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Mostajabodaveh, Seyedmorteza; Dietrich, Andreas; Gierlinger, Thomas; Michel, Frank; Stork, André

CSG Ray Tracing Revisited: Interactive Rendering of Massive Models Made of Non-planar Higher Order Primitives

2017

Cláudio, Ana Paula (Ed.) et al.: GRAPP 2017. Proceedings : 12th International Conference on Computer Graphics Theory and Applications (VISIGRAPP 2017 Volume 1). SciTePress, 2017, pp. 258-265

International Conference on Computer Graphics Theory and Applications (GRAPP) <12, 2017, Porto, Portugal>

In many scientific and engineering areas, CAD models are constructed by combining simple primitives using Boolean set operations. Rendering such a dataset usually requires a preprocess, where the surface of the CAD model is approximated by an often highly complex triangle mesh. Real-time ray tracing provides an alternative to triangle rasterization as it allows for the direct visualization of (higher-order) solid and planar primitives without having to triangulate them. Additionally, Boolean compositing operations can be performed implicitly per ray, primitives have low storage requirements, and curved surfaces appear pixel-accurate. In this paper we demonstrate these properties using massive real-world CAD models.

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Gierlinger, Thomas; Krämer, Michel; Michel, Frank; Böhm, J.; Bredif, Mathieu; Lindenbergh, R.; Liu, K.; Sirmacek, B.

The IQmulus Urban Showcase: Automatic Tree Classification and Identification in Huge Mobile Mapping Point Clouds

2016

International Society for Photogrammetry and Remote Sensing (ISPRS): ISPRS Congress Prague 2016, Proceedings of Commission III : From Human History to the Future with Spatial Information. (The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B3), pp. 301-307

International Society for Photogrammetry and Remote Sensing Congress (ISPRS) <23, 2016, Prague, Czech Republic>

Current 3D data capturing as implemented on for example airborne or mobile laser scanning systems is able to efficiently sample the surface of a city by billions of unselective points during one working day. What is still difficult is to extract and visualize meaningful information hidden in these point clouds with the same efficiency. This is where the FP7 IQmulus project enters the scene. IQmulus is an interactive facility for processing and visualizing big spatial data. In this study the potential of IQmulus is demonstrated on a laser mobile mapping point cloud of 1 billion points sampling ~ 10 km of street environment in Toulouse, France. After the data is uploaded to the IQmulus Hadoop Distributed File System, a workflow is defined by the user consisting of retiling the data followed by a PCA driven local dimensionality analysis, which runs efficiently on the IQmulus cloud facility using a Spark implementation. Points scattering in 3 directions are clustered in the tree class, and are separated next into individual trees. Five hours of processing at the 12 node computing cluster results in the automatic identification of 4000+ urban trees. Visualization of the results in the IQmulus fat client helps users to appreciate the results, and developers to identify remaining flaws in the processing workflow.

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Gierlinger, Thomas; Brodtkorb, A. R.; Stumpf, A.; Weiler, Marcel; Michel, Frank

Visualization of Marine Sand Dune Displacements Utilizing Modern GPU Techniques

2015

Mallet, C. (Ed.) et al.: ISPRS Geospatial Week 2015. ISPRS, 2015. (The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-3/W3), pp. 503-508

ISPRS Geospatial Week <2015, La Grande Motte, France>

Quantifying and visualizing deformation and material fluxes is an indispensable tool for many geoscientific applications at different scales comprising for example global convective models (Burstedde et al., 2013), co-seismic slip (Leprince et al., 2007) or local slope deformation (Stumpf et al., 2014b). Within the European project IQmulus (http://www.iqmulus.eu) a special focus is laid on the efficient detection and visualization of submarine sand dune displacements. In this paper we present our approaches on the visualization of the calculated displacements utilizing modern GPU techniques to enable the user to interactively analyze intermediate and final results within the whole workflow.

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Huff, Rafael; Gierlinger, Thomas; Kuijper, Arjan; Stork, André; Fellner, Dieter W.

