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        "title": "\"Focus\": Using Real-Time Ray Tracing Innovatively for Gameplay in a Puzzle Game",
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        "title": "Adding Voxelization using the Hardware Rasterizer to a Cross-Platform C++/OpenGL Engine",
        "date": "2019-12",
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    {
        "id": "sorger-2019-odn",
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        "title": "Immersive Analytics of Large Dynamic Networks via Overview and Detail Navigation",
        "date": "2019-12",
        "abstract": "Analysis of large dynamic networks is a thriving research field, typically relying on 2D graph representations. The advent of affordable head mounted displays sparked new interest in the potential of 3D visualization for immersive network analytics. Nevertheless, most solutions do not scale well with the number of nodes and edges and rely on conventional fly- or walk-through navigation. In this paper, we present a novel approach for the exploration of large dynamic graphs in virtual reality that interweaves two navigation metaphors: overview exploration and immersive detail analysis. We thereby use the potential of state-of-the-art VR headsets, coupled with a web-based 3D rendering engine that supports heterogeneous input modalities to enable ad-hoc immersive network analytics. We validate our approach through a performance evaluation and a case study with experts analyzing medical data.",
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        "location": "San Diego, California, USA",
        "open_access": "yes",
        "organization": "IEEE",
        "pages_from": "144",
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        "research_areas": [
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        "keywords": [
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    {
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        "title": "Improving Real-Time Rendering Quality and Efficiency using Variable Rate Shading on Modern Hardware",
        "date": "2019-12",
        "abstract": "With the NVIDIA Turing graphics card micro-architecture released in 2018, not only\nperformance in terms of operations per second is increased but also new hardware features\nare introduced, like Variable Rate Shading (VRS). VRS allows focussing the processing\npower by dividing the framebuffer into tiles and dynamically controlling the resolution of\neach tile. To be precise, the screen is partitioned into tiles of 16x16 pixels and for each tile,\nit can be specified how often the fragment shader shall be executed. It is both possible,\nto have fewer fragment shader invocations than there are fragments, or more fragment\nshader invocations than there are fragments. This allows individually defining lower\nsampling rates or supersampling for regions of the screen. Regions of less interest or with\nless visual details can be assigned less computational power in terms of shader executions\nwhile regions that should provide high fidelity can be supersampled. The challenges here\nare to find and distinguish these regions in a dynamic scene, like it is the case for games,\nand how this technique integrates with commonly used techniques in the industry, like\ndeferred shading. NVIDIA already proposed some strategies on how these regions can\nbe distinguished and how the shading rate can be selected. Among these strategies are\nContent-Adaptive Shading and Motion-Adaptive Shading. Content-Adaptive Shading\nvaries the shading rate according to the current content of a frame and does not take\ntemporal coherence into account. Motion-Adaptive Shading adapts the shading rate\naccording to the changes in the scene. Stable regions, like for example the horizon and\nthe car in a driving simulation, will be rendered with higher quality. In contrast, moving\nregions like the street will be rendered more coarsely because the viewer cannot focus on\nthese regions anyway. Another approach for selecting the shading rate is to adapt the\nresolution to the viewer’s focus. This can be done in combination with an eye-tracking\ndevice and is called foveated rendering. We invented a novel approach that utilizes data\nfrom temporal anti-aliasing techniques to detect under- and oversampled regions and\nselect the appropriate shading rate for these regions. We developed five algorithms,\nedge-based and texel-differential based Content-Adaptive Shading, Motion-Adaptive\nShading integrating the motion over multiple frames, single-pass foveated rendering\nand TAA-Adaptive Shading. The applicability of each algorithm to modern renderer\narchitectures with forward and deferred shading and anti-aliasing post-processing has\nbeen evaluated. The major advantage of our VRS techniques is that some of them enable\nup to 4x higher rendering resolution with the same performance or up to 4x better\nperformance at the same resolution.",
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        "date_end": "2019-12",
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    {
        "id": "wieser-2019-ani",
        "type_id": "bachelorthesis",
        "tu_id": null,
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        "title": "Classification of Production Ready 2D Animation using Contour and Distance Fields",
        "date": "2019-12",
        "abstract": "Image classification is one of the most common use cases of Convolutional Neural Networks. In this thesis, our goal is to increase the accuracy of a neural network classifier for frames of production ready 2D animations and to create a model from a dataset with high accuracy for classification. This can be seen as groundwork for future work that applies neural networks on production ready 2D animation data, by reusing and tweaking the model for different applications.\n\nWe compare training a neural network with the color channels of images to training with\ngrayscale images, predicted contours or distance fields generated from those contours.\nFurthermore, different combinations of the data will be used to evaluate the best option.\nThis means that the comparison of the accuracy not only includes color data compared\nto color with contours and distance fields but every combination of the aforementioned\nfour types of input.",
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        "authors": [
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        "date_end": "2019-12",
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    {
        "id": "zsolnai-feher-thesis-2019",
        "type_id": "phdthesis",
        "tu_id": null,
        "repositum_id": null,
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        "abstract": "AbstractComputational models have advanced research of integrative cell biology in variousways.  Especially in the biological mesoscale,  the scale between atoms and cellularenvironments, computational models improve the understanding and qualitative anal-ysis.   The  mesoscale  is  an  important  range,  since  it  represents  the  range  of  scalesthat are not fully accessible to a single experimental technique.  Complex molecularassemblies within this scale have been visualized with x-ray crystallography, thoughonly in isolation.  Mesoscale models shows how molecules are assembled into morecomplex subcelluar environments that orchestrate the processes of life.  The skillfulcombination of the results of imaging and experimental techniques provides a glimpseof the processes,  which are happening here.  Only recently,  biologists have startedto  unify  the  various  sources  of  information.   They  have  begun  to  computationallyassemble and subsequently visualize complex environments, such as viruses or bacteria.Currently, we live in an opportune time for researching integrative structural biologydue to several factors. First and foremost, the wealth of data, driven through sourceslike online databases, makes structural information about biological entities publiclyavailable. In addition to that, the progress of parallel processors builds the foundationto instantly construct and render large mesoscale environments in atomistic detail.Finally, new scientific advances in visualization allow the efficient rendering of complexbiological phenomena with millions of structural units.In this cumulative thesis, we propose several novel techniques that facilitate the instantconstruction of mesoscale structures.  The common methodological strategy of thesetechniques and insight from this thesis is “compute instead of store”. This approacheliminates  the  storage  and  memory  management  complexity,  and  enables  instantchanges of the constructed models. Combined, our techniques are capable of instantlyconstructing large-scale biological environments using the basic structural buildingblocks of cells.  These building blocks are mainly nucleic acids,  lipids,  and solubleproteins.   For  the  generation  of  long  linear  polymers  formed  by  nucleic  acids,  wepropose a parallel construction technique that makes use of a midpoint displacementalgorithm.  The efficient generation of lipid membranes is realized through a texturesynthesis approach that makes use of the Wang tiling concept. For the population ofsoluble proteins, we present a staged algorithm, whereby each stage is processed inparallel. We have integrated the instant construction approach into a visual environmentin order to improve several aspects. First, it allows immediate feedback on the createdix\nstructures  and  the  results  of  parameter  changes.   Additionally,  the  integration  ofconstruction in visualization builds the foundation for visualization systems that striveto construct large-scale environments on-the-fly.  Lastly,  it advances the qualitativeanalysis of biological mesoscale environments, where a multitude of synthesized modelsis required.  In order to disseminate the physiology of biological mesoscale models,we  propose  a  novel  concept  that  simplifies  the  creation  of  multi-scale  proceduralanimations.\n",
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        "title": "Virtual Reality CBRN Defence",
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        "title": "The Wide Role of Informatics at Universities ",
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        "abstract": "In this report, we discuss the results of the online survey conducted by Informatics Europe Working Group on the Wide Role of Informatics at Universities. The main goals were to understand the value universities place on interdisciplinary research and teaching, what happens in practice with hiring and supporting interdisciplinary academics, and what structures are in place to support interdisciplinary work. We also examined Data Science’s impact in detail, given its rapid rise and importance. Forty eight universities from nineteen European countries have participated in the survey providing answers on these strategic topics.\n",
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        "title": "Visualisierung hochdimensionaler Daten mit hierarchischer Gruppierung von Teilmengen",
        "date": "2019-10-01",
        "abstract": "The number of installed sensors to acquire data, for example electricity meters in smart grids, is increasing rapidly. The huge amount of collected data needs to be analyzed and monitored by transmission-system operators. This task is supported by visual analytics techniques, but traditional multi-dimensional data visualization techniques do not scale\nvery well for high-dimensional data. The main contribution of this thesis is a framework to efficiently examine and compare such high-dimensional data. The key idea is to divide the data by the semantics of the underlying dimensions into groups. Domain experts are familiar with the meta-information of the data and are able to structure these groups into a hierarchy. Various statistical properties are calculated from the subdivided data. These\nare then visualized by the proposed system using appropriate means. The hierarchy and\nthe visualizations of the calculated statistical values are displayed in a tabular layout.\nThe rows contain the subdivided data and the columns visualize their statistics. Flexible interaction possibilities with the visual representation help the experts to fulfill their analysis tasks. The tasks include searching for structures, sorting by statistical properties, identifying correlations of the subdivided data, and interactively subdivide or combine\nthe data. A usage scenario evaluates the design of the framework with a data set of the target domain in the energy sector.",
