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Michael Guthe

dblp:91/3137 · DBLP profile ↗
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25ranked-venue papers
6as first author
3since 2021 · last 2022
0000-0002-9472-2535ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 23 · 6 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging 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
2 papers
Geometric modeling and processing · 60% Rendering · 40%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.312017
A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017
Rendering
ray tracing
0.312017
A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017
Geometric modeling and processing › mesh processing
surface compression
0.312017
A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017
Rendering › graphics hardware
hardware tessellation
0.112005
GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005
Rendering
surface rendering
0.112005
GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
NURBS
0.012005
GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005
Geometric modeling and processing › shape representation
surface representation
0.012005
GPU-based trimming and tessellation of NURBS and T-Spline surfaces · ACM Trans. Graph. 2005

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

approximate evaluation · 0.3BVH compression · 0.3trim-texture · 0.1GPU-based tessellation · 0.1
YearPublicationVenuePosition
2022 Parallel near-optimal pathfinding based on landmarks
Maximilian Reischl, Christian Knauer, Michael Guthe
Comput. Graph.3
2021 Optimizing LBVH-Construction and Hierarchy-Traversal to accelerate kNN Queries on Point Clouds using the GPU
abstract
Abstract Processing point clouds often requires information about the point neighbourhood in order to extract, calculate and determine characteristics. We continue the tradition of developing increasingly faster neighbourhood query algorithms and present a highly efficient algorithm for solving the exact neighbourhood problem in point clouds using the GPU. Both, the required data structures and the kNN query, are calculated entirely on the GPU. This enables real‐time performance for large queries in extremely large point clouds. Our experiments show a more than threefold acceleration, compared to state‐of‐the‐art GPU based methods including all memory transfers. In terms of pure query performance, we achieve over answered neighbourhood queries per millisecond for 16 nearest neighbours on common graphics hardware.
Johannes Jakob, Michael Guthe
Comput. Graph. Forum2
2021 A Survey on Bounding Volume Hierarchies for Ray Tracing
abstract
Abstract Ray tracing is an inherent part of photorealistic image synthesis algorithms. The problem of ray tracing is to find the nearest intersection with a given ray and scene. Although this geometric operation is relatively simple, in practice, we have to evaluate billions of such operations as the scene consists of millions of primitives, and the image synthesis algorithms require a high number of samples to provide a plausible result. Thus, scene primitives are commonly arranged in spatial data structures to accelerate the search. In the last two decades, the bounding volume hierarchy (BVH) has become the de facto standard acceleration data structure for ray tracing‐based rendering algorithms in offline and recently also in real‐time applications. In this report, we review the basic principles of bounding volume hierarchies as well as advanced state of the art methods with a focus on the construction and traversal. Furthermore, we discuss industrial frameworks, specialized hardware architectures, other applications of bounding volume hierarchies, best practices, and related open problems.
Daniel Meister 0002, Shinji Ogaki, Carsten Benthin, Michael J. Doyle, Michael Guthe, Jirí Bittner
Comput. Graph. Forum5
2020 On Ray Reordering Techniques for Faster GPU Ray Tracing
abstract
We study ray reordering as a tool for increasing the performance of existing GPU ray tracing implementations. We focus on ray reordering that is fully agnostic to the particular trace kernel. We summarize the existing methods for computing the ray sorting keys and discuss their properties. We propose a novel modification of a previously proposed method using the termination point estimation that is well-suited to tracing secondary rays. We evaluate the ray reordering techniques in the context of the wavefront path tracing using the RTX trace kernels. We show that ray reordering yields significantly higher trace speed on recent GPUs (1.3 − 2.0 ×), but to recover the reordering overhead in the hardware-accelerated trace phase is problematic.