A Comparison of xPU Platforms Exemplified with Ray Tracing Algorithms

2011

IEEE Computer Society: XIII Symposium on Virtual Reality : SVR 2011. Los Alamitos, Calif.: IEEE Computer Society Conference Publishing Services (CPS), 2011, pp. 1-8

Symposium on Virtual Reality (SVR) <13, 2011, Uberlandia, Brazil>

Over the years, faster hardware - with higher clock rates - has been the usual way to improve computing times in computer graphics. Aside from highly costly parallel solutions only affordable by big industries - like the movie industry -, there was no alternative available to desktop users. Nevertheless, this scenario is dramatically changing with the introduction of more and more parallelism in current desktop PCs. Multi-core CPUs are a common basis in current PCs and the power of modern GPUs - which have been multi-core for a long time now - is getting unveiled to developers. nVidia's CUDA is a powerful weapon to explore GPUs parallelism. Yet, its specific target - nVidia graphic cards only - does not provide any solution to other parallel hardware present. OpenCL is a new royalty-free cross-platform intended to be portable across different hardware manufacturers or even different platforms. In this paper we focus on a comparison of advantages and disadvantages of xPU platforms with OpenCL and CUDA in terms of time efficiency. As an example application we use ray tracing algorithms. Three kinds of ray tracers have to be developed in order to conduct a fair comparison: one is CPU based, while the other two are GPU based - using CUDA and OpenCL, respectively. At the end, a comparison is done between them and results are presented and analyzed showing that the CUDA implementation has the best frame rate, but is very closely followed by the OpenCL implementation. Visually, results are identical, showing the high potential of OpenCL as an alternative for CUDA with identical performance.

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Santos, Pedro; Gierlinger, Thomas; Huff, Rafael; Ritz, Martin; Stork, André

A Full HDR Pipeline from Acquisition to Projection

2010

ACM SIGGRAPH: Siggraph 2010. Full Conference DVD-ROM. New York: ACM Press, 2010. (Computer Graphics Annual Conference Series), 1 p.

International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) <37, 2010, Los Angeles, CA, USA>

In this publication we present one of the first full HDR visualization systems starting with HDR material and light acquisition, providing a HDR light simulation and rendering pipeline and finally displaying maximum fidelity image quality with color gamut enhanced HDR projection technology to bring the total dynamic range to over 5.000.000:1. We demonstrate these capabilities in the fields of car design and architecture.

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Huff, Rafael; Neves, Tiago; Gierlinger, Thomas; Kuijper, Arjan; Stork, André; Fellner, Dieter W.

A General Two-Level Acceleration Structure for Interactive Ray Tracing on the GPU

2010

Computer Graphics Society (CGS): Computer Graphics International 2010. Short Papers : CGI [online]. [cited 01 February 2011] Available from: http://cgi2010.miralab.unige.ch/CGI_ShortPapersD4.html, 2010, 4 p.

Computer Graphics International (CGI) <28, 2010, Singapore>

Despite the superior image quality generated by ray tracing, programmers of time-critical applications have historically avoided it because of its computational costs. Nowadays, the hardware of modern desktops allows the execution of realtime ray tracers but requires a specialized implementation based on specific characteristics of each application, such as scene complexity, kinds of motion, ray distribution, model structure and hardware. The evaluation and development of these requirements are complex and time-consuming, especially for developers with no familiarity in rendering algorithms and graphics hardware programming. The aim of our work is to provide a general and practical method to efficiently execute interactive ray tracing in most systems. We considered the most common aspects of current computer graphics applications, like the use of a scene graph and support to static and dynamic objects. In addition, we also took into account the common desktop hardware. This led us to the development of a special acceleration structure and its implementation on the GPU. In this paper, we present the development of our work showing the combination of different techniques and our results.

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Huff, Rafael; Neves, Tiago; Gierlinger, Thomas; Kuijper, Arjan; Stork, André; Fellner, Dieter W.

OpenCL vs. CUDA for Ray Tracing

2010

Brazilian Computer Society (SBC): XII Symposium on Virtual and Augmented Reality : SVR 2010. Brazil: Everton Cavalcante, 2010, 4 p.

