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        "id": "Red_Andreas_2015_FFT",
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        "title": "Fuzzy feature tracking",
        "date": "2015-12",
        "abstract": "In situ analysis is becoming increasingly important in the evaluation of existing as well as novel materials and components. In this domain, specialists require answers on questions such as: How does a process change internal and external structures of a component? or How do the internal features evolve?In this work, we present a novel integrated visual analysis tool to evaluate series of X-ray Computed Tomography (XCT) data. We therefore process volume datasets of a series of XCT scans, which non-destructively cover the evolution of a process by in situ scans. After the extraction of individual features, a feature tracking algorithm is applied to detect changes of features throughout the series as events. We distinguish between creation, continuation, split, merge and dissipation events. As an explicit tracking is not always possible, we introduce the computation of a Tracking Uncertainty. We visualize the data together with the determined events in multiple linked-views, each emphasizing individual aspects of the 4D-XCT dataset series: A Volume Player and a 3D Data View show the spatial feature information, whereas the global overview of the feature evolution is visualized in the Event Explorer. The Event Explorer allows for interactive exploration and selection of the events of interest. The selection is further used as basis to calculate a Fuzzy Tracking Graph visualizing the global evolution of the features over the whole series.We finally demonstrate the results and advantages of the proposed tool using various real world applications, such as a wood shrinkage analysis and an AlSiC alloy under thermal load. Graphical abstractDisplay Omitted HighlightsWe calculate a Tracking Uncertainty in order to find correlated features.The Event Explorer shows a global overview of events and feature properties.The Fuzzy Tracking Graph is used to track features through all time-steps.The Volume Player shows control elements to traverse the steps of a dataset series.",
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        "volume": "53",
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        "title": "Omnidirectional Stereo Rendering of Virtual Environments",
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        "abstract": "In this thesis we discuss the use of omnidirectional stereo (omnistereo) rendering of virtual\nenvironments. We present an artefact-free technique to render omnistereo images for\nthe CAVE in real time using the modern rendering pipeline and GPU-based tessellation.\nDepth perception in stereoscopic images is enabled through the horizontal disparities\nseen by the left and right eye. Conventional stereoscopic rendering, using off-axis\nor toe-in projections, provides correct depth cues in the entire field of view (FOV) for\na single view-direction. Omnistereo panorama images, created from captures of the real\nworld, provide stereo depth cues in all view direction. This concept has been adopted for\nrendering, as several techniques generating omnistereo images based on virtual environments\nhave been presented. This is especially relevant in the context of surround-screen\ndisplays, as stereo depth can be provided for all view directions in a 360° panorama\nsimultaneously for upright positioned viewers. Omnistereo rendering also lifts the need\nfor view-direction tracking, since the projection is independent of the view direction,\nunlike stereoscopic projections. However, omnistereo images only provide correct depth\ncues in the center of the FOV. Stereo disparity distortion errors occur in the periphery\nof the view and worsen with distance from the center of the view. Nevertheless, due\nto a number of properties of the human visual system, these errors are not necessarily\nnoticeable.\nWe improved the existing object-warp based omnistereo rendering technique for\nCAVE display systems by preceding it with screen-space adaptive tessellation methods.\nOur improved technique creates images without perceivable artefacts and runs on\nthe GPU at real-time frame rates. The artefacts produced by the original technique\nwithout tessellation are described by us. Tessellation is used to remedy edge curvature\nand texture interpolation artefacts occurring at large polygons, due to the non-linearity\nof the omnistereo perspective. The original approach is based on off-axis projections.\nWe showed that on-axis projections can be used as basis as well, leading to identical\nimages. In addition, we created a technique to efficiently render omnistereo skyboxes\nfor the CAVE using a pre-tessellated full-screen mesh. We implemented the techniques\nas part of an application for a three-walled CAVE in the VRVis research center and\ncompared them.",
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        "title": "Applying Information Theory to Formal Models of Play",
        "date": "2015-11-09",
