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        "title": "Generating Aesthetic Plant Models from an Open Data Format of the Project for Sustainable Agroecosystems in Godot",
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        "abstract": "This bachelor's thesis explores the development of a plugin for the open-source game engine Godot 3.5, aimed at providing an easy way for procedurally creating pleasing plant visualizations, specifically in the frame of the Sustainable Agroecosystem project. This is achieved by importing data conforming to a predefined format that abstractly describes the structure of plant organisms. Upon import, the plugin generates 3D surfaces for the branching structures and employs instancing for rendering leaves efficiently. One of the key features of the plugin is its adaptive surface subdivision mechanism, which dynamically generates the surface at different levels of detail based on the proximity to the camera.\n\nThe plugin's implementation leverages Godot's GDPlugin feature to seamlessly integrate into the engine's workflow. The procedural generation of plant structures is achieved through algorithmic processes that translate \"tree skeletons\" into 3D surfaces. However, due to limitations inherent in Godot 3, the adaptive subdivision mechanism is implemented on the CPU. In tests, this resulted in the following: Exports of models in the highest level of detail yielded better performance than models with adaptive subdivision.\n\nThe thesis covers the design, implementation, and theory behind the plugin. An evaluation of the plugin's functionality and performance is conducted, highlighting its capability to dynamically adapt the mesh at runtime. Performance comparisons between the adaptive subdivision approach and using the exported surface are presented, revealing the issues with the implementation on the CPU.\n\nIn conclusion, the developed plugin presents a novel approach to procedurally generate and render complex plant structures within the Godot 3.5 game engine. It extends the capabilities of the engine in creating realistic virtual environments while addressing the challenges of adaptive subdivision on the CPU. The thesis explores the intricacies of integrating such plugins into game engines and opens avenues for further optimizations.",
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        "id": "Zezulka_Matthias-2023-MatLabOptInterface",
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        "title": "Bidirectional MATLAB/C++ Interface for Lighting Design Optimization",
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        "abstract": "The lighting design of (virtual) space is an important aspect of our daily environment. It\nnot only allows for creative expression but is often a necessary asset in professional work\nenvironments and artistic productions. However, due to the computational complexity of\nthis problem, current solutions are usually built in performance-oriented programming\nlanguages that offer a detailed low-level view of the application on the one hand but\ndo not allow for fast development and easy exchange of algorithms on the other. This\nwork builds on the already existing C++ rendering framework Tamashii, proposed\nby Lipp et al. in 2023 [20], which offers view-independent and gradient-based global\nlighting design optimization. We propose a way to integrate MATLAB functions into the\noptimization process in order to not only allow for easier development of optimization\nalgorithms but also enable access to MATLAB’s existing code base and numerical analysis\ntools. We therefore implement a bidirectional MATLAB/C++ interface for exchanging\noptimization data between the rendering process and the MATLAB process. In order to\nachieve this functionality, we use the MATLAB Engine API for C++ and the MATLAB\nMEX API, which are both natively contained within MATLAB. Further, we implement a\nmechanism for inter-process communication using Windows Named Pipes and a custom\ncommunication protocol.\nIn addition, this work also briefly discusses various optimization methods and the use\nof Surrogate-Based Optimization (SBO) for the global lighting design problem. We\nshow that our method achieves great performance and evaluate it against plain C++\nimplementations on two test scenes by not only testing optimization methods via the\ninterface but also testing simple rendering of new lighting configurations. The test results\nalso show that MALTAB’s current SBO implementation can bring good performance to\nthe optimization problem we encounter in Tamashii in certain scenes. Lastly, we discuss\nthe increased usability and insight into optimization methods achieved by integrating\nMATLAB into Tamashii.",
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    {
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        "title": "Gradient-based Light Optimization with Variable Light Count: Dynamic Generation and Merging of Light Sources",
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        "abstract": "This thesis focuses on improvements for an interactive lighting design approach that\nutilizes GPU-accelerated ray tracing and a view-independent global illumination solver.\nOur goal is to enable automated lighting design for a set of user-specified illumination\ntargets in 3D scenes. Current solvers are highly effective but still have some limitations.\nFor instance, they rely on an initial number of light sources and their respective placements\nin a given 3D scene and this can result in insufficient solutions when there are more target\nspots than provided light sources. On the other hand, if there are more light sources\nthan needed, the resulting solution can be sub-optimal, leading to superimposed lights\nthat can negatively impact performance and increase computational cost.\nIn response to the limitations, we investigate several strategies for increasing the effectiveness\nand efficiency of the optimization algorithm by developing a dynamic light\nsource generation approach that programmatically inserts and removes lights in the 3D\nscene to achieve a more refined light placement. In our results, we show that our specialized\noptimization approach, yields improved lighting solutions compared to established\nalgorithms.\nMoreover, we also implement a light source merging technique to address the issue of\nlight sources with overlapping areas of influence. By formulating conditions on intensity\nand proximity and then applying linear interpolation, we can combine overlapping light\nsources in a way that minimizes performance impact and computational cost. We also\ntake measures to remove lights with a small illumination contribution to the scene\nduring the optimization process. Evidence from our study suggests that our approach of\nexpanding the solution space and improving the light source placement achieves superior\nlighting solutions for any given scene.",
