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Displaying 1-20 out of 20 total
Visualization of White Matter Tracts with Wrapped Streamlines
Found in: Visualization Conference, IEEE
By Frank Enders, Natascha Sauber, Dorit Merhof, Peter Hastreiter, Christopher Nimsky, Marc Stamminger Stamminger
Issue Date:October 2005
pp. 7
Diffusion tensor imaging is a magnetic resonance imaging method which has gained increasing importance in neuroscience and especially in neurosurgery. It acquires diffusion properties represented by a symmetric 2nd order tensor for each voxel in the gather...
 
Interactive Patient-Specific Vascular Modeling with Sweep Surfaces
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jan Kretschmer,Christian Godenschwager,Bernhard Preim,Marc Stamminger
Issue Date:December 2013
pp. 2828-2837
The precise modeling of vascular structures plays a key role in medical imaging applications, such as diagnosis, therapy planning and blood flow simulations. For the simulation of blood flow in particular, high-precision models are required to produce accu...
 
Interactive Visualization of Complex Plant Ecosystems
Found in: Visualization Conference, IEEE
By Oliver Deussen, Carsten Colditz, Marc Stamminger, George Drettakis
Issue Date:November 2002
pp. N/A
We present a method for interactive rendering of large outdoor scenes. Complex polygonal plant models and whole plant populations are represented by relatively small sets of point and line primitives. This enables us to show landscapes faithfully using onl...
 
Enhanced Automatic Creation of Multi-Purpose Object Hierarchies
Found in: Computer Graphics and Applications, Pacific Conference on
By Jörg Haber, Marc Stamminger, Hans-Peter Seidel
Issue Date:October 2000
pp. 52
Using well-adapted object hierarchies can support the rendering of large scenes in different ways. For instance, the quality of the lighting simulation may be improved, or the computational cost for rendering may be reduced. However, the meaning of “well-a...
 
Composite Lighting Simulations with Lighting Networks
Found in: IEEE Computer Graphics and Applications
By Philipp Slusallek, Marc Stamminger, Wolfgang Heidrich, Jan-Christian Popp, Hans-Peter Seidel
Issue Date:March 1998
pp. 22-31
A whole variety of different techniques for simulating global illumination in virtual environments have been developed over recent years. Each technique, including radiosity, Monte-Carlo ray- or photon-tracing, and directional-dependent radiance computatio...
 
Interactive Patient-Specific Vascular Modeling with Sweep Surfaces
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jan Kretschmer,Christian Godenschwager,Bernhard Preim,Marc Stamminger
Issue Date:December 2013
pp. 2828-2837
The precise modeling of vascular structures plays a key role in medical imaging applications, such as diagnosis, therapy planning and blood flow simulations. For the simulation of blood flow in particular, high-precision models are required to produce accu...
 
Point-based computer graphics
Found in: Proceedings of the conference on SIGGRAPH 2004 course notes (GRAPH '04)
By Hanspeter Pfister, Marc Alexa, Marc Stamminger, Mark Pauly, Markus Gross, Matthias Zwicker
Issue Date:August 2004
pp. 7-es
This course introduces points as a powerful and versatile graphics primitive. Speakers present their latest concepts for the acquisition, representation, modeling, processing, and rendering of point sampled geometry along with applications and research dir...
     
Real-time 3D reconstruction at scale using voxel hashing
Found in: ACM Transactions on Graphics (TOG)
By Marc Stamminger, Matthias Nießner, Michael Zollhöfer, Shahram Izadi
Issue Date:November 2013
pp. 1-11
Online 3D reconstruction is gaining newfound interest due to the availability of real-time consumer depth cameras. The basic problem takes live overlapping depth maps as input and incrementally fuses these into a single 3D model. This is challenging partic...
     
Multiresolution attributes for tessellated meshes
Found in: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '12)
By Jochen Submuth, Magdalena Prus, Marc Stamminger, Henry Schafer, Quirin Meyer
Issue Date:March 2012
pp. 175-182
We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our repr...
     
