Publications
Here are selected publications of the Computer Graphics & Visualization Group.
Title and authors | Download | BibTeX |
|---|---|---|
2013 | ||
Visualizing the Variability of Gradients in Uncertain 2D Scalar Fields | ||
Visualizing Contour Distributions in 2D Ensemble Data | ||
Flux-freezing breakdown observed in high-conductivity |
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Efficient Collision Detection for Composite Finite Element Simulation of Cuts in Deformable Bodies | ||
Direct Contouring of Implicit Closest Point Surfaces | ||
2010 | ||
Interactive Deformations with Multigrid Skeletal Constraints | ||
Efficient High-Quality Volume Rendering of SPH Data | ||
Interactive Separating Streak Surfaces | ||
Interactive Histology of Large-Scale Biomedical Image Stacks | ||
GPU-Aware Hybrid Terrain Rendering | ||
Sample-based Surface Coloring | ||
A Streaming Approach for Sparse Matrix Products and its Application in Galerkin Multigrid Methods | ||
GPU-Based Euclidean Distance Transforms and Their Application to Volume Rendering | ||
2008 | ||
Acceleration of Medical Imaging Algorithms Using Programmable Graphics Hardware | ||
Interpolating and Downsampling RGBA Volume Data | ||
Pre-Integrated Volume Rendering for Multi-Dimensional Transfer Functions | ||
Direct Volume Editing | ||
Corotated Finite Elements Made Fast and Stable | ||
Computational Steering for Patient-Specific Implant Planning in Orthopedics | ||
Efficient image reconstruction for point-based and line-based rendering | ||
Interactive Simulation and Visualization in Joint Replacement Surgery | ||
A Real-time Model-based Approach for the Reconstruction of Fluid Flows induced by Microorganisms | ||
Real-Time Simulation and Visualization of Deformable Objects | ||
Quasi-Convolution Pyramidal Blurring | ||
Importance-Driven Particle Techniques for Flow Visualization | ||
2007 | ||
Interactive Collision Detection for Deformable and GPU objects | ||
GPU Rendering of Secondary Effects | ||
Interactive Model-based Image Registration | ||
Freeform Image | ||
Efficient Point-Based Rendering Using Image Reconstruction | ||
Depth-of-Field Rendering by Pyramidal Image Processing | ||
GPU-Based Edge-Directed Image Interpolation | ||
Interactive Visual Exploration of Unsteady 3D Flows | ||
Pyramid Filters Based on Bilinear Interpolation | ||
Interactive GPU-based Collision Detection | ||
Advanced Volume Rendering for Surgical Training Environments | ||
GPU-accelerated MR Image Reconstruction From Radial Measurement Lines | ||
A Fast And High-Quality Cone Beam Reconstruction Pipeline Using The GPU | ||
A GPU Framework for Interactive Simulation and Rendering of Fluid Effects | ||
A Survey of General-Purpose Computation on Graphics Hardware | ||
Efficient Stipple Rendering | ||
2006 | ||
A GPU Framework for Interactive Simulation and Rendering of Fluid Effects | ||
Real-Time Editing, Synthesis, and Rendering of Infinite Landscapes on GPUs | ||
A Generic and Scalable Pipeline for GPU Tetrahedral Grid Rendering | ||
ClearView: An Interactive Context Preserving Hotspot Visualization Technique | ||
Advanced Volume Rendering Techniques for Medical Applications | ||
Interactive Screen-Space Accurate Photon Tracing on GPUs | ||
Echtzeitverfahren zur modellbasierten Rekonstruktion von Strömungsfeldern aus experimentell bestimmten Partikelsequenzen | ||
A Hybrid Approach Between Experiment and Evaluation for Artefact Detection and Flow Field Reconstruction | ||
A Multigrid Framework for Real-Time Simulation of Deformable Bodies | ||
GPU-Friendly High-Quality Terrain Rendering | ||
MR Image Reconstruction Using the GPU | ||
Compression and Rendering of Iso-Surfaces and Point Sampled Geometry | ||
Realistic and Interactive Simulation of Rivers | ||
2005 | ||
The Application of GPU Particle Tracing to Diffusion Tensor Field Visualization | ||
Interactive Simulation and Rendering of Heterogeneous Deformable Bodies | ||
GPU Construction and Transparent Rendering of Iso-Surfaces | ||
Random Walks for Interactive Organ Segmentation in Two and Three Dimensions: Implementation and Validation | ||
A Multigrid Framework for Real-Time Simulation of Deformable Volumes | ||
Mass-Spring Systems on the GPU | ||
DuoDecim - A Structure for Point Scan Compression and Rendering | ||
GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments | ||
A Particle System for Interactive Visualization of 3D Flows | ||
A Survey of General-Purpose Computation on Graphics Hardware | ||
GPU Gems 2 Chapter 'A GPU Framework for Solving Systems of Linear Equations' | ||
GPU Gems 2 Chapter 'Improved GPU Sorting' | ||
Interactive Simulation of Deformable Bodies on GPUs | ||
Random walks for interactive alpha-matting | ||
2004 | ||
Physically Accurate Real-Time Simulation of Deformable Bodies for Surgical Training and Therapy Planning | ||
High Quality Real-Time Volume Rendering for Time-Dependent Medical Data | ||
Numerical Simulations on PC Graphics Hardware | ||
GPU-PIV | ||
UberFlow: A GPU-Based Particle Engine | ||
Effective Use of Procedural Shaders in Animated Scenes | ||
2003 | ||
Linear Algebra Operators for GPU Implementation of Numerical Algorithms | ||
Acceleration Techniques for GPU-based Volume Rendering | ||
Compression Domain Volume Rendering | ||
Kompressions- und Darstellungsmethoden für hochaufgelöste Volumendaten | ||
Local exact particle tracing on unstructured grids | ||
2002 | ||
Interactive Volume Illustration | ||
Topology-Preserving Smoothing of Vector Fields | ||
2001 | ||
Towards Real-Time Visual Simulation of Water Surfaces | ||
Accelerated Volume Ray-Casting using Texture Mapping | ||
Real-Time Volume Deformations | ||
The Rendering of Unstructured Grids Revisited | ||
2000 | ||
A Level-Set Method for Flow Visualization | ||
Level-Of-Detail Volume Rendering via 3D Textures | ||
1999 | ||
Isosurface Extraction Techniques for Web-based Volume Visualization | ||
Real-time Exploration of Regular Volume Data by Adaptive Reconstruction of Iso-Surfaces | ||
Applications of Pixel Textures in Visualization and Realistic Image Synthesis | ||
Multiresolution and Hierarchical Methods for the Visualization of Volume Data | ||
Decoupling Polygon Rendering from Geometry using Rasterization Hardware | ||
1998 | ||
Efficiently using Graphics Hardware in Volume Rendering Applications | ||
Solid Texturing on a Per-Pixel Basis | ||
1997 | ||
The VSBUFFER: Visibility Ordering of Unstructured Volume Primitives by Polygon Drawing | ||
A Multiscale Approach to Integrated Volume Segmentation and Rendering | ||
1996 | ||
Distributed Volume Visualization: A Step Towards Integrated Data Analysis and Synthesis | ||


