thesis introduces a tool for fast manual image segmentation that provides\r\nproper mesh quality.",
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        "title": "Post Processing Effects",
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        "abstract": "Post processing effects, photo realistic ones as well as non photo-realistic ones are very important to modern computer games. This paper tries to give an overview of how post processing works and which methods can be used to perform them in real-time, giving hints how these special effects can be implemented on modern graphic hardware. Additionally, this paper gives an overview of algorithms used for special post processing effects like depth of field or motion blur, making them comparable to other implementations.",
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        "title": "Interactive Visual Analysis of Heterogeneous Scientific Data across an Interface",
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        "abstract": "In this paper, we present a systematic approach to the interactive visual exploration and analysis of heterogeneous scientific\r\ndata. Based on a setup of coordinated multiple views (with linking and brushing) and heterogeneous data which consists of two blocks\r\nof scientific data (e.g., 2D and 3D data), we enable the joint, feature-based investigation across an interface. The interface specifies\r\n(a) which items in the one part of the data are related to which items in the other part, and vice versa, (b) how selections (in terms\r\nof feature extraction) are transferred between the two parts of the data, and (c) how interaction is realized during the visual analysis.\r\nWe also propose strategies for visual analysis across an interface resulting in interactive and iterative refinement of features specified\r\nin different parts of the data. We demonstrate the usefulness of our approach in the context of two visual analysis scenarios with\r\nheterogeneous scientific data, i.e., a multi-run climate simulation and a complex simulation of fluid-structure interaction.",
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        "event": "IEEE VisWeek 2011",
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        "title": "High-performanceGPU-basedRendering for Real-Time, rigid2D/3D-ImageRegistration and MotionPrediction in RadiationOncology",
        "date": "2011-07",
        "abstract": "A common problem in image-guided radiation therapy (IGRT) of lung cancer as well as other malignant diseases is the compensation of periodic and aperiodic motion during dose delivery. Modern systems for image-guided radiationoncology allow for the acquisition of cone-beam computed tomography data in the treatment room as well as the acquisition of planar radiographs during the treatment. A mid-term research goal is the compensation of tumor target volume motion by 2D/3Dregistration. In 2D/3Dregistration, spatial information on organ location is derived by an iterative comparison of perspective volume renderings, so-called digitally rendered radiographs (DRR) from computed tomography volume data, and planar reference x-rays. Currently, this rendering process is very time consuming, and real-timeregistration, which should at least provide data on organ position in less than a second, has not come into existence. We present two GPU-basedrendering algorithms which generate a DRR of 512 × 512 pixels size from a CT dataset of 53 MB size at a pace of almost 100 Hz. This rendering rate is feasible by applying a number of algorithmic simplifications which range from alternative volume-driven rendering approaches – namely so-called wobbled splatting – to sub-sampling of the DRR-image by means of specialized raycasting techniques. Furthermore, general purpose graphics processing unit (GPGPU) programming paradigms were consequently utilized. Rendering quality and performance as well as the influence on the quality and performance of the overall registration process were measured and analyzed in detail. The results show that both methods are competitive and pave the way for fast motion compensation by rigid and possibly even non-rigid2D/3Dregistration and, beyond that, adaptive filtering of motion models in IGRT.",
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    {
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        "type_id": "masterthesis",
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        "title": "Coronary Artery Tracking with Rule-based Gap Closing",
        "date": "2011-07",
        "abstract": "Coronary artery diseases are among the leading causes of death in the industrial\r\ncountries. The high death rate leads to an increased demand of\r\ndiagnosis and treatment of these diseases. Additional to the conventional\r\ncoronary angiography, the CT angiography is mainly used in the extended\r\ndiagnostics of coronary artery diseases. This modality allows a detailed\r\nassessment of the coronary vessels and potentially present stenoses. For supporting\r\nthe radiologist during the evaluation of the coronary arteries by the\r\nhelp of computer-aided diagnostic methods, robust and e\u000ecient procedures\r\nfor the tracking of coronary arteries are needed.\r\nThe approach presented in this thesis uni\fes the strong points of existing\r\nmethods delivering high accuracy with the strong points of methods achieving\r\nhigh overlap. Therefore the approach presented in this thesis aims at\r\nhighly accurate results in combination with high overlap of the investigated\r\ncoronary artery vessel tree. The approach is divided into three phases: 1)\r\ncalculation of seed points, 2) tracking of vessel segments, and 3) construction\r\nof the coronary artery trees.