On predicting visual popping in dynamic scenes
Found in: Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization (APGV '09)
By Marc Stamminger, Michael Schwarz
Issue Date:September 2009
pp. 93-100
Popping is a major source of visual artifacts in dynamic scenes. To alleviate or avoid it, usually some temporal smoothing scheme is employed or levels of detail are chosen conservatively based on geometric deviation measures. In this paper, we consider th...
     
Graceful anytime interruptibility for virtual agents
Found in: Proceedings of the international conference on Advances in computer entertainment technology (ACE '07)
By Helmut Prendinger, Klaus Brugmann, Marc Stamminger, Mitsuru Ishizuka
Issue Date:June 2007
pp. 284-285
The demo will show two highly expressive virtual agents introducing the audience to a traditional Japanese room. The agent models and gestures have been created by a professional Japanese character designer. By adapting and extending an influential techniq...
     
Pixel-shader-based curved triangles
Found in: ACM SIGGRAPH 2006 Research posters (SIGGRAPH '06)
By Marc Stamminger, Michael Schwarz
Issue Date:July 2006
pp. 50-es
We propose a technique for collision detection of rigid bodies using cube-maps. This technique runs entirely on today's GPUs. Conventional rigid body collision detection algorithms run on the CPU. This technique is highly parallel in nature and highly scal...
     
Pixel-shader-based curved triangles
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Marc Stamminger, Michael Schwarz
Issue Date:July 2006
pp. 50-es
We propose a technique for collision detection of rigid bodies using cube-maps. This technique runs entirely on today's GPUs. Conventional rigid body collision detection algorithms run on the CPU. This technique is highly parallel in nature and highly scal...
     
Splatting indirect illumination
Found in: Proceedings of the 2006 symposium on Interactive 3D graphics and games (SI3D '06)
By Carsten Dachsbacher, Marc Stamminger
Issue Date:March 2006
pp. 93-100
In this paper we present a novel method for plausible real-time rendering of indirect illumination effects for diffuse and non-diffuse surfaces. The scene geometry causing indirect illumination is captured by an extended shadow map, as proposed in previous...
     
Reflective shadow maps
Found in: Proceedings of the 2005 symposium on Interactive 3D graphics and games (SI3D '05)
By Carsten Dachsbacher, Marc Stamminger
Issue Date:April 2005
pp. 203-231
In this paper we present "reflective shadow maps", an algorithm for interactive rendering of plausible indirect illumination. A reflective shadow map is an extension to a standard shadow map, where every pixel is considered as an indirect light source. The...
     
Real-time shadowing techniques
Found in: Proceedings of the conference on SIGGRAPH 2004 course notes (GRAPH '04)
By Eric Chan, Jan Kautz, Marc Stamminger, Mark Kilgard, Tomas Akenine-Moeller, Wolfgang Heidrich
Issue Date:August 2004
pp. 27-es
Shadows heighten realism and provide important visual cues about the spatial relationships between objects. But integration of robust shadow shadowing techniques in real-time rendering is not an easy task. In this course on how shadows are incorporated in ...
     
Sequential point trees
Found in: ACM SIGGRAPH 2003 Papers (SIGGRAPH '03)
By Carsten Dachsbacher, Christian Vogelgsang, Marc Stamminger
Issue Date:July 2003
pp. 56-ff
In this paper we present sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor. Sequential point trees are based on a hierarchical point representation, but the hierarchical rendering t...
     
Perspective shadow maps
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By George Drettakis, Marc Stamminger
Issue Date:July 2002
pp. 581
Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspe...
     
Composite lighting simulations with lighting networks
Found in: ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97 (SIGGRAPH '97)
By Hans-Pieter Seidel, Jan-Christian Popp, Marc Stamminger, Philipp Slusallek, Wolfgang Heidrich
Issue Date:August 1997
pp. 157
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
Perspective shadow maps
Found in: ACM Transactions on Graphics (TOG)
By George Drettakis, Marc Stamminger
Issue Date:January 1991
pp. 230-230
Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspe...
     
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