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    {
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    {
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        "title": "Scalable Interactive Visual Analysis Through Storytelling",
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        "event": "IConCMT – The 5th International Conference on Creative\\Media/Technologies 2023",
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        "title": "Echtzeitvisualisierung von Lawinenrisiko basierend auf hochauflösenden Geodaten",
        "date": "2023-11-18",
        "abstract": "Um das Lawinenrisiko auf Touren abzuschätzen, konsultieren Tourengeher·innen typischerweise vorab den aktuellen Lawinenlagebericht (LLB) sowie die Geländeeigenschaften, wie Hangneigung, Höhe und Exposition der geplanten Tour auf einer Karte. Reduktionsmethoden wie Stop-or-Go oder die SnowCard können sowohl bei der Planung als auch vor Ort angewandt werden, um das Risiko abzuschätzen. Bei korrekter Anwendung dieser Methoden könnte ein Großteil der Todesfälle vermieden werden. Die Anwendung umfasst jedoch mehrere kognitiv aufwändige Schritte: Im ersten Schritt müssen Tourengeher·innen die Informationen aus LLB und Karte korrekt verknüpfen und anhand der gewählten Methode interpretieren, um potenziell kritische Regionen entlang der Route vorab identifizieren zu können. Im zweiten Schritt müssen potenziell kritische Regionen auch während der Tour als solche wiedererkannt und vor Ort beurteilt werden. \nUm die Anwendung von Reduktionsmethoden für Wintersportler·innen zu vereinfachen, können die Informationen aus LLB computergestützt mit den Geländeeigenschaften ausgewertet und direkt in einer Karte dargestellt werden. Skitourenguru, beispielsweise, berechnet das Lawinenrisiko entlang vorgegebener Routen und stellt diese in einer 2D Karte dar. Im Vergleich zu 2D Karten erleichtert eine dreidimensionale Darstellung jedoch die Interpretation des Geländes und das Finden von Routen. Unsere Hypothese ist daher, dass eine direkte Visualisierung des Lawinenrisikos auf einer detaillierten 3D Karte die Identifikation von potenziell kritischen Regionen einer Route in der Planungsphase, sowie deren Wiedererkennung während der Tour, erleichtert.\nWir stellen eine integrierte 3D Risikovisualisierung vor, welche Daten aus dem aktuellen LLB mit einem hochauflösenden Geländemodell kombiniert und existierende Reduktionsmethoden in Echtzeit auswertet, um das Ergebnis auf einer interaktiven Webseite zu visualisieren.\n",
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        "title": "Feature-Sized Sampling for Vector Line Art",
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        "title": "A Novel Integrative Design Framework Combining 4D Sketching, Geometry Reconstruction, Micromechanics Material Modelling, and Structural Analysis",
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        "abstract": "State-of-the-art workflows within Architecture, Engineering, and Construction (AEC) are still caught in sequential planning processes. Digital design tools in this domain often lack proper communication between different stages of design and relevant domain knowledge. Furthermore, decisions made in the early stages of design, where sketching is used to initiate, develop, and communicate ideas, heavily impact later stages, resulting in the need for rapid feedback to the architectural designer so they can proceed with adequate knowledge about design implications. Accordingly, this paper presents research on a novel integrative design framework based on a recently developed 4D sketching interface, targeted for architectural design as a form-finding tool coupled with three modules: (1) a Geometric Modelling module, which utilises Points2Surf as a machine learning model for automatic surface mesh reconstruction from the point clouds produced by sketches, (2) a Material Modelling module, which predicts the mechanical properties of biocomposites based on multiscale micromechanics homogenisation techniques, and (3) a Structural Analysis module, which assesses the mechanical performance of the meshed structure on the basis of the predicted material properties using finite element simulations. The proposed framework is a step towards using material-informed design already in the early stages of design.",
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        "publisher": "ELSEVIER SCI LTD",
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        "title": "Scalable Interactive Visual Analysis",
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        "location": "Chongqing",
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        "keywords": [
            "Visualization"
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        "title": "Interactive Visual Data Analysis'How to do a Successful PhD (in Visual Computing)'",
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        "location": "Peking",
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        "keywords": [
            "Computer Graphics"
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        "abstract": "In this work, we propose total variation-based methods for smoothing textured surfaces in point-based rendering and reducing noise in Monte Carlo-rendered images. Initially, we survey the challenges and existing state-of-the-art methodologies in these two research domains. Subsequently, we delve into the details of our proposed total variational models, each aimed at smoothing point-rendered textured surfaces and reducing noise in Monte Carlo-rendered images, respectively. For smoothing textured surfaces in point-based rendering, our model incorporates geometric features and is then combined with an advanced Pull-Push method. This combined approach enables us to effectively fill gaps and smooth\ndiscontinuous surfaces. The models tailored for denoising Monte Carlo-rendered images leverage noise-free auxiliary features and noise estimation techniques. Our approach efficiently eliminates noise while preserving crucial image features. We conduct comprehensive comparison experiments against existing state-of-the-art techniques to evaluate the effectiveness of our methods. Although our implementations are currently offline, both the smoothing and denoising processes can be achieved within a few iterations. Given the\nsimplicity of our approach’s implementation, we foresee the potential for a GPU-based implementation, paving the way towards real-time applications.",
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        "date": "2023-07-10",