        "abstract": "This thesis proposes a formal model of interaction in games, to be used as tool for game analysis and game testing. The model allows a quantification of interaction by looking at the low-level structure and patterns in game-controller input. The game-controller input is modelled using discrete-time, discrete-space Markov chains, and information theory is used to quantify the mismatch between the model’s prediction and the actual user input.\n\nThe model uses game-agnostic game controller data as its input, which is the lowest common denominator for a large class of games (almost all game console games, most PC games). The models are trained dynamically on-the-fly for each individual play session. This allows performing individual analyses of players’ interactions, while still retaining an approach that is very general and can be used with different games without modification.\n\nTo adapt to new play situations quickly, the used models are only based on data from the last couple of seconds or minutes. This can lead to the problem that not enough samples may be available to confidently estimate all dynamic model parameters. This problem is mitigated by considering the full probability distribution of each parameter instead, using a beta distribution.\n\nThis work contributes to the understanding of interaction in games, modelling of raw user input and quantifying the model output using information theory. The described approach has been implemented in software and preliminary results from a prestudy are available.\n\nIn this exploratory prestudy, the post hoc analysis of nine different games from various genres revealed a number of interaction patterns. One of the observed patterns is routinization, a process in which an action is performed repeatedly until it is executed almost unconsciously. Research in this field, based on this thesis, has been performed in cooperation with Martin Pichlmair from the IT University Copenhagen, and a workin-progress paper is to be published in the proceedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY) [Wallner, S., Pichlmair, M., Hecher, M., and Wimmer, M. (2015). Modeling Routinization in Games - An Information Theory Approach. In Proceedings of the Second ACM SIGCHI Annual Symposium on Computer-human Interaction in Play, page pp, London, UK. ACM.]\n",
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        "abstract": "The aim of this bachelor thesis was to find different approaches to solve the following problem: A set of images is divided into different groups in a way that every image belongs to exactly one group. The user defines which image belongs to which group. The images should be positioned into a grid of a user-defined size, so that they can be recognised as clusters easily. To do so, it must be guaranteed, that every image has at least one neighbour image regarding the manhatten distance which belongs to the same group. Also there must not be any gaps, or clusters which split into several parts. Multiple algorithms which are able to solve this task are to be found and analysed. There are many approaches whose goal is to create an image summarisation out of a set of images. But these approaches place the images in a way that the groups are shaped by the algorithm itself. Yet there is no method published, which lets the user define the involved groups and their associated set of images. This thesis meets this requirements and offers different solutions for this task.",
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        "title": "Taming the beast: Free and open-source massive point cloud web visualization",
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        "abstract": "Powered by WebGL, some renderers have recently become available for the visualization of point cloud data over the web, for example Plasio or Potree. We have extended Potree to be able to visualize massive point clouds and we have successfully used it with the second national Lidar survey of the Netherlands, AHN2, with 640 billion points. In addition to the visualization, the publicly available service at ttp://ahn2.pointclouds.nl/ also features a multi-resolution download tool, a geographic name search bar, a measurement toolkit, a 2D orientation map with field of view depiction, a demo mode and the tuning of the visualization parameters. Potree relies on reorganizing the point cloud data into an multi-resolution octree data structure. However, this reorganization is very time consuming for massive data sets. Hence, we have used a divide and conquer approach to decrease the octree creation time. To achieve such performance improvement we divided the entire space into smaller cells, generated an octree for each of them in a distributed manner and then we merged them into a single massive octree. The merging is possible because the extent of all the nodes of the octrees is known and fixed. All the developed tools are free and open-source (FOSS) and they can be used to visualize over the web other massive point clouds.\n\n",
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        "title": "JiTTree: A Just-in-Time Compiled Sparse GPU Volume Data Structure",