Symposium on Virtual and Augmented Reality (SVR) <12, 2010, Natal, Brazil>

For many years the Graphics Processing Unit (GPU) of common desktops was just used to accelerate certain parts of the graphics pipeline. After developers had access to the native instruction set and memory of the massive parallel computational elements of GPUs a lot has changed. GPUs became powerful and programmable. Nowadays two SDKs are most used for GPU programming: CUDA and OpenCL. CUDA is the most adopted general purpose parallel computing architecture for GPUs but is restricted to Nvidia graphic cards only. In contrast, OpenCL is a new royalityfree framework for parallel programming intended to be portable across different hardware manufacturers or even different platforms. In this paper, we evaluate both solutions considering a typical parallel algorithm: Ray Tracing. We show our performance results and experiences on developing both implementations that could be easily adapted to solve other problems.

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Gierlinger, Thomas; Danch, Daniel; Stork, André

Rendering Techniques for Mixed Reality

2010

Journal of Real-Time Image Processing, Vol.5 (2010), 2, pp. 109-120

In mixed reality (MR) design review, the aesthetics of a virtual prototype is assessed by integrating a virtual model into a real-world environment and inspecting the interaction between the model and the environment (lighting, shadows and reflections) from different points of view. The visualization of the virtual model has to be as realistically as possible to provide a solid basis for this assessment and interactive rendering speed is mandatory to allow the designer to examine the scene from arbitrary positions. In this article we present a real-time rendering engine specifically tailored to the needs of MR visualization. The renderer utilizes pre-computed radiance transfer to calculate dynamic soft-shadows, high dynamic range images and image-based lighting to capture incident real-world lighting, approximate bidirectional texture functions to render materials with self-shadowing, and frame post-processing filters (bloom filter and an adaptive tone mapping operator). The proposed combination of rendering techniques provides a trade-off between rendering quality and required computing resources which enables high quality rendering in mobile MR scenarios. The resulting image fidelity is superior to radiosity-based techniques because glossy materials and dynamic environment lighting with soft-shadows are supported. Ray tracing-based techniques provide higher quality images than the proposed system, but they require a cluster of computers to achieve interactive frame rates which prevents these techniques from being used in mobile MR (especially outdoor) scenarios. The renderer was developed in the European research project IMPROVE (FP6-IST-2-004785) and is currently extended in the MAXIMUS project (FP7-ICT-1-217039) where hybrid rendering techniques which fuse PRT and ray tracing are developed.

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Santos, Pedro; Acri, Domimik; Gierlinger, Thomas; Schmedt, Hendrik

Supporting Outdoor Mixed Reality Applications for Architecture and Cultural Heritage

2010

Khan, Azam (Ed.): 2010 Proceedings of the Symposium on Simulation for Architecture and Urban Design, pp. 129-136

Symposium on Simulation for Architecture and Urban Design (SimAUD) <1, 2010, Orlando, FL, USA>

This paper introduces new approaches to enable collaborative outdoor mixed reality design review in the architectural domain as well as outdoor mixed reality experiences in the cultural heritage domain. For this purpose we present the results of three closely related European projects, IMPROVE and CINeSPACE, which are currently succeeded by MAXIMUS, continuing the development of technologies relevant to the two domains. The paper focuses on the base technologies needed to develop usable outdoor mixed reality applications, such as marker-less optical tracking combined with sensor fusion for accurate pose estimation outdoors. Furthermore the paper presents a new visualization system developed within the project, one of the few daylight blocking head.-mounted displays available. In addition to pose estimation and visualization devices, the paper presents a VR framework adapted for the architecture and the cultural heritage domain featuring high dynamic range image acquisition combined with pre-computed radiance transfer rendering to be able to photo-realistically render urban content. For the cultural heritage domain this framework has been extended to allow accurate display and generation of multimedia content super-imposed on a real environment as well as city navigation.