        "abstract": "Data visualization is an effective way to gain insights into various problems and improve\nthe data-driven decision-making process, however it can often be complex and overwhelming.\nTo enhance the interpretation and understanding of data, a proper onboarding\nprocess is required. Onboarding provides clarity on the visualization scope and purpose\nfor users with different levels of expertise. The development of the onboarding process is\nfacilitated with a suitable authoring tool. Though utilizing authoring tools, especially by\ncreators with deficient visual design skills, can be quite challenging.\nIn this thesis, we introduce an interface design for the authoring tool within the scope\nof the dashboard onboarding process. We are focusing on the constrained non-linear\nnarrative and applying the approach of a branching story graph that is implemented\nas a node editor. The provided interface can be extended to develop more profound\nstorytelling strategies and aim to create a more complex and highly interactive onboarding\nprocess.",
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        "id": "wiesinger_klemens-2023-baa",
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        "tu_id": null,
        "repositum_id": null,
        "title": "Using a Drone for Automated 3D Scanning",
        "date": "2023-07-04",
        "abstract": "Tasks für BA:\n- get drone to fly and transmit from raspi to server\n- transmit best coordinates (relative vector, relative angles) from output of guided scanning infinitam plugin to drone\n- evaluate with manual control with a user study on how fast and complete an interior room can be scanned",
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        "date_end": "2025-03-28",
        "date_start": "2023-07-04",
        "matrikelnr": "011938253",
        "supervisor": [
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        ],
        "research_areas": [
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        ],
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            "drone flying",
            "client-server",
            "3d scanning"
        ],
        "weblinks": [],
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    {
        "id": "herzberger-2023-swv",
        "type_id": "masterthesis",
        "tu_id": null,
        "repositum_id": "20.500.12708/188243",
        "title": "Scalable Web-based Volume Rendering for Large-scale Biomedical Data Sets",
        "date": "2023-07",
        "abstract": "Recent advances in imaging modalities produce large-scale volumetric data sets with a large number of channels. Interactive visualization of such data sets requires out-of-core direct volume rendering (DVR) methods such as octrees or page-table hierarchies. For this reason, data sets are both down-sampled into a multi-resolution hierarchy and divided into smaller bricks, in order to stream only those parts of the volume contributing to the rendered image to the GPU. Furthermore, rendering multiple channels requires careful optimization because the high computational cost of DVR grows with the number of channels to render. A common optimization in DVR is empty-space skipping where fully translucent regions in the volume are not sampled to reduce the number of loop iterations and texture look-ups during rendering. Previous out-of-core DVR methods are designed for single-channel volumes and are only suitable for multi-channel volumes to a limited extent. In octree-based methods, accessing cached volume data requires traversing the tree for each sample and channel. Furthermore, in previous approaches, the spatial subdivision of the octree is intrinsically coupled to the down-sampling ratio and bricking granularity in the data set. This leads to suboptimal cache utilization and makes fine-grained empty-space skipping costly. Page-table hierarchies, on the other hand, allow access to any cached brick from any resolution without traversing a tree structure. However, their support for empty-space skipping is also tied to the bricking granularity in the data set and is thus limited. We present a hybrid multi-volume rendering approach based on a novel Residency Octree that combines the advantages of out-of-core volume rendering using page tables with those of standard octrees. We enable flexible mixed-resolution out-of-core multi- volume rendering by decoupling the cache residency of multi-resolution data from a resolution-independent spatial subdivision determined by the tree. Instead of one-to-one node-to-brick correspondences, each residency octree node is mapped to a set of bricks in each resolution level. This makes it possible to efficiently and adaptively choose and mix resolutions, adapt sampling rates, and compensate for cache misses. At the same time, residency octrees support fine-grained empty-space skipping, independent of the data subdivision used for caching. Finally, to facilitate collaboration and outreach, and to eliminate local data storage, our implementation is a web-based, pure client-side renderer using WebGPU and WebAssembly. Our method is faster than prior approaches and efficient for many data channels with a flexible and adaptive choice of data resolution.",
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            "description": "Figure 1.1: Overview of our method. Volume bricks of different resolution levels and channels are streamed into a\nbrick cache (a), and referenced via a multi-channel page-table hierarchy (b). The residency octree (c) keeps track of the\ncorrespondence between spatial regions and the cache residency of bricks of different resolutions, enabling mixed-resolution,\nmulti-channel rendering (d) with efficient, adaptive substitution of missing higher resolutions by available lower resolutions.\nTraversal happens for spatial regions corresponding to octree nodes instead of memory pages and is also independent of the\nnumber of channels. (e) 16-channel rendering of melanoma.",
            "filetitle": "teaser",
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        "authors": [
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        "co_supervisor": [
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        "date_end": "2023-07",
        "date_start": "2022-10",
        "diploma_examina": "2023-09-27",
        "doi": "10.34726/hss.2023.106203",
        "matrikelnr": "01006039",
        "open_access": "yes",
        "pages": "99",
        "supervisor": [
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        "keywords": [
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            "ray-guided rendering",
            "large-scale data",
            "out-of-core rendering",
            "multi-resolution data",
            "multi-channel volumes",
            "web-based visualization"
        ],