\r\nPhase 1 & 2 are executed in an automatic manner. First potential seed\r\npoints for the tracking of vessel segments are identi\fed. During the second\r\nphase, vessel segments located at these seed points are tracked by use of\r\na cylindrical shape model. By use of rule-based anatomical heuristics, the\r\nthird and \fnal phase combines vessel segments to form complete coronary\r\nartery trees. This phase requires minimal user interaction, as the location\r\nof the root of the left and right coronary artery tree needs to be speci\fed.\r\nBeside the detailed description of the algorithm, the integration into a professional\r\nradiology workstation is demonstrated. The results obtained by the\r\nevaluation on 24 CTA datasets show a high overlap (OV) of 89.5% in combination\r\nwith very precise accuracy (AI) of 0.24 mm in comparison to an\r\nexpert-annotated reference segmentation.",
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        "abstract": "Computer games have become one of the most important parts of entertainment industry.\r\nDue to a tremendous reach, particularly among important customer groups such as\r\nadolescents and young adults, this media is recently considered as an appealing channel\r\nfor advertising. However, little is known about the effectiveness of advertising in computer\r\ngames. Its interactive nature comes with a fundamental difference in the perception of\r\nadvertisements compared to traditional media such as television. The intense user interaction\r\nin computer games interferes with players’ memory and attention, as players primarily\r\nfocus on the current performed task. Information such as advertisements billboards which\r\nis not directly related to the gaming task remains unnoticed. This behavior, known as inattentional\r\nblindness, is a main problem for the optimal placement of information (e.g.\r\ngame-relevant messages) or advertisements in the game’s virtual environment.\r\nThis thesis will review the history, current methods and issues of advertising in computer\r\ngames. It will particularly discuss the perception of embedded advertisement billboards\r\nand propose one way to break through inattentional blindness, in order to make advertisements\r\nwhich are embedded in an action game’s environment more visible. The underlying\r\napproach is based on Wolfe’s theory of Guided Search, which provides a fairly reliable\r\nmodel for top-down controlled visual attention during visual search tasks. Since computer\r\ngames frequently involve visual search tasks, we hypothesize that this model can be applied\r\nin a “reverse” direction to increase the saliency of some advertisements on a cognitive level,\r\nto get noticed even in the presence of a strong task.To validate this hypothesis, a computer\r\ngame was implemented to conduct a user study for testing the memory effectiveness.",
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        "title": "Visual Steering to Support Decision Making in Visdom",
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        "abstract": "Computer simulation has become an ubiquitous tool to investigate\nthe nature of systems. When steering a simulation, users modify parameters\nto study their impact on the simulation outcome. The ability to test\nalternative options provides the basis for interactive decision making. Increasingly\ncomplex simulations are characterized by an intricate interplay\nof many heterogeneous input and output parameters. A steering concept\nthat combines simulation and visualization within a single, comprehensive\nsystem is largely missing. This thesis targets the basic components\nof a novel integrated steering system called Visdom to support the user\nin the decision making process. The proposed techniques enable users\nto examine alternative scenarios without the need for special simulation\nexpertise. To accomplish this, we propose World Lines as a management\nstrategy for multiple, related simulation runs. In a dedicated view, users\ncreate and navigate through many simulation runs. New decisions are\nincluded through the concept of branching. To account for uncertain\nknowledge about the input parameters, we provide the ability to cover\nfull parameter distributions. Via multiple cursors, users navigate a system\nof multiple linked views through time and alternative scenarios. In this\nway, the system supports comparative visual analysis of many simulation\nruns. Since the steering process generates a huge amount of information,\nwe employ the machine to support the user in the search for explanations\ninside the computed data. Visdom is built on top of a data-flow network\nto provide a high level of modularity. A decoupled meta-flow is in charge\nof transmitting parameter changes from World Lines to the affected dataflow\nnodes. To direct the user attention to the most relevant parts, we\nprovide dynamic visualization inside the flow diagram. The usefulness of\nthe presented approach is substantiated through case studies in the field\nof flood management. The Visdom application enables the design of a\nbreach closure by dropping sandbags in a virtual environment.",
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    {
        "id": "Kinkelin-2011-VR",
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        "title": "Variational Reconstruction and GPU Ray-Casting of Non-Uniform Point Sets using B-Spline Pyramids",