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        "abstract": "Sparse volume data structures enable the efficient representation of large but sparse volumes in GPU memory for computation and visualization. However, the choice of a specific data structure for a given data set depends on several factors, such as the memory budget, the sparsity of the data, and data access patterns. In general, there is no single optimal sparse data structure,\r\nbut a set of several candidates with individual strengths and drawbacks. One solution to this problem are hybrid data structures which locally adapt themselves to the sparsity. However, they typically suffer from increased traversal overhead which limits their utility in many applications. This paper presents JiTTree, a novel sparse hybrid volume data structure that uses just-in-time compilation to overcome these problems. By combining multiple sparse data structures and reducing traversal overhead we leverage their individual advantages. We demonstrate that hybrid data structures adapt well to a large range of data sets. They are especially superior to other sparse data structures for data sets that locally vary in sparsity. Possible optimization criteria are memory, performance and a combination thereof. Through just-in-time (JIT) compilation, JiTTree reduces the traversal overhead of the resulting optimal data structure. As a result, our hybrid volume data structure enables efficient computations on the GPU, while being superior in terms of memory usage when compared to non-hybrid data structures.",
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        "title": "Interactive Semi-Automatic Categorization for Spinel Group Minerals",
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        "abstract": "Spinel group minerals are excellent indicators of geological environments (tectonic settings). In 2001, Barnes and Roeder defined a set of contours corresponding to compositional fields for spinel group minerals. Geologists typically use this contours to estimate the tectonic environment where a particular spinel composition could have been formed. This task is prone to errors and requires tedious manual comparison of overlapping diagrams. We introduce a semi-automatic, interactive detection of tectonic settings for an arbitrary dataset based on the Barnes and Roeder contours. The new approach integrates the mentioned contours and includes a novel interaction called contour brush. The new methodology is integrated in the Spinel Explorer system and it improves the scientist's workflow significantly.",
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        "title": "A Taxonomy of Integration Techniques for Spatial and Non-Spatial Visualizations",
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        "abstract": "Interaction techniques for information visualization systems require control elements to interact with the data. These elements consume visual space and this is one of the major limiting factors of a visual analytics dashboard. This work introduces interaction methods to control the visualizations of a dashboard without the need of additional visual space. These in-place control elements give the dashboard designer the possibility\r\nto design more compact dashboards, while maintaining the same functionality without using space filling controls. This is achieved by hovering areas in the visualizations which opens controls or triggers events.",
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        "title": "A Novel Mapping of Arbitrary Precision Integer Operations to the GPU",
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        "abstract": "With modern processing hardware converging on the physical barrier in terms of transistor size and speed per single core, hardware manufacturers have shifted their focus to improve\r\nperformance from raw clock power towards parallelization. Solutions to utilize the computation power of GPUs are published and supported by graphics card manufacturers.  While there exist solutions for arbitrary precision integer arithmetics on the CPU there\r\nhas been little adoption of these libraries to the GPU. This thesis presents an approach to map arbitrary precision integer operations to single threads on the GPU. This novel computation mapping technique is benchmarked and compared to a library that runs these computations on the CPU. Furthermore the novel parallelization technique is\r\ncompared to an alternative mapping scheme proposed by Langer et al [Lan15]. It is shown that mapping computations to single threads outperforms both the CPU and\r\nthe approach by Langer. This thesis also explored the feasibility of rational number operations on the GPU and shows that this is in fact practically usable by providing\r\nbenchmarks.",
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        "title": "Design and Implementation of a Shader Infrastructure and Abstraction Layer",
        "date": "2015-09",
        "abstract": "Programming the GPU is more important than ever, but the organization and development of shader code for the GPU is a difficult task. Can this process be embedded into the high level language C#, gain from the features of its toolchain and enrich shader development?\n\nFor this purpose this thesis describes the design and implementation of a framework to abstract and embed shader development into C# with an internal domain-specific language (iDSL\nfor short) as front-end and a plug-in system in the back-end to support expandable optimizations and different shader languages as targets.\n\nThe implemented framework fits shader development into the C# toolchain, supporting autocompletion, and type error checking in the editor. The system offers good modularity and\nencourages developing shaders in reusable parts.\n\nThis diploma thesis was developed in cooperation with VRVis Research Center in Vienna, Austria.",
