Dieter Schmalstieg

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248ranked-venue papers
11as first author
46since 2021 · last 2026
0000-0003-2813-2235ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 209 · 11 first-author · 39 since 2021Human-computer interaction and ubiquitous computing · 121 · 7 first-author · 12 since 2021Artificial intelligence and machine learning · 11 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 9 · 4 since 2021Systems, architecture and hardware · 5
YearPublicationVenuePosition
2026 Spatial Context Switches During Knowledge Tasks in Extended Reality
abstract
Current Extended Reality (XR) devices are increasingly being used as productivity tools. Compared to conventional setups, they allow for more flexibility in dynamic work locations beyond the desktop while providing a large virtual workspace. Recent research has explored how users organize digital documents and how virtual interfaces could be adapted to different locations and scenarios. However, there has been limited research on how location changes affect productivity tasks in XR environments and how users manually adapt virtual content layouts after such task interruptions. To address this, we conducted an exploratory user study (N=17) in which participants worked on a document-centered organization and planning task while changing locations every five minutes. We examined how these spatial transitions interfered with the task and identified layout strategies and patterns. From our observations and participant responses, we derived a set of design guidelines to inform the development of future XR knowledge work systems in mobile contexts.
Wolfgang Büschel, Verena Biener, Dieter Schmalstieg
CHI3
2026 Change-Resilient Localization Estimation
abstract
Indoor localization is essential in applications such as augmented reality or robotics. Existing solutions for localization in static scenes work well even for large environments, but localization in environments with movable objects whose pose in the scene change between sessions remains challenging. In this paper, we propose a change-resilient localization method based on a novel geometric descriptor computed only from geometric primitives. Our method is capable of re-identifying primitives that have moved in the scene. We leverage this feature to update a stored reference model (anchor) of the environment to accommodate the changes, which enables localization that is resilient to changes in the scene. We report on a set of experiments demonstrating the robustness and scalability of our method. In addition, we present use cases highlighting the importance of being able to update a reference model.
Fernando Reyes-Aviles, Philipp Fleck, Dieter Schmalstieg, Clemens Arth
VR3
2026 Hybrid User Interfaces: Past, Present, and Future of Complementary Cross-Device Interaction in Mixed Reality
abstract
We investigate hybrid user interfaces (HUIs), aiming to establish a cohesive understanding and to adopt consistent terminology for this nascent research area. HUIs combine heterogeneous devices in complementary roles, leveraging the distinct benefits of each. Our work focuses on cross-device interaction between 2D devices and mixed reality environments, which are particularly compelling, leveraging the familiarity of traditional 2D platforms while providing spatial awareness and immersion. Although prior work has prominently explored such HUIs in the context of mixed reality, we still lack a cohesive understanding of the unique design possibilities and challenges of such combinations, resulting in a fragmented research landscape. We conducted a systematic survey and present a taxonomy of HUIs that combine conventional display technology and mixed reality environments. Based on this, we discuss past and current challenges, the evolution of definitions, and prospective opportunities to tie together the past 30 years of research with our vision of future HUIs.
Sebastian Hubenschmid, Marc Satkowski, Johannes Zagermann, Julián Méndez 0001, Niklas Elmqvist, Steven K. Feiner, Tiare M. Feuchtner, Jens Emil Grønbæk, Benjamin Lee 0001, Dieter Schmalstieg, Raimund Dachselt, Harald Reiterer
IEEE Trans. Vis. Comput. Graph.10
2026 Semantic Scene Graphs for Creating a Localization-Ready Internet of Things
abstract
Controlling devices connected to the Internet of Things often requires juggling multiple smartphone apps or physical remote controls, creating a fragmented user experience. Augmented Reality (AR) can afford superior control by automatically presenting virtual user interfaces that are spatially aligned with networked devices. However, before such user interfaces can be delivered, physical devices must be localized in the environment. This paper introduces LORIOT (LOcalization-Ready Internet Of Things), a novel end-to-end system that uses a semantic scene graph and a large language model to map the identities of the networked devices to physical objects, given a pre-filtered set of IoT-device candidate nodes. A declarative UI specification enables automatic generation of device control panels for AR and non-AR clients. We evaluate the mapping component on a controlled synthetic-room benchmark of 100 randomly generated rooms. Using device network metadata alone, we achieve a baseline macro-averaged F1 score of 0.80 for digital $\rightarrow$→ physical associations. When device metadata is enriched with physical attributes (mounting location, materials, color, and size), performance improves to 0.88. Moreover, we evaluate the benefit of spatially registered AR control in a within-subject user study ($N{=}20$N=20), comparing in-situ AR panels against conventional non-AR control with smartphone apps or physical remote controls. AR yields significantly faster task completion, lower mental demand, and higher usability.
Jan Kolberg, Michael Pabst, Verena Biener, Shohei Mori, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2026 HandLight: Light Estimation from Hand Interaction in Mixed Reality
abstract
Correctly estimating the surrounding illumination is essential for creating visually coherent Mixed Reality (MR) experiences. The most accurate results can be achieved by utilizing a light probe, a dedicated object with known reflectance parameters that is placed into the scene. However, the need for a dedicated object placed in the area where the illumination is estimated presents a severe limitation. Building on the increasing popularity of gestural interaction in MR, we present HandLight, an approach to estimating the illumination from the user's hands during interaction. Contrary to static light probes, HandLight does not require preparation of the environment and generates an atlas of light probes while the user moves in the world, thus reflecting variable illumination. Our system utilizes a neural network that learns the environment lighting from images of the hand. We train the network on a dataset depicting three common gestures (pinch, fist, bloom) under varying light conditions. We show that our approach can provide believable illumination estimations for a variety of illuminations on a dataset of real hand images.
David Mandl, Denis Kalkofen, Peter Mohr, Dieter Schmalstieg, Alexander Plopski
IEEE Trans. Vis. Comput. Graph.4
2026 Situated Brushing and Linking in Virtual and Augmented Reality
abstract
In traditional visual analysis, brushing and linking is commonly used to visually connect multiple views using highlighting techniques. However, brushing and linking has rarely been used in situated analytics, which uses visualizations to analyze data in the context of physical referents. In situated analytics, data representations must be visually linked to real-world objects. Previous work has assessed situated brushing and linking in a virtual reality simulation of a supermarket scenario. Here, we replicate and extend the previous approach by studying brushing and linking in an actual physical space with augmented reality, while further improving the highlighting techniques. Using a video see-through display, we compare augmented reality with virtual reality. Results suggest that AR performs better in time and accuracy, but the effectiveness of the techniques varies by condition. These results provide a new framing of how the real-world stimuli matter in situated analytics.
Carlos Quijano-Chavez, Benjamin Lee 0001, Nina Doerr, Wolfgang Büschel, Michael Sedlmair, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.6
2025 AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering
abstract
Although 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it still faces challenges such as aliasing, projection artifacts, and view inconsistencies, primarily due to the simplification of treating splats as 2D entities. We argue that incorporating full 3D evaluation of Gaussians throughout the 3DGS pipeline can effectively address these issues while preserving rasterization efficiency. Specifically, we introduce an adaptive 3D smoothing filter to mitigate aliasing and present a stable view-space bounding method that eliminates popping artifacts when Gaussians extend beyond the view frustum. Furthermore, we promote tile-based culling to 3D with screen-space planes, accelerating rendering and reducing sorting costs for hierarchical rasterization. Our method achieves state-of-the-art quality on in-distribution evaluation sets and significantly outperforms other approaches for out-of-distribution views. Our qualitative evaluations further demonstrate the effective removal of aliasing, distortions, and popping artifacts, ensuring real-time, artifact-free rendering.
Michael Steiner 0011, Thomas Köhler 0006, Lukas Radl, Felix Windisch, Dieter Schmalstieg, Markus Steinberger
ICCV5
2025 Long-Term Experiences from Working with Extended Reality in the Wild
abstract
Extended Reality (XR) is increasingly used as a productivity tool and recent commercial XR devices have even been specifically designed as productivity tools, or, at least, are heavily advertised for such purposes, such as the Apple Vision Pro (AVP), which has now been available for more than one year. In spite of what marketing suggests, research still lacks an understanding of the long-term usage of such devices in ecologically valid everyday settings, as most studies are conducted in very controlled environments. Therefore, we conducted interviews with ten AVP users to better understand how experienced users engage with the device, and which limitations persist. Our participants report that XR can increase productivity and that they got used to the device after some time. Yet, a range of limitations persist that might hinder the widespread use of XR as a productivity tool, such as a lack of native applications, difficulties when integrating XR into current workflows, and limited possibilities to adapt and customize the XR experience.
Verena Biener, Florian Jack Winston, Dieter Schmalstieg, Alexander Plopski
ISMAR3
2025 IntelliCap: Intelligent Guidance for Consistent View Sampling
abstract
Novel view synthesis from images, for example, with 3D Gaussian splatting, has made great progress. Rendering fidelity and speed are now ready even for demanding virtual reality applications. However, the problem of assisting humans in collecting the input images for these rendering algorithms has received much less attention. High-quality view synthesis requires uniform and dense view sampling. Unfortunately, these requirements are not easily addressed by human camera operators, who are in a hurry, impatient, or lack understanding of the scene structure and the photographic process. Existing approaches to guide humans during image acquisition concentrate on single objects or neglect view-dependent material characteristics. We propose a novel situated visualization technique for scanning at multiple scales. During the scanning of a scene, our method identifies important objects that need extended image coverage to properly represent view-dependent appearance. To this end, we leverage semantic segmentation and category identification, ranked by a vision-language model. Spherical proxies are generated around highly ranked objects to guide the user during scanning. Our results show superior performance in real scenes compared to conventional view sampling strategies.
Ayaka Yasunaga, Hideo Saito 0001, Dieter Schmalstieg, Shohei Mori
ISMAR3
2025 Potentially Visible Set Generation with the Disocclusion Buffer
abstract
The computation of a potentially visible set (PVS) can accelerate many computer graphics algorithms, such as framerate upsampling, streaming rendering, global illumination, and multi-fragment effects. Algorithms for from-region PVS have an inherently high complexity. Previous from-region PVS algorithms propagate occlusion through the scene in a front-to-back manner and are order-dependent, which places bounds on parallelism and restricts execution speed. We introduce the disocclusion buffer, which operates on a sparse, layered representation of the scene with quantized depth. In this representation, we invert the traditional PVS problem formulation and explicitly compute disocclusion rather than occlusion. Disocclusion can be computed in parallel in an order-independent manner, overcoming the main bottleneck in traditional PVS computation. Our PVS algorithm is over six times faster than the previous state of the art at the same level of accuracy in a direct comparison. It runs in shaders on the GPU without requiring any hardware extensions. We demonstrate how our work outperforms previous PVS algorithms in the range of supported camera motion without compromising quality.
Sebastian Künzel, Sergej Geringer, Quynh Quang Ngo, Philip Voglreiter, Daniel Weiskopf, Dieter Schmalstieg
SIGGRAPH Asia6
2025 SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction
abstract
Recent advances in 3D Gaussian representations have significantly improved the quality and efficiency of image-based scene reconstruction. Their explicit nature facilitates real-time rendering and fast optimization, yet extracting accurate surfaces—particularly in large-scale, unbounded environments—remains a difficult task. Many existing methods rely on approximate depth estimates and global sorting heuristics, which can introduce artifacts and limit the fidelity of the reconstructed mesh. In this paper, we present Sorted Opacity Fields (SOF), a method designed to recover detailed surfaces from 3D Gaussians with both speed and precision. Our approach improves upon prior work by introducing hierarchical resorting and a robust formulation of Gaussian depth, which better aligns with the level-set. To enhance mesh quality, we incorporate a level-set regularizer operating on the opacity field and introduce losses that encourage geometrically-consistent primitive shapes. In addition, we develop a parallelized Marching Tetrahedra algorithm tailored to our opacity formulation, reducing meshing time by up to an order of magnitude. As demonstrated by our quantitative evaluation, SOF achieves higher reconstruction accuracy while cutting total processing time by more than a factor of three. These results mark a step forward in turning efficient Gaussian-based rendering into equally efficient geometry extraction.
Lukas Radl, Felix Windisch, Thomas Deixelberger, Jozef Hladky, Michael Steiner 0011, Dieter Schmalstieg, Markus Steinberger
SIGGRAPH Asia6
2025 NeuralPVS: Learned Estimation of Potentially Visible Sets
abstract
Real-time visibility determination in expansive or dynamically changing environments has long posed a significant challenge in computer graphics. Existing techniques are computationally expensive and often applied as a precomputation step on a static scene. We present NeuralPVS, the first deep-learning approach for visibility computation that efficiently determines from-region visibility in a large scene, running at approximately 100 Hz processing with less than \(1\%\) missing geometry. This approach is possible by using a neural network operating on a froxelized representation of the scene. The network’s performance is achieved by combining sparse convolution with a 3D volume-preserving interleaving for data compression. Moreover, we introduce a novel repulsive visibility loss that can effectively guide the network to converge to the correct data distribution. This loss provides enhanced robustness and generalization to unseen scenes. Our results demonstrate that NeuralPVS outperforms existing visibility methods in terms of both accuracy and efficiency.