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        "title": "Sabrina: Modeling and Visualization of Economy Data with Incremental Domain Knowledge",
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    {
        "id": "ESCHNER-2019-GDT",
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        "abstract": "As the demand for ever-more capable computer vision systems has been increasing in\nrecent years, there is a growing need for labeled ground-truth data for such systems.\nThese ground-truth datasets are used for the training and evaluation of computer vision\nalgorithms and are usually created by manually annotating images or image sequences\nwith semantic labels. Synthetic video generation provides an alternative approach to\nthe problem of generating labels. Here, the label data and the image sequences can be\ncreated simultaneously by utilizing a 3D render engine. Many of the existing frameworks\nfor generating such synthetic datasets focus the context of autonomous driving, where\nvast amounts of labeled input data are needed.\nIn this thesis an implementation of a synthetic data generation framework for evaluating\ntracking algorithms in the context of video surveillance is presented. This framework uses\na commercially available game engine as a renderer to generate synthetic video clips that\ndepict different scenarios that can occur in a video surveillance setting. These scenarios\ninclude a multitude of interactions of different characters in a reconstructed environment.\nA collection of such synthetic clips is then compared to real videos by using it as an input\nfor two different tracking algorithms. While producing synthetic ground-truth data in\nreal time using a game engine is less work intensive than manual annotation, the results\nof the evaluation show that both tracking algorithms perform better on real data. This\nsuggests that the synthetic data coming from the framework is limited in its suitability\nfor evaluating tracking algorithms.",
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    {
        "id": "grossmann_2019_pelvisrunner_poster",
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        "title": "Pelvis Runner: A Visual Analytics Tool for Pelvic Organ Variability Exploration in Prostate Cancer Cohorts",
        "date": "2019-10",
        "abstract": "Pelvis Runner is a visual analysis tool for the exploration of the variability of segmented pelvic organs in multiple patients, across the course of radiation therapy treatment. Radiation treatment is performed through the course of weeks, during which the anatomy of the patient changes. This variability may be responsible for side effects, due to the potential over-irradiation of healthy tissues. Exploring and analyzing organ variability in patient cohorts can help clinical researchers to design more robust treatment strategies. Our work addresses, first, the global exploration and analysis of pelvic organ shape variability in an abstracted tabular view for the entire cohort. Second, local exploration and analysis of the variability are provided on-demand in anatomical 2D/3D views for cohort partitions. The Pelvis Runner has been evaluated by two clinical researchers and is a promising basis for the exploration of pelvic organ variability.",
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    {
        "id": "Rumpler-2019-PPC",
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        "repositum_id": null,
        "title": "Progressive Rendering of Massive Point Clouds in WebGL 2.0 Compute",
        "date": "2019-10",
        "abstract": "Rendering large point clouds is a computationally expensive task, and various optimizations are required to achieve the desired performance for realtime applications. It is typical to store the point data hierarchically to enable fast retrieval and visibility testing in point clouds that consist of billions of points. However, rendering the selected nodes is still a demanding task for the graphics units on modern devices. Especially on mobile devices rendering millions of points every frame is often not possible with sufficient frame rates. Techniques that progressively render the points of a point cloud were proposed to reduce the load on the GPU. The results of the previous frames are recycled, and details are accumulated over multiple frames. Combining hierarchical structures with progressive rendering, therefore, houses an exciting opportunity for increasing the performance for massive point clouds.\n\n\nThis work investigates a novel approach to render massive point clouds progressively in the browser by transforming the hierarchical structure locally into an unstructured pool of points. The pool is then rendered progressively with compute shaders and continuously updated with new nodes from the octree.",
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    {
        "id": "sietzen-ifv-2019",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Interactive Feature Visualization in the Browser",
        "date": "2019-10",
        "abstract": "Excellent explanations of feature visualization already exist in the form of interactive articles, e.g. DeepDream, Feature Visualization, The Building Blocks of Interpretability, Activation Atlas, Visualizing GoogLeNet Classes. They mostly rely on curated prerendered visualizations, additionally providing colab notebooks or public repositories allowing the reader to reproduce those results. While precalculated visualizations have many advantages (directability, more processing budget), they are always discretized samples of a continuous parameter space. In the spirit of Tensorflow Playground, this project aims at providing a fully interactive interface to some basic functionality of the originally Python-based Lucid library, roughly corresponding to the concepts presented in the “Feature Visualization\" article. The user is invited to explore the effect of parameter changes in a playful way and without requiring any knowledge of programming, enabled by an implementation on top of TensorFlow.js. Live updates of the generated input image as well as feature map activations should give the user a visual intuition to the otherwise abstract optimization process. Further, this interface opens the domain of feature visualization to non-experts, as no scripting is required.",
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        "booktitle": "Proceedings of the Workshop on Visualization for AI explainability (VISxAI)",
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        "title": "A Comparison of Radial and Linear Charts for Visualizing Daily Patterns",
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        "abstract": "Radial charts are generally considered less effective than linear charts. Perhaps the only exception is in visualizing periodical time-dependent data, which is believed to be naturally supported by the radial layout. It has been demonstrated that the\ndrawbacks of radial charts outweigh the benefits of this natural mapping. Visualization of daily patterns, as a special case, has not been systematically evaluated using radial charts. In contrast to yearly or weekly recurrent trends, the analysis of daily patterns on a radial chart may benefit from our trained skill on reading radial clocks that are ubiquitous in our culture. In a crowd-sourced experiment with 92 non-expert users, we evaluated the accuracy, efficiency, and subjective ratings of radial and linear charts for visualizing daily traffic accident patterns. We systematically compared juxtaposed 12-hours variants and single 24-hours variants for both layouts in four low-level tasks and one high-level interpretation task. Our results show that over all tasks, the most elementary 24-hours linear bar chart is most accurate and efficient and is also preferred by the users. This provides strong evidence for the use of linear layouts – even for visualizing periodical daily patterns.",
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    {
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        "tu_id": 282819,
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        "title": "World map of recipes",
        "date": "2019-09-19",
        "abstract": "This poster visualises the Meal Ingredients dataset with 151 international food recipes and their corresponding ingredients. The underlying graph layout in the image is automatically generated using a new multi-level force-based algorithm developed by the authors, but not yet published. The background flags were added manually to identify the countries from the data set. The algorithm aims to untangle mutually nested subgraphs by harmonizing the available space for the labels and improving edge visibility by duplicating high-frequency ingredient nodes. Ingredients occurring in multiple countries also receive at least one node per country. The idea is inspired by map diagrams, which often show the semantics enclosed by country boundaries. In our diagram, countries are represented by octolinear polygons, and are placed next to each other if they share many ingredients in their recipes. The actual placement of the countries by the algorithm is entirely data driven. As we can see, this design naturally gathers countries that are located on the same continent, due to the accessibility of the ingredients. The names of recipes are visualized using textual labels with sharp corners, and they are enclosed by the country polygon they belong to. Contrarily, ingredients are represented by textual labels with rounded corners. Moreover, ingredients are visually classified into common (pink) and special (blue) ingredients based on their frequency in the dataset. \nFor visually analyzing the data set, we can generate smoothed spanning trees along the boundaries of an (invisible) Voronoi diagram of all textual labels to connect identical nodes to visually integrate all copies of one ingredient. For example, we highlighted the ingredient \"soy sauce\", one of the most commonly used ingredients in Asia, to discover that it has spread to the UK as well. We can also perform visual queries for related recipes based on sharing rare ingredients. For example, the British dish \"steak and kidney pie\" is highlighted in green together with three blue spanning trees connecting all recipes related to that dish via at least one of its special (blue) ingredients.",
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    {
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        "repositum_id": null,
        "title": "Optimising 3D Mesh Unfoldings with Additional Gluetags using Simulated Annealing",
        "date": "2019-09-17",
        "abstract": "3D Mesh Unfolding is the process of transforming a 3D mesh into a 2D planar patch. This\ntechnique can be used to create papercraft models, where 3D objects get reconstructed\nfrom planar paper or paper-like material. As the reconstruction of unfolded models\ncan be very hard, users need indicators of which faces have to be glued together. In\nthis thesis, Gluetags are introduced to give users extra space to apply glue to ease\nthe reconstruction. The addition of these Gluetags increases the difficulty of finding\noverlap-free unfoldings that can be cut out of a single piece of paper to reconstruct the\nmodel. The amount of possible unfoldings increases while the solution space shrinks when\nGluetags are added. A minimum spanning tree approach is used to compute possible\nunfoldings, whereas simulated annealing is used to find an unfolding with no overlaps.\nQuantitative experiments suggest that the proposed method can yield fast results for\nsmaller meshes. Results for larger meshes are achievable within an increased timeframe,\nbut they also show time limitations for this approach.",
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    {
        "id": "WIMMER-2019-CGSG",
        "type_id": "talk",
        "tu_id": 282835,
        "repositum_id": null,
        "title": "Computer Graphics for Serious Games",
        "date": "2019-09-04",