Daniel Meister 0002, Jakub Boksanský, Michael Guthe, Jirí Bittner
I3D3
2020 Physically Based Real-Time Rendering of Teeth and Partial Restorations
abstract
Abstract Visually accurate real‐time rendering of teeth has many applications ranging from computer games to dental computer aided design (CAD). Similar to skin, the realistic and physically correct appearance of teeth cannot be achieved by simply using opaque diffuse textures, mainly because of the subsurface scattering behaviours of both. While both have a layered structure in common, the scattering characteristics of the teeth layers are drastically different from those of the skin, making rendering much more complicated. We present an approach which uses the Henyey–Greenstein scattering to achieve a near realistic real‐time rendering of human teeth. To simulate the multi‐layered geometry of teeth, we use standardized teeth models with dentin cores and fit them to real scanned teeth or dental restorations. By using a proxy geometry to compute the scattering, we can also render partial restorations as they would look like when attached to the remaining teeth. Finally, we compare our results to the VITA shade systems and human teeth to evaluate the visual fidelity of our approach.
Maximilian Reischl, Evgenij Derzapf, Michael Guthe
Comput. Graph. Forum3
2019 Parallel Globally Consistent Normal Orientation of Raw Unorganized Point Clouds
abstract
Abstract A mandatory component for many point set algorithms is the availability of consistently oriented vertex‐normals (e.g. for surface reconstruction, feature detection, visualization). Previous orientation methods on meshes or raw point clouds do not consider a global context, are often based on unrealistic assumptions, or have extremely long computation times, making them unusable on real‐world data. We present a novel massively parallelized method to compute globally consistent oriented point normals for raw and unsorted point clouds. Built on the idea of graph‐based energy optimization, we create a complete kNN‐graph over the entire point cloud. A new weighted similarity criterion encodes the graph‐energy. To orient normals in a globally consistent way we perform a highly parallel greedy edge collapse, which merges similar parts of the graph and orients them consistently. We compare our method to current state‐of‐the‐art approaches and achieve speedups of up to two orders of magnitude. The achieved quality of normal orientation is on par or better than existing solutions, especially for real‐world noisy 3D scanned data.
Johannes Jakob, Christoph Buchenau, Michael Guthe
Comput. Graph. Forum3
2017 A visual model for quality driven refinement of global illumination
abstract
When rendering complex scenes using path-tracing methods, long processing times are required to calculate a sufficient number of samples for high quality results. In this paper, we propose a new method for priority sampling in path-tracing that exploits restrictions of the human visual system by recognizing whether an error is perceivable or not. We use the stationary wavelet transformation to efficiently calculate noise-contrasts in the image based on the standard error of the mean. We then use the Contrast Sensitivity Function and Contrast Masking of the Human Visual System to detect if an error is perceivable for any given pixel in the output image. Errors that can not be detected by a human observer are then ignored in further sampling steps, reducing the amount of samples calculated while producing the same perceived quality. This approach leads to a drastic reduction in the total number of samples required and therefore in total rendering time.
Robert Günther, Stefan Guthe, Michael Guthe
SAP3
2017 A Parallel Approach to Compression and Decompression of Triangle Meshes using the GPU
abstract
Abstract Most state‐of‐the‐art compression algorithms use complex connectivity traversal and prediction schemes, which are not efficient enough for online compression of large meshes. In this paper we propose a scalable massively parallel approach for compression and decompression of large triangle meshes using the GPU. Our method traverses the input mesh in a parallel breadth‐first manner and encodes the connectivity data similarly to the well known cut‐border machine. Geometry data is compressed using a local prediction strategy. In contrast to the original cut‐border machine, we can additionally handle triangle meshes with inconsistently oriented faces. Our approach is more than one order of magnitude faster than currently used methods and achieves competitive compression rates.
Johannes Jakob, Christoph Buchenau, Michael Guthe
Comput. Graph. Forum3
2017 Feature-based multi-resolution registration of immunostained serial sections
Oleg Lobachev, Christine Ulrich, Birte Steiniger, Verena Wilhelmi, Vitus Stachniss, Michael Guthe
Medical Image Anal.6
2017 A Compressed Representation for Ray Tracing Parametric Surfaces
abstract
Parametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times.