Thomas Köhler 0006, Jun Lin Qiu, Shohei Mori, Markus Steinberger, Dieter Schmalstieg
SIGGRAPH Asia6
2025 SpatialMouse: A Hybrid Pointing Device for Seamless Interaction Across 2D and 3D Spaces
abstract
We introduce the SpatialMouse, a hybrid pointing device that combines the capabilities of a desktop mouse with the spatial input of a virtual reality (VR) controller, enabling seamless transitions between 2D and 3D interaction spaces in immersive mixed reality environments. Holistic usage scenarios in mixed reality involve tasks suited alternately to 2D or 3D information spaces. Yet, existing input devices excel in either 2D or 3D, but not both, making it necessary to switch between multiple input devices (e.g., mouse and VR controller). Our SpatialMouse addresses this issue, offering the affordances of a desktop mouse for indirect 2D pointing and the spatial capabilities of VR controllers with six degrees of freedom. In a user study with 12 participants, our prototype significantly reduced perceived task load and improved user experience compared to switching between separate devices. We extract design recommendations to further support such hybrid input approaches.
Sebastian Hubenschmid, Johannes Zagermann, Robin Erb, Tiare M. Feuchtner, Jens Grubert, Markus Tatzgern, Dieter Schmalstieg, Harald Reiterer
VRST7
2025 CECILIA: A Toolkit for Visual Game Content Exploration and Modification
abstract
We investigate the idea of a toolkit for visually exploring and modifying game content, addressing questions, such as how to identify relevant in-game data, how to make use of the data to create in-game visual representations, and what benefits these representations have. To that aim, we build a toolkit on top of the. NET platform employed by Unity in order to explore and add custom content without access to the game's source code. Our visual modifications use live objects in the game as data sources. The results appear as an integral part of the game world, which is generated with the original Unity rendering engine. This capability enables visual exploration for debugging, playtesting, modding, streaming, and data-driven analysis of games, as we demonstrate with several examples.
Philipp Fleck, Michael Hochörtler, David Kastl, Georg Gotschier, Johanna Pirker, Dieter Schmalstieg
IEEE Trans. Games6
2025 Deep Medial Voxels: Learned Medial Axis Approximations for Anatomical Shape Modeling
abstract
Shape reconstruction from imaging volumes is a recurring need in medical image analysis. Common workflows start with a segmentation step, followed by careful post-processing and, finally, ad hoc meshing algorithms. As this sequence can be time-consuming, neural networks are trained to reconstruct shapes through template deformation. These networks deliver state-of-the-art results without manual intervention, but, so far, they have primarily been evaluated on anatomical shapes with little topological variety between individuals. In contrast, other works favor learning implicit shape models, which have multiple benefits for meshing and visualization. Our work follows this direction by introducing deep medial voxels, a semi-implicit representation that faithfully approximates the topological skeleton from imaging volumes and eventually leads to shape reconstruction via convolution surfaces. Our reconstruction technique shows potential for both visualization and computer simulations. Code available at https://github.com/apepe91/dmv.
Antonio Pepe 0003, Richard Schussnig, Jianning Li 0002, Christina Schwarz-Gsaxner, Dieter Schmalstieg, Jan Egger
IEEE Trans. Medical Imaging5
2025 MRUnion: Asymmetric Task-Aware 3D Mutual Scene Generation of Dissimilar Spaces for Mixed Reality Telepresence
abstract
In mixed reality (MR) telepresence applications, the differences between participants' physical environments can interfere with effective collaboration. For asymmetric tasks, users might need to access different resources (information, objects, tools) distributed throughout their room. Existing intersection methods do not support such interactions, because a large portion of the telepresence participants' rooms become inaccessible, along with the relevant task resources. We propose MRUnion, a Mixed Reality Telepresence pipeline for asymmetric task-aware 3D mutual scene generation. The key concept of our approach is to enable a user in an asymmetric telecollaboration scenario to access the entire room, while still being able to communicate with remote users in a shared space. For this purpose, we introduce a novel mutual room layout called Union. We evaluated 882 space combinations quantitatively involving two, three, and four combined remote spaces and compared it to a conventional Intersect room layout. The results show that our method outperforms existing intersection methods and enables a significant increase in space and accessibility to resources within the shared space. In an exploratory user study (N=24), we investigated the applicability of the synthetic mutual scene in both MR and VR setups, where users collaborated on an asymmetric remote assembly task. The study results showed that our method achieved comparable results to the intersect method but requires further investigation in terms of social presence, safety and support of collaboration. From this study, we derived design implications for synthetic mutual spaces.
Michael Pabst, Linda Rudolph, Nikolas Brasch, Verena Biener, Chloe Eghtebas, Ulrich Eck, Dieter Schmalstieg, Gudrun Klinker
IEEE Trans. Vis. Comput. Graph.7
2025 Selection at a Distance Through a Large Transparent Touch Screen
abstract
Large transparent touch screens (LTTS) have recently become commercially available. These displays have the potential for engaging Augmented Reality (AR) applications, especially in public and shared spaces. However, the interaction with objects in the real environment behind the display remains challenging: Users must combine pointing and touch input if they want to select objects at varying distances. There is a lot of work on wearable or mobile AR displays, but little on how users interact with LTTS. Our goal is to contribute to a better understanding of natural user interaction for these AR displays. To this end, we developed a prototype and evaluated different pointing techniques for selecting 12 physical targets behind an LTTS, with distances ranging from 6 to 401 cm. We conducted a user study with 16 participants and measured user preferences, performance, and behavior. We analyzed the change in accuracy depending on the target position and the selection technique used. Our findings include: (a) Users naturally align the touch point with their line of sight for targets farther than 36 cm behind the LTTS. (b) This technique provides the lowest angular deviation compared to other techniques. (c) Some user close one eye to improve their performance. Our results help to improve future AR scenarios using LTTS systems.
Sebastian Rigling, Steffen Koch 0001, Dieter Schmalstieg, Bruce H. Thomas, Michael Sedlmair
IEEE Trans. Vis. Comput. Graph.3
2024 DeepDR: Deep Structure-Aware RGB-D Inpainting for Diminished Reality
abstract
Diminished reality (DR) refers to the removal of real objects from the environment by virtually replacing them with their background. Modern DR frameworks use inpainting to hallucinate unobserved regions. While recent deep learning-based inpainting is promising, the DR use case is complicated by the need to generate coherent structure and 3D geometry (i.e., depth), in particular for advanced applications, such as 3D scene editing. In this paper, we propose Deep DR, a first RGB-D inpainting framework fulfilling all requirements of DR: Plausible image and geometry inpainting with coherent structure, running at real-time frame rates, with minimal temporal artifacts. Our structure-aware generative network allows us to explicitly condition color and depth outputs on the scene semantics, overcoming the difficulty of reconstructing sharp and consistent boundaries in regions with complex backgrounds. Experimental results show that the proposed framework can outperform related work qualitatively and quantitatively.
Christina Schwarz-Gsaxner, Shohei Mori, Dieter Schmalstieg, Jan Egger, Gerhard Paar, Werner Bailer, Denis Kalkofen
3DV3
2024 Error Management for Augmented Reality Assembly Instructions
abstract
Augmented reality (AR) lends itself to presenting visual instructions on how to assemble or disassemble an object. Splitting the assembly procedure into shorter steps and presenting the corresponding instructions in AR supports their comprehension. However, one can still misinterpret instructions and make errors while manipulating the object. While previous work supports detecting the occurrence of errors, we investigate handling such errors. This requires knowledge of the error at runtime of the application. Starting from a categorization of the errors, we investigate how to automatically derive common error states to generate training data. We introduce an extension to a state-of-the-art deep-learning-based object detector for supporting the detection of assembly states at real-time update rates, based on contrastive learning. We evaluated the proposed detector, showing that it outperforms the state-of-the-art, and we demonstrate our work with an AR application that alerts the user if errors occur and provides visual help to correct the error.
Ana Stanescu 0003, Peter Mohr, Franz Thaler, Mateusz Kozinski, Lucchas Ribeiro Skreinig, Dieter Schmalstieg, Denis Kalkofen
ISMAR6
2024 Immersive Authoring by Demonstration of Industrial Procedures
abstract
This work presents an authoring tool for supporting the creation of immersive instructions for industrial processes. Our system simplifies the creation of instructional content by providing an immersive virtual reality environment that enables expert operators to interact directly with virtual replicas of industrial devices. Hand movements, tool usage, gaze, spoken comments, and machine part movement are recorded using a head-mounted display. Editing of instructions in virtual reality is aided by automatic segmentation of recorded data into individual steps and visualizations of regions with intensive activity. A qualitative evaluation of our system by industrial experts shows that it is a viable alternative to current practices in authoring instructions for assembly and maintenance.
Lucchas Ribeiro Skreinig, Peter Mohr, Blanca Berger, Markus Tatzgern, Dieter Schmalstieg, Denis Kalkofen
ISMAR5
2024 Neural Bokeh: Learning Lens Blur for Computational Videography and Out-of-Focus Mixed Reality
abstract
We present Neural Bokeh, a deep learning approach for synthesizing convincing out-of-focus effects with applications in Mixed Reality (MR) image and video compositing. Unlike existing approaches that solely learn the amount of blur for out-of-focus areas, our approach captures the overall characteristic of the bokeh to enable the seamless integration of rendered scene content into real images, ensuring a consistent lens blur over the resulting MR composition. Our method learns spatially varying blur shapes, i.e., bokeh, from a dataset of real images acquired using the physical camera that is used to capture the photograph or video of the MR composition. Accordingly, those learned blur shapes mimic the characteristics of the physical lens. As the run-time and the resulting quality of Neural Bokeh increase with the resolution of input images, we employ low-resolution images for the MR view finding at runtime and high-resolution renderings for compositing with high-resolution photographs or videos in an offline process. We envision a variety of applications, including visual enhancement of image and video compositing containing creative utilization of out-of-focus effects.
David Mandl, Shohei Mori, Peter Mohr, Yifan Peng 0001, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen
VR6
2024 Visual Highlighting for Situated Brushing and Linking
abstract
Abstract Brushing and linking is widely used for visual analytics in desktop environments. However, using this approach to link many data items between situated (e.g., a virtual screen with data) and embedded views (e.g., highlighted objects in the physical environment) is largely unexplored. To this end, we study the effectiveness of visual highlighting techniques in helping users identify and link physical referents to brushed data marks in a situated scatterplot. In an exploratory virtual reality user study (N=20), we evaluated four highlighting techniques under different physical layouts and tasks. We discuss the effectiveness of these techniques, as well as implications for the design of brushing and linking operations in situated analytics.
Nina Doerr, Benjamin Lee 0001, Katarina Baricova, Dieter Schmalstieg, Michael Sedlmair
Comput. Graph. Forum4
2024 End-to-End Compressed Meshlet Rendering
abstract
Abstract In this paper, we study rendering of end‐to‐end compressed triangle meshes using modern GPU techniques, in particular, mesh shaders. Our approach allows us to keep unstructured triangle meshes in GPU memory in compressed form and decompress them in shader code just in time for rasterization. Typical previous approaches use a compressed mesh format only for persistent storage and streaming, but must decompress it into GPU memory before submitting it to rendering. In contrast, our approach uses an identical compressed format in both storage and GPU memory. Hence, our compression method effectively reduces the in‐memory requirements of huge triangular meshes and avoids any waiting times on streaming geometry induced by the need for a decompression stage on the CPU. End‐to‐end compression also means that scenes with more geometric detail than previously possible can be made fully resident in GPU memory. Our approach is based on a novel decomposition of meshes into meshlets,i.e. disjoint primitive groups that are compressed individually. Decompression using a mesh shader allows de facto random access on the primitive level, which is important for applications such as selective streaming and fine‐grained visibility computation. We compare our approach to multiple commonly used compressed meshlet formats in terms of required memory and rendering times. The results imply that our approach reduces the required CPU–GPU memory bandwidth, a frequent bottleneck in out‐of‐core rendering.
Daniel Mlakar, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum3
2024 Gaze-Contingent Layered Optical See-Through Displays with a Confidence-Driven View Volume
abstract
The vergence-accommodation conflict (VAC) presents a major perceptual challenge for head-mounted displays with a fixed image plane. Varifocal and layered display designs can mitigate the VAC. However, the image quality of varifocal displays is affected by imprecise eye tracking, whereas layered displays suffer from reduced image contrast as the distance between layers increases. Combined designs support a larger workspace and tolerate some eye-tracking error. However, any layered design with a fixed layer spacing restricts the amount of error compensation and limits the in-focus contrast. We extend previous hybrid designs by introducing confidence-driven volume control, which adjusts the size of the view volume at runtime. We use the eye tracker's confidence to control the spacing of display layers and optimize the trade-off between the display's view volume and the amount of eye tracking error the display can compensate. In the case of high-quality focus point estimation, our approach provides high in-focus contrast, whereas low-quality eye tracking increases the view volume to tolerate the error. We describe our design, present its implementation as an optical-see head-mounted display using a multiplicative layer combination, and present an evaluation comparing our design with previous approaches.
Christoph Ebner, Alexander Plopski, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.3
2024 Design Patterns for Situated Visualization in Augmented Reality
abstract
Situated visualization has become an increasingly popular research area in the visualization community, fueled by advancements in augmented reality (AR) technology and immersive analytics. Visualizing data in spatial proximity to their physical referents affords new design opportunities and considerations not present in traditional visualization, which researchers are now beginning to explore. However, the AR research community has an extensive history of designing graphics that are displayed in highly physical contexts. In this work, we leverage the richness of AR research and apply it to situated visualization. We derive design patterns which summarize common approaches of visualizing data in situ. The design patterns are based on a survey of 293 papers published in the AR and visualization communities, as well as our own expertise. We discuss design dimensions that help to describe both our patterns and previous work in the literature. This discussion is accompanied by several guidelines which explain how to apply the patterns given the constraints imposed by the real world. We conclude by discussing future research directions that will help establish a complete understanding of the design of situated visualization, including the role of interactivity, tasks, and workflows.