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Zingrebe, Andreas; Gierlinger, Thomas (Betreuer)

Akquisition realer Leuchten- und Materialdaten zur interaktiven Beleuchtungssimulation

2008

Darmstadt, Hochschule, Bachelor Thesis, 2008

Ziel der Arbeit ist die Erstellung einer Sammlung von Leuchten- und Materialbeschreibungen, welche in der interaktiven Beleuchtungssimulation verwendet werden kann. Die Akquisition der Leuchtendaten soll auf den von Leuchtenherstellern zur Verfügung gestellten Messwerten (Eulumdat-Format/IESFormat) basieren. Diese Daten müssen in eine für das verwendete Rendering System geeignete Form (Texturen) überführt werden. Die Akquisition von Materialbeschreibungen soll auf der Basis von Photographien realer Materialien durchgeführt werden. Dabei ist eine Reihe von Bildern eines Materialmusters unter verschiedenen Beleuchtungssituationen zu erstellen. Diese Folge von Bildern muss ebenfalls in eine für das verwendete Rendering System geeignete Form (3D-Texturen) überführt werden. Die Akquisition und Nachbearbeitungsschritte sollen soweit wie möglich automatisiert werden. Am Fraunhofer Institut für Graphische Datenverarbeitung (IGD) wird ein Softwaresystem entwickelt, welches die interaktive Lichtsimulation ermöglichen soll. Dabei sollen die Objekte der Szenen interaktiv bewegt und das Simulationsergebnis möglichst realistisch in Echtzeit dargestellt werden können. Es sollen Bilder generiert werden, keine numerischen Größen (Lichtstärkewerte) die als Zahlen auf einem Raster dargestellt sind. Ein solches Raster ist für den Nutzer nicht intuitiv. Es soll ein möglichst photorealistisches Bild generiert werden, mit dem gearbeitet werden kann. Ein Verfahren zur Generierung qualitativ hochwertiger Echtzeitzeitbilder ist PRT (Precomputed Radiance Transfer). Dieses Vorgehen hat gegenüber den klassischen Real-Time-Rendering-Verfahren, wie z.B. OpenGL den Vorteil, dass Flächenlichtquellen und somit weiche Schatten in Echtzeit simuliert werden können. Precomputed Shadow Fields [11] erweitert PRT um dynamische Objekte und lokale Lichtquellen. Allerdings ist hier keine indirekte Beleuchtung in dynamischen Szenen möglich. Das System, welches das IGD benutzt und weiterentwickelt, erweitert die Shadow Fields um indirekte Beleuchtung. Das Besondere an dem neuen System soll nun sein, dass diese Methoden des dynamischen PRT für das Lichtdesign nutzbar gemacht werden. Hierfür sind entsprechende Eingangsdaten (Licht- und Materialdefinitionen) notwendig, um die Lichtsimulation auszuführen. Physikalisch basierte Daten bereitzustellen ist Ziel des Projektes.

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Santos, Pedro; Gierlinger, Thomas; Machui, Oliver; Stork, André

An Innovative Daylight Blocking Optical Stereo See-Through HMD

2008

ACM SIGGRAPH: Siggraph 2008. Full Conference DVD-ROM. New York: ACM Press, 2008. (Computer Graphics Annual Conference Series), 1 p.

International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH) <35, 2008, Los Angeles, CA, USA>

In this poster we present an innovative daylight blocking optical stereo see-through HMD. Its outstanding capability is to pixelwise block incident daylight before super-imposing virtual content on the real scene. By doing so the device allows to seamlessly mix real and virtual content without the well-known effects of other optical see-through displays where real content will always shine through virtual content (ghosting).

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Danch, Daniel; Stork, André (Betreuer); Gierlinger, Thomas (Betreuer)