        "abstract": "10 years ago, the focus of computer graphics was mostly the quality and speed of image generation, and serious games set in realistic environments profited from these advances. Meanwhile, commercial rendering engines leave little to be desired, but computer graphics research has opened other doors which might be relevant for application in serious games. In this talk, I will present some of our latest advances in computer graphics in simulation, rendering and content generation. I will show how we can now simulate visual impairments in virtual reality, which could be used in games to create empathy for people affected by these impairments. I will describe how we have advanced point-based rendering techniques to allow incorporating real environments into rendering applications with basically no preprocessing. On the other hand, virtual environments for serious games could be created efficiently by collaborative crowed-sourced procedural modeling. Finally, efficient simulations of floods and heavy rainfall may not only help experts, but might be the basis of serious games to increase public awareness of natural disasters and the effects of climate change.",
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        "date_to": "2019-09-06",
        "event": "11th International Conference on Virtual Worlds and Games for Serious Applications",
        "location": "Vienna, Austria",
        "open_access": "no",
        "research_areas": [
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    {
        "id": "Sbardellati-2019-vcbm",
        "type_id": "inproceedings",
        "tu_id": 282838,
        "repositum_id": null,
        "title": "Interactive Exploded Views for Molecular Structures",
        "date": "2019-09-03",
        "abstract": "We propose an approach to interactively create exploded views of molecular structures with the goal to help domain experts in their design process and provide them with a meaningful visual representation of component relationships. Exploded views are excellently suited to manage visual occlusion of structure components, which is one of the main challenges when visualizing complex 3D data. In this paper, we discuss four key parameters of an exploded view: explosion distance, direction, order, and the selection of explosion components. We propose two strategies, namely the structure-derived exploded view and the interactive free-form exploded view, for computing these four parameters systematically. The first strategy allows scientists to automatically create exploded views by computing the parameters from the given object structures. The second strategy further supports them to design and customize detailed explosion paths through user interaction. Our approach features the possibility to animate exploded views, to incorporate ease functions into these animations and to display the explosion path of components via arrows. Finally, we demonstrate three use cases with various challenges that we investigated in collaboration with a domain scientist. Our approach, therefore, provides interesting new ways of investigating and presenting the design layout and composition of complex molecular structures.",
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        "abstract": "In radiation therapy, anatomical changes in the patient might lead to deviations between the planned and delivered dose--including inadequate tumor coverage, and overradiation of healthy tissues. Exploring and analyzing anatomical changes throughout the entire treatment period can help clinical researchers to design appropriate treatment strategies, while identifying patients that are more prone to radiation-induced toxicity. We present the Pelvis Runner, a novel application for exploring the variability of segmented pelvic organs in multiple patients, across the entire radiation therapy treatment process. Our application addresses (i) the global exploration and analysis of pelvic organ shape variability in an abstracted tabular view and (ii) the local exploration and analysis thereof in anatomical 2D/3D views, where comparative and ensemble visualizations are integrated. The workflow is based on available retrospective cohort data, which incorporate segmentations of the bladder, the prostate, and the rectum through the entire radiation therapy process. The Pelvis Runner is applied to four usage scenarios, which were conducted with two clinical researchers, i.e., medical physicists. Our application provides clinical researchers with promising support in demonstrating the significance of treatment plan adaptation to anatomical changes.",
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        "title": "preha: Establishing Precision Rehabilitation with Visual Analytics",
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        "abstract": "This design study paper describes preha, a novel visual analytics application in the field of in-patient rehabilitation. We conducted extensive interviews with the intended users, i.e., engineers and clinical rehabilitation experts, to determine specific requirements of their analytical process.We identified nine tasks, for which suitable solutions have been designed and developed in the flexible environment of kibana. Our application is used to analyze existing rehabilitation data from a large cohort of 46,000 patients, and it is the first integrated solution of its kind. It incorporates functionalities for data preprocessing (profiling, wrangling and cleansing), storage, visualization, and predictive analysis on the basis of retrospective outcomes. A positive feedback from the first evaluation with domain experts indicates the usefulness of the newly proposed approach and represents a solid foundation for the introduction of visual analytics to the rehabilitation domain.",
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        "title": "The Vitruvian Baby: Interactive Reformation of Fetal Ultrasound Data to a T-Position",
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        "abstract": "Three-dimensional (3D) ultrasound imaging and visualization is often used in medical diagnostics, especially in prenatal\nscreening. Screening the development of the fetus is important to assess possible complications early on. State of the art approaches involve taking standardized measurements to compare them with standardized tables. The measurements are taken\nin a 2D slice view, where precise measurements can be difficult to acquire due to the fetal pose. Performing the analysis in a\n3D view would enable the viewer to better discriminate between artefacts and representative information. Additionally making\ndata comparable between different investigations and patients is a goal in medical imaging techniques and is often achieved by\nstandardization. With this paper, we introduce a novel approach to provide a standardization method for 3D ultrasound fetus\nscreenings. Our approach is called “The Vitruvian Baby” and incorporates a complete pipeline for standardized measuring\nin fetal 3D ultrasound. The input of the method is a 3D ultrasound screening of a fetus and the output is the fetus in a standardized T-pose. In this pose, taking measurements is easier and comparison of different fetuses is possible. In addition to the\ntransformation of the 3D ultrasound data, we create an abstract representation of the fetus based on accurate measurements.\nWe demonstrate the accuracy of our approach on simulated data where the ground truth is known.\n",
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        "abstract": "Recent evaluation indicates that wrong decisions resulting from systems operating based on bad data costed worldwide about $30 billion in the year 2006. This work addresses the importance of Data Quality (DQ) as a critical requirement in any information system. In this regard, DQ criteria and problems such as missing entries, duplicates, and faulty values are identified. Different approaches and techniques used for data cleaning to fix\nDQ issues are reviewed. In this work a new technique is integrated into VISPLORE, a\nframework for data analysis and visualization, that allows the framework to visualize multiple types of per-value meta-information. We will show how our work enhances the readability of the table lens view, one of the many viewing modes provided in VISPLORE, and helps the user understand the status of data entries to decide on what entries need to be cleaned and how. This work also expands on the interactive data cleaning tools provided by VISPLORE, by allowing the user to manually delete implausible values or replace them with more plausible ones, while keeping track of this cleaning process. With\nthe integrated new features to the table lens view, VISPLORE is now able to present\nmore detailed data with enhanced visualization features and interactive data cleaning.",
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        "title": "The Visualization of the Evolution of Cultural Models",
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        "abstract": "Culture is a fascinating phenomenon influencing various aspects of our lives. Cultural models seek to describe the complex structure of ethical and societal values. Two main cultural models have been defined so far: the Hofstede model [Hof11] and the GLOBE project [GLO04]. Both models define similar attributes to describe characteristics of a society, summarized in so-called cultural dimensions.\nTo better understand the complexity of cultural models and the information given\nthere are tools that visualize the complex data provided. Current tools for the visualization of cultural models make use of barcharts, boxplots and scatterplots, while only covering a small part of the data and information given. The existing tools do not cover the information completely and miss vital aspects. We want to fill these gaps and seek to find a way to easily compare selected data with each other. Moreover, we want to design a visualization that can identify cultures and cultural regions. We try to create a tool to visualize cultural models. The tool displays the given data in an easy way, by using new approaches and improving existing ones. First, we analyze the data given, to crystallize the core information and main feature of our visualization.\nNext, the goal is to define the advantages and disadvantages of the current and latest\nvisualization approaches. By combining the strengths and improving the weaknesses of\nthese existing tools we try to specify the difficulties and goals we want to achieve with the new approach. Lastly, we look at ongoing cultural applications by using the developed visualization tool and look for similarities where we do not expect them.",
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        "title": "Pelvis Runner - Comparative Visualization of Anatomical Changes",
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        "abstract": "Pelvic organs such as the bladder, rectum or prostate have highly variable shapes that change over time, due to their soft and flexible tissue and varying filling. Recent clinical work suggests that these variations might affect the effectiveness of radiation therapy treatment in patients with prostate cancer. Although in clinical practice small correction steps are performed to re-align the treated region if the organs are shifted, a more in-depth\nunderstanding and modeling might prove beneficial for the adaptation of the employed treatment planning strategy. To evaluate the viability and to account for the variability in the population of certain treatment strategies, cohort studies are performed analyzing\nthe shape and position variability of pelvic organs. In this thesis, we propose a web-based tool that is able to analyze a cohort of pelvic organs from 24 patients across 13 treatment instances. Hereby we have two goals: On the one hand, we want to support medical researchers analyzing large groups of patients for their shape variability and the possible correlations to side effects. On the other hand, we want to provide support for medical experts performing individual patient treatment planning. Our tool offers both the option to analyze a large cohort of different organ shapes, by first modeling them in a shape space and then analyzing the shape variations on a per-patient basis. While this first part aims at providing users with an overview of the data, we also give them the option to perform a detailed shape analysis, where we highlight the statistically aggregated shape of a patient or a specified group using a contour variability plot. Finally, we demonstrate several possible usage scenarios for our\ntool and perform an informal evaluation with two medical experts. Our tool is the first significant step in supporting medical experts in demonstrating the need for adaptation in radiation therapy treatments to account for shape variability.",
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    {
        "id": "2019-ic",
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        "repositum_id": null,