Kai Selgrad, Alexander Lier, Magdalena Martinek, Christoph Buchenau, Michael Guthe, Franziska Kranz, Henry Schäfer, Marc Stamminger
ACM Trans. Graph.5
2013 Estimating parallel performance
Oleg Lobachev, Michael Guthe, Rita Loogen
J. Parallel Distributed Comput.2
2012 Analytic Anti-Aliasing of Linear Functions on Polytopes
abstract
Abstract This paper presents an analytic formulation for anti‐aliased sampling of 2D polygons and 3D polyhedra. Our framework allows the exact evaluation of the convolution integral with a linear function defined on the polytopes. The filter is a spherically symmetric polynomial of any order, supporting approximations to refined variants such as the Mitchell‐Netravali filter family. This enables high‐quality rasterization of triangles and tetrahedra with linearly interpolated vertex values to regular and non‐regular grids. A closed form solution of the convolution is presented and an efficient implementation on the GPU using DirectX and CUDA C is described.
Thomas Auzinger, Michael Guthe, Stefan Jeschke
Comput. Graph. Forum2
2012 Dependency-Free Parallel Progressive Meshes
abstract
Abstract The constantly increasing complexity of polygonal models in interactive applications poses two major problems. First, the number of primitives that can be rendered at real‐time frame rates is currently limited to a few million. Secondly, less than 45 million triangles—with vertices and normal—can be stored per gigabyte. Although the rendering time can be reduced using level‐of‐detail (LOD) algorithms, representing a model at different complexity levels, these often even increase memory consumption. Out‐of‐core algorithms solve this problem by transferring the data currently required for rendering from external devices. Compression techniques are commonly used because of the limited bandwidth. The main problem of compression and decompression algorithms is the only coarse‐grained random access. A similar problem occurs in view‐dependent LOD techniques. Because of the interdependency of split operations, the adaption rate is reduced leading to visible popping artefacts during fast movements. In this paper, we propose a novel algorithm for real‐time view‐dependent rendering of gigabyte‐sized models. It is based on a neighbourhood dependency‐free progressive mesh data structure. Using a per operation compression method, it is suitable for parallel random‐access decompression and out‐of‐core memory management without storing decompressed data.
Evgenij Derzapf, Michael Guthe
Comput. Graph. Forum2
2011 River Networks for Instant Procedural Planets
abstract
Abstract Realistic terrain models are required in many applications, especially in computer games. Commonly, procedural models are applied to generate the corresponding models and let users experience a wide variety of new environments. Existing algorithms generate landscapes immediately with view‐dependent resolution and without preprocessing. Unfortunately, landscapes generated by such algorithms lack river networks and therefore appear unnatural. Algorithms that integrate realistic river networks are computationally expensive and cannot be used to generate a locally adaptive high resolution landscape during a fly‐through. In this paper, we propose a novel algorithm to generate realistic river networks. Our procedural algorithm creates complete planets and landscapes with realistic river networks within seconds. It starts with a coarse base geometry of a planet without further preprocessing and user intervention. By exploiting current graphics hardware, the proposed algorithm is able to generate adaptively refined landscape geometry during fly‐throughs.
Evgenij Derzapf, Björn Ganster, Michael Guthe, Reinhard Klein
Comput. Graph. Forum3
2010 Towards Perceptual Simplification of Models with Arbitrary Materials
abstract
Abstract Real‐time rendering of models with high polygon count is still an important issue in interactive computer graphics. A common way to improve rendering performance is to generate different levels of detail of a model. These are mostly computed using polygonal simplification techniques, which aim to reduce the number of polygons without significant loss of visual fidelity. Most existing algorithms use geometric error bounds, which are well‐suited for silhouette preservation. They ignore the fact that a much more aggressive simplification is possible in low‐contrast areas inside the model. The main contribution of this paper is an efficient simplification algorithm based on the human visual system. The key idea is to move the domain of error computation from image‐space to vertex‐space to avoid a costly per‐pixel comparison. This way the error estimation of a simplification operation can be accelerated significantly. To account for the human vision, we introduce a perceptually based metric depending on the contrast and spatial frequency of the model at a single vertex. Finally, we validate our approach with a user study.