Color Bleeding in dynamischen Szenen

2008

Weimar, Univ., Diplomarbeit, 2008

Sekundäre Beleuchtungseffekte sind ein integraler Bestandteil der fotorealistischen Bildsynthese. Bestehende Verfahren aus dem Umfeld des Precomputed Radiance Transfer (PRT) berücksichtigen das Interreflexionsphänomen ausschließlich im Kontext statischer Szenen. PRT-basierte Verfahren für die Bildsynthese in dynamischen Szenen beschränken sich hingegen auf die alleinige Simulation von Verschattungseffekten. In der vorliegenden Diplomarbeit werden bestehende feldbasierte PRT-Verfahren um eine neuartige Transportoperatorrepräsentation für niederfrequente Beleuchtungseffekte erweitert. Das beschriebene Verfahren ermöglicht die effiziente Interreflexionsberechnung in starr-dynamischen Szenen, wobei sowohl Objekte als auch Lichtquellen interaktiv zur Laufzeit manipuliert werden können. Die stetige Form des entwickelten Transportoperators bildet global eingehende Strahlungsdichte für eine Szenenentität in eingehende Strahlungsdichte im freien Raum um diese ab. Seine 7-dimensionale Kernfunktion beschreibt die Transformation von eingehender Strahlungsdichte in eingehende Strahlungsdichte nach der Interaktion mit einem Objekt. Analog zu bisherigen Ansätzen wird während der Akquisitionsphase die direktionale Komponente mittels Kugelfunktionen diskretisiert. Für die Ortskomponente wird ein interpolativer Projektionsansatz gewählt. Mit dem Ziel die Approximationsgüte zu verbessern, werden zudem die Objekte einer Szene vorab einem Segmentierungsprozess unterzogen. Zusätzlich zu der Akquisition des Transportoperators erfolgt die Tabellierung der Verschattungseffekte einer Szene. Die Bildsynthesephase des vorgestellten Verfahrens ist in zwei Schritte unterteilt. Unter Berücksichtigung der Interreflexionseffekte benachbarter Segmente wird zunächst die akkumulierte eingehende Strahlungsdichte für jedes der die Szene definierenden Segmente bestimmt. Hierbei wird der direkt eingehende Strahlungsdichteanteil mit der vorberechneten Verschattungsrepräsentation moduliert. Der indirekte Anteil ergibt sich aus der rekursiven Propagation der eingehenden Strahlungsdichte in der Szene unter Verwendung der entsprechenden Repräsentationen für den Transportoperator sowie der Verschattung. In einem abschließenden Arbeitsschritt wird die abgehende Strahlungsdichte für jeden Oberflächenpunkt einer Szene bestimmt. Zu diesem Zweck wird zunächst die eingehende Strahlungsdichte, die sich aus direkt eingehender und interreflektierter Strahlungsdichte zusammensetzt, für jeden Oberflächenpunkt bestimmt. Im Anschluss wird dann die abgehende Strahlungsdichte durch eine einfache Faltung mit der BRDF des Oberflächenpunktes erhalten. In dieser Diplomarbeit wurde ein neuartiges, PRT-basiertes Renderingverfahren entwickelt, welches bestehende feld-basierte Verfahren für dynamische Szenen um den Aspekt der Interreflektion mit beliebiger Rekursionstiefe erweitert. Obwohl lediglich eine CPU-basierte Implementierung realisiert wurde, konnten interaktive Reaktionszeiten für Szenen mittlerer Komplexität erreicht werden. Zukünftig ist eine Portierung des Verfahrens auf die GPU geplant. Zudem sollen geeignete Kompressionstechniken den Speicherverbrauch minimieren helfen.

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Santos, Pedro; Gierlinger, Thomas; Machui, Oliver; Stork, André

The Daylight Blocking Optical Stereo See-through HMD

2008

IPT/EDT 2008. Proceedings : Immersive Projection Technologies / Emerging Display Technologies Workshop. New York: ACM, 2008, 4 p.

Workshop on Immersive Projection Technology (IPT) <10, 2008, Los Angeles, California, USA>

In this paper we present an innovative daylight blocking optical stereo see-through HMD. Its outstanding capability is to pixelwise block incident daylight before super-imposing virtual content on the real scene. By doing so the device allows to seamlessly mix real and virtual content without the well-known effects of other optical see-through displays where real content will always shine through virtual content. To our knowledge related work on daylight blocking displays is very limited and we present the first commercial HMD available.

