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Institute
- Institut für Computervisualistik (122) (remove)
This work represents a quantitative analysis and visualisation of scar tissue of the left ventricular myocard. The scar information is shown in the late enhancement data, that highlights the avitale tissue with the help of a contrast agent. Through automatic methods, the scar is extracted from the image data and quantifies the size, location and transmurality. The transmurality shows a local measurement between the heart wall und the width of the scar. The developed methods help the cardiologist to analyse the measurement, the reason and the degree of the heart failure in a short time period. He can further control the results by several visual presentations. The deformation of the scar tissue over the heart cycle is implemented in another scientific work. A visual improvement of the deformation result which extracts the scar out of the data is aspired. The avital tissue is shown in a more comfortable way by eliminating the unnecessary image information and therefore improves the visual analysis of the pumping heart. Both methods show a detailed analysis of the scar tissue. This supports the clinic practical throughout the manual analysis.
This thesis deals with the development of an authoring system for modeling 3D environments with physical description. In contrast to creating scenes in other common modeling tools, one can now compute and describe physical entities of a scene additional to the usual geometry. It is very important for those authoring systems to be extendable and customizable for specific requirement of the user. The focus lies on developing simple program architecture, which is easy to extend and to modify.
Die Herzkranzgefäße sind verantwortlich für die Blutversorgung des Herzmuskels. Eine Störung des Blutflusses durch Verengungen oder gar Verstopfungen dieser Gefäße kann Herzerkrankungen bis hin zum Herzinfarkt auslösen. Eine Analyse dieser Strukturen ist damit von vitalem Interesse für die Diagnostik solcher Erkrankungen als auch die Planung einer möglichen Therapie. Im Rahmen dieser Diplomarbeit soll ein Verfahren entwickelt und implementiert werden, das es ermöglicht, einzelne Projektionsbilder aus der Angiographie mit tomographischen Volumendaten (CT, MR) in Deckung zu bringen, d.h. zu matchen. Die Fragestellung dahinter ist die nach der Korrelation der aus den Volumendaten gewonnenen Informationen über die Herzkranzgefäße mit dem gegenwärtigen "Gold-Standard" - der Angiographie. Dazu notwendig ist die Entwicklung eines Ansatzes zur Generierung von, den Angiographiebildern entsprechenden, künstlichen Projektionsbildern aus den (bereits segmentierten) Volumendaten. Die Festlegung der Projektionsparameter sowie das Matching selbst sollen automatisch erfolgen.
For definite isolation and classification of important features in 3D multi-attribute volume data, multidimensional transfer functions are inalienable. Yet, when using multiple dimensions, the comprehension of the data and the interaction with it become a challenge. That- because neither the control of the versatile input parameters nor the visualization in a higher dimensional space are straightforward.
The goal of this thesis is the implementation of a transfer function editor which supports the creation of a multidimensional transfer function. Therefore different visualization and interaction techniques, like Parallel Coordinates, are used. Furthermore it will be possible to choose and combine the used dimensions interactively and the rendered volume will be adapted to the user interaction in real time.
Der Zwang zur Entwicklung immer neuer Technologien hat den Entwicklungsaufwand vieler Spiele enorm in die Höhe getriebenen. Aufwändigere Grafiken und Spiele-Engines erfordern mehr Künstler, Grafiker, Designer und Programmierer, weshalb die Teams immer größer werden. Bereits jetzt liegt die Entwicklungszeit für einen Ego-Shooter bei über 3 Jahren, und es entstehen Kosten bis in den zweistelligen Millionenbereich. Neue Techniken, die entwickelt werden sollen, müssen daher nach Aufwand und Nutzen gegeneinander abgewogen werden. In dieser Arbeit soll daher eine echtzeitfähige Lösung entwickelt werden, die genaue und natürlich aussehende Animationen zur Visualisierung von Charakter-Objekt-Interaktionen dynamisch mithilfe von Inverser Kinematik erstellt. Gleichzeitig soll der Aufwand, der für die Nutzung anfällt, minimiert werden, um möglichst geringe zusätzliche Entwicklungskosten zu generieren.
Die Arbeit befasst sich mit der Thematik "Frauen und Computerspiele". Um einen kurzen Überblick über die Thematik zu geben, werden zunächst einige aktuelle Studien präsentiert. Anschließend werden bisherige Erkenntnisse zu den Vorlieben weiblicher Computerspieler herausgestellt. Insbesondere wird untersucht, was Frauen motiviert, Computerspiele zu spielen, welche Themen und Konfliktlösungen sie bevorzugen. Auch die Zugangsweise zum Computer wird betrachtet und die Frage, wie hoch die Fehlertoleranz von Frauen bei Computerspielen ist. Um die Präferenzen weiblicher Spieler untersuchen zu können, wird ein Casual Game mit zwei unterschiedlichen Leveln entwickelt. Das erste ähnelt vom Aufbau her Casual Games, die aktuell im Internet zu finden sind und schon einige Frauen begeistert haben, z.B. "Cake Mania". In das Spiel, insbesondere in das zweite Level, sind zusätzliche Elemente eingebaut, welche den ausgearbeiteten Vorlieben entsprechen. Abschließend wird das Spiel weiblichen Testpersonen über das Internet zur Verfügung gestellt, und über einen Online-Fragebogen werden die herausgearbeiteten Thesen überprüft.