Nicolas Menzel, Michael Guthe
Comput. Graph. Forum2
2009 BTF-CIELab: A Perceptual Difference Measure for Quality Assessment and Compression of BTFs
abstract
Abstract Driven by the advances in lossy compression of bidirectional texture functions (BTFs), there is a growing need for reliable methods to numerically measure the visual quality of the various compressed representations. Based on the CIE ΔE00 colour difference equation and concepts of its spatio‐temporal extension ST‐CIELab for video quality assessment, this paper presents a numerical quality measure for compressed BTF representations. By analysing the BTF in its full six‐dimensional (6D) space, light and view transition effects are integrated into the measure. In addition to the compressed representation, the method only requires the source BTF images as input and thus aids the objective evaluation of different compression techniques by means of a simple numerical comparison. By separating the spatial and angular components of the difference measure and linearizing each of them, the measure can be incorporated into any linear or multi‐linear compression technique. Using a per‐colour‐channel principal component analysis (PCA), compression rates of about 500:1 can be achieved at excellent visual quality.
Michael Guthe, Gero Müller, Martin Schneider 0005, Reinhard Klein
Comput. Graph. Forum1
2009 g-BRDFs: An Intuitive and Editable BTF Representation
abstract
Abstract Measured reflection data such as the bidirectional texture function (BTF) represent spatial variation under the full hemisphere of view and light directions and offer a very realistic visual appearance. Despite its high‐dimensional nature, recent compression techniques allow rendering of BTFs in real time. Nevertheless, a still unsolved problem is that there is no representation suited for real‐time rendering that can be used by designers to modify the BTF's appearance. For intuitive editing, a set of low‐dimensional comprehensible parameters, stored as scalars, colour values or texture maps, is required. In this paper we present a novel way to represent BTF data by introducing the geometric BRDF (g‐BRDF), which describes both the underlying meso‐ and micro‐scale structure in a very compact way. Both are stored in texture maps with only a few additional scalar parameters that can all be modified at runtime and thus give the designer full control over the material's appearance in the final real‐time application. The g‐BRDF does not only allow intuitive editing, but also reduces the measured data into a small set of textures, yielding a very effective compression method. In contrast to common material representation combining heightfields and BRDFs, our g‐BRDF is physically based and derived from direct measurement, thus representing real‐world surface appearance. In addition, we propose an algorithm for fully automatic decomposition of a given measured BTF into the g‐BRDF representation.
Nicolas Menzel, Michael Guthe
Comput. Graph. Forum2
2006 Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries
Michael Guthe, Ákos Balázs, Reinhard Klein
Rendering Techniques1
2006 GPU-based Collision Detection for Deformable Parameterized Surfaces
abstract
Abstract Based on the potential of current programmable GPUs, recently several approaches were developed that use the GPU to calculate deformations of surfaces like the folding of cloth or to convert higher level geometry to renderable primitives like NURBS or subdivision surfaces. These algorithms are realized as a per‐frame operation and take advantage of the parallel processing power of the GPU. Unfortunately, an efficient accurate collision detection, that is necessary for the simulation itself or for the interaction with and editing of the objects, can currently not be integrated seamlessly into these GPU‐based approaches without switching back to the CPU. In this paper we describe a novel GPU‐based collision detection method for deformable parameterized surfaces that can easily be combined with the aforementioned approaches. Representing the individual parameterized surfaces by stenciled geometry images allows to generate GPU‐optimized bounding volume hierarchies in real‐time that serve as a basis for an optimized GPU‐based hierarchical collision detection algorithm. As a test case we applied our algorithm to the collision detection of deformable trimmed NURBS models, which is an important problem in industry. For the trimming and tessellation of the NURBS on the GPU we used a recent approach [GBK05] and combined it with our collision detection algorithm. This way we are able to render and check collisions for deformable models consisting of several thousands of trimmed NURBS patches in real‐time. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Geometric algorithms, languages, and systems; Splines; I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Virtual reality