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Gierlinger, Thomas; Santos, Pedro; Stork, André

Augmented Reality for Visualization of Architectural Design

2007

Bowen, Jonathan P. (Ed.): EVA London 2007 Conference Proceedings. EVA Conferences International (ECI), 2007, pp. 35.1 - 35.10

Electronic Imaging & the Visual Arts (EVA) <18, 2007, London, UK>

We present the rendering engine of a design review system which is developed in the EU project IMPROVE. It is tailored to Augmented Reality review scenarios. Application scenarios include design review in the architectural domain as well as in the automotive industry. We describe the techniques we employ for rendering as well as steps towards realistic material acquisition. These techniques include High Dynamic Range Imaging, Image Based Lighting, Precomputed Radiance Transfer and Approximate Bidirectional Texture Functions.

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Santos, Pedro; Gierlinger, Thomas; Stork, André; McIntyre, Don

Display and Rendering Technologies for Virtual and Mixed Reality Design Review

2007

Proceedings of the 7th International Conference on Construction Applications of Virtual Reality : CONVR 2007 [Online]. [cited 7 March 2008] Available from: http://www.engr.psu.edu/convr/Proceedings.htm, 2007, pp. 165-175

International Conference on Construction Applications of Virtual Reality (CONVR) <7, 2007, University Park, Pennsylvania, USA>

In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines a variety of visualization technologies such as high resolution multi-tile displays, TabletPCs and headmounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two user scenarios: architectural and automotive design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the targeted scenarios and focuses in particular on the rendering aspects of the project.

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Santos, Pedro; Gierlinger, Thomas; Stork, André

Ein kollaboratives Mixed Reality Design Review System

2007

Gausemeier, Jürgen (Ed.) et al.: Augmented und Virtual Reality in der Produktentstehung : Grundlagen, Methoden und Werkzeuge. Paderborn: Heinz Nixdorf Institut, 2007. (HNI-Verlagsschriftenreihe 209), pp. 159-174

Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung <6, 2007, Paderborn, Germany>

In diesem Beitrag stellen wir ein zukunftsweisendes, kollaboratives Design Review System für Mixed Reality vor für die Bereiche Architektur und Automobildesign. Zu diesem Zweck haben wir eine System Architektur entwickelt, die eine Vielzahl von Visualisierungstechnologien wie beispielsweise hochauflösende "multi-tile" Projektionswände und OLED basierte HMDs mit innovativer 2D und 3D Interaktion kombiniert, um den kollaborativen Design Prozess in Mixed Reality besser zu unterstützen. Unsere Forschung und Entwicklung wird durch zwei Anwendungsszenarien motiviert: Architektur- und Automobildesign unter Mitwirkung von Partnern wie FIAT Elasis in Neapel und Page&Park aus Glasgow. Unsere Forschung wird durch das EU IST Projekt IMPROVE im Bereich "advanced display techniques" gefördert. IMPROVE hat sich zur Aufgabe gesetzt OLED basierte, optische "see-through" HMDs weiterzuentwicklen, Marker-loses optisches Tracking für Aussenanwendungen, GPU-basiertes "mixed-reality rendering", Farbkalibrierung von "multi-tile" Projektionswänden, kollaborative Interkation über TabletPCs und an Projektionswänden, sowie Stereo-Videoübertragung zu mobilen Endgeräten über WLAN, UMTS Netze. Dieser Beitrag gibt einen Überblick über den Stand der momentanen Entwicklungen in IMPROVE.

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Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Araújo, Bruno; Jota, Ricardo; Bruno, Luis; Jorge, Joaquim; Pereira, João Madeiras; Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele de; Barandarian, Iñigo; Paloc, Céline; Hafner, Maylu; McIntyre, Don

IMPROVE: Advanced Displays and Interaction Techniques for Collaborative Design Review

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4563, pp. 376-385

International Conference on Virtual Reality (ICVR) <2, 2007, Beijing, China>

In this paper we present evaluation results of an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. Within IMPROVE, a European research project in the area of advanced displays, we are combining high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by application scenarios in the automotive domain involving FIAT Elasis from Naples, Italy and in the architectural domain involving Page/Park architects from Glasgow, Scotland. User evaluation took place at Glasgow (UK), Naples (ITA) and Darmstadt (GER), where we tested the integrated IMPROVE prototype application. The tests were conducted based on several heuristics such as ergonomics and psychomotorial factors and they were conducted based on guidelines recommended by ISO 9241 to verify whether the developed interfaces were suitable for the applications scenarios. Evaluation results show that there is a strong demand for more interactive design review systems, allowing users greater flexibility and greater choice of input and visualization modalities as well as their combination.