This thesis shows an interaction of primitives in a three-dimensional space which is done by gestures. Functions which are difficult to do by gestures without any absolute feeling of the position are implemented with a touchscreen. Besides the touchscreen a second input device, a Leap-Motion, is used to obtain data of the motion of the hand. To get its data the Leap-Motion uses two CCD-cameras and three infrared LEDs. The interactions that can be done without any feedback of the absolute position are the translation, rotation and scale. These three and the movement through space are implemented as gestures in this thesis. This is done in Blender with the BlenderrnGame Engine and Python. The only function which has been implemented for the touchscreen is to select an object. Later on, a comparative control of the mouse was invented to contrast it with the control of the gestures. There are two big differences between these two controls. On the one hand, the gesture controls can be done in a three-dimensional space but most people aren't used to it yet. On the other hand, there is just a two-dimensional input possibility with the mouse control. Otherwise it is familiar to most persons. The evaluation should reveal if people prefer interaction by mouse control or by gestures. The result shows that the prefered control is done by the mouse. However in some categories of the tests the gestures are quite close to the result of the mouse.
Dynamisches Tone Mapping einer High Dynamic Range Echtzeit 3D-Umgebung mit der Grafik Hardware
(2007)
Augmented reality is being present for many years. Through progress in technology smaller augmented reality glasses became possible. These new technologies allow many new ways of interaction and usage of augmented reality.
This thesis is about the Microsoft HoloLens and its possiblities for consumers and industry. In the context of this thesis a new interactive and augmented application to measure the possiblities and limitations of the Microsoft HoloLens has been developed. The scene is an assembly szenario with a step by step instruction of building with Lego bricks. The evaluation showed that the HoloLens can already be used to assist in assembling scenarios and offers some advantages over other methods, although the glasses still have some flaws.
This thesis is about the design and the implementation of a virtual reality experience. The goal is to answer two questions: Is it possible to create an immersive virtual reality experience which is mainly using impulses and triggers to scare and frighten users? Secondly, is this immersion strong enough to create an illusion in which the user can't separate the real world from the virtual world? To realise this project the design program Unity3D as well as Visual Studios 2017 were used. Furthermore, in order to verify that the experience is indeed immersive for the user, an experiment with a sample size of seven people was created. Afterwards the candidates were interviewed via a questionnaire how they felt during the virtual reality application. As a result the study showed that the application has tendencies to be immersive but the users were still aware of the situation. It can be concluded that the immersion was not strong enough to fool users regarding the separation of virtual and real world.
This thesis presents two methods for the computation of global illumination. The first is an extension of Reflective Shadow Maps with an additional shadow test in order to handle occlusion. The second method is a novel, bidirectional Light-Injection approach. Rays originating from the light source are traced through the scene and stored inside the shafts of the Linespace datastructure. These shafts are a discretization of the possible spatial directions. The Linespaces are embedded in a Uniform Grid. When retrieving this pre-calculated lightning information no traversal of datastructures and no additional indirection is necessary in the best-case scenario. This reduces computation time and variance compared to Pathtracing. Areas that are mostly lit indirectly and glas profit the most from this. However, the result is only approximative in nature and produces visible artifacts.
In dieser Arbeit wurden effektive und flexible Ansätze zur Erstellung von Shaderprogrammen für grafikkartenbasiertes Volumenrendering untersucht sowie ein Framework mit diesem Einsatzzweck konzipiert und prototypisch umgesetzt. Dazu wurden zunächst Ansätze zur Metaprogrammierung von Shadern vorgestellt, die Programmiersprachen für Shader um zusätzliche Möglichkeiten zur Kapselung von Code erweitern. Eine Umfrage zu Anforderungen an Volumenrendering bei MEVIS zeigte, dass dort ein Shaderframework für Volumenrendering ein Expertenwerkzeug wäre.Der Analyseteil stellte die zentralen Anforderungen an das zu erstellende Framework vor: Erstellung von Shadern des Volumenrenderers mittels Rapid Prototyping, modularer Aufbau der Shaderprogramme, Eignung für verschiedene Volumenrendering-Algorithmen und die Möglichkeit detaillierter Anpassungen am Volumenrendering-Shader, um für den Einsatz durch Experten geeignet zu sein.