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        "title": "Optimization of Natural Frequencies for Fabrication-Aware Shape Modeling",
        "date": "2015-09",
        "abstract": "Given a target shape and a target frequency, we automatically synthesize shapes that exhibit this frequency as part of their natural spectrum while resembling the target shape as closely as possible. We propose three shape parametrization methods that afford meaningful degrees of freedom in the design of instruments such as marimbas and bells. The design space is based on the representation of a solid as the volume enclosed by an outer surface and an inner offset surface. In order to evaluate the natural frequency spectrum of a solid, we employ finite element modal analysis and evaluate the suitability of different element types. We propose a fabrication method for the production of optimized instruments by an amateur craftsperson using sand or rubber molds. The efficiency of our method is demonstrated by the production of a simple tin bell and a more complicated bell in the shape of a rabbit. We achieve agreement with the predicted pitch frequencies of 2.8% and 6% respectively. These physical results are supplemented by a number of computational results that explore the optimization of harmonic ratios and the influence of mesh resolution and mesh smoothness on the accuracy of the finite element model.",
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        "abstract": "Often, users of visualization applications do not have access to high performance systems for the computationally demanding visualization tasks. Rendering the visualization remotely and using a thin client (e.g. a web browser) to display the result enable the users to access the\r\nvisualization even on devices that do not target graphics processing. However, the flexibility to manipulate the data set interactively suffers in thin-client configurations. This makes a\r\nmeaningful interaction with data sets that contain many different objects difficult. This is especially true in in-situ visualization scenarios, where direct interaction with the data can\r\nbe challenging.\r\n\r\nWe solve this problem by proposing an approach that employs a deferred visualization pipeline to divide the visualization computation between a server and a client. Our thin client\r\nis built on web technologies (HTML5, JavaScript) and is integrated with the D3 library to enable interactive data-driven visualizations. An intermediate representation of objects is introduced which describes the data that is transferred from the server to the client on request.  The server side carries out the computationally expensive parts of the pipeline while the client retains extensive flexibility by performing object modification tasks without requiring a\r\nre-rendering of the data.\r\n\r\nWe introduce a novel Volume Object Model as an intermediate representation for deferred visualization. This model consists of metadata and pre-rendered visualizations of each object\r\nin a data set.\r\n\r\nIn order to guarantee client-side interactivity even on large data sets, the client only receives the metadata of all objects for a pre-visualization step. By allowing the user to\r\nperform filtering using the metadata alone, the complexity of the requested visualization data can be reduced from the client side before streaming any image data. Only when the user is\r\nsatisfied, the object images are requested from the server. In combination with the metadata,\r\nthe final visualization can then be reconstructed from the individual images. Moreover, all objects in the visualization can be investigated and changed programmatically by the user\r\nvia an integrated console.\r\n\r\nIn summary, our system allows for fully interactive object-related visualization tasks in a web browser without triggering an expensive re-rendering on the server.",
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        "title": "New hybrid reformations of peripheral CT angiography: do we still need axial images?",
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        "abstract": "Purpose\r\n\r\nTo quantify the detectability of peripheral artery stenosis on hybrid CT angiography (CTA) reformations.\r\nMethods\r\n\r\nHybrid reformations were developed by combining multipath curved planar reformations (mpCPR) and maximum intensity projections (MIP). Fifty peripheral CTAs were evaluated twice: either with MIP, mpCPR and axial images or with hybrid reformations only. Digital subtraction angiography served as gold standard.\r\nResults\r\n\r\nUsing hybrid reformations, two independent readers detected 88.0% and 81.3% of significant stenosis, respectively. However, CTA including axial images detected statistically significant more lesions (98%).\r\nConclusion\r\n\r\nPeripheral CTA reading including axial images is still recommended. Further improvement of these hybrid reformations is necessary.",
