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Hauptseminar WS2006/07

WS 0607, 0/2/0, HS-INF, IST


Prof. Dr. S. Gumhold
Dipl.-Phys. Niels v. Festenberg


Mi 2. DS im Raum INF E007


  • Die Einschreibung erfolgt mit JExam.
    Bedingt durch die Anzahl der möglichen Vortragstermine werden maximal 12 Themen vergeben.
  • Die zur Auswahl stehenden Artikel sind online verfügbar.
    Neben dem Artikel selbst sind noch die drei bis vier wichtigsten Referenzen aufzufinden und zu lesen.
  • Dazu wird ein Vortrag über 45 Minuten mit anschließender Diskussion gehalten.
    Eine Ausarbeitung von 15-20 Seiten ist bis Semesterende abzugeben.
  • Fragen zur Lehrveranstaltung bitte an Niels v. Festenberg.


Folien zur Einführung


ThCollection of Computer Science Bibliographies


  • 11.10.06, Einführung und Planung der Termine
  • 1.11.06, Klaus Bergmann, Simulating Multiple Scattering in Hair Using a Photon-Mapping Approach, Ausarbeitung
  • 8.11.06, Entfallen
  • 15.11.06, Mario Höpfner, SmoothSketch: 3D Free-Form Shapes From Complex Sketches, Ausarbeitung
  • 29.11.06, Entfallen
  • 6.12.06, Katrin Braunschweig, Efficient Simulation of Large Bodies of Water, Ausarbeitung
  • 13.12.06, Frank Mächold, Fluid Animation with Dynamic Meshes, Ausarbeitung
  • 20.12.06, Timo Kunze, Model-Reduction fo Real-time Fluids, Ausarbeitung


Die Verweise in den Überschriften führen jeweils zu den Schlüsselveröffentlichungen.

Shape Modeling and Textures:

3D Free-Form Shapes From Complex Sketches.
A system for inferring plausible 3D free-form shapes from contour drawings. The drawings, unlike previous approaches, can be complex and contain cusps and T-junctions, and the resulting surfaces can have arbitrary topology.
Olga A. Karpenko, John F. Hughes (Brown University)

2. Image-Based Plant Modeling
A semi-automatic technique for modeling plants directly from images. The resulting model inherits the realistic shape and complexity of a real plant.
Long Quan, Ping Tan, Gang Zeng, Lu Yuan, Jingdong Wang (The Hong Kong University of Science and Technology)
Sing Bing Kang (Microsoft Research)

3. Procedural Modeling of Buildings
A novel shape grammar for the procedural modeling of CG architecture. The results show extensive building models of high geometric detail and visual quality.
Pascal Müller, Simon Haegler, Andreas Ulmer, Luc Van Gool (ETH Zürich)
Peter Wonka (Arizona State University)

4. Volumetric Reconstruction and Interactive Rendering of Trees from Photographs
In this paper a volumetric approach to capture and render trees with relatively sparse foliage is proposed. It is shown how we estimate opacity values on a recursive grid, based on alpha-mattes extracted from a small number of calibrated photographs of a tree. Rendering is performed using a view-dependent texturing algorithm. The resulting volumetric tree structure has low polygon count, permitting interactive rendering of realistic 3D trees.
Alex Reche (REVES/INRIA and CSTB), Ignacio Martin (GGG and Universitat de Girona), George Drettakis (REVES/INRIA)


5. Real-Time GPU Rendering of Piecewise Algebraic Surfaces
Direct rendering of Bézier tetrahedra by specially encoding coefficient data on vertices and rasterizing faces. A pixel shader then robustly solves the (up to fourth-order) equations using analytic techniques.
Charles Loop, Jim Blinn (Microsoft Research)

6. Point-Sampled Cell Complexes
Point samples define the geometry of independent surface patches, curve segments, and corners, which are glued together based on explicit connectivity information, forming a piecewise smooth surface with features.
Anders Adamson (TU Darmstadt), Marc Alexa (TU Berlin)


7. Efficient Simulation of Large Bodies of Water by Coupling Two- and Three-Dimensional Techniques
Similar to a traditional two-dimensional height field approach, most of the water is represented by tall cells. The entire top surface of the water volume is simulated with a fully three-dimensional Navier-Stokes free surface solver.
Geoffrey Irving (Stanford University and Pixar Animation Studios)
Eran Guendelman (Stanford University)
Frank Losasso, Ronald Fedkiw (Stanford University and Industrial Light & Magic)

8. Fluid Animation with Dynamic Meshes
This paper presents a method for animating fluid with unstructured tetrahedral meshes that change at each time step. Also a new approach to two-way coupling of fluid and rigid bodies that benefits from remeshing is described.
Bryan M. Klingner, Bryan E. Feldman, Nuttapong Chentanez, James F. O'Brien (University of California, Berkeley)

9. Model-Reduction fo Real-time Fluids
This paper presents a new model reduction approach to fluid simulations enabling large, real-time, detailed flows with continuous user interaction.
Adrien Treuille, Andrew Lewis (University of Washington)
Zoran Popović (Electronic Arts)

Light Transport:

10. Simulating Multiple Scattering in Hair Using a Photon-Mapping Approach
This paper proposes a new physically accurate method for rendering hair that is based on previous volumetric photon mapping methods. The first pass generates a photon map by tracing particles through the hair geometry. The second pass ray traces the hair, computing direct illumination and looking up indirect radiance in the photon map.
Jonathan T. Moon, Stephen R. Marschner (Cornell University)

Stand: 1.2.2010, 14:57 Uhr
Autor: Dr.-Ing. Wilfried Mascolus