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        "title": "Physics-based Music Visualization",
        "date": "2013-12-01",
        "abstract": "Historically, there have been a number of approaches to analyze and explain the relationship\nbetween music and visual elements, particularly colors. Arnheim [1] has done important work\nin that context, as well as Palmer and Schloss [10] [16] [14] [13]. Palmer has shown in his ex-\nperiments, that music and color are coupled through emotion, like Arnheim had assumed before.\nThe goal of this thesis was to investigate this connection more in detail by considering also other\nvisual parameters like motion, shape or size and to implement a prototype of a visualization\napplication based on the insights gathered during our user studies. This application should be\nable to visualize music based on a flexible mapping and psychological knowledge. During the\nfirst part of our user studies, test persons were asked to rate parts of songs as well as animations\nwithout sound independent from each other but using the same rating scales. The results show\nstrong correlations between single attributes and the perception of the test persons. During the\nsecond part of the user studies, the test persons were asked to rate the accordance between the\nsongs from the first round and the visualizations created based on the results of the first round.\nOur assumptions could not be confirmed in that experiment. We try to determine the reasons,\nwhy the results of the second round were not as expected and what steps could be taken to refine\nour approach and implement it in a successful manner.",
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    {
        "id": "schmid_andreas_2013-prj",
        "type_id": "bachelorthesis",
        "tu_id": null,
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        "title": "Physics-based Music Visualization",
        "date": "2013-12-01",
        "abstract": "The aim of our bachelor thesis was to develop a concept on the basic structure of software that\nvisualizes human emotions when listening to music into graphic primitives. Our prototype of\nthis visual media player allows the user to read data from a music file and map this data into a\nfile that converts it to special forms, colors and transformations.\nThis goal was accomplished with special commands and a modifiable theme. With these tools,\nthe user can completely control the visualization. The commands describe the options of what\ncan be accomplished with the software. In our case, they create primitive forms, move them,\nand change their color. The theme shows what the program is able to display. Two examples of\nthis prototype are the textual theme and the graphical theme.\nIn the first user study, the users were asked to listen to short music files or watch some short\nanimations and to evaluate those. This data was then transferred to a mapping file and taken\nas basis for a second user study. In the second user study, the users had to evaluate five media\nplayers, including ours, using two different mappings - one was their visualization and the other\nan evaluation on if music and visualization match. The results were not as expected - the users\nevaluated the existing media players better than our prototype in visualization-music mapping.\nWe are analyzing the results and working on redesigning our algorithms in order to have a more\nsuccessful prototype.\nIn this bachelor thesis, there is also an analysis of the libraries used. The prototype can be used\nas a basis for future work in this field.",
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        "date_end": "2013-12-20",
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    {
        "id": "Auzinger_Mistelbauer_2013_CSR",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": null,
        "title": "Vessel Visualization using Curved Surface Reformation",
        "date": "2013-12",
        "abstract": "Visualizations of vascular structures are frequently used in radiological investigations to detect and analyze vascular diseases. Obstructions of the blood flow through a vessel are one of the main interests of physicians, and several methods have been proposed to aid the visual assessment of calcifications on vessel walls. Curved Planar Reformation (CPR) is a wide-spread method that is designed for peripheral arteries which exhibit one dominant direction. To analyze the lumen of arbitrarily oriented vessels, Centerline Reformation (CR) has been proposed. Both methods project the vascular structures into 2D image space in order to reconstruct the vessel lumen. In this paper, we propose Curved Surface Reformation (CSR), a technique that computes the vessel lumen fully in 3D. This offers high-quality interactive visualizations of vessel lumina and does not suffer from problems of earlier methods such as ambiguous visibility cues or premature discretization of centerline data. Our method maintains exact visibility information until the final query of the 3D lumina data. We also present feedback from several domain experts.",
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        "date_from": "2013-10-13",
        "date_to": "2013-10-18",
        "event": "IEEE Scientific Visualization 2013",
        "journal": "IEEE Transactions on Visualization and Computer Graphics (Proceedings of IEEE Scientific Visualization 2013)",
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        "location": "Atlanta, Georgia, USA",
        "number": "12",
        "pages_from": "2858",
        "pages_to": "2867",
        "volume": "19",
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        "keywords": [
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        "title": "General-Purpose Graphics Processing Units in Service-Oriented Architectures",
        "date": "2013-12",
