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Pascal Müller

dblp:72/4513 · DBLP profile ↗
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15ranked-venue papers
2as first author
0since 2021 · last 2019
0000-0002-3542-5469ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 15 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
6 papers
Geometric modeling and processing · 99% Rendering · 1%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
procedural modeling
0.552015
Advanced procedural modeling of architecture · ACM Trans. Graph. 2015
Interactive procedural street modeling · ACM Trans. Graph. 2008
Image-based procedural modeling of facades · ACM Trans. Graph. 2007
Geometric modeling and processing › procedural modeling
shape grammar
0.332015
Advanced procedural modeling of architecture · ACM Trans. Graph. 2015
Procedural modeling of buildings · ACM Trans. Graph. 2006
Image-based procedural modeling of facades · ACM Trans. Graph. 2007
Geometric modeling and processing › shape modeling › shape editing
mesh editing
0.212014
PushPull++ · ACM Trans. Graph. 2014
Geometric modeling and processing › vector field analysis › directional fields
tensor field design
0.112008
Interactive procedural street modeling · ACM Trans. Graph. 2008
Geometric modeling and processing › 3d scene modeling
façade modeling
0.112007
Image-based procedural modeling of facades · ACM Trans. Graph. 2007
Geometric modeling and processing › procedural modeling
l-systems
0.012001
Procedural modeling of cities · SIGGRAPH 2001
Geometric modeling and processing
urban modeling
0.012001
Procedural modeling of cities · SIGGRAPH 2001
Geometric modeling and processing › procedural modeling
architectural modeling
0.012006
Procedural modeling of buildings · ACM Trans. Graph. 2006
Rendering
procedural texture synthesis
0.012001
Procedural modeling of cities · SIGGRAPH 2001

Methods — techniques the papers use, named apart from their topics

CGA++ · 0.2edge collapse handling · 0.2drag direction proposal · 0.2tensor field · 0.1graph editing · 0.1brush strokes · 0.1shape grammar derivation · 0.1image analysis · 0.1context-sensitive rules · 0.1CGA shape grammar · 0.1
YearPublicationVenuePosition
2019 Local Editing of Procedural Models
abstract
Abstract Procedural modeling is used across many industries for rapid 3D content creation. However, professional procedural tools often lack artistic control, requiring manual edits on baked results, diminishing the advantages of a procedural modeling pipeline. Previous approaches to enable local artistic control require special annotations of the procedural system and manual exploration of potential edit locations. Therefore, we propose a novel approach to discover meaningful and non‐redundant good edit locations (GELs). We introduce a bottom‐up algorithm for finding GELs directly from the attributes in procedural models, without special annotations. To make attribute edits at GELs persistent, we analyze their local spatial context and construct a meta‐locator to uniquely specify their structure. Meta‐locators are calculated independently per attribute, making them robust against changes in the procedural system. Functions on meta‐locators enable intuitive and robust multi‐selections. Finally, we introduce an algorithm to transfer meta‐locators to a different procedural model. We show that our approach greatly simplifies the exploration of the local edit space, and we demonstrate its usefulness in a user study and multiple real‐world examples.
Markus Lipp, Matthias Specht, Cheryl Lau, Peter Wonka, Pascal Müller
Comput. Graph. Forum5
2017 On Realism of Architectural Procedural Models
abstract
The goal of procedural modeling is to generate realistic content. The realism of this content is typically assessed by qualitatively evaluating a small number of results, or, less frequently, by conducting a user study. However, there is a lack of systematic treatment and understanding of what is considered realistic, both in procedural modeling and for images in general. We conduct a user study that primarily investigates the realism of procedurally generated buildings. Specifically, we investigate the role of fine and coarse details, and investigate which other factors contribute to the perception of realism. We find that realism is carried on different scales, and identify other factors that contribute to the realism of procedural and non-procedural buildings.
Jan Benes, Filip Dechterenko, Jaroslav Krivánek, Pascal Müller
Comput. Graph. Forum5
2017 Design Transformations for Rule-based Procedural Modeling
abstract
We introduce design transformations for rule-based procedural models, e.g., for buildings and plants. Given two or more procedural designs, each specified by a grammar, a design transformation combines elements of the existing designs to generate new designs. We introduce two technical components to enable design transformations. First, we extend the concept of discrete rule switching to rule merging, leading to a very large shape space for combining procedural models. Second, we propose an algorithm to jointly derive two or more grammars, called grammar co-derivation. We demonstrate two applications of our work: we show that our framework leads to a larger variety of models than previous work, and we show fine-grained transformation sequences between two procedural models.