        "weblinks": [],
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                "description": "Figure 1.1: Overview of our method. Volume bricks of different resolution levels and channels are streamed into a\nbrick cache (a), and referenced via a multi-channel page-table hierarchy (b). The residency octree (c) keeps track of the\ncorrespondence between spatial regions and the cache residency of bricks of different resolutions, enabling mixed-resolution,\nmulti-channel rendering (d) with efficient, adaptive substitution of missing higher resolutions by available lower resolutions.\nTraversal happens for spatial regions corresponding to octree nodes instead of memory pages and is also independent of the\nnumber of channels. (e) 16-channel rendering of melanoma.",
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    {
        "id": "kovacs-2023-ttm",
        "type_id": "inproceedings",
        "tu_id": null,
        "repositum_id": "20.500.12708/190592",
        "title": "The theatre metaphor for spatial computing in architectural design",
        "date": "2023-06-20",
        "abstract": "New digital technologies require new conceptual approaches to help potential users understand existing\nand envision new use cases and applications. Moving from desktop computing to spatial computing\n(virtual, augmented, mixed and extended reality environments) also requires the introduction of new\nmetaphors. New interaction and visualisation possibilities afforded by current devices are causing virtual\nand real worlds to merge into an inseparable unity of reality and imagination.\nThere are many similarities between theatre and AEC workflows. However, the theatre process is scaled\ndown in terms of space, time, and budget, and is therefore better suited to explore innovative and\nexperimental methods. In order to conceptualise the role of a novel spatial computing drawing tool\n(MR.Sketch) in existing AEC processes, we propose the theatre metaphor, which embeds the\nconceptual foundations of the tool in a collaborative design workflow based on the cooperation of\ndifferent domain experts.\nThe metaphor proposal includes the analysis of the following theatre concepts: integrative collaboration\nwith specialists, stage infrastructure, workshops for different tools and manufacturing methods, stocks\nand the immersive experience of space and time in different scales. We illustrate the capabilities of the\ntheatre metaphor to cover the entire creation and performance process of architectural design in an\nexperimental mixed reality sketching application. The implementation of an early prototype of the\nsketching application was used to evaluate the applicability of the theatre metaphor to spatial computing.",
        "authors_et_al": false,
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            "filetitle": "image",
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            "image_width": 337,
            "image_height": 220,
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        ],
        "booktitle": "Proceedings of the Creative Construction Conference 2023",
        "date_from": "2023-06-20",
        "date_to": "2023-06-23",
        "doi": "10.3311/CCC2023-087",
        "editor": "Skibniewski, Miroslaw and Hajdu, Miklós",
        "event": "Creative Construction Conference 2023",
        "isbn": "978-615-5270-79-6",
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        ],
        "location": "Keszthely",
        "open_access": "yes",
        "pages": "10",
        "pages_from": "674",
        "pages_to": "683",
        "publisher": "Budapest University of Technology and Economics",
        "research_areas": [],
        "keywords": [
            "Computing",
            "architectural design"
        ],
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        "title": "Untangling circular drawings: Algorithms and complexity",
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        "title": "Feature-assisted interactive geometry reconstruction in 3D point clouds using incremental region growing",
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        "abstract": "Reconstructing geometric shapes from point clouds is a common task that is often accomplished by experts manually modeling geometries in CAD-capable software. State-of-the-art workflows based on fully automatic geometry extraction are limited by point cloud density and memory constraints, and require pre- and post-processing by the user. In this work, we present a framework for interactive, user-driven, feature-assisted geometry reconstruction from arbitrarily sized point clouds. Based on seeded region-growing point cloud segmentation, the user interactively extracts planar pieces of geometry and utilizes contextual suggestions to point out plane surfaces, normal and tangential directions, and edges and corners. We implement a set of feature-assisted tools for high-precision modeling tasks in architecture and urban surveying scenarios, enabling instant-feedback interactive point cloud manipulation on large-scale data collected from real-world building interiors and facades. We evaluate our results through systematic measurement of the reconstruction accuracy, and interviews with domain experts who deploy our framework in a commercial setting and give both structured and subjective feedback.",
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        "title": " From Bergen to Boston – Lessons learned from studying a PhD in Norway and experiences from Harvard",
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        "abstract": "Skalierbare interaktive visuelle Analyse kombiniert computergestützte, interaktive, visuelle Darstellungen von (abstrakten) Daten mit automatischen Techniken, um die Kognition zu fördern und die Modellierung zu erleichtern. Der Vortrag beginnt mit der Formulierung provokanter Thesen, die zum Nachdenken anregen. In den letzten Jahren hat die Komplexität von Daten in Bezug auf Umfang, Wahrheitsgehalt, Geschwindigkeit und Vielfalt erheblich zugenommen. Dies ist sowohl auf neue Datenquellen als auch auf die Verfügbarkeit von Unsicherheits-, Fehler- und Toleranzinformationen zurückzuführen. Anstelle einzelner Objekte werden ganze Mengen, Sammlungen und Ensembles visuell untersucht. Es besteht ein Bedarf an visueller Analyse und Modellierung sowie an vergleichender Visualisierung, quantitativen Visualisierungen, skalierbaren Visualisierungen und verknüpften/integrierten Ansichten. Die Konzepte werden anhand verschiedener Beispiele aus den Bereichen skalierbare Visualisierung, Unsicherheitsvisualisierung, geführte Interaktion und immersive Analytik erläutert. Der Vortrag wird auf die anfänglichen provokativen Thesen zurückkommen und zukünftige Forschungsrichtungen im Bereich der skalierbaren interaktiven visuellen Analyse skizzieren, z.B. Modellitics, Biologisierung der digitalen Welt, Zaten (Zukünftige Daten), immersive Analytik, selbstadaptive selbsterklärende Analyse.",