        "date": "2011-05",
        "abstract": "In this work, we focus on the problem of reconstructing a volume (scalar 3D field) based\r\non non-uniform point samples and then rendering the volume by exploiting the processing\r\npower of GPUs.\r\nIn the first part involving the reconstruction, we motivate our choice of tensor-product\r\nuniform B-splines for the discretized representation of the continuous volume. They allow\r\nfor highly efficient, scalable and accurate reconstruction at multiple scales (resolution\r\nlevels) at once. By subdividing the volume into blocks and reconstructing them independently,\r\ncurrent desktop PCs are able to reconstruct large volumes and multiple CPU cores\r\ncan be efficiently exploited. We focus on linear and cubic B-splines and on how to eliminate\r\notherwise resulting block discontinuities.\r\nOnce we have reconstructed the volume at multiple scales, we can derive different\r\nLevels of Detail (LoDs) by subdividing the volume into blocks and selecting a suitable\r\nscale for each block. We present a fusion scheme which guarantees global C0 continuity\r\nfor linear LoDs and C2 continuity for cubic ones. The challenge here is to minimize visual\r\nblock interscale discontinuities.\r\nA LoD, consisting of a hierarchical spatial subdivision into blocks and an autonomous\r\nB-spline coefficient grid for each block, is then rendered via a GPU ray-caster. We achieve\r\ninteractive frame-rates for qualitative Direct Volume Renderings (DVRs) and real-time\r\nframe-rates for iso-surface renderings.",
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        "title": "Illustrative Particle Visualization of 4D MRI Blood-Flow Data",
        "date": "2011-05",
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        "booktitle": "Biomedical Image Analysis",
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        "date_to": "2011-06-03",
        "event": "EuroVis 2011",
        "location": "Bergen, Norway",
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    {
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        "title": "Towards GPU Speech Coding",
        "date": "2011-05",
        "abstract": "Speech transmission is the central service in many telecommunication infrastructures. The encoding\r\nof many channels according to modern standards requires a fair amount of processing\r\ncapacity. With the recent GPU product lines, powerful platforms have become available as supplement\r\nto desktop CPUs. This thesis tries to leverage these developments and examines the\r\npossibilities of general purpose GPU employment in the context of speech coding. The speech\r\ncodec used in the TETRA mobile radio system is implemented using the CUDA programming\r\nmodel. The main question is, how many channels can be encoded in real time on current GPUs.\r\nResults show that through careful implementation and with some effort, a substial number of\r\nchannels can be processed. It seems however that modern multicore CPUs are much better\r\nqualified for the task. The presented optimizations are far from complete and further research\r\ndirections are suggested.",
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    {
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        "title": "Out-of-Core Selection and Editing of Huge Point Clouds",
        "date": "2011-04",
        "abstract": "In this paper we present an out-of-core editing system for point clouds, which allows selecting and modifying arbitrary parts of\na huge point cloud interactively. We can use the selections to segment the point cloud, to delete points, or to render a preview\nof the model without the points in the selections. Furthermore we allow for inserting points into an already existing point cloud.\nAll operations are conducted on a rendering optimized data structure that uses the raw point cloud from a laser scanner, and\nno additionally created points are needed for an ecient level-of-detail (LOD) representation using this data structure. We also\npropose an algorithm to alleviate the artifacts when rendering a point cloud with large discrepancies in density in dierent areas by\nestimating point sizes heuristically. These estimated point sizes can be used to mimic a closed surface on the raw point cloud, also\nwhen the point cloud is composed of several raw laser scans.",
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    {
        "id": "reisner-2011-akgeo",
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        "title": "Reconstructing Buildings as Textured Low Poly Meshes from Point Clouds and Images",
        "date": "2011-04",
        "abstract": "Current urban building reconstruction techniques rely mainly on data gathered from either laser scans or image-\nbased approaches, and do usually require a large amount of manual post-processing and modeling. Difficulties arise due to erroneous and noisy data, and due to the huge amount of information to process. We propose a system that helps to overcome these time-consuming steps by automatically generating low-poly 3D building models. This is achieved by taking both information from point clouds and image information into account, exploiting the particular strengths and avoiding the relative weaknesses of these data sources: While the segmented point cloud is used to identify the dominant planar surfaces in 3D space, the images are used to extract accurate edges, fill holes and generate textured polygonal meshes of urban buildings.",
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