• Deutsch
Login

OPUS

  • Home
  • Search
  • Browse
  • Publish
  • FAQ

Refine

Author

  • Memmesheimer, Raphael (4)
  • Hunz, Jochen (2)
  • Lichtenberg, Nils (2)
  • Al-Akam, Rawya (1)
  • Al-Dhamari, Ibraheem (1)
  • Beutgen, Jan (1)
  • Buchacher, Arend (1)
  • Demirel, Saner (1)
  • Engelhardt, Sandy (1)
  • Eulzer, Pepe (1)
  • Fischer Rios, Kevin (1)
  • Gerl, Moritz (1)
  • Grimm, Rüdiger (1)
  • Hebborn, Anna Katharina (1)
  • Hollmann, Trevor (1)
  • Honsdorf, Jonas (1)
  • Hug, Alexander (1)
  • Höllt, Thomas (1)
  • Jensen, Michel (1)
  • Keul, Kevin (1)
  • Kim, Taek-Bong (1)
  • Krieg, Christina (1)
  • Lentzen, Katharina (1)
  • Link, Norman (1)
  • Meng, Katrin (1)
  • Meyer, Marius (1)
  • Müller, Stefan (1)
  • Münch, Andreas (1)
  • Nilles, Alexander Maximilian (1)
  • Pohl, Marcel (1)
  • Priese, Lutz (1)
  • Rajasekaran, Kandhasamy (1)
  • Raskatow, Johann (1)
  • Raspe, Matthias (1)
  • Read, Kevin (1)
  • Reepen, Arne (1)
  • Reinert, Bernhard (1)
  • Schmidt, Guido (1)
  • Schumann, Martin (1)
  • Schwanekamp, Hendrik (1)
  • Seib, Viktor (1)
  • Utegulov, Almat (1)
  • Vetter, Sebastian (1)
  • Wasmut, Artur (1)
  • Wirth, Stephan (1)
  • Wojke, Nicolai (1)
  • Zeutzheim, Björn (1)
- less

Year of publication

  • 2019 (7)
  • 2016 (5)
  • 2020 (5)
  • 2021 (5)
  • 2007 (4)
  • 2015 (4)
  • 2018 (4)
  • 2009 (3)
  • 2011 (3)
  • 2017 (3)
+ more

Document Type

  • Master's Thesis (15)
  • Bachelor Thesis (12)
  • Doctoral Thesis (8)
  • Part of Periodical (7)
  • Diploma Thesis (5)
  • Study Thesis (2)
  • Conference Proceedings (1)

Language

  • English (50) (remove)

Is part of the Bibliography

  • no (49)
  • yes (1)