        "title": "Collecting and Structuring Information in the Information Collage",
        "date": "2019-08",
        "abstract": "Knowledge workers, such as scientists, journalists, or consultants, adaptively seek, gather, and consume information. These processes are often inefficient as existing user interfaces provide limited possibilities to combine information from various sources and different formats into a common knowledge representation. In this paper, we present the concept of an information collage (IC) -- a web browser extension combining manual spatial organization of gathered information fragments and automatic text analysis for interactive content exploration and expressive visual summaries. We used IC for case studies with knowledge workers from different domains and longer-term field studies over a period of one month. We identified three different ways how users collect and structure information and provide design recommendations how to support these observed usage strategies. ",
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        "abstract": "Abstract—The consistent arrangement of map features in accordance with the map scale has recently been technically important in digital cartographic generalization. This is primarily due to the recent demand for informative mapping systems, especially for use in smartphones and tablets. However, such sophisticated generalization has usually been conducted manually by expert cartographers and thus results in a time-consuming and error-prone process. In this paper, we focus on the displacement process within cartographic generalization and formulate them as a constrained optimization problem to provide an associated algorithm implementation and its effective solution. We first identify the underlying spatial relationships among map features, such as points and lines, on each map scale as constraints and optimize the cost function that penalizes excessive displacement of the map features in terms of the map scale. Several examples are also provided to demonstrate that the proposed approach allows us to maintain consistent mapping regardless of changes to the map scale.",
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        "abstract": "The creation of models for computer graphics is a very work intensive task, which places\nsevere limits on the size of projects. Procedural modelling is an ongoing field of research\nwhich aims to alleviate this pressure by automatically generating multiple differing variations of models at multiple levels of detail. Within the realm of procedural model\ngeneration, there are a number of techniques specializing in either modelling plants e.g.\nL-Systems or in modelling buildings e.g. shape grammars or other such specialization.\nThe following paper aims to show a possibility of improving this situation, by describing\nthe conception and implementation of a graph grammar and support software, suitable\nfor procedural modelling of both artificial (e.g. buildings and furniture) and organic (e.g.\ntrees and flowers) objects in 2D space. A graph grammar with such aims was previously\nintroduced by Christiansen and Bærentzen [CB13], but with a different definition and\ndifferent characteristics. This work aims specifically to make using the introduced graph\ngrammar simple and improve intuitiveness. The proposed graph grammars versatility\nis displayed through example production definitions creating a Koch snowflake, circular\nand square patterns, a building façade schematic and a tree.",
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        "abstract": "Probabilistic distribution models like Gaussian mixtures have shown great\npotential for improving both the quality and speed of several geometric operators. This is largely due to their ability to model large fuzzy data using only a reduced set of atomic distributions, allowing for large compression rates at minimal information loss. We introduce a new surface model that utilizes these qualities of Gaussian mixtures for the definition and control of a parametric smooth surface. Our approach is based on an enriched mesh data structure, which describes the probability distribution of spatial surface locations around each vertex via a Gaussian covariance matrix. By incorporating this additional covariance information, we show how to define a smooth surface via a nonlinear probabilistic subdivision operator based on products of Gaussians, which is able to capture rich details at fixed control mesh resolution. This entails new applications in surface reconstruction,\nmodeling, and geometric compression.",
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        "title": "Evaluation of Coherent Hierarchical Culling Revisited with Varied Parameters",
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        "title": "Fast Rotationally Symmetric Direction Fields on 3D Surfaces",
        "date": "2019-06-28",
        "abstract": "We demonstrate the implementation of the Globally Optimal Direction Field algorithm\nby Knöppel et al. as a plugin for a geometry processing software. The plugin constructs\nN-RoSy fields of arbitrary degree by solving a smallest eigenvalue problem. For that, we\nuse a sparse Cholesky solver and the Inverse Power Method. The field can optionally be\naligned to the principal curvature induced by the geometry. We also added the option\nto use the improvements proposed by Pellenard et al. These improvements contain\nconstraints imposed on certain areas of the mesh. A linear least squares approach is\nthen used for solving the over-constrained system. Our main contribution is to clarify\nambiguities we found in these papers, especially regarding the constraints.\n\nWe tested the algorithm using meshes of different common sizes used in 3D modeling\nfor the computation time and ease of usage. Although the algorithm is very fast the\nresponsiveness starts to decline at about 6 * 10^4 polygons. We recommend not to use\nit on huge meshes or detailed 3D scans if fast results are important. The degree of\ncurvature alignment can be difficult to adjust. However, together with fast results,\ndifferent parameter settings can be tested relatively easy.\n\nThe results look very smooth and singularities are often located at geometric features.\nUsing constraints helps to align the field to mesh boundaries, sharp edges or, if it is\nwarped, to the principal curvature directions. Their use is very easy because the results\nare predictable. Only curvature constraints can sometimes be hard to predict and are\nbest used in conjunction with other constraints.",
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    {
        "id": "ganglberger2019",
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        "title": "From Neurons to Behavior: Visual Analytics Methods for Heterogeneous Spatial Big Brain Data ",
        "date": "2019-06-25",
        "abstract": "Advances in neuro-imaging have allowed big brain initiatives and consortia to create vast resources of brain data that can be mined for insights into mental processes and biological principles. Research in this area does not only relate to mind and consciousness, but also to the understanding of many neurological disorders, such as Alzheimer’s disease, autism, and anxiety. Exploring the relationships between genes, brain circuitry, and behavior is therefore a key element in research that requires the joint analysis of a heterogeneous set of spatial brain data, including 3D imaging data, anatomical data, and brain networks at varying scales, resolutions, and modalities. Due to high-throughput imaging platforms, this data’s size and complexity goes beyond the state-of-the-art by several orders of magnitude. Current analytical workflows involve time-consuming manual data aggregation and extensive computational analysis in script-based toolboxes. Visual analytics methods for exploring big brain data can support neuroscientists in this process, so they can focus on understanding the data rather than handling it.\nIn this thesis, several contributions that target this problem are presented. The first contribution is a computational method that fuses genetic information with spatial gene expression data and connectivity data to predict functional neuroanatomical maps. These maps indicate, which brain areas might be related to a specific function or behavior. The approach has been applied to predict yet unknown functional neuroanatomy underlying multigeneic behavioral traits identified in genetic association studies and has demonstrated that rather than being randomly distributed throughout the brain, functionally-related gene sets accumulate in specific networks. The second contribution is the creation of a data structure that enables the interactive exploration of big brain network data with billions of edges. By utilizing the resulting hierarchical and spatial organization of the data, this approach allows neuroscientists on-demand queries of incoming/outgoing connections of arbitrary regions of interest on different anatomical scales. These queries would otherwise exceed the limits of current consumer level PCs. The data structure is used in the third contribution, a novel web-based framework to explore neurobiological imaging and connectivity data of different types, modalities, and scale. It employs a query-based interaction scheme to retrieve 3D spatial gene expressions and various types of connectivity to enable an interactive dissection of networks in real-time with respect to their genetic composition. The data is related to a hierarchical organization of common anatomical atlases that enables neuroscientists to compare multimodal networks on different scales in their anatomical context. Furthermore, the framework is designed to facilitate collaborative work with shareable comprehensive workflows on the web.\nAs a result, the approaches presented in this thesis may assist neuroscientists to refine their understanding of the functional organization of the brain beyond simple anatomical domains and expand their knowledge about how our genes affect our mind. ",
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    {
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        "title": "Analysis of Long Molecular Dynamics Simulations Using Interactive Focus+Context Visualization",
        "date": "2019-06",
        "abstract": "Analyzing molecular dynamics (MD) simulations is a key aspect to understand protein dynamics and function. With increasing computational power, it is now possible to generate very long and complex simulations, which are cumbersome to explore using traditional 3D animations of protein movements. Guided by requirements derived from multiple focus groups with protein engineering experts, we designed and developed a novel interactive visual analysis approach for long and crowded MD simulations. In this approach, we link a dynamic 3D focus+context visualization with a 2D chart of time series data to guide the detection and navigation towards important spatio-temporal events. The 3D visualization renders elements of interest in more detail and increases the temporal resolution dependent on the time series data or the spatial region of interest. In case studies with different MD simulation data sets and research questions, we found that the proposed visual analysis approach facilitates exploratory analysis to generate, confirm, or reject hypotheses about causalities. Finally, we derived design guidelines for interactive visual analysis of complex MD simulation data.",
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        "title": "Interactive Visual Analysis for the Design of DNA Nanostructures",