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        "abstract": "Computer-Aided Molecular Design (MolCAD), or molecular modelling, is the computational design and manipulation of molecular structures. This field is experiencing a surge in interest and development, where the focus is often on advanced visualization techniques. However, existing MolCAD tools often lack the level of usability and efficient interaction commonly found in traditional CAD software. This thesis addresses this gap through three methods: (1) a survey of established CAD and MolCAD literature and software, (2) the implementation of identified promising interaction techniques; and (3) case studies to validate their effectiveness.As a result of this process, two interaction techniques are implemented in a web-based environment: a PCA-based alignment tool, and a real-time collision detection system. The decision to implement these tools for the web was made with the aim to provide ease of accessibility and deployment across various platforms, as no installation is required.The case studies conducted were aimed at validating these two implemented approaches. The real-time collision detection system received positive feedback, and showed great potential to make the MolCAD process less frustrating and more efficient. The PCA- based alignment tool, however, received mixed responses, indicating areas for future work. Nonetheless, both features demonstrate the potential to improve user satisfaction and efficiency in MolCAD.",
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        "title": "Investigating the Effect of Tumor Segmentations on Radiomics Analysis through Visual Analytics",
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        "abstract": "In recent years, radiomics has revolutionized the clinical assessment of tumors. By extracting quantitative features from medical images, this approach provides an objective analysis of tumorous tissues, which ultimately aids medical experts in decision-making processes regarding diagnosis and treatment. However, radiomics is highly dependent on the quality of tumor segmentation. Different tumor delineations resulting from intra- and interobserver variability may significantly affect the results of radiomics analysis. To our knowledge, no prior research has been conducted on the impact of interobserver differences in tumor segmentations on radiomic analytics.This thesis aims to investigate how different tumor segmentations influence radiomics analysis. We therefore design and propose the visual analytics tool ProSeRa (Probabilistic Segmentation on Radiomics), which provides visual analytics strategies for exploring the impact of probabilistic tumor segmentation on radiomics. We empower the users to examine the results of our radiomics analysis with respect to clinical data based on segmentation accuracy thresholds, which we calculate based on the observers’ agreement. We provide ways to explore and analyze the radiomics data using, among others, dimensionality reduction algorithms and cluster analysis mechanisms in conjunction with effective and expressive visualizations. ProSeRa facilitates the assessment of the robustness of the radiomics analysis and supports the exploration of the impact of segmentation on the analysis. Based on the evaluation of our results, we conclude that, as anticipated, variability intumor segmentations considerably influences the radiomics analysis results. The impactwas especially prominent in the cluster analysis, which provided different outcomes fordifferent segmentation accuracy thresholds. Thereby, we detected additional variables, such as the overall tumor stage, being crucial for grouping patients into clusters.",
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        "abstract": "In prostate cancer radiotherapy planning, the accurate description of the position and shape of pelvic organs is a crucial part of successful patient treatment. However, the treatment is conducted throughout a long period of time, during which the position and shape of the organs might significantly vary. In addition, the amount of variation tends to differ for each individual. Recent visual analytics publications investigated this by partitioning past patients into clusters with similar variability. Using this as part of a prediction for the organ variability of new patients could improve and further personalize therapy planning. However, the statistical and machine learning methods employed in these works have not been thoroughly and quantitatively evaluated so far and their impact on the final predictions has not been assessed. This thesis focuses on taking a particular implementation of these approaches, proposed by Furmanová et al. [FMCM+21], and quantitatively evaluating the effects of using different alternatives for the employed methods. We focus on two aspects: the effect of using different shape descriptor methods and the impact of modifications in the clustering methods employed. By providing an additional visual analytics framework to visually assess the effect of the aforementioned alternatives, we aim to ensure an effortless and interactive visual interpretation of the impact of various modifications. This is anticipated to support the developers of said predictive algorithms in designing more robust approaches. As a result of our investigation we have highlighted potential issues and improved the initial implementation of the proposed workflow. We conclude that at the current stage of the patient cohort used for the analysis, the selection of appropriate shape description methods should be of main focus, while a notable impact of using different clustering methods is limited to the prediction of the most extreme cases of organ shape variations.",
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        "title": "Visual Analytics to Support Correlative Exploration and Sensemaking in Radiogenomics Analysis",