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Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Paloc, Céline; Barandiarán, Iñigo; Conti, Giuseppe; Amicis, Raffaele de; Witzel, Martin; Machui, Oliver; Jimenez, Iván; Araújo, Bruno de; Jorge, Joaquim; Bodammer, Georg

IMPROVE: An Innovative Application for Collaborative Mobile Mixed Reality Design Review

2007

IJIDeM - International Journal on Interactive Design and Manufacturing, Vol.1 (2007), 2, pp. 115-126

In this paper we introduce an innovative application aiming at combining large, tablet-based and headmounted displays for collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and Elasis FIAT. Our activities are supported by the EU IST project IMPROVE. It covers activities in the areas of: HMD development using unique OLED technology, markerless tracking, augmented reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user test.

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Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Araújo, Bruno; Jota, Ricardo; Bruno, Luis; Jorge, Joaquim; Pereira, João Madeiras; Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele de; Barandarian, Iñigo; Paloc, Céline; Machui, Oliver; Jiménez, Jose M.; Bodammer, Georg; McIntyre, Don

IMPROVE: Collaborative Design Review in Mobile Mixed Reality

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4563, pp. 543-553

International Conference on Virtual Reality (ICVR) <2, 2007, Beijing, China>

In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines variety of visualization displays such as high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user tests.

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Santos, Pedro; Stork, André; Gierlinger, Thomas; Pagani, Alain; Araújo, Bruno; Jota, Ricardo; Bruno, Luis; Jorge, Joaquim; Pereira, João Madeiras; Witzel, Martin; Conti, Giuseppe; Amicis, Raffaele de; Barandarian, Iñigo; Paloc, Céline; Hafner, Maylu; McIntyre, Don

IMPROVE: Designing Effective Interaction for Virtual and Mixed Reality Environments

2007

HCI International 2007. [Proceedings CD-ROM] : With 8 further Associated Conferences. Berlin, Heidelberg, New York: Springer, 2007. (Lecture Notes in Computer Science (LNCS)), LNCS 4551, pp. 689-699

International Conference on Human-Computer Interaction (HCII) <12, 2007, Beijing, China>

In this paper we present evaluation results of an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. Within IMPROVE, a European research project in the area of advanced displays, we are combining high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by application scenarios in the automotive domain involving FIAT Elasis from Naples, Italy and in the architectural domain involving Page/Park architects from Glasgow, Scotland. User evaluation took place at Glasgow (UK), Naples (ITA) and Darmstadt (GER), where we tested the integrated IMPROVE prototype application. The tests were conducted based on several heuristics such as ergonomics and psychomotorial factors and they were conducted based on guidelines recommended by ISO 9241 to verify whether the developed interfaces were suitable for the applications scenarios. Evaluation results show that there is a strong demand for more interactive design review systems, allowing users greater flexibility and greater choice of input and visualization modalities as well as their combination.

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Binotto, A.; Brunetti, Gino; Gierlinger, Thomas; Pereira, Carlos Eduardo; Santos, Pedro; Stork, André

Computer Graphics Applications in Virtual Engineering

2006

Ecole Supérieure des Technologies Industrielles Avancées (ESTIA): Virtual Concept : VC Preliminary Forums Summer School, 13 p.

Virtual Concept Summer School (VC SS) <2006, Porto Alegre, Brazil>

The application of computer graphics and communication technology in the product development process leads to virtual engineering that, besides Computer-Aided Design/Engineering (CAD/CAE) and Product Lifecycle Management (PLM), is becoming a key factor for successful multidisciplinary rapid product development. Virtual engineering tools address the support of cross-domain engineering to integrate the different engineering disciplines and provide a fruitful environment for innovation in products and processes. The advances in virtual engineering are motivated by the global economic competitiveness and, at the same time, by the global alliances built to meet this competition with innovation, collaboration, excellence, quality and shorter development times. In this work, the authors give an overview of the basic concepts of collaborative virtual engineering present in all phases of innovative product development (from design, to engineering, and to maintenance), providing examples for virtual engineering applications and focusing on the importance of real-time graphics systems.