        "abstract": "Over the last decades, graphics processing units have developed from special-purpose graphics accelerators to general-purpose massively parallel co-processors. In recent years they gained increased traction in high performance computing as they provide superior computational performance in terms of runtime and energy consumption for a wide range of problems. In this survey, we review their employment in distributed computing for a broad range of application scenarios. Common characteristics and a classification of the most relevant use cases are described. Furthermore, we discuss possible future developments of the use of general purpose graphics processing units in the area of service-oriented architecture. The aim of this work is to inspire future research in this field and to give guidelines on when and how to incorporate this new hardware technology.",
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        "abstract": "In a growing number of application areas, a subject or phenomenon is investigated by means of multiple datasets being acquired over time (spatiotemporal), comprising several attributes per data point\r\n(multi-variate), stemming from different data sources (multi-modal) or multiple simulation runs (multi-run/ensemble). Interactive visual analysis (IVA) comprises concepts and techniques for a user-guided knowledge discovery in such complex data. Through a tight feedback loop of computation,\r\nvisualization and user interaction, it provides new insight into the data and serves as a vehicle for\r\nhypotheses generation or validation. It is often implemented via a multiple coordinated view framework where each view is equipped with interactive drill-down operations for focusing on data features.\r\nTwo classes of views are integrated:\r\nphysical views, such as direct volume rendering, show information in the context of the spatiotemporal observation space while\r\nattribute views, such as scatter\r\nplots and parallel coordinates, show relationships between multiple data attributes. The user may drill-down the data by selecting interesting regions of the observation space or attribute ranges leading to\r\na consistent highlighting of this selection in all other views (brushing-and-linking). Three patterns of\r\nexplorative/analytical procedures may be accomplished by doing so. In a\r\nfeature localization, the user\r\nsearches for places in the 3D/4D observation space where certain attribute values are present. In a\r\nmulti-variate analysis, relations between data attributes are investigated, e.g., by searching for correla-\r\ntions. In a local investigation, the user inspects the values of selected attributes with respect to certain\r\nspatiotemporal subsets of the observation space.\r\n\r\nIn this tutorial, we discuss examples for successful applications of IVA to scientific data from various\r\nfields: climate research, medicine, epidemiology, and flow simulation / computation, in particular for\r\nautomotive engineering. We base our discussions on a theoretical foundation of IVA which helps the\r\ntutorial attendees in transferring the subject matter to their own data and application area. In the course\r\nof the tutorial, the attendees will become acquainted with techniques from statistics and knowledge\r\ndiscovery, which proved to be particularly useful for a specific IVA application. The tutorial further\r\ncomprises an overview of off-the-shelf IVA solutions, which may be be particularly interesting for\r\nvisualization practitioners. It is concluded by a summary of the gained knowledge and a discussion of\r\nopen problems in IVA of scientific data.\r\n\r\nThe tutorial slides will be available at: http://tinyurl.com/SciDataIVA13",
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        "title": "neuroMAP - Interactive Graph-Visualization of the Fruit Fly's Neural Circuit",
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        "title": "Procedural Textures for Architectural Models ",
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    {
        "id": "Maricic_2013_VFE",
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        "title": "Visual Feature Exploration for ssTEM Image Segmentation",
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        "abstract": " In order to (preferably) automatically derive the neuronal structures from brain tissue image stacks, the research field computational neuroanatomy relies on computer assisted techniques such as visualization, machine learning and analysis. The image acquisition is based on the so-called transmission electron microscopy (TEM) that allows resolution that is high enough to identify relevant structures in brain tissue images (less than 5 nm per pixel). In order to get to an image stack (or volume) the tissue samples are sliced (or sectioned) with a diamond knife in slices of 40 nm thickness. This approach is called serial-section transmission electron microscopy (ssTEM). The manual segmentation of these high-resolution, low-contrast and artifact afflicted images would be impracticable alone due to the high resolution of 200,000 images of size 2m x 2m pixel in a cubic centimeter tissue sample. But, the automatic segmentation is error-prone due to the small pixel value range (8 bit per pixel) and diverse artifacts resulting from mechanical sectioning of tissue samples. Additionally, the biological samples in general contain densely packed structures which leads to non-uniform background that introduces artifacts as well. Therefore, it is important to quantify, visualize and reproduce the automatic segmentation results interactively with as few user interaction as possible.\r\n\r\nThis thesis is based on the membrane segmentation proposed by Kaynig-Fittkau [2011] which for ssTEM brain tissue images outputs two results: (a) a certainty value per pixel (with regard to the analytical model of the user selection of cell membrane pixels) which states how certain the underlying statistical model is that the pixel is belonging to the membrane , and (b) after an optimization step the resulting edges which represent the membrane. In this work we present a visualization-assisted method to explore the parameters of the segmentation. The aim is to interactively mark those regions where the segmentation fails to the expert user in order to structure the post- or re-segmentation or to prove-read the segmentation results. This is achieved by weighting the membrane pixels by the uncertainty values resulting from the segmentation process.