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        "abstract": "Radiogenomics refers to the combined study of imaging-derived features, called radiomics and gene sequencing data, called genomics. Challenges in the analysis of radiogenomic data include the size, heterogeneity, and complexity of the datasets. These challenges make the analysis of the available information space tedious for cancer experts and hinder the exploration and sensemaking of patient information. This is further hampered when additional clinical information needs to be included in the analyses. Visual Analytics (VA) combines automated analysis techniques, such as machine learning or statistics, together with interactive visual interfaces. It allows users to gain insights into complex data and make effective decisions. In the context of radiogenomics analysis with respect to clinical data, VA approaches offer promising directions in tumor profiling. However, VA approaches that bridge radiogenomic and clinical data in an interactive and flexible visual framework have not been investigated before. In this work, we enable the integrated exploration and analysis of radiogenomic data and clinical information for knowledge discovery and hypothesis assessment in a large cohort of prostate cancer patients. We handle missingness in the data through imputation techniques and apply unsupervised machine learning for the dimensionality reduction and clustering of the data to facilitate data handling and visualization. As a result, we present an interactive visual interface for two target audiences: cancer experts and biomedical data scientists. Our framework enables cancer experts to gain insights into the data by revealing new patterns or correlations in the datasets. It allows them to interactively assess and refine any hypothesis in mind for the underlying datasets. For biomedical data scientists, our framework offers the possibility to understand the analysis components and interactively explore their impact on the outcome. We evaluate the unsupervised machine learning models through similarity measures such as the silhouette coefficient. To assess the usability of the framework, we perform usage scenarios that we confirm by our cancer experts. The feedback from our domain experts reveals that our framework is a suitable and flexible technique to gain insights into large and heterogenous radiogenomic data with respect to clinical data. It promotes knowledge discovery as well as hypothesis creation, assessment, and refinement. Interacting with the different visualization and analysis components enhances the understanding of the data and the resulting visual representations. Our approach incorporates the integration of interactive visualization and automated analysis components. It supports our collaborating domain experts at the Medical University of Vienna to obtain new insights into their data, while investigating hypotheses at hand.",
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        "title": "Advanced Importance Sampling Techniques for Virtual Ray Lights",
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        "abstract": "This thesis provides new importance sampling techniques for Virtual Ray Lights forRendering Scenes in Participating Media. We will discuss the foundations of rendering scenes with participating media first, to get an understanding of this topic. Furthermore, we will provide an overview of different approaches that can be used for the rendering of these scenes. Virtual Ray Lights is an algorithm that traces light rays from the light source through the scene, which are then evaluated individually for each camera ray. Importance sampling is used on both rays to get a samples for each ray for which their contribution can be calculated. As a solid understanding of the original algorithm is needed to understand the newapproaches that we introduce, a focus is laid on explaining the mathematical foundations of the approach. We highlight the shortcomings that we found for rendering anisotropic participating media and introduce our solutions to solve them more efficiently. We provide two different solutions to the problem that we evaluated in the originalalgorithm. Our solutions are explained mathematically, via pseudo code and are evaluated with a multitude of tests. The goal of this thesis is to provide new, simple, robust and fast solutions to rendering scenes with anisotropic participating media.",
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        "title": "Planarizing Graphs and Their Drawings by Vertex Splitting",
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        "abstract": "The splitting number of a graph G= (V, E) is the minimum number of vertex splits required to turn G into a planar graph, where a vertex split removes a vertex v∈ V, introduces two new vertices v1, v2, and distributes the edges formerly incident to v among v1, v2. The splitting number problem is known to be NP-complete for abstract graphs and we provide a non-uniform fixed-parameter tractable (FPT) algorithm for this problem. We then shift focus to the splitting number of a given topological graph drawing in R2, where the new vertices resulting from vertex splits must be re-embedded into the existing drawing of the remaining graph. We show NP-completeness of this embedded splitting number problem, even for its two subproblems of (1) selecting a minimum subset of vertices to split and (2) for re-embedding a minimum number of copies of a given set of vertices. For the latter problem we present an FPT algorithm parameterized by the number of vertex splits. This algorithm reduces to a bounded outerplanarity case and uses an intricate dynamic program on a sphere-cut decomposition.",
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        "title": "Quantitative Evaluation of Reading Times and Error Rates When Interpreting Visual Content",
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        "abstract": "As static visualizations like diagrams, maps, charts, or drawings get more and more important in everyday life, it is crucial to find out how helpful they actually are, especially in comparison to text. This diploma thesis outlines if visualizations or texts are processed faster by humans and which representation is better comprehensible. For this purpose, we conducted an exploratory study in which we measured processing times and error rates when interpreting either texts or visualizations. In a pre-study, in which each participant had to describe four visualizations in their own words, we found out which parts of a visualization are deemed most important by people. The focus of the participants was on extrema, as well as on certain other values. Furthermore, the participants often compared different values in order to describe the visualization. The pre-study gave us valuable insights which we used for writing the texts for our study. For our exploratory study, where we wanted to find out more about whether visualizations or text can be interpreted more easily, we used 15 visualizations and texts that contained the same information. Each participant had to work on at least six topics, thereof at least three by using visualizations and three by using texts, and had to answer three questions per topic at the end. The time was measured while the participants worked on the topics.We could see that the participants solved topics by using visualizations