Alexander Greß, Michael Guthe, Reinhard Klein
Comput. Graph. Forum2
2005 GPU-based trimming and tessellation of NURBS and T-Spline surfaces
abstract
As there is no hardware support neither for rendering trimmed NURBS -- the standard surface representation in CAD -- nor for T-Spline surfaces the usability of existing rendering APIs like OpenGL, where a run-time tessellation is performed on the CPU, is limited to simple scenes. Due to the irregular mesh data structures required for trimming no algorithms exists that exploit the GPU for tessellation. Therefore, recent approaches perform a pretessellation and use level-of-detail techniques. In contrast to a simple API these methods require tedious preparation of the models before rendering and hinder interactive editing. Furthermore, due to the tremendous amount of triangle data smooth zoom-ins from long shot to close-up are not possible, In this paper we show how the trimming region can be defined by a trim-texture that is dynamically adapted to the required resolution and allows for an efficient trimming of surfaces on the GPU. Combining this new method with GPU-based tessellation of cubic rational surfaces allows a new rendering algorithm for arbitrary trimmed NURBS and T-Spline surfaces with prescribed error in screen space on the GPU. The performance exceeds current CPU-based techniques by a factor of up to 1000 and makes real-time visualization of real-world trimmed NURBS and T-Spline models possible on consumer-level graphics cards.
Michael Guthe, Ákos Balázs, Reinhard Klein
ACM Trans. Graph.1
2005 Interactive fragment tracing
Jan Meseth, Michael Guthe, Reinhard Klein
Vis. Comput.2
2004 Fat borders: gap filling for efficient view-dependent LOD NURBS rendering
Ákos Balázs, Michael Guthe, Reinhard Klein
Comput. Graph.2
2004 Streaming HLODs: an out-of-core viewer for network visualization of huge polygon models
Michael Guthe, Reinhard Klein
Comput. Graph.1
2003 Automatic Texture Atlas Generation from Trimmed NURBS Models
abstract
Abstract A Texture Atlas is a two dimensional representation of a 3D model usable for paint systems or as a sewing pattern.The field of texture atlas generation from polygonal models has been well exploited in the recent years. The developedalgorithms work on piecewise linear surface representations, but not on parametric surfaces like NURBS,that are still the main surface representation in CAD systems. If a texture atlas is generated from a triangulatedNURBS model, the result cannot be edited further in a CAD system, since the separation into charts is not basedon the separate NURBS patches of the original model. We present a method for automatic generation of a textureatlas directly from trimmed NURBS models, while preserving the original NURBS representation. The resultingtexture atlas is build of several charts, each consisting of the original NURBS patches sewn together. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation;I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling; I.3.7 [Computer Graphics]: Three‐DimensionalGraphics and Realism — Color, Shading and Texture; J.6 [Computer‐aided Engineering]: Computer‐aideddesign (CAD)
Michael Guthe, Reinhard Klein
Comput. Graph. Forum1
2002 Fast and Memory Efficient View-Dependent Trimmed NURBS Rendering
abstract
The problem of rendering large trimmed NURBS models at interactive frame rates is of great interest for industry, since nearly all their models are designed on the basis of this surface type. Most existing approaches first transform the NURBS surfaces into polygonal representation and subsequently build static levels of detail upon them, as current graphics hardware is optimized for rendering triangles. lit this work, we present a method for memory efficient, view-dependent rendering of trimmed NURBS surfaces that yields high-quality results at interactive frame rates. In contrast to existing algorithms, our approach needs not store hierarchies of triangles, since utilizing our special multiresolution seam graph data structure, we are able to generate required triangulations on the fly.
Michael Guthe, Jan Meseth, Reinhard Klein
PG1