Keywords

  • virtual reality (3)
  • Bildverarbeitung (2)
  • Computer Graphics (2)
  • Computergraphik (2)
  • Graphik (2)
  • Line Space (2)
  • OpenGL (2)
  • Volumen-Rendering (2)
  • tracking (2)
  • Acceleration Structures (1)
  • Action Recognition (1)
  • Action Segmentation (1)
  • Adobe Flex (1)
  • Automatische Klassifikation (1)
  • Avatar (1)
  • Bildanalyse (1)
  • Bildsegmentierung (1)
  • Blickpunktabhängig (1)
  • C++ (1)
  • Casual Games (1)
  • Coloskopie (1)
  • Compute Shader (1)
  • Computer Vision (1)
  • Computeranimation (1)
  • Computertomografie (1)
  • Computervisualistik (1)
  • DTI (1)
  • Darmpolyp (1)
  • Data compression (1)
  • Datenkompression (1)
  • Deep Metric Learning (1)
  • Diagnoseunterstützung (1)
  • Diagnosis assistance (1)
  • Diffusionsbildgebung (1)
  • Digitale Bilder (1)
  • ECSA (1)
  • Entity Component System Architecture (1)
  • Fabric Simulation (1)
  • Facebook Application (1)
  • Fiber Tracking (1)
  • GPU (1)
  • Gefäßanalyse (1)
  • Gefühl (1)
  • Gehirn (1)
  • Grafikkarte (1)
  • Grafikprogrammierung (1)
  • Grails (1)
  • Grails 1.2 (1)
  • Graphicsprogramming (1)
  • Graphik-Hardware (1)
  • Human motion (1)
  • IceCube (1)
  • Image Processing (1)
  • Image Understanding (1)
  • Imitation Learning (1)
  • Industrial-CT (1)
  • Informatik (1)
  • Inpainting-Verfahren (1)
  • Konturfindung (1)
  • Linespace (1)
  • Maschinelles Lernen (1)
  • Material Point Method (1)
  • MeVisLab (1)
  • Merkmalsdetektion (1)
  • Mitral Valve (1)
  • Mitralklappe (1)
  • Motion Capturing (1)
  • Multidimensional (1)
  • Multimodal Action Recognition (1)
  • Multimodal Medical Image Analysis Cochlea Spine Non-rigid Registration Segmentation ITK VTK 3D Slicer CT MRI CBCT (1)
  • Multiple Object Tracking (1)
  • N-Body Simulation (1)
  • N-Körper Simulation (1)
  • Neutino (1)
  • Objektentfernung (1)
  • One-Shot Action Recognition (1)
  • OpenGL Shading Language (1)
  • Pattern Recognition (1)
  • Pfadplanung (1)
  • Physiksimulation (1)
  • Programmierung (1)
  • Random Finite Sets (1)
  • Raytracing (1)
  • Reflections (1)
  • Reflektionen (1)
  • Rendering (1)
  • RoboCup (1)
  • Robotik (1)
  • Robust Principal Component Analysis (1)
  • Sand (1)
  • Schnee (1)
  • Segmentation (1)
  • Segmentierung (1)
  • Shader (1)
  • Social Games (1)
  • Software Engineering (1)
  • Specular (1)
  • Statistical Shape Model (1)
  • Stoffsimulation (1)
  • Text (1)
  • Texterkennung (1)
  • Tracking-System (1)
  • Transferfunction (1)
  • Transferfunktion (1)
  • Ultraschall (1)
  • Ultrasound (1)
  • Unterwasser-Pipeline (1)
  • Unterwasserfahrzeug (1)
  • Unterwasserkabel (1)
  • VIACOBI (1)
  • Vascular analysis (1)
  • Virtual characters (1)
  • Virtuelle Realität (1)
  • Vocabulary Trainer (1)
  • Volume Hatching (1)
  • Wavelet (1)
  • directed acyclic graphs (1)
  • finite state automata (1)
  • image processing (1)
  • image warping (1)
  • leap motion (1)
  • machine learning (1)
  • media competence model (1)
  • multidimensional (1)
  • path planning (1)
  • performance optimization (1)
  • privacy and personal data (1)
  • privacy competence model (1)
  • regular dag languages (1)
  • risk (1)
  • robotics (1)
  • scene analysis (1)
  • security awareness (1)
  • stereoscopic rendering (1)
  • volume rendering (1)
  • warp divergence (1)
- less

Institute

  • Institut für Computervisualistik (50) (remove)