Benjamin Lee 0001, Michael Sedlmair, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
2024 Instant Segmentation and Fitting of Excavations in Subsurface Utility Engineering
abstract
Using augmented reality for subsurface utility engineering (SUE) has benefited from recent advances in sensing hardware, enabling the first practical and commercial applications. However, this progress has uncovered a latent problem - the insufficient quality of existing SUE data in terms of completeness and accuracy. In this work, we present a novel approach to automate the process of aligning existing SUE databases with measurements taken during excavation works, with the potential to correct the deviation from the as-planned to as-built documentation, which is still a big challenge for traditional workers at sight. Our segmentation algorithm performs infrastructure segmentation based on the live capture of an excavation on site. Our fitting approach correlates the inferred position and orientation with the existing digital plan and registers the as-planned model into the as-built state. Our approach is the first to circumvent tedious postprocessing, as it corrects data online and on-site. In our experiments, we show the results of our proposed method on both synthetic data and a set of real excavations.
Marco Stranner, Philipp Fleck, Dieter Schmalstieg, Clemens Arth
IEEE Trans. Vis. Comput. Graph.3
2023 State-Aware Configuration Detection for Augmented Reality Step-by-Step Tutorials
abstract
Presenting tutorials in augmented reality is a compelling application area, but previous attempts have been limited to objects with only a small numbers of parts. Scaling augmented reality tutorials to complex assemblies of a large number of parts is difficult, because it requires automatically discriminating many similar-looking object configurations, which poses a challenge for current object detection techniques. In this paper, we seek to lift this limitation. Our approach is inspired by the observation that, even though the number of assembly steps may be large, their order is typically highly restricted: Some actions can only be performed after others. To leverage this observation, we enhance a state-of-the-art object detector to predict the current assembly state by conditioning on the previous one, and to learn the constraints on consecutive states. This learned ‘consecutive state prior’ helps the detector disambiguate configurations that are otherwise too similar in terms of visual appearance to be reliably discriminated. Via the state prior, the detector is also able to improve the estimated probabilities that a state detection is correct. We experimentally demonstrate that our technique enhances the detection accuracy for assembly sequences with a large number of steps and on a variety of use cases, including furniture, Lego and origami. Additionally, we demonstrate the use of our algorithm in an interactive augmented reality application.
Ana Stanescu 0003, Peter Mohr, Mateusz Kozinski, Shohei Mori, Dieter Schmalstieg, Denis Kalkofen
ISMAR5
2023 Exploring Augmented Reality for Situated Analytics with Many Movable Physical Referents
abstract
Situated analytics (SitA) uses visualization in the context of physical referents, typically by using augmented reality (AR). We want to pave the way toward studying SitA in more suitable and realistic settings. Toward this goal, we contribute a testbed to evaluate SitA based on a scenario in which participants play the role of a museum curator and need to organize an exhibition of music artifacts. We conducted two experiments: First, we evaluated an AR headset interface and the testbed itself in an exploratory manner. Second, we compared the AR headset to a tablet interface. We summarize the lessons learned as guidance for designing and evaluating SitA.
Aimée Sousa Calepso, Philipp Fleck, Dieter Schmalstieg, Michael Sedlmair
VRST3
2023 The HoloLens in medicine: A systematic review and taxonomy
abstract
The HoloLens (Microsoft Corp., Redmond, WA), a head-worn, optically see-through augmented reality (AR) display, is the main player in the recent boost in medical AR research. In this systematic review, we provide a comprehensive overview of the usage of the first-generation HoloLens within the medical domain, from its release in March 2016, until the year of 2021. We identified 217 relevant publications through a systematic search of the PubMed, Scopus, IEEE Xplore and SpringerLink databases. We propose a new taxonomy including use case, technical methodology for registration and tracking, data sources, visualization as well as validation and evaluation, and analyze the retrieved publications accordingly. We find that the bulk of research focuses on supporting physicians during interventions, where the HoloLens is promising for procedures usually performed without image guidance. However, the consensus is that accuracy and reliability are still too low to replace conventional guidance systems. Medical students are the second most common target group, where AR-enhanced medical simulators emerge as a promising technology. While concerns about human-computer interactions, usability and perception are frequently mentioned, hardly any concepts to overcome these issues have been proposed. Instead, registration and tracking lie at the core of most reviewed publications, nevertheless only few of them propose innovative concepts in this direction. Finally, we find that the validation of HoloLens applications suffers from a lack of standardized and rigorous evaluation protocols. We hope that this review can advance medical AR research by identifying gaps in the current literature, to pave the way for novel, innovative directions and translation into the medical routine.
Christina Schwarz-Gsaxner, Jianning Li 0002, Antonio Pepe 0003, Jens Kleesiek, Dieter Schmalstieg, Jan Egger
Medical Image Anal.6
2023 Trim Regions for Online Computation of From-Region Potentially Visible Sets
abstract
Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.
Philip Voglreiter, Bernhard Kerbl, Alexander Weinrauch, Joerg H. Mueller, Thomas Neff, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.7
2023 Off-Axis Layered Displays: Hybrid Direct-View/Near-Eye Mixed Reality with Focus Cues
abstract
This work introduces off-axis layered displays, the first approach to stereoscopic direct-view displays with support for focus cues. Off-axis layered displays combine a head-mounted display with a traditional direct-view display for encoding a focal stack and thus, for providing focus cues. To explore the novel display architecture, we present a complete processing pipeline for the real-time computation and post-render warping of off-axis display patterns. In addition, we build two prototypes using a head-mounted display in combination with a stereoscopic direct-view display, and a more widely available monoscopic direct-view display. In addition we show how extending off-axis layered displays with an attenuation layer and with eye-tracking can improve image quality. We thoroughly analyze each component in a technical evaluation and present examples captured through our prototypes.
Christoph Ebner, Peter Mohr, Tobias Langlotz, Yifan Peng 0001, Dieter Schmalstieg, Gordon Wetzstein, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.5
2023 RagRug: A Toolkit for Situated Analytics
abstract
We present RagRug, an open-source toolkit for situated analytics. The abilities of RagRug go beyond previous immersive analytics toolkits by focusing on specific requirements emerging when using augmented reality (AR) rather than virtual reality. RagRug combines state of the art visual encoding capabilities with a comprehensive physical-virtual model, which lets application developers systematically describe the physical objects in the real world and their role in AR. We connect AR visualizations with data streams from the Internet of Things using distributed dataflow. To this end, we use reactive programming patterns so that visualizations become context-aware, i.e., they adapt to events coming in from the environment. The resulting authoring system is low-code; it emphasises describing the physical and the virtual world and the dataflow between the elements contained therein. We describe the technical design and implementation of RagRug, and report on five example applications illustrating the toolkit's abilities.
Philipp Fleck, Aimée Sousa Calepso, Sebastian Hubenschmid, Michael Sedlmair, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2023 Good Keyframes to Inpaint
abstract
Diminished Reality (DR) propagates pixels from a keyframe to subsequent frames for real-time inpainting. Keyframe selection has a significant impact on the inpainting quality, but untrained users struggle to identify good keyframes. Automatic selection is not straightforward either, since no previous work has formalized or verified what determines a good keyframe. We propose a novel metric to select good keyframes to inpaint. We examine the heuristics adopted in existing DR inpainting approaches and derive multiple simple criteria measurable from SLAM. To combine these criteria, we empirically analyze their effect on the quality using a novel representative test dataset. Our results demonstrate that the combined metric selects RGBD keyframes leading to high-quality inpainting results more often than a baseline approach in both color and depth domains. Also, we confirmed that our approach has a better ranking ability of distinguishing good and bad keyframes. Compared to random selections, our metric selects keyframes that would lead to higher-quality and more stably converging inpainting results. We present three DR examples, automatic keyframe selection, user navigation, and marker hiding.
Shohei Mori, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.2
2023 Exemplar-Based Inpainting for 6DOF Virtual Reality Photos
abstract
Multi-layer images are currently the most prominent scene representation for viewing natural scenes under full-motion parallax in virtual reality. Layers ordered in diopter space contain color and transparency so that a complete image is formed when the layers are composited in a view-dependent manner. Once baked, the same limitations apply to multi-layer images as to conventional single-layer photography, making it challenging to remove obstructive objects or otherwise edit the content. Object removal before baking can benefit from filling disoccluded layers with pixels from background layers. However, if no such background pixels have been observed, an inpainting algorithm must fill the empty spots with fitting synthetic content. We present and study a multi-layer inpainting approach that addresses this problem in two stages: First, a volumetric area of interest specified by the user is classified with respect to whether the background pixels have been observed or not. Second, the unobserved pixels are filled with multi-layer inpainting. We report on experiments using multiple variants of multi-layer inpainting and compare our solution to conventional inpainting methods that consider each layer individually.
Shohei Mori, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.2
2023 Compact World Anchors: Registration Using Parametric Primitives as Scene Description
abstract
We present a registration method relying on geometric constraints extracted from parametric primitives contained in 3D parametric models. Our method solves the registration in closed-form from three line-to-line, line-to-plane or plane-to-plane correspondences. The approach either works with semantically segmented RGB-D scans of the scene or with the output of plane detection in common frameworks like ARKit and ARCore. Based on the primitives detected in the scene, we build a list of descriptors using the normals and centroids of all the found primitives, and match them against the pre-computed list of descriptors from the model in order to find the scene-to-model primitive correspondences. Finally, we use our closed-form solver to estimate the 6DOFtransformation from three lines and one point, which we obtain from the parametric representations of the model and scene parametric primitives. Quantitative and qualitative experiments on synthetic and real-world data sets demonstrate the performance and robustness of our method. We show that it can be used to create compact world anchors for indoor localization in AR applications on mobile devices leveraging commercial SLAM capabilities.
Fernando Reyes-Aviles, Philipp Fleck, Dieter Schmalstieg, Clemens Arth
IEEE Trans. Vis. Comput. Graph.3
2023 Bag of World Anchors for Instant Large-Scale Localization
abstract
In this work, we present a novel scene description to perform large-scale localization using only geometric constraints. Our work extends compact world anchors with a search data structure to efficiently perform localization and pose estimation of mobile augmented reality devices across multiple platforms (e.g., HoloLens 2, iPad). The algorithm uses a bag-of-words approach to characterize distinct scenes (e.g., rooms). Since the individual scene representations rely on compact geometric (rather than appearance-based) features, the resulting search structure is very lightweight and fast, lending itself to deployment on mobile devices. We present a set of experiments demonstrating the accuracy, performance and scalability of our novel localization method. In addition, we describe several use cases demonstrating how efficient cross-platform localization facilitates sharing of augmented reality experiences.
Fernando Reyes-Aviles, Philipp Fleck, Dieter Schmalstieg, Clemens Arth
IEEE Trans. Vis. Comput. Graph.3
2023 guitARhero: Interactive Augmented Reality Guitar Tutorials
abstract
This paper presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user's ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details.
Lucchas Ribeiro Skreinig, Denis Kalkofen, Ana Stanescu 0003, Peter Mohr, Frank Heyen, Shohei Mori, Michael Sedlmair, Dieter Schmalstieg, Alexander Plopski
IEEE Trans. Vis. Comput. Graph.8
2022 Meshlets and How to Shade Them: A Study on Texture-Space Shading
abstract
Abstract Commonly used image‐space layouts of shading points, such as used in deferred shading, are strictly view‐dependent, which restricts efficient caching and temporal amortization. In contrast, texture‐space layouts can represent shading on all surface points and can be tailored to the needs of a particular application. However, the best grouping of shading points—which we call a shading unit—in texture space remains unclear. Choices of shading unit granularity (how many primitives or pixels per unit) and in shading unit parametrization (how to assign texture coordinates to shading points) lead to different outcomes in terms of final image quality, overshading cost, and memory consumption. Among the possible choices, shading units consisting of larger groups of scene primitives, so‐called meshlets, remain unexplored as of yet. In this paper, we introduce a taxonomy for analyzing existing texture‐space shading methods based on the group size and parametrization of shading units. Furthermore, we introduce a novel texture‐space layout strategy that operates on large shading units: the meshlet shading atlas. We experimentally demonstrate that the meshlet shading atlas outperforms previous approaches in terms of image quality, run‐time performance and temporal upsampling for a given number of fragment shader invocations. The meshlet shading atlas lends itself to work together with popular cluster‐based rendering of meshes with high geometric detail.
Thomas Neff, Joerg H. Mueller, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum4
2022 Model-Free Authoring by Demonstration of Assembly Instructions in Augmented Reality
abstract
Among the most compelling applications of Augmented Reality are spatially registered tutorials. The effort of creating such instructions remains one of the obstacles precluding a wider use. We propose a system that is capable of extracting 3D instructions in a completely model-free manner from demonstrations, based on volumetric changes. The instructions are visualised later in an interactive Augmented Reality guidance application, on a mobile head-mounted display. We enable a technology that can be used by anyone in an ad-hoc tabletop setup for assemblies with rigid components.
