Finished topics
Title | Presentation | ||
|---|---|---|---|
SEP/Bachelor thesis | |||
3D Pong | |||
Building a general geometry loader for a collection of common CG models |
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Building a learning unit for radiosity | |||
Caustics using Shader 3.0 |
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Collision detection in large particle systems | |||
Digital model of the FMI building with detail data | |||
Efficient hardware-accelerated rendering for genome visualization | |||
Entwicklung und Evaluierung eines GPU-basierten Bildmanipulationssystems | |||
Evaluation and implementation of methods for real-time volume deformation |
| ||
Evaluation of LOD-Techniques for GPU-based height field rendering | |||
Extending a 2D pool billiard simulation towards its use in VR-environments |
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GPU Particle Collision with Arbitrary Surfaces |
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GPU Particle Engine | |||
GPU-friendly Texture and Mesh Compression | |||
Generation of Huge Points Clouds | |||
Gigapixel viewer |
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Halbautomatische Häuserrekonstruktion aus Höhendaten |
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Image-based editing | |||
Implementation of image-based rendering using state-of-the-art graphics hardware | |||
Implementierung eines GPU Raycasters für unstrukturierte Gitter |
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Implementing a GPU Cloth Simulation Demo | |||
Integration von volumetrischen Daten in eine bestehende Terrain-Engine |
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Multimodal Volume Rendering |
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Multiresolution Deformable Objects: Model Generation, Collision Detection and Advanced Rendering Techniques | |||
PDA Graphics Client/Server Framework | |||
Pflanzenrendering mit pre-computed Radiance Transfer (PRT) |
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Post-processing effects |
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Real-Time Shape Editing using CSG | |||
Realistic simulation of rivers | |||
Realistische Beleuchtungssimulation für Architekturmodelle mittels Photon-Maps | |||
Realtime simulation of overcast sky | |||
Rendering Trees in Terrain |
| ||
Searching and evaluating online demos for the CG and Vis lectures |
| ||
Simulation of snow- and rainfall | |||
Skeleton-driven Deformations |
| ||
Sparse voxel octree renderer |
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Sun in the City | |||
The Bunny Game |
| ||
Virtual-FMI in realtime | |||
Visualization algorithms for whole bacterial genomes | |||
Visualizing the Visible Human | |||
Voxelization of Large Point Scans | |||
Master/Diploma thesis | |||
3D City Model Viewer |
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3D fluid simulation on GPUs |
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An Interactive Fractal Landscape Generator using OpenGL |
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Comparison of self-calibration algorithms for moving cameras | |||
Controllable 2,5D Flow for Computer Games and virtual Environments |
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Coupling of Fluids and Deformable Bodies |
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Entwicklung eines Geometrie-Editors für Landschaftsdaten |
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Hierarchical representation and rendering of large point sets |
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Interactive Cutting of Deformable Bodies |
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Interactive Simulation and Visualization of Volumetric Deformable Objects | |||
Interactive display of time-dependent scalar volume data on PC hardware | |||
Model-based, computer-aided analysis of data provided by the DPIV-method | |||
PDA.3D | |||
Parallel Compression and Rendering with the Duodecim Framework |
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Parallel Terrain Visualization | |||
Physics Based Simulation on GPUs | |||
Procedural Modelling and Rendering Of Cities |
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Real-time cutting with extended finite elements |
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Realization of efficient mass-spring simulations on graphics hardware | |||
Realtime Simulation of Plasticity and non-linear Materials |
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Simulation of water surfaces | |||
Skin Shading |
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Sound effects in computer graphics applications |
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Sun in the City |
| ||
IDP | |||
Multigrid methods for optical flow computation |
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