\r\n\r\nWe would like to start here and employ user knowledge once more to decide which data and in what form should be introduced to the random forest classifier in order to improve the segmentation results either through segmentation quality or segmentation speed. In this regard we use focus our attention especially on the visualizations of the uncertainty, the error and multi-modal data. The interaction techniques are explicitly used in those cases where we expect the highest gain at the end of the exploration. We show the effectiveness of the proposed methods using the freely available ssTEM brain tissue dataset of the drosophila fly. Because we lack the expert knowledge in the field of neuroanatomy re must rely our assumptions and methods on the underlying ground truth segmentations of the drosophila fly brain tissue dataset. ",
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        "title": "Geological storytelling",
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        "abstract": "Developing structural geological models from exploratory subsea imaging is difficult and an ill-posed process. The structural geological processes that take place in the subsurface are both complex and time-dependent. We present Geological Storytelling, a novel graphical system for performing rapid and expressive geomodeling. Geologists can convey geological stories that externalize both their model and the reasoning process behind it through our simple, yet expressive sketch-based, flip-over canvases. This rapid modeling interface makes it easy to construct a large variety of geological stories, and our story tree concept facilitates easy management and the exploration of these alternatives. The stories are then animated and the geologists can examine and compare them to identify the most plausible models. Finally, the geological stories can be presented as illustrative animations of automatically synthesized 3D models, which efficiently communicate the complex geological evolution to non-experts and decision makers. Geological storytelling provides a complete pipeline from the ideas and knowledge in the mind of the geologist, through externalized artifacts specialized for discussion and knowledge dissemination among peer-experts, to automatically rendered illustrative 3D animations for communication to lay audience. We have developed geological storytelling in collaboration with domain experts that work with the modeling challenges on a daily basis. For evaluation, we have developed a geological storytelling prototype and presented it to experts and academics from the geosciences. In their feedback, they acknowledge that the rapid and expressive sketching of stories can make them explore more alternatives and that the 3D illustrative animations assist in communicating their models.",
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        "title": "Analytic Rasterization on GPGPUs",
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        "title": "Interactive Grass Rendering Using Real-Time Tessellation",
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    {
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        "title": "Shape Interpolation Using Diffusion Isosurfaces",
        "date": "2013-02",
        "abstract": "I present a diffusion based shape interpolation method which is applicable to 2D and 3D surfaces.\r\nAs input, 2D shapes are represented as diffusion curves, the 3D shapes are simply 3D meshes.  The algorithm generates an exact Voronoi diagram of two surfaces along with a distance map,\r\nboth are stored as textures for further manipulation and lookup. The Voronoi diagram is used as starting point for the iterative color diffusion. After the diffusion step, an isovalue can be applied to the resulting texture. By varying the isovalue, different intermediate surfaces between the two\r\ninput surfaces arise. In 2D, Diffusion Curves [3] are used as input, whereas in 3D, textured surface meshes as used. This shape interpolation method is applicable to every kind of shape\r\nthat can be represented by diffusion curves or 3D surface meshes.",
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    {
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        "title": "O-Snap: Optimization-Based Snapping for Modeling Architecture",
        "date": "2013-01",
        "abstract": "In this paper, we introduce a novel reconstruction and modeling pipeline to create polygonal models from unstructured point clouds. We propose an\nautomatic polygonal reconstruction that can then be interactively refined by the user. An initial model is automatically created by extracting a set of RANSAC-based locally fitted planar primitives along with their boundary polygons, and then searching for local adjacency relations among parts of the polygons. The extracted set of adjacency relations is enforced to snap polygon elements together, while simultaneously fitting to the input point cloud and ensuring the planarity of the polygons. This optimization-based snapping algorithm may also be interleaved with user interaction. This allows the user to sketch modifications with coarse and loose 2D strokes, as the exact alignment of the polygons is automatically performed by the snapping.\nThe generated models are coarse, offer simple editing possibilities by design and are suitable for interactive 3D applications like games, virtual\nenvironments etc. The main innovation in our approach lies in the tight\ncoupling between interactive input and automatic optimization, as well as in an algorithm that robustly discovers the set of adjacency relations.",
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    {
        "id": "Konyha_2013_IVA",