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        "abstract": "Advanced rendering algorithms such as suggestive contours are able to depict objects in the style of line drawings with various levels of detail. How to select an appropriate level of detail is based on visual aesthetics rather than on substantial characteristics like the accuracy of 3D shape perception. The aim of this thesis is to develop a novel approach for effectively generating line drawings in the style of suggestive contours that are optimized for human 3D shape perception while retaining the amount of ink to a minimum. The proposed post-processing meta-heuristic for optimizing line drawings uses empirical thresholds based on probing human shape perception. The heuristic can also\nbe used to optimize line drawings in terms of other visual characteristics, e.g., cognitive load, and for other line drawings styles such as ridges and valleys.\nThe optimization routine is based on a conducted perceptual user study using the gauge figure task to collect more than 17, 000 high-quality user estimates of surface normals from suggestive contours renderings. By analyzing these data points, more in-depth understanding of how humans perceive 3D shape from line drawings is gained. Particularly the accuracy of 3D shape perception and shape ambiguity in regards to changing the level of detail and type of object presented is investigated. In addition, the collected data points are used to calculate two pixel-based perceptual characteristics: the optimal size of a local neighborhood area to estimate 3D shape from and the optimal local ink percentage in this area.\nIn the analysis, a neighborhood size of 36 pixels with an optimal ink percentage of\n17.3% could be identified. These thresholds are used to optimize suggestive contours\nrenderings in a post-processing stage using a greedy nearest neighbor optimization scheme.\nThe proposed meta-heuristic procedure yields visually convincing results where each\npixel value is close to the identified thresholds. In terms of practical application, the optimization scheme can be used in areas where high 3D shape understanding is essential such as furniture manuals or architectural renderings. Both the empirical results regarding shape understanding as well as the practical applications of the thesis’s results form the basis to optimize other line drawing methods and to understand better how humans\nperceive shape from lines.",
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    {
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        "repositum_id": null,
        "title": "Metabopolis: Scalable Network Layout for Biological Pathway Diagrams in Urban Map Style",
        "date": "2019-05-15",
        "abstract": "Background\nBiological pathways represent chains of molecular interactions in biological systems that jointly form complex dynamic networks. The network structure changes from the significance of biological experiments and layout algorithms often sacrifice low-level details to maintain high-level information, which complicates the entire image to large biochemical systems such as human metabolic pathways.\n\nResults\nOur work is inspired by concepts from urban planning since we create a visual hierarchy of biological pathways, which is analogous to city blocks and grid-like road networks in an urban area. We automatize the manual drawing process of biologists by first partitioning the map domain into multiple sub-blocks, and then building the corresponding pathways by routing edges schematically, to maintain the global and local context simultaneously. Our system incorporates constrained floor-planning and network-flow algorithms to optimize the layout of sub-blocks and to distribute the edge density along the map domain. We have developed the approach in close collaboration with domain experts and present their feedback on the pathway diagrams based on selected use cases.\n\nConclusions\nWe present a new approach for computing biological pathway maps that untangles visual clutter by decomposing large networks into semantic sub-networks and bundling long edges to create space for presenting relationships systematically.",
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        "title": "Real-time Rendering of Procedural Planets at Arbitrary Altitudes",
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        "abstract": "Focusing on real-time, high-fidelity rendering, we present a novel approach for combined consideration of four major phenomena that define the visual representation of entire planets: We present a simple and fast solution for a distortion-free generation of 3D planetary terrain, spherical ocean waves and efficient rendering of volumetric clouds along with atmospheric scattering. Our approach to terrain and ocean mesh generation relies on a projected, persistent grid that can instantaneously and smoothly adapt to fast-changing viewpoints. For generating planetary ocean surfaces, we present a wave function that creates seamless, evenly spaced waves across the entire planet without causing unsightly artifacts. We further show how to render volumetric clouds in combination with precomputed atmospheric scattering and account for their contribution to light transport above ground. Our method provides mathematically consistent approximations of cloud-atmosphere interactions and works for any view point and direction, ensuring continuous transitions in appearance as the viewer moves from ground to space. Among others, our approach supports cloud shadows, light shafts, ocean reflections, and earth shadows on the clouds. The sum of these effects can be visualized at more than 120 frames per second on current graphics processing units.",
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    {
        "id": "moerth-2018-tpose",
        "type_id": "masterthesis",
        "tu_id": 284109,
        "repositum_id": null,
        "title": "Interactive Reformation of Fetal Ultrasound Data to a T-Position",
        "date": "2019-03-05",
        "abstract": "Three dimensional ultrasound images are commonly used in prenatal screening. The acquisition delivers detailed information about the skin as well as the inner organs of the fetus. Prenatal screenings in terms of growth analysis are very important to support a healthy development of the fetus. The analysis of this data involves viewing of two dimensional (2D) slices in order to take measurements or calculate the volume and weight of the fetus. These steps involve manual investigation and are dependent on the skills of the person who performs them. These measurements and calculations are very important to analyze the development of the fetus and for the birth preparation.\nUltrasound imaging is a˙ected by artifacts like speckles, noise and also of structures obstructing the regions of interest. These artifacts occur because the imaging technique is using sound waves and their echo to create images. 2D slices as used as basis for the measurement of the fetus therefore might not be the best solution. Analyzing the data in a three dimensional (3D) way would enable the viewer to have a better overview and to better distinguish between artifacts and the real data of the fetus. The growth of a fetus can be analysed by comparing standardized measurements like the crown foot length, the femur length or the derived head circumference as well as the abdominal circumference.\nStandardization is well known in many fields of medicine and is used to enable compa-rability between investigations of the same patient or between patients. Therefore we introduce a standardized way of analyzing 3D ultrasound images of fetuses. Bringing the fetus in a standardized position would enable automatized measurements by the machine and there could also be new measurements applied like the volume of specific body parts. A standardized pose would also provide possibilities to compare the re-sults of di˙erent measurements of one fetus as well as the measurements of di˙erent fetuses.\nThe novel method consists of six steps, namely the loading of the data, the preprocessing, the rigging of the model, the weighting of the data, the actual transformation called the \"Vitruvian Baby\" and at the end the analysis of the result. We tried to automatize the workflow as far as possible resulting in some manual tasks and some automatic ones. The loading of the data works with standard medical image formats and the preprocessing involves some interaction in order to get rid of the ultrasound induced artifacts. Transforming data into a specific position is a complex task which might involve a manual processing steps. In the method presented in this work one step of the transformation namely the rigging of the model, where a skeleton is placed in the data, is performed manually. The weighting as well as the transformation although are performed completely automatically resulting in a T-pose representation of the data.\nWe analysed the performance of our novel approach in several ways. We first use a phantom model which has been used as a reference already presented in a T-pose. After using seven di˙erent fetus poses of the model as input the result was an average of 79,02%voxel overlapping between the output of the method and the goal T-pose. When having a look at the similarity of the finger to finger span and the head to toe measurement we considered a value of 91,08% and 94,05% in average. The time needed for the most complex manual task was in average seven minutes. After using a phantom model of a man, we also assessed the performance of the method using a computer model of a fetus and a phantom model of a 3D ultrasound investigation. The results also look very promising.",
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    {
        "id": "wu-2019-report",
        "type_id": "techreport",
        "tu_id": 283365,
        "repositum_id": null,
        "title": "From Cells to Atoms - Biological Information Visualization (in Chinese)",
        "date": "2019-03-01",
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        "authors": [
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            1263,
            171
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        "number": "TR-193-02-2019-1",
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        "research_areas": [
            "BioVis",
            "IllVis",
            "InfoVis"
        ],
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        "weblinks": [
            {
                "href": "https://dl.ccf.org.cn/institude/institudeDetail?id=4320599515842560&_ack=1",
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    {
        "id": "BOKSANSKY-2019-RTS",
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        "tu_id": 283359,
        "repositum_id": null,
        "title": "Ray Traced Shadows: Maintaining Real-Time Frame Rates",
        "date": "2019-03",
        "abstract": "Efficient and accurate shadow computation is a long-standing problem in computer graphics. In real-time applications, shadows have traditionally been computed using the rasterization-based pipeline. With recent advances of graphics hardware, it is now possible to use ray tracing in real-time applications, making ray traced shadows a viable alternative to rasterization. While ray traced shadows avoid many problems inherent in rasterized shadows, tracing every shadow ray independently can become a bottleneck if the number of required rays rises, e.g., for high-resolution rendering, for scenes with multiple lights, or for area lights. Therefore, the computation should focus on image regions where shadows actually appear, in particular on the shadow boundaries.\n\nWe present a practical method for ray traced shadows in real-time applications. Our method uses the standard rasterization pipeline for resolving primary-ray visibility and ray tracing for resolving visibility of light sources. We propose an adaptive sampling algorithm for shadow rays combined with an adaptive shadowfiltering method. These two techniques allow computing high-quality shadows with a limited number of shadow rays per pixel. We evaluated our method using a recent real-time ray tracing API (DirectX Raytracing) and compare the results with shadow mapping using cascaded shadow maps.",
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        "authors": [
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            193,
            198
        ],
        "address": "New York",
        "booktitle": "Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs",
        "doi": "10.1007/978-1-4842-4427-2_13",
        "editor": "Erik Haines and Tomas Akenine-Möller",
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        "pages_from": "159",
        "pages_to": "182",
        "publisher": "Springer",
        "research_areas": [
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        ],
        "keywords": [],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/BOKSANSKY-2019-RTS/",
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    {
        "id": "brument_2019_br19",
        "type_id": "inproceedings",
        "tu_id": 279441,
        "repositum_id": null,
        "title": "Virtual vs. Physical Navigation in VR: Study of Gaze and Body Segments Temporal Reorientation Behaviour",
        "date": "2019-03",