on average about 1.3 times faster as compared to when they used texts. This difference was statistically significant. We could not find significant differences between the error rates for topics, when participants used visualizations or texts. When texts were used, we found correlations between text lengths and processing speeds, as well as text lengths and error rates. The content of visualizations or texts did not seem to play a role for processing speed or error rates. However, we found cases in which topics with visualizations were solved more than 50 % faster as compared to topics with texts. Our results provide a solid basis for defining further hypotheses regarding the readability of visualizations compared to text. In this thesis, we present the final hypotheses that emerge from our exploratory study. We consider these to be extremely interesting for visualization research, as there is much evidence that visual information can be processed faster than text. Whereby it is worth mentioning that the actual increase in performance may be much lower than often claimed in the media (e.g. `60,000 times faster than text'). Furthermore, our results indicate that no significant differences can be found between visual information and text with regard to the error rate in answering final questions.",
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        "title": "Sampling-Distribution-Based Evaluation for Monte Carlo Rendering",
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        "title": "Visual narratives against misleading visualizations in health care",
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        "abstract": "This thesis proposes a solution against misleading visualizations in health care, which convey inaccurate insights. Misleading elements of such visualizations originate from uncertainties emerging across the steps of the medical visualization pipeline. We investigate the field of storytelling and gamification to support the general audience in recognizing and addressing misleading visualizations in health care. Our research questions are: ``Which types of uncertainty arise in the medical visualization pipeline and is there any intent behind those?'' and ``How can we inform the general population about the existence of visualization uncertainty?'' To answer the research questions, we created a taxonomy of uncertainty types in the medical visualization pipeline and designed and developed the educational game ``DeteCATive'' to convey these concepts to the general public in an engaging way. The game includes eight tasks that contain amusing fictional stories with misleading visualizations created with intent and based on medical data. Every story comes with its own set of assumptions. A player should define whether an assumption is correct or false based on the story to gain points and rewards. Then, these points can be spent at the end of the game to fulfill the game objective. To assess the educational value of the game, we conducted a user study with 21 participants. This study provided us with significant insights. Certain misleading visualization tricks were hard to recognize by the participants. The game obtained positive participants feedback from the participants regarding memorability, reinforcement, and engagement. Incorrectly assessed assumptions required more time as opposed to correctly assessed ones, indicating the willingness of participants to learn more. Further research directions include the investigation of a potential correlation between uncertainty types and detectability or investigating further intents.",
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        "title": "A Holistic Approach for Metabolic Pathway Visualization",
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        "abstract": "Metabolic pathways represent interconnected reactions of chemical entities, which take place within cells. These pathways are represented in domain-specific notations, which are used for knowledge exchange in the life sciences. Since they can contain thousands of nodes, automatic layouts are required that conserve the meaning of these pathways. There are many graph drawing algorithms including hierarchical, topology-shape-metric, force-directed, and constraint-based approaches. They typically consider only a subset of the requirements needed to faithfully visualize metabolic pathways and rarely support domain-specific notations. In this work, we present a holistic approach to visualize metabolic pathways compliant with the Systems Biology Graph Notation (SBGN). Our approach starts with loading a metabolic pathway and mapping it to a clustered graph structure to model the hierarchy of subcellular locations. The nodes are then arranged through vectorized stress majorization using domain-specific constraints in a multilevel setup. This leads to a SBGN-compliant layout. To distinguish certain reactions at subcellular locations, we developed a visualization technique that produces distinct shapes in analogy to an elastic band. To explore large pathways, we provide an expand and collapse interaction in combination with motif simplification. We determine the degree of the layout's compliance with the SBGN by proposing domain-specific quality metrics. Our results demonstrate that the formulation of SBGN-specific constraints in the framework of vectorized stress majorization is feasible. Finally, our evaluation corroborates that our layout approach can faithfully represent metabolic pathways.",
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        "title": "Visual Computing Methods for Radiotherapy Planning",
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        "abstract": "Radiotherapy (RT) is one of the major curative approaches for cancer. It is a complex andrisky treatment approach, which requires precise planning, prior to the administrationof the treatment. Visual Computing (VC) is a fundamental component of RT planning,providing solutions in all parts of the process — from imaging to delivery.VC employs elements from computer graphics and image processing to create meaningful,interactive visual representations of medical data, and it has become an influentialfield of research for many advanced applications like radiation oncology. InteractiveVC approaches represent a new opportunity to integrate knowledgeable experts andtheir cognitive abilities in exploratory processes, which cannot be conducted by solelyautomatized methods.Despite the significant technological advancements of RT over the last decades, thereare still many challenges to address. In RT planning medical doctors need to consider avariety of information sources for anatomical and functional target volume delineation.The validation and inspection of the defined target volumes