Ana Stanescu 0003, Peter Mohr, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.3
2022 Video See-Through Mixed Reality with Focus Cues
abstract
This work introduces the first approach to video see-through mixed reality with full support for focus cues. By combining the flexibility to adjust the focus distance found in varifocal designs with the robustness to eye-tracking error found in multifocal designs, our novel display architecture reliably delivers focus cues over a large workspace. In particular, we introduce gaze-contingent layered displays and mixed reality focal stacks, an efficient representation of mixed reality content that lends itself to fast processing for driving layered displays in real time. We thoroughly evaluate this approach by building a complete end-to-end pipeline for capture, render, and display of focus cues in video see-through displays that uses only off-the-shelf hardware and compute components.
Christoph Ebner, Shohei Mori, Peter Mohr, Yifan Peng 0001, Dieter Schmalstieg, Gordon Wetzstein, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.5
2021 Grand Challenges in Immersive Analytics
abstract
Immersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and human-computer interaction to support human data analysis with emerging technologies. This research has thrived over the past years with multiple workshops, seminars, and a growing body of publications, spanning several conferences. Given the rapid advancement of interaction technologies and novel application domains, this paper aims toward a broader research agenda to enable widespread adoption. We present 17 key research challenges developed over multiple sessions by a diverse group of 24 international experts, initiated from a virtual scientific workshop at ACM CHI 2020. These challenges aim to coordinate future work by providing a systematic roadmap of current directions and impending hurdles to facilitate productive and effective applications for Immersive Analytics.
Barrett Ens, Benjamin Bach, Maxime Cordeil, Ulrich Engelke, Marcos Serrano, Wesley Willett, Arnaud Prouzeau, Christoph Anthes, Wolfgang Büschel, Cody Dunne, Tim Dwyer, Jens Grubert, Jason H. Haga, Nurit Kirshenbaum, Dylan Kobayashi, Tica Lin, Monsurat Olaosebikan, Fabian Pointecker, David Saffo, Dieter Schmalstieg, Danielle Albers Szafir, Matt Whitlock, Yalong Yang 0001
CHI21
2021 Inside-Out Instrument Tracking for Surgical Navigation in Augmented Reality
abstract
Surgical navigation requires tracking of instruments with respect to the patient. Conventionally, tracking is done with stationary cameras, and the navigation information is displayed on a stationary display. In contrast, an augmented reality (AR) headset can superimpose surgical navigation information directly in the surgeon’s view. However, AR needs to track the headset, the instruments and the patient, often by relying on stationary infrastructure. We show that 6DOF tracking can be obtained without any stationary, external system by purely utilizing the on-board stereo cameras of a HoloLens 2 to track the same retro-reflective marker spheres used by current optical navigation systems. Our implementation is based on two tracking pipelines complementing each other, one using conventional stereo vision techniques, the other relying on a single-constraint-at-a-time extended Kalman filter. In a technical evaluation of our tracking approach, we show that clinically relevant accuracy of 1.70 mm/1.11° and real-time performance is achievable. We further describe an example application of our system for untethered end-to-end surgical navigation.
Christina Schwarz-Gsaxner, Jianning Li 0002, Antonio Pepe 0003, Dieter Schmalstieg, Jan Egger
VRST4
2021 Automatic skull defect restoration and cranial implant generation for cranioplasty
Jianning Li 0002, Gord von Campe, Antonio Pepe 0003, Christina Schwarz-Gsaxner, Enpeng Wang, Xiaojun Chen 0003, Ulrike Zefferer, Martin Tödtling, Marcell Krall, Hannes Deutschmann, Ute Schäfer, Dieter Schmalstieg, Jan Egger
Medical Image Anal.12
2021 AutoImplant 2020-First MICCAI Challenge on Automatic Cranial Implant Design
abstract
The aim of this paper is to provide a comprehensive overview of the MICCAI 2020 AutoImplant Challenge. The approaches and publications submitted and accepted within the challenge will be summarized and reported, highlighting common algorithmic trends and algorithmic diversity. Furthermore, the evaluation results will be presented, compared and discussed in regard to the challenge aim: seeking for low cost, fast and fully automated solutions for cranial implant design. Based on feedback from collaborating neurosurgeons, this paper concludes by stating open issues and post-challenge requirements for intra-operative use. The codes can be found at https://github.com/Jianningli/tmi.
Jianning Li 0002, Pedro Pimentel, Angelika Szengel, Moritz Ehlke, Hans Lamecker, Stefan Zachow, Laura Jovani Estacio Cerquin, Christian Doenitz, Heiko Ramm, Xiaojun Chen 0003, Franco Matzkin, Virginia F. J. Newcombe, Enzo Ferrante, David Gage Ellis, Michele R. Aizenberg, Oldrich Kodym, Michal Spanel, Adam Herout, James G. Mainprize, Zachary Fishman, Michael R. Hardisty, Amirhossein Bayat, Suprosanna Shit, Bomin Wang, Zhi Liu 0004, Matthias Eder, Antonio Pepe 0003, Christina Schwarz-Gsaxner, Victor Alves, Ulrike Zefferer, Gord von Campe, Karin Pistracher, Ute Schäfer, Dieter Schmalstieg, Bjoern Menze, Ben Glocker, Jan Egger
IEEE Trans. Medical Imaging36
2021 Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
abstract
Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for more than 90%, we find that even in heavily animated game scenes with advanced shading, typically more than 50% of shading is also temporally coherent. To exploit this potential, we introduce a temporally adaptive shading framework and apply it to two real-time methods. Its application saves more than 57% of the shader invocations, reducing overall rendering times up to in virtual reality applications without a noticeable loss in visual quality. Overall, our work shows that there is significantly more potential for shading reuse than currently exploited.
Joerg H. Mueller, Thomas Neff, Philip Voglreiter, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.5
2021 Augmented Reality for Subsurface Utility Engineering, Revisited
abstract
Civil engineering is a primary domain for new augmented reality technologies. In this work, the area of subsurface utility engineering is revisited, and new methods tackling well-known, yet unsolved problems are presented. We describe our solution to the outdoor localization problem, which is deemed one of the most critical issues in outdoor augmented reality, proposing a novel, lightweight hardware platform to generate highly accurate position and orientation estimates in a global context. Furthermore, we present new approaches to drastically improve realism of outdoor data visualizations. First, a novel method to replace physical spray markings by indistinguishable virtual counterparts is described. Second, the visualization of 3D reconstructions of real excavations is presented, fusing seamlessly with the view onto the real environment. We demonstrate the power of these new methods on a set of different outdoor scenarios.
Lasse H. Hansen, Philipp Fleck, Marco Stranner, Dieter Schmalstieg, Clemens Arth
IEEE Trans. Vis. Comput. Graph.4
2020 Mixed Reality Light Fields for Interactive Remote Assistance
abstract
Remote assistance represents an important use case for mixed reality. With the rise of handheld and wearable devices, remote assistance has become practical in the wild. However, spontaneous provisioning of remote assistance requires an easy, fast and robust approach for capturing and sharing of unprepared environments. In this work, we make a case for utilizing interactive light fields for remote assistance. We demonstrate the advantages of object representation using light fields over conventional geometric reconstruction. Moreover, we introduce an interaction method for quickly annotating light fields in 3D space without requiring surface geometry to anchor annotations. We present results from a user study demonstrating the effectiveness of our interaction techniques, and we provide feedback on the usability of our overall system.
Peter Mohr, Shohei Mori, Tobias Langlotz, Bruce H. Thomas, Dieter Schmalstieg, Denis Kalkofen
CHI5
2020 Evaluating Mixed and Augmented Reality: A Systematic Literature Review (2009-2019)
abstract
We present a systematic review of 45S papers that report on evaluations in mixed and augmented reality (MR/AR) published in ISMAR, CHI, IEEE VR, and UIST over a span of 11 years (2009-2019). Our goal is to provide guidance for future evaluations of MR/AR approaches. To this end, we characterize publications by paper type (e.g., technique, design study), research topic (e.g., tracking, rendering), evaluation scenario (e.g., algorithm performance, user performance), cognitive aspects (e.g., perception, emotion), and the context in which evaluations were conducted (e.g., lab vs. in-thewild). We found a strong coupling of types, topics, and scenarios. We observe two groups: (a) technology-centric performance evaluations of algorithms that focus on improving tracking, displays, reconstruction, rendering, and calibration, and (b) human-centric studies that analyze implications of applications and design, human factors on perception, usability, decision making, emotion, and attention. Amongst the 458 papers, we identified 248 user studies that involved 5,761 participants in total, of whom only 1,619 were identified as female. We identified 43 data collection methods used to analyze 10 cognitive aspects. We found nine objective methods, and eight methods that support qualitative analysis. A majority (216/248) of user studies are conducted in a laboratory setting. Often (138/248), such studies involve participants in a static way. However, we also found a fair number (30/248) of in-the-wild studies that involve participants in a mobile fashion. We consider this paper to be relevant to academia and industry alike in presenting the state-of-the-art and guiding the steps to designing, conducting, and analyzing results of evaluations in MR/AR.
Leonel Merino, Magdalena Schwarzl, Matthias Kraus 0002, Michael Sedlmair, Dieter Schmalstieg, Daniel Weiskopf
ISMAR5
2020 InpaintFusion: Incremental RGB-D Inpainting for 3D Scenes
abstract
State-of-the-art methods for diminished reality propagate pixel information from a keyframe to subsequent frames for real-time inpainting. However, these approaches produce artifacts, if the scene geometry is not sufficiently planar. In this article, we present InpaintFusion, a new real-time method that extends inpainting to non-planar scenes by considering both color and depth information in the inpainting process. We use an RGB-D sensor for simultaneous localization and mapping, in order to both track the camera and obtain a surfel map in addition to RGB images. We use the RGB-D information in a cost function for both the color and the geometric appearance to derive a global optimization for simultaneous inpainting of color and depth. The inpainted depth is merged in a global map by depth fusion. For the final rendering, we project the map model into image space, where we can use it for effects such as relighting and stereo rendering of otherwise hidden structures. We demonstrate the capabilities of our method by comparing it to inpainting results with methods using planar geometric proxies.
Shohei Mori, Okan Erat, Wolfgang Broll, Hideo Saito 0001, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.5
2019 DetectFusion: Detecting and Segmenting Both Known and Unknown Dynamic Objects in Real-time SLAM
Ryo Hachiuma, Christian Pirchheim, Dieter Schmalstieg, Hideo Saito 0001
BMVC3
2019 TrackCap: Enabling Smartphones for 3D Interaction on Mobile Head-Mounted Displays
abstract
The latest generation of consumer market Head-mounted displays (HMD) now include self-contained inside-out tracking of head motions, which makes them suitable for mobile applications. However, 3D tracking of input devices is either not included at all or requires to keep the device in sight, so that it can be observed from a sensor mounted on the HMD. Both approaches make natural interactions cumbersome in mobile applications. TrackCap, a novel approach for 3D tracking of input devices, turns a conventional smartphone into a precise 6DOF input device for an HMD user. The device can be conveniently operated both inside and outside the HMD's field of view, while it provides additional 2D input and output capabilities.
Peter Mohr, Markus Tatzgern, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen
CHI5
2019 Markerless Image-to-Face Registration for Untethered Augmented Reality in Head and Neck Surgery
Christina Schwarz-Gsaxner, Antonio Pepe 0003, Jürgen Wallner, Dieter Schmalstieg, Jan Egger
MICCAI (5)4
2019 Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPU
abstract
Abstract In this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. We show that a CPatch can be rasterized efficiently in a hierarchical manner on the GPU, locally discarding irrelevant portions of the curves. Our rasterizer is fast and scalable, works on all patches in parallel, and does not require any approximations. We show a parallel implementation of our rasterizer, which naturally supports all kinds of color spaces, blending and super‐sampling. Additionally, we show how vector graphics input can efficiently be converted to a CPatch representation, solving challenges like patch self intersections and false inside‐outside classification. Results indicate that our approach is faster than the state‐of‐the‐art, more flexible and could potentially be implemented in hardware.
Mark Dokter, Jozef Hladky, Mathias Parger, Dieter Schmalstieg, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum4
2019 Real-Time View Planning for Unstructured Lumigraph Modeling
abstract
We propose an algorithm for generating an unstructured lumigraph in real-time from an image stream. This problem has important applications in mixed reality, such as telepresence, interior design or as-built documentation. Unlike conventional texture optimization in structure from motion, our method must choose views from the input stream in a strictly incremental manner, since only a small number of views can be stored or transmitted. This requires formulating an online variant of the well-known view-planning problem, which must take into account what parts of the scene have already been seen and how the lumigraph sample distribution could improve in the future. We address this highly unconstrained problem by regularizing the scene structure using a regular grid structure. Upon the grid structure, we define a coverage metric describing how well the lumigraph samples cover the grid in terms of spatial and angular resolution, and we greedily keep incoming views if they improve the coverage. We evaluate the performance of our algorithm quantitatively and qualitatively on a variety of synthetic and real scenes, and demonstrate visually appealing results obtained at real-time frame rates (in the range of 3Hz-100Hz per incoming image, depending on configuration).
Okan Erat, Markus Höll, Karl Haubenwallner, Christian Pirchheim, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2019 Introducing the IEEE Virtual Reality 2019 Special Issue
abstract
The thirty-three papers included in this special issue were presented at the 2019 8th Virtual Reality Conference that was held in Osaka, Japan, March 23-27, 2019.