        "abstract": "This paper investigates whether the body anticipation synergies in real environments (REs) are preserved during navigation in virtual environments (VEs). Experimental studies related to the control of human locomotion in REs during curved trajectories report a top-down reorientation strategy with the reorientation of the gaze anticipating the reorientation of head, the shoulders and finally the global body motion. This anticipation behavior provides a stable reference frame to the walker to control and reorient his/her body according to the future walking direction. To assess body anticipation during navigation in VEs, we conducted an experiment where participants, wearing a head-mounted display, performed a lemniscate trajectory in a virtual environment (VE) using five different navigation techniques, including walking, virtual steering (head, hand or torso steering) and passive navigation. For the purpose of this experiment, we designed a new control law based on the power-law relation between speed and curvature during human walking. Taken together our results showed a similar ordered top-down sequence of reorientation of the gaze, head and shoulders during curved trajectories between walking in REs and in VEs (for all the evaluated techniques). However, the anticipation mechanism was significantly higher for the walking condition compared to the others. The results presented in this paper pave the way to the better understanding of the underlying mechanisms of human navigation in VEs and to the design of navigation techniques more adapted to humans.",
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        "booktitle": "Proceedings of IEEE VR 2019 - 26th IEEE Conference on Virtual Reality and 3D User Interfaces",
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    {
        "id": "kroesl-2019-ICthroughVR",
        "type_id": "inproceedings",
        "tu_id": 283362,
        "repositum_id": null,
        "title": "ICthroughVR: Illuminating Cataracts through Virtual Reality",
        "date": "2019-03",
        "abstract": "Vision impairments, such as cataracts, affect how many people interact with their environment, yet are rarely considered by architects and lighting designers because of a lack of design tools. To address this, we present a method to simulate vision impairments caused by cataracts in virtual reality (VR), using eye tracking for gaze-dependent effects. We conducted a user study to investigate how lighting affects visual perception for users with cataracts. Unlike past approaches, we account for the user's vision and some constraints of VR headsets, allowing for calibration of our simulation to the same level of degraded vision for all participants.",
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        "booktitle": "2019 IEEE Conference on Virtual Reality and 3D User Interfaces",
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    {
        "id": "Kugler_2019",
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        "title": "Profiling and Optimization of Large Biomolecular Scenes",
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        "abstract": "Scientific visualizations and entertainment purposes demand ways to quickly render larger and larger virtual scenes. Through their highly parallel architecture, GPUs are capable of providing for that demand. But with their processing capabilities, their complexity increases too. With each new version, APIs like OpenGL provide an increasing amount of interfaces to harness the available capabilities. However, using them efficiently can be difficult for programmers and application designers. This work attempts to guide the design of such applications by describing and implementing different existing methods and variations and measuring their impact on the performance of a real-world application.\nWhile some techniques are applicable to rendering of static geometry in general, the focus lies on rendering biomolecular data as spheres using billboards.",
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        "repositum_id": null,
        "title": "Relaxing Dense Scatter Plots with Pixel-Based Mappings",
        "date": "2019-03",
        "abstract": "Scatter plots are the most commonly employed technique for the visualization of bivariate data. Despite their versatility and expressiveness in showing data aspects, such as clusters, correlations, and outliers, scatter plots face a main problem. For large and dense data, the representation suffers from clutter due to overplotting. This is often partially solved with the use of density plots. Yet, data overlap may occur in certain regions of a scatter or density plot, while other regions may be partially, or even completely empty. Adequate pixel-based techniques can be employed for effectively filling the plotting space, giving an additional notion of the numerosity of data motifs or clusters. We propose the Pixel-Relaxed Scatter Plots, a new and simple variant, to improve the display of dense scatter plots, using pixel-based, space-filling mappings. Our Pixel-Relaxed Scatter Plots make better use of the plotting canvas, while avoiding data overplotting, and optimizing space coverage and insight in the presence and size of data motifs. We have employed different methods to map scatter plot points to pixels and to visually present this mapping. We demonstrate our approach on several synthetic and realistic datasets, and we discuss the suitability of our technique for different tasks. Our conducted user evaluation shows that our Pixel-Relaxed Scatter Plots can be a useful enhancement to traditional scatter plots.",
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    {
        "id": "schuetz-2019-CLOD",
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        "tu_id": 283354,
        "repositum_id": null,
        "title": "Real-Time Continuous Level of Detail Rendering of Point Clouds",
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        "abstract": "Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable popping artifacts when additional chunks are blended in or out. \nThese popping artifacts are especially noticeable at lower levels of detail, and consequently in virtual reality, where high performance requirements impose a reduction in detail.\n\nWe propose a continuous level-of-detail method that exhibits gradual rather than sudden changes in density. Our method continuously recreates a down-sampled vertex buffer from the full point cloud, based on camera orientation, position, and distance to the camera, in a point-wise rather than chunk-wise fashion and at speeds up to 17 million points per millisecond.\nAs a result, additional details are blended in or out in a less noticeable and significantly less irritating manner as compared to the state of the art. The improved acceptance of our method was successfully evaluated in a user study.",
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        "booktitle": "2019 IEEE Conference on Virtual Reality and 3D User Interfaces",
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        "date_from": "2019-03-23",
        "date_to": "2019-03-27",
        "doi": "10.1109/VR.2019.8798284",
        "event": "IEEE VR 2019, the 26th IEEE Conference on Virtual Reality and 3D User Interfaces",
        "lecturer": [
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        "location": "Osaka, Japan",
        "pages_from": "103",
        "pages_to": "110",
        "publisher": "IEEE",
        "research_areas": [
            "Rendering"
        ],
        "keywords": [
            "point clouds, virtual reality, VR"
        ],
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        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/schuetz-2019-CLOD/",
        "__class": "Publication"
    },
    {
        "id": "schuller_reichl-2019-avt",
        "type_id": "masterthesis",
        "tu_id": 283046,
        "repositum_id": null,
        "title": "Mapping of Realism in Rendering onto Perception of Presence in Augmented Reality",
        "date": "2019-03",
        "abstract": null,
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
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        "authors": [
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        ],
        "date_end": "2019",
        "date_start": "2017",
        "matrikelnr": "00825849",
        "supervisor": [
            378
        ],
        "research_areas": [
            "Perception",
            "VR"
        ],
        "keywords": [],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [
            "vr"
        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/schuller_reichl-2019-avt/",
        "__class": "Publication"
    },
    {
        "id": "Vasylevska_Khrystyna-2019-TEFVR",
        "type_id": "inproceedings",
        "tu_id": 279159,
        "repositum_id": null,
        "title": "Towards Eye-Friendly VR: How Bright Should It Be?",
        "date": "2019-03",
        "abstract": "Visual information plays an important part in the perception of the world around us. Recently, head-mounted displays (HMD) came to the consumer market and became a part of the everyday life of thousands of people. Like with the desktop screens or hand-held devices before, the public is concerned with the possible health consequences of the prolonged usage and question the adequacy of the default settings. It has been shown that the brightness and contrast of a display should be adjusted to match the external light to decrease eye strain and other symptoms. Currently, there is a noticeable mismatch in brightness between the screen and dark background of an HMD that might cause eye strain, insomnia, and other unpleasant symptoms.\n\nIn this paper, we explore the possibility to significantly lower the screen brightness in the HMD and successfully compensate for the loss of the visual information on a dimmed screen. We designed a user study to explore the connection between the screen brightness HMD and task performance, cybersickness, users’ comfort, and preferences. We have tested three levels of brightness: the default Full Brightness, the optional Night Mode and a significantly lower brightness with original content and compensated content.   Our results suggest that although users still prefer the brighter setting, the HMDs can be successfully used with significantly lower screen brightness, especially if the low screen brightness is compensated",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            1712,
            1713,
            1714,
            378
        ],
        "booktitle": "2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)",
        "cfp": {
            "name": "IEEE VR 2019 Call for Conference Papers.pdf",
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            "size": "312223",
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        },
        "doi": "10.1109/VR.2019.8797752",
        "event": "2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)",
        "issn": "2642-5246 ",
        "lecturer": [
            1712
        ],
        "location": "Osaka, Japan",
        "open_access": "yes",
        "pages_from": "1",
        "pages_to": "9",
        "publisher": "IEEE",
        "research_areas": [
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        ],
        "keywords": [
            "Virtual Reality",
            "User Study",
            "Perception",
            " Head-Mounted Display"
        ],
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                "url": "https://www.cg.tuwien.ac.at/research/publications/2019/Vasylevska_Khrystyna-2019-TEFVR/Vasylevska_Khrystyna-2019-TEFVR-paper.pdf",
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        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/Vasylevska_Khrystyna-2019-TEFVR/",
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    {
        "id": "waldin-2019-ccm",
        "type_id": "journalpaper_notalk",
        "tu_id": null,
        "repositum_id": null,
        "title": "Cuttlefish: Color Mapping for Dynamic Multi‐Scale Visualizations",
        "date": "2019-03",