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        "title": "Interactive Visual Analysis in Automotive Engineering Design",
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        "abstract": "Computational simulation has become instrumental in the design process in automotive engineering.\nVirtually all components and subsystems of automobiles can be simulated. The simulation can be repeated many times with varied parameter settings, thereby simulating many possible design choices. Each simulation run can produce a complex, multivariate, and usually timedependent result data set. The engineers’ goal is to generate useful knowledge from those data.\nThey need to understand the system’s behavior, find correlations in the results, conclude how results depend on the parameters, find optimal parameter combinations, and exclude the ones\nthat lead to undesired results.\n\nComputational analysis methods are widely used and necessary to analyze simulation data sets, but they are not always sufficient. They typically require that problems and interesting\ndata features can be precisely defined from the beginning. The results of automated analysis of complex problems may be difficult to interpret. Exploring trends, patterns, relations, and dependencies in time-dependent data through statistical aggregates is not always intuitive.\n\nIn this thesis, we propose techniques and methods for the interactive visual analysis (IVA) of simulation data sets. Compared to computational methods, IVA offers new and different analysis\nopportunities. Visual analysis utilizes human cognition and creativity, and can also incorporate the experts’ domain knowledge. Therefore, their insight into the data can be amplified, and also\nless precisely defined problems can be solved.\n\nWe introduce a data model that effectively represents the multi-run, time-dependent simulation\nresults as families of function graphs. This concept is central to the thesis, and many of the innovations in this thesis are closely related to it.We present visualization techniques for families of function graphs. Those visualizations, as well as well-known information visualization plots,\nare integrated into a coordinated multiple views framework. All views provide focus+context visualization.\nCompositions of brushes spanning several views can be defined iteratively to select\ninteresting features and promote information drill-down. Valuable insight into the spatial aspect\nof the data can be gained from (generally domain-specific) spatio-temporal visualizations. In\nthis thesis, we propose interactive, glyph-based 3D visualization techniques for the analysis of rigid and elastic multibody system simulations.\n\nWe integrate the on-demand computation of derived data attributes of families of function graphs into the analysis workflow. This facilitates the selection of deeply hidden data features\nthat cannot be specified by combinations of simple brushes on the original data attributes. The\ncombination of these building blocks supports interactive knowledge discovery. The analyst can\nbuild a mental model of the system; explore also unexpected features and relations; and generate, verify or reject hypotheses with visual tools; thereby gaining more insight into the data.\nComplex tasks, such as parameter sensitivity analysis and optimization can be solved. Although\nthe primary motivation for our work was the analysis of simulation data sets in automotive engineering,\nwe learned that this data model and the analysis procedures we identified are also applicable to several other problem domains. We discuss common tasks in the analysis of data\ncontaining families of function graphs.\n\nTwo case studies demonstrate that the proposed approach is indeed applicable to the analysis of simulation data sets in automotive engineering. Some of the contributions of this thesis have\nbeen integrated into a commercially distributed software suite for engineers. This suggests that\ntheir impact can extend beyond the visualization research community.",
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        "abstract": "Voxel cone tracing can simulate global illumination effect in real-time. This project tries to evaluate how plausible the simulation is and how well it scales in terms of performance and quality.",
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        "title": "Interactive Scene Manipulation Techniques for Ray Tracing",
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        "abstract": "'Ray tracing is the future and will ever be'. This was the title of the ray tracing course at SIGGRAPH 2013, which shows what an important field of research ray tracing currently is. The most important reason ray tracing or path tracing has not yet replaced rasterization are the long computation times. While ray and path tracing already have replaced rasterization for offline rendering in general, we still rarely see it in real time applications. With a lot of promising results presented in the last years we can expect ray tracing to become more popular in the next years.\r\n\r\nIn interactive applications fast response times are needed to create smooth and usable tools. Many different things influence the final rendering time, like the number of refractive and reflective objects, pixels covered by those objects and objects in general. We have developed a basic scene designing tool using ray tracing and have benchmarked different code styles and the impact of various of these parameters on the final render time. We also present a simple technique to determine which regions require re-rendering when changes are introduced to the scene, allowing to save a considerable amount of computation time.\r\n\r\nWhen using scene editing designing tools, for certain features, it is usually desirable to trade artifacts, higher noise levels or reduced image quality for faster render times during interaction. In this thesis we propose different options for interactive scene designing and and our benchmark results as well as the implementation of our scene designing tool.",