Stefan Lienhard, Cheryl Lau, Pascal Müller, Peter Wonka, Mark Pauly
Comput. Graph. Forum3
2015 Interactive Dimensioning of Parametric Models
abstract
Abstract We propose a solution for the dimensioning of parametric and procedural models. Dimensioning has long been a staple of technical drawings, and we present the first solution for interactive dimensioning: a dimension line positioning system that adapts to the view direction, given behavioral properties. After proposing a set of design principles for interactive dimensioning, we describe our solution consisting of the following major components. First, we describe how an author can specify the desired interactive behavior of a dimension line. Second, we propose a novel algorithm to place dimension lines at interactive speeds. Third, we introduce multiple extensions, including chained dimension lines, controls for different parameter types (e.g. discrete choices, angles), and the use of dimension lines for interactive editing. Our results show the use of dimension lines in an interactive parametric modeling environment for architectural, botanical, and mechanical models.
Peter Wonka, Pascal Müller
Comput. Graph. Forum3
2015 Advanced procedural modeling of architecture
abstract
We present the novel grammar language CGA++ for the procedural modeling of architecture. While existing grammar-based approaches can produce stunning results, they are limited in what modeling scenarios can be realized. In particular, many context-sensitive tasks are precluded, not least because within the rules specifying how one shape is refined, the necessary knowledge about other shapes is not available. Transcending such limitations, CGA++ significantly raises the expressiveness and offers a generic and integrated solution for many advanced procedural modeling problems. Pivotally, CGA++ grants first-class citizenship to shapes, enabling, within a grammar, directly accessing shapes and shape trees, operations on multiple shapes, rewriting shape (sub)trees, and spawning new trees (e.g., to explore multiple alternatives). The new linguistic device of events allows coordination across multiple shapes, featuring powerful dynamic grouping and synchronization. Various examples illustrate CGA++, demonstrating solutions to previously infeasible modeling challenges.
Michael Schwarz 0003, Pascal Müller
ACM Trans. Graph.2
2014 Thumbnail galleries for procedural models
abstract
Abstract Procedural modeling allows for the generation of innumerable variations of models from a parameterized, conditional or stochastic rule set. Due to the abstractness, complexity and stochastic nature of rule sets, it is often very difficult to have an understanding of the diversity of models that a given rule set defines. We address this problem by presenting a novel system to automatically generate, cluster, rank, and select a series of representative thumbnail images out of a rule set. We introduce a set of ‘view attributes’ that can be used to measure the suitability of an image to represent a model, and allow for comparison of different models derived from the same rule set. To find the best thumbnails, we exploit these view attributes on images of models obtained by stochastically sampling the parameter space of the rule set. The resulting thumbnail gallery gives a representative visual impression of the procedural modeling potential of the rule set. Performance is discussed by means of a number of distinct examples and compared to state‐of‐the‐art approaches.
Stefan Lienhard, Matthias Specht, Boris Neubert, Mark Pauly, Pascal Müller
Comput. Graph. Forum5
2014 PushPull++
abstract
PushPull tools are implemented in most commercial 3D modeling suites. Their purpose is to intuitively transform a face, edge, or vertex, and then to adapt the polygonal mesh locally. However, previous approaches have limitations: Some allow adjustments only when adjacent faces are orthogonal; others support slanted surfaces but never create new details. Moreover, self-intersections and edge-collapses during editing are either ignored or work only partially for solid geometry. To overcome these limitations, we introduce the PushPull++ tool for rapid polygonal modeling. In our solution, we contribute novel methods for adaptive face insertion, adjacent face updates, edge collapse handling, and an intuitive user interface that automatically proposes useful drag directions. We show that PushPull++ reduces the complexity of common modeling tasks by up to an order of magnitude when compared with existing tools.
Markus Lipp, Peter Wonka, Pascal Müller
ACM Trans. Graph.3
2012 Procedural Generation of Parcels in Urban Modeling
abstract
Abstract We present a method for interactive procedural generation of parcels within the urban modeling pipeline. Our approach performs a partitioning of the interior of city blocks using user‐specified subdivision attributes and style parameters. Moreover, our method is both robust and persistent in the sense of being able to map individual parcels from before an edit operation to after an edit operation – this enables transferring most, if not all, customizations despite small to large‐scale interactive editing operations. The guidelines guarantee that the resulting subdivisions are functionally and geometrically plausible for subsequent building modeling and construction. Our results include visual and statistical comparisons that demonstrate how the parcel configurations created by our method can closely resemble those found in real‐world cities of a large variety of styles. By directly addressing the block subdivision problem, we intend to increase the editability and realism of the urban modeling pipeline and to become a standard in parcel generation for future urban modeling methods.
Carlos A. Vanegas, Basil Weber, Jan Halatsch, Daniel G. Aliaga, Pascal Müller
Comput. Graph. Forum6
2010 Grammar-based Encoding of Facades
abstract
Abstract In this paper we propose a real‐time rendering approach for procedural cities. Our first contribution is a new lightweight grammar representation that compactly encodes facade structures and allows fast per‐pixel access. We call this grammarF‐shade. Our second contribution is a prototype rendering system that renders an urban model from the compact representation directly on the GPU. Our suggested approach explores an interesting connection from procedural modeling to real‐time rendering. Evaluating procedural descriptions at render time uses less memory than the generation of intermediate geometry. This enables us to render large urban models directly from GPU memory.