        "abstract": "Visualizations of hierarchical data can often be explored interactively. For example, in geographic visualization, there are continents, which can be subdivided into countries, states, counties and cities. Similarly, in models of viruses or bacteria at the highest level are the compartments, and below that are macromolecules, secondary structures (such as α‐helices), amino‐acids, and on the finest level atoms. Distinguishing between items can be assisted through the use of color at all levels. However, currently, there are no hierarchical and adaptive color mapping techniques for very large multi‐scale visualizations that can be explored interactively. We present a novel, multi‐scale, color‐mapping technique for adaptively adjusting the color scheme to the current view and scale. Color is treated as a resource and is smoothly redistributed. The distribution adjusts to the scale of the currently observed detail and maximizes the color range utilization given current viewing requirements. Thus, we ensure that the user is able to distinguish items on any level, even if the color is not constant for a particular feature. The coloring technique is demonstrated for a political map and a mesoscale structural model of HIV. The technique has been tested by users with expertise in structural biology and was overall well received.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": {
            "description": "Multiple color zoom levels. ",
            "filetitle": "teaser",
            "main_file": false,
            "use_in_gallery": true,
            "access": "public",
            "image_width": 509,
            "image_height": 447,
            "name": "waldin-2019-ccm-teaser.png",
            "type": "image/png",
            "size": 690229,
            "path": "Publication:waldin-2019-ccm",
            "url": "https://www.cg.tuwien.ac.at/research/publications/2019/waldin-2019-ccm/waldin-2019-ccm-teaser.png",
            "thumb_image_sizes": [
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            "thumb_url": "https://www.cg.tuwien.ac.at/research/publications/2019/waldin-2019-ccm/waldin-2019-ccm-teaser:thumb{{size}}.png"
        },
        "sync_repositum_override": null,
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        "authors": [
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            1110,
            1189,
            166,
            1365,
            1260,
            1475,
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        ],
        "doi": "10.1111/cgf.13611",
        "journal": "Computer Graphics Forum",
        "number": "6",
        "pages_from": "150",
        "pages_to": "164",
        "volume": "38",
        "research_areas": [
            "BioVis",
            "IllVis",
            "InfoVis"
        ],
        "keywords": [
            "multiscale visualization",
            "illustrative visualization",
            "molecular visualization"
        ],
        "weblinks": [
            {
                "href": "https://onlinelibrary.wiley.com/doi/10.1111/cgf.13611",
                "caption": "Open Access Article in Wiley Online Library",
                "description": null,
                "main_file": 1
            }
        ],
        "files": [
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                "image_height": 447,
                "name": "waldin-2019-ccm-teaser.png",
                "type": "image/png",
                "size": 690229,
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                "url": "https://www.cg.tuwien.ac.at/research/publications/2019/waldin-2019-ccm/waldin-2019-ccm-teaser.png",
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        ],
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        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/waldin-2019-ccm/",
        "__class": "Publication"
    },
    {
        "id": "ZOTTI-2016-VAA",
        "type_id": "inproceedings",
        "tu_id": 283908,
        "repositum_id": null,
        "title": "Virtual Archaeoastronomy: Stellarium for Research and Outreach",
        "date": "2019-03",
        "abstract": "In the last few years, the open-source desktop planetarium program Stellarium has become ever more popular for research and dissemination of results in Cultural Astronomy.\n\nIn this time we have added significant capabilities for applications in cultural astronomy to the program. The latest addition allows its use in a multi-screen installation running both completely automated and manually controlled setups. During the development time, also the accuracy of astronomical simulation has been greatly improved.",
        "authors_et_al": false,
        "substitute": null,
        "main_image": null,
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
            222,
            1093,
            193,
            480
        ],
        "booktitle": "Archaeoastronomy in the Roman World (Proceedings 16th Conference of the Italian Society for Archaeoastronomy)",
        "date_from": "2016-11-03",
        "date_to": "2016-11-04",
        "event": "SIA 2016 (16th Conference of the Italian Society for Archaeoastronomy)",
        "isbn": "978-3-319-97006-6",
        "lecturer": [
            222
        ],
        "location": "Milano, Italy",
        "pages_from": "187",
        "pages_to": "205",
        "publisher": "Springer",
        "research_areas": [
            "Rendering"
        ],
        "keywords": [
            "stellarium"
        ],
        "weblinks": [],
        "files": [],
        "projects_workgroups": [
            "rend"
        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2019/ZOTTI-2016-VAA/",
        "__class": "Publication"
    },
    {
        "id": "ohrhallinger_stefan-2018-cgf",
        "type_id": "journalpaper",
        "tu_id": null,
        "repositum_id": null,
        "title": "FitConnect: Connecting Noisy 2D Samples by Fitted Neighborhoods",
        "date": "2019-02",
        "abstract": "We propose a parameter-free method to recover manifold connectivity in unstructured 2D point clouds with high noise in terms of the local feature size. This enables us to capture the features which emerge out of the noise. To achieve this, we extend the reconstruction algorithm HNN-Crust, which connects samples to two (noise-free) neighbors and has been proven to output a manifold for a relaxed sampling condition. Applying this condition to noisy samples by projecting their k-nearest neighborhoods onto local circular fits leads to multiple candidate neighbor pairs and thus makes connecting them consistently an NP-hard problem. To solve this efficiently, we design an algorithm that searches that solution space iteratively on different scales of k. It achieves linear time complexity in terms of point count plus quadratic time in the size of noise clusters. Our algorithm FitConnect extends HNN-Crust seamlessly to connect both samples with and without noise, performs as local as the recovered features and can output multiple open or closed piece-wise curves. Incidentally, our method simplifies the output geometry by eliminating all but a representative point from noisy clusters. Since local neighborhood fits overlap consistently, the resulting connectivity represents an ordering of the samples along a manifold. This permits us to simply blend the local fits for denoising with the locally estimated noise extent. Aside from applications like reconstructing silhouettes of noisy sensed data, this lays important groundwork to improve surface reconstruction in 3D. Our open-source algorithm is available online.",
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        "substitute": null,
        "main_image": {
            "description": "Manifold curve fitted samples with highly varying noise",
            "filetitle": "image",
            "main_file": false,
            "use_in_gallery": true,
            "access": "public",
            "image_width": 704,
            "image_height": 704,
            "name": "ohrhallinger_stefan-2018-cgf-image.png",
            "type": "image/png",
            "size": 12741,
            "path": "Publication:ohrhallinger_stefan-2018-cgf",
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            "thumb_image_sizes": [
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        },
        "sync_repositum_override": null,
        "repositum_presentation_id": null,
        "authors": [
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        ],
        "cfp": {
            "name": "SGP_2018_Poster_v5_small.pdf",
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            "error": "0",
            "size": "748681",
            "orig_name": "SGP_2018_Poster_v5_small.pdf",
            "ext": "pdf"
        },
        "date_from": "2018-07-07",
        "date_to": "2018-07-11",
        "doi": "10.1111/cgf.13395",
        "event": "Eurographics Symposium on Geometry Processing",
        "first_published": "2018-05-11",
        "issn": "1467-8659",
        "journal": "Computer Graphics Forum",
        "lecturer": [
            948
        ],
        "location": "Paris, France",
        "number": "1",
        "pages_from": "126",
        "pages_to": "137",
        "volume": "38",
        "research_areas": [
            "Geometry"
        ],
        "keywords": [
            "curve fitting, noisy samples, guarantees, curve reconstruction"
        ],
        "weblinks": [
            {
                "href": "https://github.com/stefango74/fitconnect",
                "caption": "Replicability Source Code",
                "description": null,
                "main_file": 1
            }
        ],
        "files": [
            {
                "description": "Manifold curve fitted samples with highly varying noise",
                "filetitle": "image",
                "main_file": false,
                "use_in_gallery": true,
                "access": "public",
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    {
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        "date": "2019-02",
        "abstract": "Photometric light sources are modeled after real-world luminaires and are used in\nlighting design to accurately simulate lighting. While an accurate evaluation of their\nillumination is possible with offline global-illumination algorithms, currently used realtime\napproximations, which are required for an interactive lighting design work flow, are\nprone to errors when the light source is close to illuminated objects. This is due to the\nnon-zero dimensionality of photometric lights, which are often area or volume lights.\nIn this thesis, we present a new technique to approximate photometric area lights in\nreal time. This new technique is based on combining two sampling strategies that are\ncurrently used in game engines to approximate the illumination from diffuse area lights.\nOur technique samples the photometric area light with this combined sampling strategy\nand then computes the illumination with a cubature technique based the Delaunay\ntriangulation. To do this in real time, we implemented our method on the GPU and\ndeveloped a compact triangle data structure that enables an efficient generation of a\nDelaunay triangulation.\nThe result of this thesis is a new technique for photometric area lights that creates visually\nplausible approximations in real time, even if the light source is close to illuminated\nobjects.",
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    {
        "id": "STEINLECHNER-2019-ICT",
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        "repositum_id": null,
        "title": "A Novel Approach for Immediate, Interactive CT Data Visualization andEvaluation using GPU-based Segmentation and Visual Analysis",
        "date": "2019-02",
        "abstract": "CT data of industrially produced cast metal parts are often afflicted\nwith artefacts due to complex geometries ill-suited for the scanning\nprocess. Simple global threshold-based porosity detection algorithms\nusually fail to deliver meaningful results. Other adaptive methods can\nhandle image artefacts, but require long preprocessing times. This makes\nan efficient analysis workflow infeasible. We propose an alternative\napproach for analyzing and visualizing volume defects in a fully\ninteractive manner, where analyzing volumes becomes more of an\ninteractive exploration instead of time-consuming parameter guessing\ninterrupted by long processing times. Our system is based on a highly\nefficient GPU implementation of a segmentation algorithm for porosity\ndetection. The runtime is on the order of seconds for a full volume and\nparametrization is kept simple due to a single threshold parameter. A\nfully interactive user interface comprised of multiple linked views\nallows to quickly identify defects of interest, while filtering out\nartefacts even in noisy areas.",
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    {
        "id": "unger-2019_vcp",
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        "title": "Visual Comparison of Organism-Specific Metabolic Pathways",
        "date": "2019-02",