50 search hits

  • 1 to 10
  • 10
  • 20
  • 50
  • 100

Sort by

  • Year
  • Year
  • Title
  • Title
  • Author
  • Author
Natural Menu Interactions in VR with Leap Motion (2019)
Zeutzheim, Björn
With the appearance of modern virtual reality (VR) headsets on the consumer market, there has been the biggest boom in the history of VR technology. Naturally, this was accompanied by an increasing focus on the problems of current VR hardware. Especially the control in VR has always been a complex topic. One possible solution is the Leap Motion, a hand tracking device that was initially developed for desktop use, but with the last major software update it can be attached to standard VR headsets. This device allows very precise tracking of the user’s hands and fingers and their replication in the virtual world. The aim of this work is to design virtual user interfaces that can be operated with the Leap Motion to provide a natural method of interaction between the user and the VR environment. After that, subject tests are performed to evaluate their performance and compare them to traditional VR controllers.
Methods Based on Random Finite Sets for Object Tracking in Computer Vision and Robotics (2018)
Wojke, Nicolai
This thesis addresses the automated identification and localization of a time-varying number of objects in a stream of sensor data. The problem is challenging due to its combinatorial nature: If the number of objects is unknown, the number of possible object trajectories grows exponentially with the number of observations. Random finite sets are a relatively new theory that has been developed to derive at principled and efficient approximations. It is based around set-valued random variables that contain an unknown number of elements which appear in arbitrary order and are themselves random. While extensively studied in theory, random finite sets have not yet become a leading paradigm in practical computer vision and robotics applications. This thesis explores random finite sets in visual tracking applications. The first method developed in this thesis combines set-valued recursive filtering with global optimization. The problem is approached in a min-cost flow network formulation, which has become a standard inference framework for multiple object tracking due to its efficiency and optimality. A main limitation of this formulation is a restriction to unary and pairwise cost terms. This circumstance makes integration of higher-order motion models challenging. The method developed in this thesis approaches this limitation by application of a Probability Hypothesis Density filter. The Probability Hypothesis Density filter was the first practically implemented state estimator based on random finite sets. It circumvents the combinatorial nature of data association itself by propagation of an object density measure that can be computed efficiently, without maintaining explicit trajectory hypotheses. In this work, the filter recursion is used to augment measurements with an additional hidden kinematic state to be used for construction of more informed flow network cost terms, e.g., based on linear motion models. The method is evaluated on public benchmarks where a considerate improvement is achieved compared to network flow formulations that are based on static features alone, such as distance between detections and appearance similarity. A second part of this thesis focuses on the related task of detecting and tracking a single robot operator in crowded environments. Different from the conventional multiple object tracking scenario, the tracked individual can leave the scene and later reappear after a longer period of absence. Therefore, a re-identification component is required that picks up the track on reentrance. Based on random finite sets, the Bernoulli filter is an optimal Bayes filter that provides a natural representation for this type of problem. In this work, it is shown how the Bernoulli filter can be combined with a Probability Hypothesis Density filter to track operator and non-operators simultaneously. The method is evaluated on a publicly available multiple object tracking dataset as well as on custom sequences that are specific to the targeted application. Experiments show reliable tracking in crowded scenes and robust re-identification after long term occlusion. Finally, a third part of this thesis focuses on appearance modeling as an essential aspect of any method that is applied to visual object tracking scenarios. Therefore, a feature representation that is robust to pose variations and changing lighting conditions is learned offline, before the actual tracking application. This thesis proposes a joint classification and metric learning objective where a deep convolutional neural network is trained to identify the individuals in the training set. At test time, the final classification layer can be stripped from the network and appearance similarity can be queried using cosine distance in representation space. This framework represents an alternative to direct metric learning objectives that have required sophisticated pair or triplet sampling strategies in the past. The method is evaluated on two large scale person re-identification datasets where competitive results are achieved overall. In particular, the proposed method better generalizes to the test set compared to a network trained with the well-established triplet loss.
Visual underwater cable/pipeline tracking (2008)
Wirth, Stephan
The automatic detection of position and orientation of subsea cables and pipelines in camera images enables underwater vehicles to make autonomous inspections. Plants like algae growing on top and nearby cables and pipelines however complicate their visual detection: the determination of the position via border detection followed by line extraction often fails. Probabilistic approaches are here superior to deterministic approaches. Through modeling probabilities it is possible to make assumptions on the state of the system even if the number of extracted features is small. This work introduces a new tracking system for cable/pipeline following in image sequences which is based on particle filters. Extensive experiments on realistic underwater videos show robustness and performance of this approach and demonstrate advantages over previous works.
Deformable Snow Rendering (2019)
Wasmut, Artur
Accurate snow simulation is key to capture snow's iconic visuals. Intricate methods exist that attempt to grasp snow behaviour in a holistic manner. Computational complexity prevents them from reaching real-time performance. This thesis presents three techniques making use of the GPU that focus on the deformation of a snow surface in real-time. The approaches are examined by their ability to scale with an increasing number of deformation actors and their visual portrayal of snow deformation. The findings indicate that the approaches maintain real-time performance well into several hundred individual deformation actors. However, these approaches each have their individual restrictions handicapping the visual results. An experimental approach is to combine the techniques at reduced deformation actor count to benefit from the detailed, merged deformation pattern.
Object removal from still images employing inpainting techniques (2009)
Vetter, Sebastian
