@incollection{Bimber2005, author = {Bimber, Oliver}, title = {HOLOGRAPHICS: Combining Holograms with Interactive Computer Graphics}, series = {New Directions in Holography and Speckles}, booktitle = {New Directions in Holography and Speckles}, doi = {10.25643/bauhaus-universitaet.736}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-7365}, year = {2005}, abstract = {Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies - such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today's computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today's state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years - even if Moore's law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today's computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter.}, subject = {Erweiterte Realit{\"a}t }, language = {en} } @incollection{Bimber2006, author = {Bimber, Oliver}, title = {Projector-Based Augmentation}, series = {Emerging Technologies of Augmented Reality: Interfaces \& Design}, booktitle = {Emerging Technologies of Augmented Reality: Interfaces \& Design}, doi = {10.25643/bauhaus-universitaet.735}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-7353}, year = {2006}, abstract = {Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments - without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces.}, subject = {Erweiterte Realit{\"a}t }, language = {en} } @phdthesis{Schollmeyer, author = {Schollmeyer, Andre}, title = {Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations}, doi = {10.25643/bauhaus-universitaet.3823}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20181120-38234}, school = {Bauhaus-Universit{\"a}t Weimar}, pages = {143}, abstract = {Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und Fl{\"a}chen, in den meisten F{\"a}llen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und Pr{\"a}sentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung ben{\"o}tigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure ben{\"o}tigen eine verst{\"a}ndliche Visualisierung der Simulationsergebnisse, w{\"a}hrend eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschr{\"a}nkten Hardwareunterst{\"u}tzung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue F{\"a}higkeiten aktueller Grafikkarten aus, um den Stand der Technik bez{\"u}glich Qualit{\"a}t, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufw{\"a}ndige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen erm{\"o}glichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-Fl{\"a}chen und einen interaktiven Ray-Casting-Algorithmus f{\"u}r die Isofl{\"a}chenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz f{\"u}r illustrative und verst{\"a}ndliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation f{\"u}r die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten Ans{\"a}tze basieren auf rasterisierter Geometrie und sind somit ebenfalls f{\"u}r normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen Realit{\"a}t darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-Datens{\"a}tzen durchgef{\"u}hrt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer Qualit{\"a}t m{\"o}glich ist. Die Einf{\"u}hrung programmierbarer Transparenz erm{\"o}glicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken f{\"u}r die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verst{\"a}ndliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare f{\"u}r die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.}, subject = {Rendering}, language = {en} } @article{KreskowskiRendleFroehlich, author = {Kreskowski, Adrian and Rendle, Gareth and Fr{\"o}hlich, Bernd}, title = {Efficient Direct Isosurface Rasterization of Scalar Volumes}, series = {Computer Graphics Forum}, volume = {2022}, journal = {Computer Graphics Forum}, number = {Volume 4, Issue 7}, publisher = {Wiley Blackwell}, address = {Oxford}, doi = {10.1111/cgf.14670}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20230525-63835}, pages = {215 -- 226}, abstract = {In this paper we propose a novel and efficient rasterization-based approach for direct rendering of isosurfaces. Our method exploits the capabilities of task and mesh shader pipelines to identify subvolumes containing potentially visible isosurface geometry, and to efficiently extract primitives which are consumed on the fly by the rasterizer. As a result, our approach requires little preprocessing and negligible additional memory. Direct isosurface rasterization is competitive in terms of rendering performance when compared with ray-marching-based approaches, and significantly outperforms them for increasing resolution in most situations. Since our approach is entirely rasterization based, it affords straightforward integration into existing rendering pipelines, while allowing the use of modern graphics hardware features, such as multi-view stereo for efficient rendering of stereoscopic image pairs for geometry-bound applications. Direct isosurface rasterization is suitable for applications where isosurface geometry is highly variable, such as interactive analysis scenarios for static and dynamic data sets that require frequent isovalue adjustment.}, subject = {Rendering}, language = {en} }