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Binotto, Alecio; Pereira, Carlos Eduardo; Santos, Pedro; Gierlinger, Thomas

Enhancing Real-Time Engineering Based Simulations with the General Purpose of Graphics Hardware

2006

Fischer, Xavier (Ed.) et al.: Research in Interactive Design. Volume 2. Proceedings : Proceedings of the Virtual Concept 2006. Paris, Berlin, Heidelberg: Springer, 2006, 3 p.

Virtual Concept <2006, Cancùn, Mexico>

Real-time scientific simulations usually require high performance platforms to deal with the massive numerical calculations. The enhancement of these simulations in personal consumer applications, made the chip industry to develop low-cost powerful specific hardware. Graphics (GPU) and physics (PPU) hardware and the multitask evolution of CPUs are the main elements that provide the real-time on that kind of applications. Consequently, engineering based applications can also take advantages of these processors to perform their simulations on PCs instead of PC clusters or supercomputers. This work presents an introduction of a PhD research that emphasize on these new hardware features and how they can work together in favor of achieving the real-time simulation and visualization for engineering based applications. These applications can successfully be benefited from the general purpose using graphics hardware, from the new CPUs streaming architecture, from the new physics hardware, and mainly from load-balancing of instructions among these hardware.

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Stork, André; Santos, Pedro; Gierlinger, Thomas; Pagani, Alain; Paloc, Céline; Barandiarán, Iñigo; Conti, Giuseppe; Amicis, Raffaele de; Witzel, Martin; Machui, Oliver; Jiménez, José Manuel; Araújo, Bruno; Jorge, Joaquim; Bodammer, Georg

IMPROVE: An Innovative Application for Collaborative Mobile Mixed Reality Design Review

2006

Fischer, Xavier (Ed.) et al.: Research in Interactive Design. Volume 2. Proceedings : Proceedings of the Virtual Concept 2006. Paris, Berlin, Heidelberg: Springer, 2006, 11 p.

Virtual Concept <2006, Cancùn, Mexico>

In this paper we introduce an innovative application aiming at combining large, tablet-based and headmounted displays for collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and Elasis FIAT. Our activities are supported by the EU IST project IMPROVE. It covers activities in the areas of: HMD development using unique OLED technology, markerless tracking, augmented reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user test.

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Gierlinger, Thomas; Prabhu, Poojan (Betreuer)

Photorealistisches Rendering in VR Umgebungen unter Benutzung von BRDFs und Photon Mapping auf Graphik Hardware

2004

Clausthal, TU, Diplomarbeit, 2004

Die vorliegende Arbeit befasst sich mit der Beschleunigung globaler Beleuchtungsalgorithmen durch die GPU. Insbesondere wird evaluiert, inwieweit die GPU dazu geeignet ist, globale Beleuchtung für VR Umgebungen nutzbar zu machen. Zu diesem Zweck ist ein vollständig auf der GPU laufender Ray Tracer implementiert worden. Dieser wurde dann um Photon Mapping erweitert. Da die GPU jedoch durch das Ray Tracing bereits stark beansprucht war, wurde das Photon Mapping nicht auf der GPU implementiert, sondern in einen auf der CPU laufenden Preprozess ausgelagert. Dazu wurde jedes Objekt der Szene mit einer Textur (der Light Map) versehen. Für jedes Texel dieser Light Map wurde die diffuse indirekte Beleuchtung durch klassisches Photon Mapping berechnet und in diesem Texel gespeichert. Die im Preprozess erstellten Light Maps wurden danach beim Rendering zu den durch Ray Tracing ermittelten Beleuchtungswerten addiert. Auf diese Weise lassen sich Effekte wie Caustics und Color Bleeding erfassen. Ferner wird der Einfluss von BRDFs auf die Geschwindigkeit des Ray Tracers untersucht und ein kurzer Ausblick darauf gegeben, wie Multi-Threading benutzt werden kann, um Arbeit zwischen GPU und CPU zu verteilen.