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        "title": "Visualization of Object-Centered Vulnerability to Possible Flood Hazards",
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        "abstract": "As flood events tend to happen more frequently, there is a growing demand for understanding the vulnerability of infrastructure to flood-related hazards. Such demand exists both for flood management personnel and the general public. Modern software tools are capable of generating uncertainty-aware flood predictions. However, the information addressing individual objects is incomplete, scattered, and hard to extract. In this paper, we address vulnerability to flood-related hazards focusing on a specific building. Our approach is based on the automatic extraction of relevant information from a large collection of pre-simulated flooding events, called a scenario pool. From this pool, we generate uncertainty-aware visualizations conveying the vulnerability of the building of interest to different kinds of flooding events. On the one hand, we display the adverse effects of the disaster on a detailed level, ranging from damage inflicted on the building facades or cellars to the accessibility of the important infrastructure in the vicinity. On the other hand, we provide visual indications of the events to which the building of interest is vulnerable in particular. Our visual encodings are displayed in the context of urban 3D renderings to establish an intuitive relation between geospatial and abstract information. We combine all the visualizations in a lightweight interface that enables the user to study the impacts and vulnerabilities of interest and explore the scenarios of choice. We evaluate our solution with experts involved in flood management and public communication.",
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        "title": "Visualization of Biomolecular Structures: State of the Art",
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        "abstract": "Industrial research is continuously increasing efforts in designing new-tailored light-weight materials\r\nin order to meet the high demands regarding efficiency, environment, safety as well as comfort. Especially in the aeronautics industry a high demand for advanced composite materials\r\nis observable. The new generations of aircrafts are made of more than 50 % of these novel composite materials. Carbon fiber reinforced polymers (CFRPs) are currently considered as the most promising candidate since this material is outperforming the majority of conventional materials.  As a result of the manufacturing process this material tends to have pores inside. Pores\r\nin the material are typically inclusions of air. As they have an impact on the mechanical properties\r\nof the component, their determination and evaluation is an important task in quality control and a particular challenge for non-destructive testing (NDT) practitioners. Besides the characterization of individual pores, their spatial distribution in the tested component is a relevant\r\nfactor. For example, a high concentration of pores in certain regions leads to different material\r\ncharacteristics as compared to a homogenous distribution of the pores.\r\n\r\nThis work is based on 3D X-ray Computed Tomography (XCT) to gain new insight into CFRP components. Based on domain experts’ questions, specific tasks were derived. Besides the quantitative\r\nporosity determination, the main visualization tasks are: giving a fast porosity overview, exploring the individual pores, and tracking features over time based on XCT time-series. In\r\nthis thesis, three novel visual analysis tools are presented to solve these tasks.\r\n\r\nTo enhance the evaluation workflow for non-destructive testing (NDT) practitioners, a visualization pipeline for the interactive exploration and visual analysis of CFRP specimens is developed.  After the calculation of local pore properties, i.e., volume, surface, extents and shape factors, a drill-down approach is employed to explore pores in a CFRP specimen. Therefore Porosity Maps (PM) are presented to allow for a fast porosity overview and selecting a region of interest.  Pores in this region may be filtered and visualized with a parallel-coordinates selection.\r\n\r\nFurthermore a novel visualization technique which allows for a fast porosity overview and exploration\r\nof pores by focusing more on their shapes is proposed. In this method, all objects (pores) are clustered into a Mean Object (MObject). To explore this MObject, the visualization of mean object sets (MObject Sets) in a radial and a parallel alignment is introduced.\r\nBy selecting a specific property such as the volume or shape factor and the desired number of classes, a MObject is split up into sub-classes. With this approach, intended classifications and\r\nvisualizations of MObjects may be explored by the user. These representative MObjects may be exported as volumetric datasets to serve as input for successive calculations and simulations. \r\n\r\nFor an overview of the pore properties in the dataset local MObjects are calculated in a grid and combined with a color-coded homogeneity visualization. Both approaches were evaluated with real-world CFRP specimens.\r\n\r\nTo go one step further, time as a fourth dimension is added to analyze a process over time, e.g., how the features evolve and formate over time. Therefore features in a series of XCT scans are tracked with the Fuzzy Feature Tracking approach and are then visualized together with the extracted events in multiple linked-views, each emphasizing individual aspects of the 4D\r\ntime-series data. Spatial feature information, global temporal overview, and global temporal evolution of how the features are tracked and connected over the whole time-series are covered\r\nwith the visual-analysis system. The results and advantages of the Fuzzy Feature Tracking tool are demonstrated using various real-world applications, such as AlSiC alloys under thermal load\r\nor wood shrinkage analyses.",