Simon Haegler, Peter Wonka, Stefan Müller Arisona, Luc Van Gool, Pascal Müller
Comput. Graph. Forum5
2010 Modelling the Appearance and Behaviour of Urban Spaces
abstract
Abstract Urban spaces consist of a complex collection of buildings, parcels, blocks and neighbourhoods interconnected by streets. Accurately modelling both the appearance and the behaviour of dense urban spaces is a significant challenge. The recent surge in urban data and its availability via the Internet has fomented a significant amount of research in computer graphics and in a number of applications in urban planning, emergency management and visualization. In this paper, we seek to provide an overview of methods spanning computer graphics and related fields involved in this goal. Our paper reports the most prominent methods in urban modelling and rendering, urban visualization and urban simulation models. A reader will be well versed in the key problems and current solution methods.
Carlos A. Vanegas, Daniel G. Aliaga, Peter Wonka, Pascal Müller, Paul Waddell, Benjamin Watson 0001
Comput. Graph. Forum4
2009 Interactive Geometric Simulation of 4D Cities
abstract
Abstract We present a simulation system that can simulate a three‐dimensional urban model over time. The main novelty of our approach is that we do not rely on land‐use simulation on a regular grid, but instead build a complete and inherently geometric simulation that includes exact parcel boundaries, streets of arbitrary orientation, street widths, 3D street geometry, building footprints, and 3D building envelopes. The second novelty is the fast simulation time and user interaction at interactive speed of about 1 second per time step.
Basil Weber, Pascal Müller, Peter Wonka, Markus Gross 0001
Comput. Graph. Forum2
2008 Interactive procedural street modeling
abstract
This paper addresses the problem of interactively modeling large street networks. We introduce an intuitive and flexible modeling framework in which a user can create a street network from scratch or modify an existing street network. This is achieved through designing an underlying tensor field and editing the graph representing the street network. The framework is intuitive because it uses tensor fields to guide the generation of a street network. The framework is flexible because it allows the user to combine various global and local modeling operations such as brush strokes, smoothing, constraints, noise and rotation fields. Our results will show street networks and three-dimensional urban geometry of high visual quality.
Guoning Chen, Gregory Esch, Peter Wonka, Pascal Müller, Eugene Zhang
ACM Trans. Graph.4
2007 Image-based procedural modeling of facades
abstract
This paper describes algorithms to automatically derive 3D models of high visual quality from single facade images of arbitrary resolutions. We combine the procedural modeling pipeline of shape grammars with image analysis to derive a meaningful hierarchical facade subdivision. Our system gives rise to three exciting applications: urban reconstruction based on low resolution oblique aerial imagery, reconstruction of facades based on higher resolution ground-based imagery, and the automatic derivation of shape grammar rules from facade images to build a rule base for procedural modeling technology.
Pascal Müller, Peter Wonka, Luc Van Gool
ACM Trans. Graph.1
2006 Procedural modeling of buildings
abstract
CGA shape , a novel shape grammar for the procedural modeling of CG architecture, produces building shells with high visual quality and geometric detail. It produces extensive architectural models for computer games and movies, at low cost. Context sensitive shape rules allow the user to specify interactions between the entities of the hierarchical shape descriptions. Selected examples demonstrate solutions to previously unsolved modeling problems, especially to consistent mass modeling with volumetric shapes of arbitrary orientation. CGA shape is shown to efficiently generate massive urban models with unprecedented level of detail, with the virtual rebuilding of the archaeological site of Pompeii as a case in point.
Pascal Müller, Peter Wonka, Simon Haegler, Andreas Ulmer, Luc Van Gool
ACM Trans. Graph.1
2001 Procedural modeling of cities
abstract
Modeling a city poses a number of problems to computer graphics. Every urban area has a transportation network that follows population and environmental influences, and often a superimposed pattern plan. The buildings appearances follow historical, aesthetic and statutory rules. To create a virtual city, a roadmap has to be designed and a large number of buildings need to be generated. We propose a system using a procedural approach based on L-systems to model cities. From various image maps given as input, such as land-water boundaries and population density, our system generates a system of highways and streets, divides the land into lots, and creates the appropriate geometry for the buildings on the respective allotments. For the creation of a city street map, L-systems have been extended with methods that allow the consideration of global goals and local constraints and reduce the complexity of the production rules. An L-system that generates geometry and a texturing system based on texture elements and procedural methods compose the buildings.
Yoav I. H. Parish, Pascal Müller
SIGGRAPH2