        "abstract": "The Kyoto Encyclopaedia of Genes and Genomes\n(KEGG) resource is a combination of multiple databases,\ncontaining information about biochemical compounds, reactions,\npathways, genes and much more. This database\nis one of the main resources for bioinformaticians and biologists\nto gain an understanding of molecular functionality\ninside organisms. The Orthology (KO) database from\nKEGG assigns pathways and genes with identical functionality\nto the same ortholog groups (KO entries). Therefore\nit is possible to map genes onto the pathway maps\nand obtain organism-specific visualizations. KEGG offers\na web-based graph visualization to explore these pathways,\nhowever, the interaction possibilities are restricted\nand the rendering is inefficient. It is possible to visualize\norganism-specific pathways but a visual analysis tool to\ncompare ortholog groups of multiple organisms is missing.\nIn this work, we present an efficient interactive web application\nto compare ortholog groups of multiple organisms\nin the metabolic reference pathway. We introduce a graph\noverlay technique to mark the differences and similarities\nbetween multiple organisms and demonstrate it with two\nuse cases. Additionally, we compare it against an existing\npoint set membership visualization.",
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            {
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        "title": "Guided Data Cleansing of Large Connectivity Matrices",
        "date": "2019-01-29",
        "abstract": "Understanding the organization principle of the brain and its function is a continuing\nquest in neuroscience and psychiatry. Thus, understanding how the brain works, how\nit is functionally, structurally correlated as well as how the genes are expressed within the brain is one of the most important aims in neuroscience. The Biomedical Image Analysis Group at VRVis developed with the Wulf Haubensak Group at the Institute of Molecular Medicine an interactive framework that allows the real time exploration of large brain connectivity networks on multiple scales. The networks, represented as connectivity matrices, can be up to hundreds of  gigabytes, and are too large to hold in\ncurrent machines’ memory. Moreover, these connectivity matrices are redundant and\nnoisy. A cleansing step to threshold noisy connections and group together similar rows\nand columns can decrease the required size and thus ease the computations in order to\nmine the matrices. However, the choice of a good threshold and similarity value is not a trivial task. This document presents a visual guided cleansing tool. The sampling is based on random sampling within the anatomical brain hierarchies on a user-defined global hierarchical level and sampling size ratio. This tool will be a step in the connectivity matrices preprocessing pipeline. ",
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    {
        "id": "donabauer_2019_1",
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        "repositum_id": null,
        "title": "VR-Client for Scenario-based Response Training in Disaster Management",
        "date": "2019-01-23",
        "abstract": "In times of natural disasters like floods, the fast action of domain experts saves human lives and reduces high damages of the urban infrastructure. The training of different response plans of the responsible personnel should help in making the right decisions in time critical situations. As the creation of various physical training environments takes plenty of time, the use of virtual reality (VR) is a possible alternative. In recent years, different application domains with training purpose have been shifted to make use of the new developments in the field of VR. The desired benefits are a more flexible\ngeneration of different realistic training environments with low budget and material\nresources. Additionally, the VR application can serve as a public communication tool\nto raise the sense of awareness. Based on these considerations, the aim of this work\nis to create a VR training application to steer a remote flood simulation. The goal of the application is to provide a safe and realistic environment to train the responsible personnel. Through providing different scenarios, multiple flood events can be simulated and trained. The placement of barriers through interacting with the virtual environment offers possibilities to mitigate the results of the simulated floods. An Operator-Trainee setup enables the collaborative work between experts and trainees. While the expert works as an operator with a PC client, the trainee is able to perform instructions given\nby the operator within the virtual environment. VR applications demand for high and steady frame rates as well as two high resolution images for both eyes to provide an immersive VR experience. Based on these conditions, appropriate PC hardware is needed to run a VR application in general. Additionally, high computational power is needed to perform the different flood simulations in a fast way. In order to achieve the performance requirements, the VR application is implemented within a client-server\narchitecture. The server is responsible for performing the flood simulation, while the\nclient deals with the VR-related tasks. These tasks comprise the visualization of the simulation data in VR and a fast and efficient processing of the data. In combination with a high performance rendering engine and graphic commands suitable for the given data, the desired performance can be achieved. As the feeling of immersion is highly depending on the provided frame rates, the evaluation of this first prototype is based on the achieved rendering performance. This is measured and evaluated based on two\ndifferent implementation strategies. Another important measurement is the update time of the water flow. A comparison of a CPU and a GPU implementation is presented\nwithin the evaluation.",
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        "title": "Exploring the limits of complexity: A survey of empirical studies ongraph visualisation",
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        "abstract": "For decades, researchers in information visualisation and graph drawing\nhave focused on developing techniques for the layout and display of very\nlarge and complex networks. Experiments involving human participants\nhave also explored the readability of different styles of layout and\nrepresentations for such networks. In both bodies of literature,\nnetworks are frequently referred to as being ‘large’ or ‘complex’, yet\nthese terms are relative. From a human-centred, experiment\npoint-of-view, what constitutes ‘large’ (for example) depends on several\nfactors, such as data complexity, visual complexity, and the technology\nused. In this paper, we survey the literature on human-centred\nexperiments to understand how, in practice, different features and\ncharacteristics of node–link diagrams affect visual complexity.",
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        "abstract": "Natural Language Processing comprises a variety of operations that can be applied on\nraw text to extract features. The sequence of operations is called NLP pipeline. However,\nthe sequence and parameters of these individual operations differ between applications.\nIn each step of the ongoing sequence, a single process is performed with a specialized task.\nSuch a task can be the determination of the end of sentences or the removal of so-called\nstop words. There is no best-practice which combination is most effective and accurate\nto determine the descriptive features (key words) of a single document. The goal of this\nbachelor thesis is to compute the features of different variations of NLP pipelines and\nvisualize them as basic word clouds. It is also important to know how the resulting word\ncloud of each pipeline is affected by varying the order of certain steps, adding steps or\nremoving steps. The presented interface gives an overview of performance and similarity\nvalues of each computed pipeline.",
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        "abstract": "Labeling is intrinsically important for exploring and understanding complex environments and models in a variety of domains. We present a method for interactive labeling of crowded 3D scenes containing very many instances of objects spanning multiple scales in size. In contrast to previous labeling methods, we target cases where many instances of dozens of types are present and where the hierarchical structure of the objects in the scene presents an opportunity to choose the most suitable level for each placed label. Our solution builds on and goes beyond labeling techniques in medical 3D visualization, cartography, and biological illustrations from books and prints. In contrast to these techniques, the main characteristics of our new technique are: 1) a novel way of labeling objects as part of a bigger structure when appropriate, 2) visual clutter reduction by labeling only representative instances for each type of an object, and a strategy of selecting those. The appropriate level of label is chosen by analyzing the scene's depth buffer and the scene objects' hierarchy tree. We address the topic of communicating the parent-children relationship between labels by employing visual hierarchy concepts adapted from graphic design. Selecting representative instances considers several criteria tailored to the character of the data and is combined with a greedy optimization approach. We demonstrate the usage of our method with models from mesoscale biology where these two characteristics-multi-scale and multi-instance-are abundant, along with the fact that these scenes are extraordinarily dense.",
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        "title": "Walkable Multi-User VR: Effects of Physical and Virtual Colocation",
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        "abstract": "The research presented in this dissertation focuses on multi-user VR, where multiple\n immersed users navigate the virtual world by physically walking in a large tracking area.\n In such a setup, different combinations of user colocation within the physical and the\n virtual space are possible. We consider a setup to be multi-user if at least one of these\n two spaces is shared. The dissertation starts with the classification of combinations of\n physical and virtual colocation. Four such combinations are defined: colocated shared VR,\n colocated non-shared VR, distributed shared VR and shared VR with mixed colocation.\n The characteristics of each of these four setups are discussed and the resulting problems\n and research questions outlined.\n The dissertation continues with the description of ImmersiveDeck - a large-scale multi-user\n VR platform that enables navigation by walking and natural interaction. Then, four\n experiments on multi-user walkable VR developed with the use of ImmersiveDeck are\n described.\n The first two experiments are set in colocated non-shared VR where walking users share\n a tracking space while being immersed into separate virtual worlds. We investigate users´\n mutual awareness in this setup and explore methods of preventing mutual collisions\n between walking users. The following two experiments study shared VR scenarios in\n situations of varied physical colocation. We investigate the effects that different modes\n of physical colocation have on locomotion, collision avoidance and proxemics patterns\n exhibited by walking users. The sense of copresence and social presence within the virtual\n world reported by users is investigated as well.\n The experiments in the colocated non-shared VR setup show that HMD-based VR can\n produce immersion so strong that users do not notice others being present in their\n immediate proximity, thus making collision prevention the task of utmost importance. In\n our proposed method of displaying notification avatars to prevent potential imminent\n collisions between colocated users, the suitability of a particular type of notification avatar\n was found to be dependent on the type of scenario experienced by users. The general\n result of the experiments in shared VR is that physical colocation affects locomotor and\n proxemics behavior of users as well as their subjective experience in terms of copresence.\n In particular, users are more cautious about possible collisions and more careful in their\n collision avoidance behavior in the colocated setup compared to the real environment. In\n the distributed setup, conventional collision avoidance is often abandoned.\n vi",
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