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        "title": "Rasterized Curved Reflections in Screen Space",
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        "abstract": "The rendering of reflections on mirror-like objects is an important operation performed in image\r\nsynthesis. Being able to calculate the reflections on reflective surfaces in a rendered scene helps\r\nvisualize many materials which have such properties and aids the viewer in recognizing objects\r\nand the perception of distance relations between them. Considering the increasing use of computer\r\nsystems in day-to-day life, there is much interest in implementing methods that are able to\r\nrender these reflections at interactive framerates for use in interactive systems, such as computer\r\ngames and virtual reality.\r\nIn this paper one given state-of-the-art method and two possible extensions are examined.\r\nThe method is designed for rendering accurate reflections of geometry on the surface of a curved\r\nreflector, utilizing the capabilities of the rendering pipelines implemented on contemporary\r\ngraphics hardware, in real-time. It is based around finding the reflection point for each vertex\r\nof a geometry object, and then letting the graphics hardware rasterize the reflected geometry\r\nusing the found points.\r\nTwo important problems with this approach are that the search for the reflection point can\r\ntake a long time, and that the linear interpolation used in the rasterizing step leads to artifacts\r\non the reflector’s curved surface. The first examined modification is aimed at reducing the time\r\nneeded for the search of a reflection point by using a hierachial data structure, and an accordingly\r\ndifferent searching technique, while still storing the data as efficiently as before. The second\r\nmodification attempts to reduce the linear interpolation error in the final image by tessellating\r\nthe reflected geometry. This is done adaptively based on a metric for the error reduced. Finally,\r\nsome results are presented and discussed and some ideas for possible future work in this field is\r\ngiven.",
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        "abstract": "Visualization algorithms are nowadays formalized in an imperative\r\nmanner, i.e. the algorithm is explicitly executed on input data and\r\ndictates a determined visualization outcome.  The efficiency of such\r\nan algorithm is measured by means of the computational performance,\r\ndata-scalability and user studies. In my talk I will speculate on a\r\nnovel theoretical concept for the development of new visualization\r\nmethodology that becomes ultimately declarative and algorithm-free, by\r\nmoving the user study from a validation stage into the center of the\r\niterative design stage. Initial visualization from input data is\r\nconsidered as the first design draft, which will undergo several\r\nrevisions. This draft can be achieved by executing a traditional\r\nimperative algorithm or it can even be hand-crafted by a skilled\r\nillustrator. A consequent user study of initial visualization will\r\ntrigger computational synthesis of a new, quantitatively more\r\neffective visualization technique. The visualization designs developed\r\nthrough several iterations of the study-redesign cycle will become\r\ndeclarative, aiming at optimally satisfying the purpose of the\r\nvisualization, instead of explicit execution of algorithms on the\r\ninput data. The declarative component will be specified by collected\r\nuser statistics from completing certain perceptual or cognitive tasks.\r\nThe user statistics will be analyzed for systematic trends in human\r\nperceptual and cognitive performance.  These trends will form a basis\r\nfor visualization redesign. Final satisfactory visualization will\r\nevolve over several design iterations.",
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    {
        "id": "winklhofer_christoph-2013-RRMR",
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        "title": "Reflections, Refractions and Caustics in a Mixed-Reality Environment",
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        "abstract": "In a mixed-reality environment virtual objects are merged into a real scene. Such an augmentation with virtual objects offers great possibilities to present content in new and innovative ways. The visual appearance of these virtual objects depends on a plausible lighting simulation. Otherwise, virtual objects look artificial and out of place, which destroys the overall impression of the perceived scene.\r\n\r\nReflective and refractive objects are an inherent part of our physical environment. Accordingly, virtual objects of this type also enhance the overall impression and scope of a mixed-reality application. Many mixed-reality systems still neglect them: Such objects require a complex light simulation that is hard to embed in a mixed-reality system, which demands real-time frame rates to handle the user interaction.\r\n\r\nThis thesis describes the integration of reflective and refractive objects in a mixed-reality environment. The aim is to create a realistic light distribution that simulates reflections and refractions between real and virtual objects. Another important aspect for a believable perception are caustics, light focusing due to the scattering from reflective or refractive objects. Until recently, this effect was simply excluded in the lighting simulation of mixed-reality systems.\r\n\r\nThe proposed rendering method extends differential instant radiosity with three other image space rendering techniques capable to handle reflections, refractions and caustics in real time. By combining these techniques, our method successfully simulates the various lighting effects from reflective and refractive objects and is able to handle user interactions at interactive to realtime frame rates. This offers a practicable possibility to greatly improve the visual quality of a\r\nmixed-reality environment.",
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