Klaus Mueller 0001, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2018 The Broker Queue: A Fast, Linearizable FIFO Queue for Fine-Granular Work Distribution on the GPU
abstract
Harnessing the power of massively parallel devices like the graphics processing unit (GPU) is difficult for algorithms that show dynamic or inhomogeneous workloads. To achieve high performance, such advanced algorithms require scalable, concurrent queues to collect and distribute work. We show that previous queuing approaches are unfit for this task, as they either (1) do not work well in a massively parallel environment, or (2) obstruct the use of individual threads on top of single-instruction-multiple-data (SIMD) cores, or (3) block during access, thus prohibiting multi-queue setups. With these issues in mind, we present the Broker Queue, a highly efficient, fully linearizable FIFO queue for fine-granular parallel work distribution on the GPU. We evaluate its performance and usability on modern GPU models against a wide range of existing algorithms. The Broker Queue is up to three orders of magnitude faster than nonblocking queues and can even outperform significantly simpler techniques that lack desired properties for fine-granular work distribution.
Bernhard Kerbl, Michael Kenzel, Joerg H. Mueller, Dieter Schmalstieg, Markus Steinberger
ICS4
2018 Measurement Uncertainty Analysis of a Robotic Total Station Simulation
abstract
The design of interactive algorithms for robotic total stations often requires hardware-in-the-Ioop setups during software development and verification. The use of real-time simulation setups can reduce the development and test effort significantly. However, the analysis of the simulation uncertainty is crucial for proper design of simulation setups and for the interpretation of simulation results. In this paper, we present a real-time simulation method for modern robotic total stations. We provide details for an exemplary robotic total station including models of geometry, actuators and sensors. The simulation uncertainty was estimated analytically and verified by Monte Carlo experiments.
Christoph Klug, Clemens Arth, Dieter Schmalstieg, Thomas Gloor
IECON3
2018 Semi-Automatic Registration of a Robotic Total Station and a CAD Model Without Control Points
abstract
The accurate registration of a robotic total station with respect to a given CAD model is a crucial task in the construction industry. Common registration techniques rely on a reference network of control points in the CAD model. One must establish correspondences between control points in the CAD model and measured points in the field. Usually physical markers or natural points of interest are selected as control points. We present a user-guided algorithm for simple and efficient registration of a robotic total station with a CAD model in indoor environments without the need for control points. The user interaction is reduced to selecting a local Manhattan-like corner structure for initial model alignment; accurate registration of the device is carried out automatically. Our algorithm relies on angle and distance measurements only and, therefore, is not limited to vision based robotic total stations. In particular, we propose a new algorithm for robust Manhattan corner extraction.
Christoph Klug, Clemens Arth, Dieter Schmalstieg, Thomas Gloor
IECON3
2018 A scalable queue for work distribution on GPUs
abstract
Harnessing the power of massively parallel devices like the graphics processing unit (GPU) is difficult for algorithms that show dynamic or inhomogeneous workloads. To achieve high performance, such advanced algorithms require scalable, concurrent queues to collect and distribute work. We present a new concurrent work queue, the Broker Queue, a highly efficient, linearizable queue for fine-granular work distribution on the GPU. We evaluate its usability and benefits in contrast to existing queuing algorithms. Our queue is up to one order of magnitude faster than non-blocking queues, and outperforms simpler queue designs that are unfit for fine-granular work distribution.
Bernhard Kerbl, Joerg H. Mueller, Michael Kenzel, Dieter Schmalstieg, Markus Steinberger
PPoPP4
2018 Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality
abstract
Having a virtual body can increase embodiment in virtual reality (VR) applications. However, comsumer-grade VR falls short of delivering sufficient sensory information for full-body motion capture. Consequently, most current VR applications do not even show arms, although they are often in the field of view. We address this shortcoming with a novel human upper-body inverse kinematics algorithm specifically targeted at tracking from head and hand sensors only. We present heuristics for elbow positioning depending on the shoulder-to-hand distance and for avoiding reaching unnatural joint limits. Our results show that our method increases the accuracy compared to general inverse kinematics applied to human arms with the same tracking input. In a user study, participants preferred our method over displaying disembodied hands without arms, but also over a more expensive motion capture system. In particular, our study shows that virtual arms animated with our inverse kinematics system can be used for applications involving heavy arm movement. We demonstrate that our method can not only be used to increase embodiment, but can also support interaction involving arms or shoulders, such as holding up a shield.
Mathias Parger, Joerg H. Mueller, Dieter Schmalstieg, Markus Steinberger
VRST3
2018 Incremental Structural Modeling Based on Geometric and Statistical Analyses
abstract
Finding high-level semantic information from a point cloud is a challenging task, and it can be used in various applications. For instance, it is useful to compactly represent the scene structure and efficiently understand the scene context. This task is even more challenging when using a hand-held monocular visual SLAM system that outputs a noisy sparse point cloud. In order to tackle this issue, we propose an incremental primitive modeling method using both geometric and statistical analyses for such point cloud. The main idea is to select only reliably-modeled shapes by analyzing the geometric relationship between the point cloud and the estimated shapes. Besides that, a statistical evaluation is incorporated to filter wrongly-detected primitives in a noisy point cloud. As a result of this processing, our approach largely improved precision when compared with state of the art methods. We also show the impact of segmenting and representing a scene using primitives instead of a point cloud.
Rafael Alves Roberto, Joao Paulo Silva do Monte Lima, Hideaki Uchiyama, Clemens Arth, Veronica Teichrieb, Rin-Ichiro Taniguchi, Dieter Schmalstieg
WACV7
2018 A high-performance software graphics pipeline architecture for the GPU
abstract
In this paper, we present a real-time graphics pipeline implemented entirely in software on a modern GPU. As opposed to previous work, our approach features a fully-concurrent, multi-stage, streaming design with dynamic load balancing, capable of operating efficiently within bounded memory. We address issues such as primitive order, vertex reuse, and screen-space derivatives of dependent variables, which are essential to real-world applications, but have largely been ignored by comparable work in the past. The power of a software approach lies in the ability to tailor the graphics pipeline to any given application. In exploration of this potential, we design and implement four novel pipeline modifications. Evaluation of the performance of our approach on more than 100 real-world scenes collected from video games shows rendering speeds within one order of magnitude of the hardware graphics pipeline as well as significant improvements over previous work, not only in terms of capabilities and performance, but also robustness.
Michael Kenzel, Bernhard Kerbl, Dieter Schmalstieg, Markus Steinberger
ACM Trans. Graph.3
2018 Shading atlas streaming
abstract
Streaming high quality rendering for virtual reality applications requires minimizing perceived latency. We introduce Shading Atlas Streaming (SAS), a novel object-space rendering framework suitable for streaming virtual reality content. SAS decouples server-side shading from client-side rendering, allowing the client to perform framerate upsampling and latency compensation autonomously for short periods of time. The shading information created by the server in object space is temporally coherent and can be efficiently compressed using standard MPEG encoding. Our results show that SAS compares favorably to previous methods for remote image-based rendering in terms of image quality and network bandwidth efficiency. SAS allows highly efficient parallel allocation in a virtualized-texture-like memory hierarchy, solving a common efficiency problem of object-space shading. With SAS, untethered virtual reality headsets can benefit from high quality rendering without paying in increased latency.
Joerg H. Mueller, Philip Voglreiter, Mark Dokter, Thomas Neff, Mina Makar, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.7
2018 Drone-Augmented Human Vision: Exocentric Control for Drones Exploring Hidden Areas
abstract
Drones allow exploring dangerous or impassable areas safely from a distant point of view. However, flight control from an egocentric view in narrow or constrained environments can be challenging. Arguably, an exocentric view would afford a better overview and, thus, more intuitive flight control of the drone. Unfortunately, such an exocentric view is unavailable when exploring indoor environments. This paper investigates the potential of drone-augmented human vision, i.e., of exploring the environment and controlling the drone indirectly from an exocentric viewpoint. If used with a see-through display, this approach can simulate X-ray vision to provide a natural view into an otherwise occluded environment. The user's view is synthesized from a three-dimensional reconstruction of the indoor environment using image-based rendering. This user interface is designed to reduce the cognitive load of the drone's flight control. The user can concentrate on the exploration of the inaccessible space, while flight control is largely delegated to the drone's autopilot system. We assess our system with a first experiment showing how drone-augmented human vision supports spatial understanding and improves natural interaction with the drone.
Okan Erat, Werner Alexander Isop, Denis Kalkofen, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.4
2018 Introducing the IEEE Virtual Reality 2018 Special Issue
abstract
This special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG) contains the 29 full papers selected for the IEEE Virtual Reality and 3D User Interfaces (IEEE VR 2018) Conference held in Reutlingen, Germany, March 18-22, 2017. Since its inception in 1993, IEEE VR has been the premier venue to present new research results in the field of Virtual Reality (VR). The strong current trends toward VR systems for consumer audiences heightens the importance of this event. This fact is reflected in the cooperation between TVCG and IEEE VR, which is in its seventh year and is one cornerstone of the strategy of TVCG to combine computer graphics and data visualization in its scope with virtual and augmented reality. The special issue format combines speed of publication with all the established advantages of an archival journal. To that end, a rigorous and competitive two-round review process was performed to ensure the highest quality.
Leila De Floriani, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2018 Message from the Editor-in-Chief and from the Associate Editor-in-Chief
abstract
Wwelcome to the November 2018 issue of theIEEE Transactions on Visualization and Computer Graphics (TVCG). This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held this year in Munich, Germany, from October 16 to October 20, 2018.
Leila De Floriani, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2017 Retargeting Video Tutorials Showing Tools With Surface Contact to Augmented Reality
abstract
A video tutorial effectively conveys complex motions, but may be hard to follow precisely because of its restriction to a predetermined viewpoint. Augmented reality (AR) tutorials have been demonstrated to be more effective. We bring the advantages of both together by interactively retargeting conventional, two-dimensional videos into three-dimensional AR tutorials. Unlike previous work, we do not simply overlay video, but synthesize 3D-registered motion from the video. Since the information in the resulting AR tutorial is registered to 3D objects, the user can freely change the viewpoint without degrading the experience. This approach applies to many styles of video tutorials. In this work, we concentrate on a class of tutorials which alter the surface of an object.
Peter Mohr, David Mandl, Markus Tatzgern, Eduardo E. Veas, Dieter Schmalstieg, Denis Kalkofen
CHI5
2017 Learning Lightprobes for Mixed Reality Illumination
abstract
This paper presents the first photometric registration pipeline for Mixed Reality based on high quality illumination estimation using convolutional neural networks (CNNs). For easy adaptation and deployment of the system, we train the CNNs using purely synthetic images and apply them to real image data. To keep the pipeline accurate and efficient, we propose to fuse the light estimation results from multiple CNN instances and show an approach for caching estimates over time. For optimal performance, we furthermore explore multiple strategies for the CNN training. Experimental results show that the proposed method yields highly accurate estimates for photo-realistic augmentations.
David Mandl, Kwang Moo Yi, Peter Mohr, Peter M. Roth, Pascal Fua, Vincent Lepetit, Dieter Schmalstieg, Denis Kalkofen
ISMAR7
2017 Augmented reality: Principles and practice
abstract
This tutorial will provide a detailed introduction to Augmented Reality (AR). AR is a key user-interface technology for personalized, situated information delivery, navigation, on-demand instruction and games. The widespread availability and rapid evolution of smartphones and new devices such as Hololens enables software-only solutions for AR, where it was previously necessary to assemble custom hardware solutions. However, ergonomic and technical limitations of existing devices make this a challenging endeavor. In particular, it is necessary to design novel efficient real-time computer vision and computer graphics algorithms, and create new lightweight forms of interaction with the environment through small form-factor devices. This tutorial will present selected technical achievements in this field and highlight some examples of successful application prototypes.
Dieter Schmalstieg, Tobias Höllerer
VR1
2017 Hierarchical Bucket Queuing for Fine-Grained Priority Scheduling on the GPU
abstract
Abstract While the modern graphics processing unit (GPU) offers massive parallel compute power, the ability to influence the scheduling of these immense resources is severely limited. Therefore, the GPU is widely considered to be only suitable as an externally controlled co‐processor for homogeneous workloads which greatly restricts the potential applications of GPU computing. To address this issue, we present a new method to achieve fine‐grained priority scheduling on the GPU: hierarchical bucket queuing. By carefully distributing the workload among multiple queues and efficiently deciding which queue to draw work from next, we enable a variety of scheduling strategies. These strategies include fair‐scheduling, earliest‐deadline‐first scheduling and user‐defined dynamic priority scheduling. In a comparison with a sorting‐based approach, we reveal the advantages of hierarchical bucket queuing over previous work. Finally, we demonstrate the benefits of using priority scheduling in real‐world applications by example of path tracing and foveated micropolygon rendering.
Bernhard Kerbl, Michael Kenzel, Dieter Schmalstieg, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum3
2017 Introducing the IEEE Virtual Reality 2017 Special Issue
abstract
The papers in this special issue were presented at the IEEE Virtual Reality (VR) Conference that was held in Los Angeles, CA, from March 18-22, 2017.
Leila De Floriani, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2017 Message from the Editor-in-Chief and from the Associate Editor-in-Chief
abstract
Welcome the November 2017 issue of the IEEE Transactions on Visualization and Computer Graphics (TVCG). This issue contains selected papers accepted at the IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held this year in Nantes, France, from September 9 to September 13, 2017.