and the resulting RT planis a complex task, especially in the presence of moving target areas as it is the case fortumors of the chest and the upper abdomen, for instance, caused by breathing motion.Handling RT planning and delivery-related uncertainties, especially in the presence oftumor motion, is essential to improve the efficiency of the treatment and the minimizationof side effects.This dissertation contributes to the handling of RT planning related uncertainties byproposing novel VC methods. Quantification and visualization of these types of uncer-tainties will be an essential part of the presented methods, and aims at improving the RTworkflow in terms of delineation and registration accuracy, margin definitions and theinfluence of these uncertainties onto the dosimetric outcome. The publications presentedin this thesis address key aspects of the RT treatment planning process, where humaninteraction is required, and VC has the potential to improve the treatment outcome.First, major requirements for a multi-modal visualization framework are defined andimplemented with the aim to improve motion management by including 4D imageinformation. The visualization framework was designed to provide medical doctors withthe necessary visual information to improve the accuracy of tumor target delineationsand the efficiency of RT plan evaluation.xiii\nFurthermore, the topic of deformable image registration (DIR) accuracy is addressed inthis thesis. DIR has the potential to improve modern RT in many aspects, includingvolume definition, treatment planning, and image-guided adaptive RT. However, mea-suring DIR accuracy is difficult without known ground truth, but necessary before theintegration in the RT workflow. Visual assessment is an important step towards clinicalacceptance. A visualization framework is proposed, which supports the exploration andthe assessment of DIR accuracy. It offers different interaction and visualization featuresfor exploration of candidate regions to simplify the process of visual assessment, andthereby improve and contribute to its adequate use in RT planning.Finally, the topic of healthy tissue sparing is addressed with a novel visualization approachto interactively explore RT plans, and identify regions of healthy tissue, which can bespared further without compromising the treatment goals defined for tumor targets. Forthis, overlap volumes of tumor targets and healthy organs are included in the RT planevaluation process, and the initial visualization framework is extended with quantitativeviews. This enables quantitative properties of the overlap volumes to be interactivelyexplored, to identify critical regions and to steer the visualization for a detailed inspectionof candidates.All approaches were evaluated in user studies covering the individual visualizations andtheir interactions regarding helpfulness, comprehensibility, intuitiveness, decision-makingand speed, and if available using ground truth data to prove their validity.",
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        "title": "Semantic-Aware Animation of Hand-Drawn Characters",
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        "abstract": "In recent years there has been a lot of research in the area of edutainment, which facilitates effective learning processes by increasing the engagement of the learners. Guided visualisations, such as audio-guided museum tours or Augmented Reality-guided city tours, are one of the potential applications. Guided visualisations are a form of mental practice which traditionally involves verbal guidance that guides a user through a series of visualisations. With the technique of Augmented Reality, one can integrate additional information to guide users or embody verbal guidance with a virtual character, which enables an engaging experience. In this thesis, we aim to make a first step towards guided visualisation by introducing a hand-drawn character for instruction purposes. We especially focus on animation, since character animations are used in different applications, such as computer graphics, but can be hardly generated without certain pre-knowledge. Here, we present a novel pipeline for automatically generating believable movements for hand-drawn characters. The approach consists of five steps. (1) the hand-drawn character is detected from an input image, and (2) the sub-parts of the drawn character, such as the legs and thehead, are identified, respectively. (3) A bone skeleton for animation is extracted and augmented with the semantic information from the previous step. (4) Based on the augmented skeleton, we assign a super-class that the skeleton belongs to, i.e., quadruped, flying or humanoid, and match the end-effectors of the skeleton to the end-effectors of the reference skeleton of the super-class. (5) Finally, we generate a triangular mesh from the input illustration. Once the matching reference skeleton and the hand-drawn character are overlayed, the character is animated and can attract users in different applications. To show the feasibility of our approach, we evaluate the proposed pipeline with a set of hand-drawn characters showing several well-articulate drawings.",
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        "type_id": "masterthesis",
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        "title": "Reprojecting Visualizations for Advanced Interaction",
        "date": "2023",
        "abstract": "Visual analytics (VA) is increasingly important in data exploration and analysis. While the qualitative results of interactive visual analysis (IVA) remain an essential strength of VA, we believe that extending the current IVA approach is necessary to support critical applications such as medical diagnosis and decision-making. This master thesis supports the existing research by incorporating more quantitative results and allowing users to reproduce their brushing results. Overlaid descriptive statistics and the relative difference plot contribute to decision-making and interpretation. The structured brushing space and novel brushes like percentile and Mahalanobis enable interactive and reproducible quantitative analysis. Positive feedback validates its applicability across domains.",
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        "open_access": "yes",
        "pages": "145",
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        "keywords": [
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    {
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        "title": "Visualization, Visual Analytics and Virtual Reality in Medicine : State-Of-the-art Techniques and Applications",
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            "virtual reality"
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