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        "abstract": "This thesis proposes extensions for the Separable Subsurface Scattering algorithm to support\r\narbitrary materials. Four separable (rank-1) kernel models for the approximation of physically\r\nbased diffuse reflectance profiles are presented. Each model offers different approximation quality\r\nand controllability. The first two models are based on singular value decomposition and a\r\ncustom analytic pre-integration scheme. They enable fast deterministic kernel computation and\r\nprovide fixed-quality solutions. Two additional parametrized models are based on automatic\r\nand manual optimization and provide more control over the approximation quality but are more\r\ntime-consuming to generate. Higher rank approximations can be computed using the approach\r\nbased on singular value decomposition.\r\nAll four kernel models are used to compute approximations for physically measured diffuse\r\nreflectance profiles of different materials and tested using several special-case irradiance signals\r\nand complex proof-of-concept scenes. The results are compared to the state of the art in realtime\r\nrendering of subsurface scattering, showing comparable approximation quality at lower\r\ncomputational cost. The proposed extensions enable rendering of physically based subsurface\r\nscattering for arbitrary materials and dynamic scenes in real time.\r\n\r\nhttps://www.youtube.com/watch?v=P0Tkr4HaIVk",
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        "abstract": "This greeting card shows the branch of a Christmas tree which is decorated with a candle as well as the logos of our institute and the TU Wien.\r\nFor a realistic representation of Subsurface Scattering in the candle and the pine needles, a method called Separable Subsurface Scattering was used, which was developed in cooperation with our institute.\r\nThis image was calculated in real time, with the additional use of HDR rendering and depth-of-field. Only the frost effect and the flame of the candle were added later using GIMP.\r\nThe images on the right show additional examples of the used Subsurface Scattering technique.\r\n\r\nDiese Grußkarte zeigt den Ast eines Christbaums welcher mit einer Kerze sowie den Logos des Instituts und der TU Wien dekoriert ist.\r\nUm eine möglichst realistische Darstellung von Subsurface Scattering in der Kerze sowie den Tannennadeln zu erzielen,\r\nwurde eine Methode namens Separable Subsurface Scattering verwendet, welche in Kooperation mit unserem Institut entwickelt wurde.\r\nDieses Bild wurde in Echtzeit berechnet, unter zusätzlicher Verwendung von HDR Rendering und Tiefenunschärfe.\r\nLediglich der Frost-Effekt sowie die Flamme der Kerze wurden nachträglich mittels GIMP hinzugefügt.\r\nDie Bilder auf der rechten Seite zeigen weitere Beispiele der verwendeten Subsurface Scattering Technik.",
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        "abstract": "3D-printed anatomical models obtained from medical volume data (CT, MRI, ultrasound) can be used for surgery-planning, diagnosis, fabrication of implants and education. Surface meshes that are extracted from real-world data typically suffer from noise, as well as other types of artifacts. This thesis compares different common denoising algorithms and asseses their applicability to medical surface meshes, particularly with regard to subsequent 3D-printing. Additionally this thesis proposes an approach to detect and remove long, thin artifacts, which are commonly found in medical data. If they are removed before smoothing, deformations in the smoothed mesh can be prevented and less support structures are needed for 3D-printing.",
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        "date": "2015",
        "abstract": "The concept of curved planar reformation and showed other applications where it makes sense to reformat data sets. Here, he gave an example of the left ventricle of the human heart.",
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        "title": "Automatized Summarization of Multiplayer Games",