Leila De Floriani, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2016 Micro Aerial Projector - stabilizing projected images of an airborne robotics projection platform
abstract
A mobile flying projector is hard to build due to the limited size and payload capability of a micro aerial vehicle. Few flying projector designs have been studied in recent research. However, to date, no practical solution has been presented. We propose a versatile laser projection system enabling in-flight projection with feedforward correction for stabilization of projected images. We present a quantitative evaluation of the accuracy of the projection stabilization in two autonomous flight experiments. While this approach is our first step towards a flying projector, we foresee interesting applications, such as providing on-site instructions in various human machine interaction scenarios.
Werner Alexander Isop, Jesús Puerta Pestana, Gabriele Ermacora, Friedrich Fraundorfer, Dieter Schmalstieg
IROS5
2016 Instant Mixed Reality Lighting from Casual Scanning
abstract
We present a method for recovering both incident lighting and surface materials from casually scanned geometry. By casual, we mean a rapid and potentially noisy scanning procedure of unmodified and uninstrumented scenes with a commodity RGB-D sensor. In other words, unlike reconstruction procedures which require careful preparations in a laboratory environment, our method works with input that can be obtained by consumer users. To ensure a robust procedure, we segment the reconstructed geometry into surfaces with homogeneous material properties and compute the radiance transfer on these segments. With this input, we solve the inverse rendering problem of factorization into lighting and material properties using an iterative optimization in spherical harmonics form. This allows us to account for self-shadowing and recover specular properties. The resulting data can be used to generate a wide range of mixed reality applications, including the rendering of synthetic objects with matching lighting into a given scene, but also re-rendering the scene (or a part of it) with new lighting. We show the robustness of our approach with real and synthetic examples under a variety of lighting conditions and compare them with ground truth data.
Thomas Richter-Trummer, Denis Kalkofen, Dieter Schmalstieg
ISMAR4
2016 GlassHands: Interaction Around Unmodified Mobile Devices Using Sunglasses
abstract
We present a novel approach for extending the input space around unmodified mobile devices. Using built-in front-facing cameras of unmodified handheld devices, GlassHands estimates hand poses and gestures through reflections in sunglasses, ski goggles or visors. Thereby, GlassHands creates an enlarged input space, rivaling input reach on large touch displays. We introduce the idea along with its technical concept and implementation. We demonstrate the feasibility and potential of our proposed approach in several application scenarios, such as map browsing or drawing using a set of interaction techniques previously possible only with modified mobile devices or on large touch displays. Our research is backed up with a user study.
Jens Grubert, Eyal Ofek, Michel Pahud, Matthias Kranz, Dieter Schmalstieg
ISS5
2016 Adaptive information density for augmented reality displays
abstract
Augmented Reality (AR) browsers show geo-referenced data in the current view of a user. When the amount of data grows too large, the display quickly becomes cluttered. Clustering items by spatial and semantic attributes can temporarily alleviate the issue, but is not effective against an increasing amount of data. We present an adaptive information density display for AR that balances the amount of presented information against the potential clutter created by placing items on the screen. We use hierarchical clustering to create a level-of-detail structure, in which nodes closer to the root encompass groups of items, while the leaf nodes contain single items. Our method selects items and groups from different levels of this hierarchy based on user-defined preferences and on the amount of visual clutter caused by placing these items. The number of presented items is adapted during user interaction to avoid clutter. We compare our interface to a conventional AR browser interface in a qualitative user study. Users clearly preferred our interface, because it provided a better overview of the data and allowed for easier comparison. In a second study, we evaluated the effect of different degrees of clustering on search and recall tasks. Users generally made fewer errors, when using our interface for a search task, which indicates that the reduced clutter allowed them to stay focused on finding the relevant items.
Markus Tatzgern, Valeria Orso, Denis Kalkofen, Giulio Jacucci, Luciano Gamberini, Dieter Schmalstieg
VR6
2016 Pathfinder: Visual Analysis of Paths in Graphs
abstract
The analysis of paths in graphs is highly relevant in many domains. Typically, path-related tasks are performed in node-link layouts. Unfortunately, graph layouts often do not scale to the size of many real world networks. Also, many networks are multivariate, i.e., contain rich attribute sets associated with the nodes and edges. These attributes are often critical in judging paths, but directly visualizing attributes in a graph layout exacerbates the scalability problem. In this paper, we present visual analysis solutions dedicated to path-related tasks in large and highly multivariate graphs. We show that by focusing on paths, we can address the scalability problem of multivariate graph visualization, equipping analysts with a powerful tool to explore large graphs. We introduce Pathfinder (Figure 1), a technique that provides visual methods to query paths, while considering various constraints. The resulting set of paths is visualized in both a ranked list and as a node-link diagram. For the paths in the list, we display rich attribute data associated with nodes and edges, and the node-link diagram provides topological context. The paths can be ranked based on topological properties, such as path length or average node degree, and scores derived from attribute data. Pathfinder is designed to scale to graphs with tens of thousands of nodes and edges by employing strategies such as incremental query results. We demonstrate Pathfinder's fitness for use in scenarios with data from a coauthor network and biological pathways.
Christian Partl, Samuel Gratzl, Marc Streit, Anne Mai Wassermann, Hanspeter Pfister, Dieter Schmalstieg, Alexander Lex
Comput. Graph. Forum6
2016 Representing and scheduling procedural generation using operator graphs
abstract
In this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and objects that can arise during a specific procedural generation. While previous methods have focused on parallelizing a specific procedural approach, the operator graph is applicable to all procedural generation methods that can be described by a graph, such as L-systems, shape grammars, or stack based generation methods. Using the operator graph, we show that all partitions of the graph correspond to possible ways of scheduling a procedural generation on the GPU, including the scheduling strategies of previous work. As the space of possible partitions is very large, we describe three search heuristics, aiding an optimizer in finding the fastest valid schedule for any given operator graph. The best partitions found by our optimizer increase performance of 8 to 30x over the previous state of the art in GPU shape grammar and L-system generation.
Pedro Boechat, Mark Dokter, Michael Kenzel, Hans-Peter Seidel, Dieter Schmalstieg, Markus Steinberger
ACM Trans. Graph.5
2016 Message from the Editor-in-Chief and from the Associate Editor-in-Chief
abstract
Presents the introductory editorial for this issue of the publication.
Leila De Floriani, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.2
2016 Efficient Verification of Holograms Using Mobile Augmented Reality
abstract
Paper documents such as passports, visas and banknotes are frequently checked by inspection of security elements. In particular, optically variable devices such as holograms are important, but difficult to inspect. Augmented Reality can provide all relevant information on standard mobile devices. However, hologram verification on mobiles still takes long and provides lower accuracy than inspection by human individuals using appropriate reference information. We aim to address these drawbacks by automatic matching combined with a special parametrization of an efficient goal-oriented user interface which supports constrained navigation. We first evaluate a series of similarity measures for matching hologram patches to provide a sound basis for automatic decisions. Then a re-parametrized user interface is proposed based on observations of typical user behavior during document capture. These measures help to reduce capture time to approximately 15 s with better decisions regarding the evaluated samples than what can be achieved by untrained users.
Andreas Hartl, Clemens Arth, Jens Grubert, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.4
2016 Temporal Coherence Strategies for Augmented Reality Labeling
abstract
Temporal coherence of annotations is an important factor in augmented reality user interfaces and for information visualization. In this paper, we empirically evaluate four different techniques for annotation. Based on these findings, we follow up with subjective evaluations in a second experiment. Results show that presenting annotations in object space or image space leads to a significant difference in task performance. Furthermore, there is a significant interaction between rendering space and update frequency of annotations. Participants improve significantly in locating annotations, when annotations are presented in object space, and view management update rate is limited. In a follow-up experiment, participants appear to be more satisfied with limited update rate in comparison to a continuous update rate of the view management system.
Jacob B. Madsen, Markus Tatzgern, Claus B. Madsen, Dieter Schmalstieg, Denis Kalkofen
IEEE Trans. Vis. Comput. Graph.4
2015 MultiFi: Multi Fidelity Interaction with Displays On and Around the Body
abstract
Display devices on and around the body such as smartwatches, head-mounted displays or tablets enable users to interact on the go. However, diverging input and output fidelities of these devices can lead to interaction seams that can inhibit efficient mobile interaction, when users employ multiple devices at once. We present MultiFi, an interactive system that combines the strengths of multiple displays and overcomes the seams of mobile interaction with widgets distributed over multiple devices. A comparative user study indicates that combined head-mounted display and smartwatch interfaces can outperform interaction with single wearable devices.
Jens Grubert, Matthias Heinisch, Aaron J. Quigley, Dieter Schmalstieg
CHI4
2015 Retargeting Technical Documentation to Augmented Reality
abstract
We present a system which automatically transfers printed technical documentation, such as handbooks, to three-dimensional Augmented Reality. Our system identifies the most frequent forms of instructions found in printed documentation, such as image sequences, explosion diagrams, textual annotations and arrows indicating motion. The analysis of the printed documentation works automatically, with minimal user input. The system only requires the documentation itself and a CAD model or 3D scan of the object described in the documentation. The output is a fully interactive Augmented Reality application, presenting the information from the printed documentation in 3D, registered to the real object.
Peter Mohr, Bernhard Kerbl, Michael Donoser, Dieter Schmalstieg, Denis Kalkofen
CHI4
2015 Tutorial 1: Global-scale Localization in Outdoor Environments for AR
abstract
In this tutorial we aim for a review of existing technologies to perform outdoor localization in urban environments at a global level in full 6DOF using visual sensors primarily. The goal is to provide a clear overview about the current state-of-the-art in global positioning and orientation estimation, which includes a wide range of methods and algorithms from both the Computer Vision and the Augmented Reality community. The main focus is put on methods that are real-time capable, or can at least be applied through a server-client infrastructure. Algorithms that are based on single images, panoramic images, as well as SLAM maps and sparse point cloud reconstructions from SfM will be discussed, together with mobile hardware considerations.The attendees will acquire an overview about the current landscape of technologies employed to facilitate outdoor localization for AR. The tutorial should enable them to get a feeling for the current state-of-the-art of methods for outdoor Augmented Reality.
Clemens Arth, Dieter Schmalstieg
ISMAR2
2015 Tracking and Mapping with a Swarm of Heterogeneous Clients
abstract
In this work, we propose a multi-user system for tracking and mapping, which accommodates mobile clients with different capabilities, mediated by a server capable of providing real-time structure from motion. Clients share their observations of the scene according to their individual capabilities. This can involve only keyframe tracking, but also mapping and map densification, if more computational resources are available. Our contribution is a system architecture that lets heterogeneous clients contribute to a collaborative mapping effort, without prescribing fixed capabilities for the client devices. We investigate the implications that the clients' capabilities have on the collaborative reconstruction effort and its use for AR applications.
Philipp Fleck, Clemens Arth, Christian Pirchheim, Dieter Schmalstieg
ISMAR4
2015 A Particle Filter Approach to Outdoor Localization Using Image-Based Rendering
abstract
We propose an outdoor localization system using a particle filter. In our approach, a textured, geo-registered model of the outdoor environment is used as a reference to estimate the pose of a smartphone. The device position and the orientation obtained from a Global Positioning System (GPS) receiver and an inertial measurement unit (IMU) are used as a first estimation of the true pose. Then, multiple pose hypotheses are randomly distributed about the GPS/IMU measurement and use to produce renderings of the virtual model. With vision-based methods, the rendered images are compared with the image received from the smartphone, and the matching scores are used to update the particle filter. The outcome of our system improves the camera pose estimate in real time without user assistance.
Christian Poglitsch, Clemens Arth, Dieter Schmalstieg, Jonathan Ventura
ISMAR3
2015 Design Guidelines for Generating Augmented Reality Instructions
abstract
Most work about instructions in Augmented Reality (AR) does not follow established patterns or design rules -- each approach defines its own method on how to convey instructions. This work describes our initial results and experiences towards defining design guidelines for AR instructions. The guidelines were derived from a survey of the most common visualization techniques and instruction types applied in AR. We studied about how 2D and 3D instructions can be applied in the AR context.
Cledja Rolim, Dieter Schmalstieg, Denis Kalkofen, Veronica Teichrieb
ISMAR2
2015 Image-space illumination for augmented reality in dynamic environments
abstract
We present an efficient approach for probeless light estimation and coherent rendering of Augmented Reality in dynamic scenes. This approach can handle dynamically changing scene geometry and dynamically changing light sources in real time with a single mobile RGB-D sensor and without relying on an invasive lightprobe. We jointly filter both in-view dynamic geometry and outside-view static geometry. The resulting reconstruction provides the input for efficient global illumination computation in image-space. We demonstrate that our approach can deliver state-of-the-art Augmented Reality rendering effects for scenes that are more scalable and more dynamic than previous work.
Lukas Gruber, Jonathan Ventura, Dieter Schmalstieg
VR3
2015 Mobile user interfaces for efficient verification of holograms
abstract
Paper documents such as passports, visas and banknotes are frequently checked by inspection of security elements. In particular, view-dependent elements such as holograms are interesting, but the expertise of individuals performing the task varies greatly. Augmented Reality systems can provide all relevant information on standard mobile devices. Hologram verification still takes long and causes considerable load for the user. We aim to address this drawback by first presenting a work flow for recording and automatic matching of hologram patches. Several user interfaces for hologram verification are presented, aiming to noticeably reduce verification time. We evaluate the most promising interfaces in a user study with prototype applications running on off-the-shelf hardware. Our results indicate that there is a significant difference in capture time between interfaces but that users do not prefer the fastest interface.