This thesis evaluates automated techniques to remove objects from an image and proposed several modifications for the specific application of removing a colour checker from structure dominated images. The selection of approaches covers the main research field of image inpainting as well as an approach used in medical image processing. Their results are investigated to disclose their applicability to removing objects from structure-intense images. The advantages and disadvantages discovered in the process are then used to propose several modifications for an adapted inpainting approach suitable for removing the colour checker.
Analysis of medical images using deep learning (2020)
Utegulov, Almat
Since the invention of U-net architecture in 2015, convolutional networks based on its encoder-decoder approach significantly improved results in image analysis challenges. It has been proven that such architectures can also be successfully applied in different domains by winning numerous championships in recent years. Also, the transfer learning technique created an opportunity to push state-of-the-art benchmarks to a higher level. Using this approach is beneficial for the medical domain, as collecting datasets is generally a difficult and expensive process. In this thesis, we address the task of semantic segmentation with Deep Learning and make three main contributions and release experimental results that have practical value for medical imaging. First, we evaluate the performance of four neural network architectures on the dataset of the cervical spine MRI scans. Second, we use transfer learning from models trained on the Imagenet dataset and compare it to randomly initialized networks. Third, we evaluate models trained on the bias field corrected and raw MRI data. All code to reproduce results is publicly available online.
Tractography on HARDI data (2011)
Seib, Viktor
Diffusion weighted imaging is an important modality in clinical imaging and the only possibility to gain insight into the human brain noninvasively and in-vivo. The applications of this imaging technique are diversified. It is used to study the brain, its structure, development and the functionality of the different areas. Further, important fields of application are neurosurgical planning, examinations of pathologies, investigation of Alzheimer-, strokes, and multiple sclerosis. This thesis gives a brief introduction to MRI and diffusion MRI. Based on this, the mostly used data representation in diffusion MRI in clinical imaging, the diffusion tensor, is introduced. As the diffusion tensor suffers from severe limitations new techniques subsumed under the term HARDI (high angular resolution diffusion imaging) are introduced and discussed in detail. Further, an extensive introduction to tractography, approaches that aim at reconstructing neuronal fibers, is given. Based on the knowledge fromthe theoretical part established tractography algorithms are redesigned to handle HARDI data and, thus, improve the reconstruction of neuronal fibers. Among these algorithms, a novel approach is presented that successfully reconstructs fibers on phantom data as well as on human brain data. Further, a novel global classification approach is presented to cluster voxels according to their diffusion properties.
Performance analysis and optimization of highly diverging algorithms on GPUs (2021)
Schwanekamp, Hendrik
In this thesis, the performance of the IceCube projects photon propagation code (clsim) is optimized. The process of GPU code analysis and perfor- mance optimization is described in detail. When run on the same hard- ware, the new version achieves a speedup of about 3x over the original implementation. Comparing the unmodified code on hardware currently used by IceCube (NVIDIA GTX 1080) against the optimized version run on a recent GPU (NVIDIA A100) a speedup of about 9.23x is observed. All changes made to the code are shown and their performance impact as well as the implications for simulation accuracy are discussed individually. The approach taken for optimization is then generalized into a recipe. Programmers can use it as a guide, when approaching large and complex GPU programs. In addition, the per warp job-queue, a design pattern used for load balancing among threads in a CUDA thread block, is discussed in detail.
Rendering view dependent reflections using the graphics card (2015)
Schmidt, Guido
Real-time graphics applications are tending to get more realistic and approximate real world illumination gets more reasonable due to improvement of graphics hardware. Using a wide variation of algorithms and ideas, graphics processing units (GPU) can simulate complex lighting situations rendering computer generated imagery with complicated effects such as shadows, refraction and reflection of light. Particularly, reflections are an improvement of realism, because they make shiny materials, e.g. brushed metals, wet surfaces like puddles or polished floors, appear more realistic and reveal information of their properties such as roughness and reflectance. Moreover, reflections can get more complex, depending on the view: a wet surface like a street during rain for example will reflect lights depending on the distance of the viewer, resulting in more streaky reflection, which will look more stretched, if the viewer is locatedrnfarther away from the light source. This bachelor thesis aims to give an overview of the state-of-the-art in terms of rendering reflections. Understanding light is a basic need to understand reflections and therefore a physical model of light and its reflection will be covered in section 2, followed by the motivational section 2.2, that will give visual appealing examples for reflections from the real world and the media. Coming to rendering techniques, first, the main principle will be explained in section 3 followed by a short general view of a wide variety of approaches that try to generate correct reflections in section 4. This thesis will describe the implementation of three major algorithms, that produce plausible local reflections. Therefore, the developed framework is described in section 5, then three major algorithms will be covered, that are common methods in most current game and graphics engines: Screen space reflections (SSR), parallax-corrected cube mapping (PCCM) and billboard reflections (BBR). After describing their functional principle, they will be analysed of their visual quality and the possibilities of their real-time application. Finally they will be compared to each other to investigate the advantages and disadvantages over each other. In conclusion, the gained experiences will be described by summarizing advantages and disadvantages of each technique and giving suggestions for improvements. A short perspective will be given, trying to create a view of upcoming real-time rendering techniques for the creation of reflections as specular effects.
Combined Non-Linear Pose Estimation from Points and Lines (2011)
Reinert, Bernhard ; Schumann, Martin ; Müller, Stefan
We present a non-linear camera pose estimator, which is able to handle a combined input of point and line feature correspondences. For three or more correspondences, the estimator works on any arbitrary number and choice of the feature type, which provides an estimation of the pose on a preferably small and flexible amount of 2D-3D correspondences. We also give an analysis of different minimization techniques, parametrizations of the pose data, and of error measurements between 2D and 3D data. These will be tested for the usage of point features, lines and the combination case. The result shows the most stable and fast working non-linear parameter set for pose estimation in model-based tracking.
  • 1 to 10

OPUS4 Logo

  • Contact
  • Imprint
  • Sitelinks