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        "abstract": "We present a novel method for creating automatized gameplay dramatization of multiplayer video games. The dramatization serves as a visual form of guidance through dynamic 3D scenes with multiple foci, typical for such games. Our goal is to convey interesting aspects of the gameplay by animated sequences creating a summary of events which occurred during the game. Our technique is based on processing many cameras, which we refer to as a flock of cameras, and events captured during the gameplay, which we organize into a so-called event graph. Each camera has a lifespan with a certain time interval and its parameters such as position or look-up vector are changing over time. Additionally, during its lifespan each camera is assigned an importance function, which is dependent on the significance of the structures that are being captured by the camera. The images captured by the cameras are composed into a single continuous video using a set of operators based on cinematographic effects. The sequence of operators is selected by traversing the event graph and looking for specific patterns corresponding to the respective operators. In this way, a large number of cameras can be processed to generate an informative visual story presenting the gameplay. Our compositing approach supports insets of camera views to account for several important cameras simultaneously. Additionally, we create seamless transitions between individual selected camera views in order to preserve temporal continuity, which helps the user to follow the virtual story of the gameplay.",
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        "date_from": "2015-05-04",
        "event": "Numerical Geometry Seminar",
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    {
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        "title": "Interactive Integrated Exploration and Management of Visualization Parameters",
        "date": "2015",
        "abstract": "Visualization algorithms are parameterized to offer universality in terms of handling various data types, showing different aspects of the visualized data, or producing results useful for domain experts from different fields. Hence, input parameters are an important aspect of the visualization process. Their exploration and management are tasks which enable the visualization reusability, portability, and interdisciplinary communication.\n\nWith increasing availability of visualization systems, which are suitable for a great variety of tasks, their complexity increases as well. This usually involves many input parameters necessary for the meaningful visualization of data. Multiple input parameters form parameter spaces which are too large to be explored by brute-force. Knowing the properties of a parameter space is often beneficial for improving data visualization. Therefore, it is important for domain experts utilizing data visualization to have tools for automatic parameter specification and for aiding the manual parameter setting.\n\nIn this thesis, we review existing approaches for parameter-space visualization, exploration, and management. These approaches are used with a great variety of underlying algorithms. We focus on their applicability to visualization algorithms. We propose three methods solving specific problems arising from the fact that the output of a visualization algorithm is an image, which is challenging to process automatically and often needs to be analyzed by a human.\n\nFirst, we propose a method for the exploration of parameter-spaces of visualization algorithms. The method is used to understand effects of combinations of parameters and parts of the internal structure of the visualization algorithms on the final image result. The exploration is carried out by specifying semantics for localized parts of the visualization images in the form of positive and negative examples influenced by a set of input parameters or parts of the visualization algorithm itself. After specifying the localized semantics, global effects of the specified components of the visualization algorithm can be observed. The method itself is independent from the underlying algorithm.\n\nSubsequently, we present a method for managing image-space selections in visualizations and automatically link them with the context in which they were created. The context is described by the values of the visualization parameters influencing the output image. The method contains a mechanism for linking additional views to the selections, allowing the user an effective management of the visualization parameters whose effects are localized to certain areas of the visualizations. We present various applications for the method, as well as an implementation in the form of a library, which is ready to be used in existing visualization systems.\n\nOur third method is designed to integrate dynamic parameters stored during a multiplayer video game session by the individual participating players. For each player, the changing parameter values of the game describe their view of the gameplay. Integrating these multiple views into a single continuous visual narrative provides means for effective summarization of gameplays, useful for entertainment, or even gameplay analysis purposes by semi-professional or professional players. We demonstrate the utility of our approach on an existing video game by producing a gameplay summary of a multiplayer game session. The proposed method opens possibilities for further research in the areas of storytelling, or at a more abstract level, parameter integration for visual computing algorithms.\n",
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