Andreas Hartl, Jens Grubert, Christian Reinbacher, Clemens Arth, Dieter Schmalstieg
VR5
2015 Interactive Disassembly Planning for Complex Objects
abstract
Abstract We present an approach for the automatic generation, interactive exploration and real‐time modification of disassembly procedures for complex, multipartite CAD data sets. In order to lift the performance barriers prohibiting interactive disassembly planning, we run a detailed analysis on the input model to identify recurring part constellations and efficiently determine blocked part motions in parallel on the GPU. Building on the extracted information, we present an interface for computing and editing extensive disassembly sequences in real‐time while considering user‐defined constraints and avoiding unstable configurations. To evaluate the performance of our C++/CUDA implementation, we use a variety of openly available CAD data sets, ranging from simple to highly complex. In contrast to previous approaches, our work enables interactive disassembly planning for objects which consist of several thousand parts and require cascaded translations during part removal.
Bernhard Kerbl, Denis Kalkofen, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum4
2015 The utility of Magic Lens interfaces on handheld devices for touristic map navigation
Jens Grubert, Michel Pahud, Raphaël Grasset, Dieter Schmalstieg, Hartmut Seichter
Pervasive Mob. Comput.4
2015 Exploring real world points of interest: Design and evaluation of object-centric exploration techniques for augmented reality
Markus Tatzgern, Raphaël Grasset, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg
Pervasive Mob. Comput.6
2015 Structural Modeling from Depth Images
abstract
In this work, we present a new automatic system for scene reconstruction of high-level structural models. We start with identifying planar regions in depth images obtained with a SLAM system. Our main contribution is an approach which identifies constraints such as incidence and orthogonality of planar surfaces and uses them in an incremental optimization framework to extract high-level structural models. The result is a manifold mesh with a low number of polygons, immediately useful in many Augmented Reality applications such as inspection, interior design or spatial interaction.
Thanh Nguyen 0002, Gerhard Reitmayr, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
2015 Instant Outdoor Localization and SLAM Initialization from 2.5D Maps
abstract
We present a method for large-scale geo-localization and global tracking of mobile devices in urban outdoor environments. In contrast to existing methods, we instantaneously initialize and globally register a SLAM map by localizing the first keyframe with respect to widely available untextured 2.5D maps. Given a single image frame and a coarse sensor pose prior, our localization method estimates the absolute camera orientation from straight line segments and the translation by aligning the city map model with a semantic segmentation of the image. We use the resulting 6DOF pose, together with information inferred from the city map model, to reliably initialize and extend a 3D SLAM map in a global coordinate system, applying a model-supported SLAM mapping approach. We show the robustness and accuracy of our localization approach on a challenging dataset, and demonstrate unconstrained global SLAM mapping and tracking of arbitrary camera motion on several sequences.
Clemens Arth, Christian Pirchheim, Jonathan Ventura, Dieter Schmalstieg, Vincent Lepetit
IEEE Trans. Vis. Comput. Graph.4
2014 Show me the invisible: visualizing hidden content
abstract
Content on computer screens is often inaccessible to users because it is hidden, e.g., occluded by other windows, outside the viewport, or overlooked. In search tasks, the efficient retrieval of sought content is important. Current software, however, only provides limited support to visualize hidden occurrences and rarely supports search synchronization crossing application boundaries. To remedy this situation, we introduce two novel visualization methods to guide users to hidden content. Our first method generates awareness for occluded or out-of-viewport content using see-through visualization. For content that is either outside the screen's viewport or for data sources not opened at all, our second method shows off-screen indicators and an on-demand smart preview. To reduce the chances of overlooking content, we use visual links, i.e., visible edges, to connect the visible content or the visible representations of the hidden content. We show the validity of our methods in a user study, which demonstrates that our technique enables a faster localization of hidden content compared to traditional search functionality and thereby assists users in information retrieval tasks.
Thomas Geymayer, Markus Steinberger, Alexander Lex, Marc Streit, Dieter Schmalstieg
CHI5
2014 Discriminative Feature-to-Point Matching in Image-Based Localization
abstract
The prevalent approach to image-based localization is matching interest points detected in the query image to a sparse 3D point cloud representing the known world. The obtained correspondences are then used to recover a precise camera pose. The state-of-the-art in this field often ignores the availability of a set of 2D descriptors per 3D point, for example by representing each 3D point by only its centroid. In this paper we demonstrate that these sets contain useful information that can be exploited by formulating matching as a discriminative classification problem. Since memory demands and computational complexity are crucial in such a setup, we base our algorithm on the efficient and effective random fern principle. We propose an extension which projects features to fern-specific embedding spaces, which yields improved matching rates in short runtime. Experiments first show that our novel formulation provides improved matching performance in comparison to the standard nearest neighbor approach and that we outperform related randomization methods in our localization scenario.
Michael Donoser, Dieter Schmalstieg
CVPR2
2014 Discrete-Continuous Gradient Orientation Estimation for Faster Image Segmentation
abstract
The state-of-the-art in image segmentation builds hierarchical segmentation structures based on analyzing local feature cues in spectral settings. Due to their impressive performance, such segmentation approaches have become building blocks in many computer vision applications. Nevertheless, the main bottlenecks are still the computationally demanding processes of local feature processing and spectral analysis. In this paper, we demonstrate that based on a discrete-continuous optimization of oriented gradient signals, we are able to provide segmentation performance competitive to state-of-the-art on BSDS 500 (even without any spectral analysis) while reducing computation time by a factor of 40 and memory demands by a factor of 10.
Michael Donoser, Dieter Schmalstieg
CVPR2
2014 A Minimal Solution to the Generalized Pose-and-Scale Problem
abstract
We propose a novel solution to the generalized camera pose problem which includes the internal scale of the generalized camera as an unknown parameter. This further generalization of the well-known absolute camera pose problem has applications in multi-frame loop closure. While a well-calibrated camera rig has a fixed and known scale, camera trajectories produced by monocular motion estimation necessarily lack a scale estimate. Thus, when performing loop closure in monocular visual odometry, or registering separate structure-from-motion reconstructions, we must estimate a seven degree-of-freedom similarity transform from corresponding observations. Existing approaches solve this problem, in specialized configurations, by aligning 3D triangulated points or individual camera pose estimates. Our approach handles general configurations of rays and points and directly estimates the full similarity transformation from the 2D-3D correspondences. Four correspondences are needed in the minimal case, which has eight possible solutions. The minimal solver can be used in a hypothesize-and-test architecture for robust transformation estimation. Our solver also produces a least-squares estimate in the overdetermined case. The approach is evaluated experimentally on synthetic and real datasets, and is shown to produce higher accuracy solutions to multi-frame loop closure than existing approaches.
Jonathan Ventura, Clemens Arth, Gerhard Reitmayr, Dieter Schmalstieg
CVPR4
2014 Multiple Model Fitting by Evolutionary Dynamics
abstract
We propose a novel multiple model fitting method based on outlier insensitive evolutionary dynamics, fulfilling several important requirements. Our method automatically identifies a unspecified number of models and is robust to noise and outliers in the data. Furthermore, we are able to handle overlapping models, by allowing that data points are assigned to more than one model. This is implicitly handled during model fitting and not as a post-processing step. Gross outliers are directly identified, by letting some points unassigned. We also introduce a technique, considering nearest neighbor analysis, to significantly reduce computation time, while maintaining model fitting accuracy. We show experiments on real-world and synthetic data, achieving accurate model fitting results also demonstrating an application of plane fitting on a consumer hardware providing RGB-D video streams.
Michael Donoser, Martin Hirzer, Dieter Schmalstieg
ICPR3
2014 Towards user perspective augmented reality for public displays
abstract
We work towards ad-hoc augmentation of public displays on handheld devices, supporting user perspective rendering of display content. Our prototype system only requires access to a screencast of the public display, which can be easily provided through common streaming platforms and is otherwise self-contained. Hence, it easily scales to multiple users.
Jens Grubert, Hartmut Seichter, Dieter Schmalstieg
ISMAR3
2014 Towards user perspective augmented reality for public displays
abstract
We demonstrate ad-hoc augmentation of public displays on handheld devices, supporting user perspective rendering of display content. Our prototype system only requires access to a screencast of the public display, which can be easily provided through common streaming platforms and is otherwise self-contained. Hence, it easily scales to multiple users.
Jens Grubert, Hartmut Seichter, Dieter Schmalstieg
ISMAR3
2014 Local optimization for natural feature tracking targets
abstract
In this work, we present an approach for optimizing targets for natural feature-based pose tracking such as used in Augmented Reality applications. Our contribution is an approach for locally optimizing a given tracking target instead of applying global optimizations, such as proposed in the literature. The local optimization together with visualized trackability rating leads to a tool to create high quality tracking targets.
Elias Tappeiner, Dieter Schmalstieg, Tobias Langlotz
ISMAR2
2014 Pixel-wise closed-loop registration in video-based augmented reality
abstract
In Augmented Reality (AR), visible misregistration can be caused by many inherent error sources, such as errors in tracking, calibration, and modeling. In this paper we present a novel pixel-wise closed-loop registration framework that can automatically detect and correct registration errors using a reference model comprised of the real scene model and the desired virtual augmentations. Registration errors are corrected in both global world space via camera pose refinement, and local screen space via pixel-wise corrections, resulting in spatially accurate and visually coherent registration. Specifically we present a registration-enforcing model-based tracking approach that weights important image regions while refining the camera pose estimates (from any conventional tracking method) to achieve better registration, even in the case of modeling errors. To deal with remaining errors, which can be rigid or non-rigid, we compute the optical flow between the camera image and the real model image rendered with the refined pose, enabling direct screen-space pixel-wise corrections to misregistration. The estimated flow field can be applied to improve registration in two distinct ways: (1) forward warping of modeled on-real-object-surface augmentations (e.g., object re-texturing) into the camera image, leading to surface details that are not present in the virtual object; and (2) backward warping of the camera image into the real scene model, preserving the full use of the dense geometry buffer (depth in particular) provided by the combined real-virtual model for registration, leading to pixel accurate real-virtual occlusion. We discuss the trade-offs between, and different use cases of, forward and backward warping with model-based tracking in terms of specific properties for registration. We demonstrate the efficacy of our approach with both simulated and real data.
Dieter Schmalstieg, Greg Welch
ISMAR2
2014 Efficient and robust radiance transfer for probeless photorealistic augmented reality
abstract
Photorealistic Augmented Reality (AR) requires knowledge of the scene geometry and environment lighting to compute photometric registration. Recent work has introduced probeless photometric registration, where environment lighting is estimated directly from observations of reflections in the scene rather than through an invasive probe such as a reflective ball. However, computing the dense radiance transfer of a dynamically changing scene is computationally challenging. In this work, we present an improved radiance transfer sampling approach, which combines adaptive sampling in image and visibility space with robust caching of radiance transfer to yield real time framerates for photorealistic AR scenes with dynamically changing scene geometry and environment lighting.
Lukas Gruber, Tobias Langlotz, Pradeep Sen, Tobias Hoherer, Dieter Schmalstieg
VR5
2014 Transitional Augmented Reality navigation for live captured scenes
abstract
Augmented Reality (AR) applications require knowledge about the real world environment in which they are used. This knowledge is often gathered while developing the AR application and stored for future uses of the application. Consequently, changes to the real world lead to a mismatch between the previously recorded data and the real world. New capturing techniques based on dense Simultaneous Localization and Mapping (SLAM) not only allow users to capture real world scenes at run-time, but also enables them to capture changes of the world. However, instead of using previously recorded and prepared scenes, users must interact with an unprepared environment. In this paper, we present a set of new interaction techniques that support users in handling captured real world environments. The techniques present virtual viewpoints of the scene based on a scene analysis and provide natural transitions between the AR view and virtual viewpoints. We demonstrate our approach with a SLAM based prototype that allows us to capture a real world scene and describe example applications of our system.
Markus Tatzgern, Raphaël Grasset, Denis Kalkofen, Dieter Schmalstieg
VR4
2014 Hedgehog labeling: View management techniques for external labels in 3D space
abstract
Annotations of objects in 3D environments are commonly controlled using view management techniques. State-of-the-art view management strategies for external labels operate in 2D image space. This creates problems, because the 2D view of a 3D scene changes over time, and temporal behavior of elements in a 3D scene is not obvious in 2D image space. We propose managing the placement of external labels in 3D object space instead. We use 3D geometric constraints to achieve label placement that fulfills the desired objectives (e.g., avoiding overlapping labels), but also behaves consistently over time as the viewpoint changes. We propose two geometric constraints: a 3D pole constraint, where labels move along a 3D pole sticking out from the annotated object, and a plane constraint, where labels move in a dominant plane in the world. This formulation is compatible with standard optimization approaches for labeling, but overcomes the lack of temporal coherence.