Helicopters are crucial in today’s life. A vast amount of applications prove
their range, which are not coverable by other types of aircraft. But they are
very complex systems, both, technically and physically. This is one of the
reasons why pilot training for helicopters is quite challenging. In the last
two decades flight simulators became a supplementary instrument in the
educational process of pilots. With flight simulators it is possible to replay
uncommon or dangerous situations. In this thesis a simple flight simulator
for helicopters will be developed based on rigid body physics. The foundation is a simplified rotor model which omits complex fluid dynamics. This
helps to keep the implementation simple and illustrative as well as provide simulation rates at real-time. The modules are implemented within
the Unreal Engine in such way, that changing helicopter characteristics is
very easy.
In order to plan the interior of a room, various programs for computers,
smart phones or head-mounted displays are available. The transfer to the
real environment is a difficult task. Therefore an augmented reality approach
is developed to illustrate the planning in the real room. If several
people want to contribute their ideas, conventional systems require to
work on one device together. The aim of this master thesis is to design and
develop a collaborative spatial planning application in augmented reality.
The application is developed in Unity with ARCore and C#.
In der Computergrafik stellte die Berechnung von Reflexionen lange ein
Problem dar. Doch mit der ständigen Weiterentwicklung der Hardware
und Vorstellung neuer Verfahren ist eine realitätsnahe,
echtzeitfähige(durchschnittlich 60 FPS) Berechnung von Reflexionen möglich. In der folgenden Ausarbeitung werden verschiedene Reflexionsverfahren vorgestellt. Alle mathematischen und physikalischen Grundlagen werden gegeben, um die Algorithmen nachvollziehen zu können. Da eine Reflexion immer das Abtasten eines reflektierten Vektors bedeutet, werden zwei verschiedene Abtastungsverfahren für blickabhängige Reflexionen vorgestellt und anschließend implementiert. Zuletzt werden die Verfahren auf Basis von Qualität und Performance gegenübergestellt.
This thesis tests several methods and measures in pathtracing for selecting either the Line Space or the Bounding Volume Hierarchy data structure to make use of the advantages of both. The structures are defined locally around each object and each Line Space shaft contains one candidate ID each. All implementation is done as a C++ and OpenGL framework with compute shaders handling the pathtracing and Line Space generation. The measures include the probability distribution, the effect dependency, as well as a distance threshold and are tested against several different scenes. In most situations, the results show a noticeable increase in performance, partly only with minor visual differences, with the probability measure producing the highest quality images for a given performance. The fundamental problems of the Line Space concering the high memory consumption and a long generation time compared to the BVH still persist, despite the object local structure, a minimal amount of data per shaft and the compute shader implementation.
The goal of this thesis was to develop an interactive cloud simulation based on physical laws from fluid and cloud dynamics that can be used to visualize the physical processes involved in the cloud formation process. Chapter 2 showed that a great number of cloud modeling methods already exist, both procedural and physically motivated. Since the simulation developed in this thesis is based on computational fluid dynamics, the most influential works in this field in relation to computer graphics were also identified. Next, the cloud formation process in the atmosphere was explained, demonstrating the connections between air pressure, temperature and humidity. The temperature distribution of the atmosphere was identified as the most significant factor in cloud formation, before two different kinds of cloud classifications were introduced. The following chapter was dedicated to formulating the previously described cloud formation process in terms of physics. It presented the Navier- Stokes equations of incompressible fluid motion as the method of describing the movement of air masses in the atmosphere and explained how they can be simplified. Furthermore, this chapter was used to introduce concepts from thermodynamics that are necessary for the description of cloud dynamics, and to present a water continuity model that defines the state changes of water in the atmosphere. It was also explained where and how the presented concepts abstract from reality. In chapter 5, it was first described how the cloud model was developed based on the concepts evaluated before, identifying the temperature, water vapor, cloud water, and velocity as the state variables necessary for a cloud simulation. Next, the unconditionally stable implicit semi-Lagrangian method for the solution of the Navier-Stokes equation was presented, and it was explained how the equations for the water continuity, latent heat, and buoyant force computations are solved. All the steps were then summarized and put into context by describing the simulation loop that is executed for every step of the cloud simulation. In the following, details were given about the simple rendering method for the clouds, and the visualization methods for the velocity field and the temperature were evaluated. Finally, the user interface that controls the parameters of the simulation was explained. Chapter six showed the results of the simulation of convective and stratus clouds and commented on the performance of the system.
This bachelor thesis implements a system for camera tracking based on a particle filter. For this purpose, a marker tracking is realized and the camera position is calculated based on the marker position. The marker is to be found with a particle filter and in order to accomplish this possible marker positions are simulated, also called particles, and weighted with Likelyhood-Functions. The focus lies on the evaluation of different Likelihood-Functions of the particle filter. The Likelyhood functions were implemented in CUDA as part of the implementation.