Markus Tatzgern, Denis Kalkofen, Raphaël Grasset, Dieter Schmalstieg
VR4
2014 Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering
abstract
Abstract We propose a technique to build the irradiance cache for isotropic scattering simultaneously with Monte Carlo progressive direct volume rendering on a single GPU, which allows us to achieve up to four times increased convergence rate for complex scenes with arbitrary sources of light. We use three procedures that run concurrently on a single GPU. The first is the main rendering procedure. The second procedure computes new cache entries, and the third one corrects the errors that may arise after creation of new cache entries. We propose two distinct approaches to allow massive parallelism of cache entry creation. In addition, we show a novel extrapolation approach which outputs high quality irradiance approximations and a suitable prioritization scheme to increase the convergence rate by dedicating more computational power to more complex rendering areas.
Rostislav Khlebnikov, Philip Voglreiter, Markus Steinberger, Bernhard Kainz, Dieter Schmalstieg
Comput. Graph. Forum5
2014 Parallel generation of architecture on the GPU
abstract
Abstract In this paper, we present a novel approach for the parallel evaluation of procedural shape grammars on the graphics processing unit (GPU). Unlike previous approaches that are either limited in the kind of shapes they allow, the amount of parallelism they can take advantage of, or both, our method supports state of the art procedural modeling including stochasticity and context‐sensitivity. To increase parallelism, we explicitly express independence in the grammar, reduce inter‐rule dependencies required for context‐sensitive evaluation, and introduce intra‐rule parallelism. Our rule scheduling scheme avoids unnecessary back and forth between CPU and GPU and reduces round trips to slow global memory by dynamically grouping rules in on‐chip shared memory. Our GPU shape grammar implementation is multiple orders of magnitude faster than the standard in CPU‐based rule evaluation, while offering equal expressive power. In comparison to the state of the art in GPU shape grammar derivation, our approach is nearly 50 times faster, while adding support for geometric context‐sensitivity.
Markus Steinberger, Michael Kenzel, Bernhard Kainz, Joerg H. Mueller, Peter Wonka, Dieter Schmalstieg
Comput. Graph. Forum6
2014 On-the-fly generation and rendering of infinite cities on the GPU
abstract
Abstract In this paper, we present a new approach for shape‐grammar‐based generation and rendering of huge cities in real‐time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods ofvisibility pruningand adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real‐time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame‐to‐frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed.
Markus Steinberger, Michael Kenzel, Bernhard Kainz, Peter Wonka, Dieter Schmalstieg
Comput. Graph. Forum5
2014 Next-Generation Augmented Reality Browsers: Rich, Seamless, and Adaptive
abstract
As low-level hardware will soon allow us to visualize virtual content anywhere in the real world, managing it in a more structured manner still needs to be addressed. Augmented reality (AR) browser technology is the gateway to such structured software platform and an anywhere AR user experience. AR browsers are the substitute of Web browsers in the real world, permitting overlay of interactive multimedia content on the physical world or objects they refer to. As the current generation allows us to barely see floating virtual items in the physical world, a tighter coupling with our reality has not yet been explored. This paper presents our recent effort to create rich, seamless, and adaptive AR browsers. We discuss major challenges in the area and present an agenda on future research directions for an everyday augmented world.
Tobias Langlotz, Thanh Nguyen 0002, Dieter Schmalstieg, Raphaël Grasset
Proc. IEEE3
2014 Whippletree: task-based scheduling of dynamic workloads on the GPU
abstract
In this paper, we present Whippletree, a novel approach to scheduling dynamic, irregular workloads on the GPU. We introduce a new programming model which offers the simplicity and expressiveness of task-based parallelism while retaining all aspects of the multi-level execution hierarchy essential to unlocking the full potential of a modern GPU. At the same time, our programming model lends itself to efficient implementation on the SIMD-based architecture typical of a current GPU. We demonstrate the practical utility of our model by providing a reference implementation on top of current CUDA hardware. Furthermore, we show that our model compares favorably to traditional approaches in terms of both performance as well as the range of applications that can be covered. We demonstrate the benefits of our model for recursive Reyes rendering, procedural geometry generation and volume rendering with concurrent irradiance caching.
Markus Steinberger, Michael Kenzel, Pedro Boechat, Bernhard Kerbl, Mark Dokter, Dieter Schmalstieg
ACM Trans. Graph.6
2014 ConTour: Data-Driven Exploration of Multi-Relational Datasets for Drug Discovery
abstract
Large scale data analysis is nowadays a crucial part of drug discovery. Biologists and chemists need to quickly explore and evaluate potentially effective yet safe compounds based on many datasets that are in relationship with each other. However, there is a lack of tools that support them in these processes. To remedy this, we developed ConTour, an interactive visual analytics technique that enables the exploration of these complex, multi-relational datasets. At its core ConTour lists all items of each dataset in a column. Relationships between the columns are revealed through interaction: selecting one or multiple items in one column highlights and re-sorts the items in other columns. Filters based on relationships enable drilling down into the large data space. To identify interesting items in the first place, ConTour employs advanced sorting strategies, including strategies based on connectivity strength and uniqueness, as well as sorting based on item attributes. ConTour also introduces interactive nesting of columns, a powerful method to show the related items of a child column for each item in the parent column. Within the columns, ConTour shows rich attribute data about the items as well as information about the connection strengths to other datasets. Finally, ConTour provides a number of detail views, which can show items from multiple datasets and their associated data at the same time. We demonstrate the utility of our system in case studies conducted with a team of chemical biologists, who investigate the effects of chemical compounds on cells and need to understand the underlying mechanisms.
Christian Partl, Alexander Lex, Marc Streit, Hendrik Strobelt, Anne Mai Wassermann, Hanspeter Pfister, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.7
2014 Global Localization from Monocular SLAM on a Mobile Phone
abstract
We propose the combination of a keyframe-based monocular SLAM system and a global localization method. The SLAM system runs locally on a camera-equipped mobile client and provides continuous, relative 6DoF pose estimation as well as keyframe images with computed camera locations. As the local map expands, a server process localizes the keyframes with a pre-made, globally-registered map and returns the global registration correction to the mobile client. The localization result is updated each time a keyframe is added, and observations of global anchor points are added to the client-side bundle adjustment process to further refine the SLAM map registration and limit drift. The end result is a 6DoF tracking and mapping system which provides globally registered tracking in real-time on a mobile device, overcomes the difficulties of localization with a narrow field-of-view mobile phone camera, and is not limited to tracking only in areas covered by the offline reconstruction.
Jonathan Ventura, Clemens Arth, Gerhard Reitmayr, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.4
2013 Acceleration methods for radiance transfer in photorealistic augmented reality
abstract
Radiance transfer computation from unknown real-world environments is an intrinsic task in probe-less photometric registration for photorealistic augmented reality, which affects both the accuracy of the real-world light estimation and the quality of the rendering. We discuss acceleration methods that can reduce the overall ray-tracing costs for computing the radiance transfer for photometric registration in order to free up resources for more advanced augmented reality lighting. We also present evaluation metrics for a systematic evaluation.
Lukas Gruber, Pradeep Sen, Tobias Höllerer, Dieter Schmalstieg
ISMAR4
2013 Mobile interactive hologram verification
abstract
Verification of paper documents is an important part of checking a person's identity, authorization for access or simply establishing a trusted currency. Many documents such as passports or paper bills include holograms or other view-dependent elements that are difficult to forge and therefore are used to verify the genuineness of that document. View-dependent elements change their appearance based both on viewing direction and dominant light sources, thus it requires special knowledge and training to accurately distinguish original elements from forgeries. We present an interactive application for mobile devices that integrates the recognition of the documents with the interactive verification of view-dependent elements. The system recognizes and tracks the paper document, provides user guidance for view alignment and presents a stored image of the element's appearance depending on the current view of the document also recording user decisions. We describe how to model and capture the underlying spatially varying BRDF representation of view-dependent elements. Furthermore, we evaluate this approach within a user study and demonstrate that such a setup captures images that are recognizable and that can be correctly verified.
Andreas Hartl, Jens Grubert, Dieter Schmalstieg, Gerhard Reitmayr
ISMAR3
2013 Adaptive ghosted views for Augmented Reality
abstract
In Augmented Reality (AR), ghosted views allow a viewer to explore hidden structure within the real-world environment. A body of previous work has explored which features are suitable to support the structural interplay between occluding and occluded elements. However, the dynamics of AR environments pose serious challenges to the presentation of ghosted views. While a model of the real world may help determine distinctive structural features, changes in appearance or illumination detriment the composition of occluding and occluded structure. In this paper, we present an approach that considers the information value of the scene before and after generating the ghosted view. Hereby, a contrast adjustment of preserved occluding features is calculated, which adaptively varies their visual saliency within the ghosted view visualization. This allows us to not only preserve important features, but to also support their prominence after revealing occluded structure, thus achieving a positive effect on the perception of ghosted views.
Denis Kalkofen, Eduardo E. Veas, Stefanie Zollmann, Markus Steinberger, Dieter Schmalstieg
ISMAR5
2013 Interactive syntactic modeling with a single-point laser range finder and camera
abstract
In-situ 3D Modeling becomes increasingly prominent in current Augmented Reality research, particularly for mobile scenarios. However, real-time performance and qualitative modeling remain highly challenging. In this work, we propose a new interactive 3D modeling approach for indoor environments, combining an assistive user interface and constrained reconstruction with a device consisting of a single-point laser range finder and a camera. Using our system, a user pans around capturing a panorama of the environment, while simultaneously measuring the distance to a single point per frame. An automatic detection process estimates planes from these sparse 3D measurements. The user can highlight specific geometric features in the environment, such as 2- or 3-way corners, with simple gestures, adding more 3D points to the estimation. The segmented planes are refined using a constrained optimization, enforcing orthogonality and parallel constraints as well as minimizing the number of planes used in the reconstruction. Finally a volumetric space-carving approach determines the geometry of the environment. Our reconstruction approach can output highly accurate models built only from simple, clean geometry. To examine the quantitative performance of our approach, we run evaluations on both synthetic and real data.
Thanh Nguyen 0002, Raphaël Grasset, Dieter Schmalstieg, Gerhard Reitmayr
ISMAR3
2013 Handling pure camera rotation in keyframe-based SLAM
abstract
Handling degenerate rotation-only camera motion is a challenge for keyframe-based simultaneous localization and mapping with six degrees of freedom. Existing systems usually filter corresponding keyframe candidates, resulting in mapping starvation and tracking failure. We propose to employ these otherwise discarded keyframes to build up local panorama maps registered in the 3D map. Thus, the system is able to maintain tracking during rotational camera motions. Additionally, we seek to actively associate panoramic and 3D map data for improved 3D mapping through the triangulation of more new 3D map features. We demonstrate the efficacy of our approach in several evaluations that show how the combined system handles rotation only camera motion while creating larger and denser maps compared to a standard SLAM system.
Christian Pirchheim, Dieter Schmalstieg, Gerhard Reitmayr
ISMAR2
2013 Panoramic mapping on a mobile phone GPU
abstract
Creating panoramic images in real-time is an expensive operation for mobile devices. Mapping of individual pixels into the panoramic image is the main focus of this paper, since it is one of the most time consuming parts. The pixel-mapping process is transferred from the Central Processing Unit (CPU) to the Graphics Processing Unit (GPU). The independence of pixels being projected allows OpenGL shaders to perform this operation very efficiently. We propose a shader-based mapping approach and confront it with an existing solution. The application is implemented for Android phones and works fluently on current generation devices.
Georg Reinisch, Clemens Arth, Dieter Schmalstieg
ISMAR3
2013 Playing it real again: a repeated evaluation of magic lens and static peephole interfaces in public space
abstract
We repeated a study on the usage of a magic lens and a static peephole interface for playing a find-and-select game in a public space. While we reproduced the study setup and procedure the task was conducted in a public transportation stop with different characteristics. The results on usage duration and user preference were significantly different from those reported for previous conditions. We investigate possible causes, specifically the differences in the spatial characteristics and the social contexts in which the study took place.
Jens Grubert, Dieter Schmalstieg
Mobile HCI2
2013 The 2012 virtual reality technical achievement award
abstract
The 2012 virtual reality technical achievement award goes to Dieter Schmalstieg of Graz University of Technology, Austria, in recognition of his seminal contributions to Augmented Reality. Prof. Schmalstieg has been working on Augmented Reality, graphics and visualization problems for almost 20 years. The IEEE VGTC is pleased to award Dieter Schmalstieg the 2012 Virtual Reality Technical Achievement Award.
Dieter Schmalstieg
VR1
2013 Dynamic compact visualizations for augmented reality
abstract
In Augmented Reality (AR), careless augmentations can easily lead to information overflow. Especially on small screen devices, only a limited amount of information can be displayed comprehensively. Compact visualization filters data by reducing redundancies and creating a layout of the remaining information. Previously, this approach was applied to create static compact explosion diagrams. In this paper, we extend the approach to annotations, which are a major source of information in AR, and create compact layouts of annotations and annotated explosion diagrams. We present methods to transfer compact visualizations to dynamic AR settings and achieve interactive frame rates even on limited-resource hardware, such as mobile phones. Moreover, we create temporally coherent and scene-aware layouts.
Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg
VR3
2013 enRoute: dynamic path extraction from biological pathway maps for exploring heterogeneous experimental datasets
abstract
Jointly analyzing biological pathway maps and experimental data is critical for understanding how biological processes work in different conditions and why different samples exhibit certain characteristics. This joint analysis, however, poses a significant challenge for visualization. Current techniques are either well suited to visualize large amounts of pathway node attributes, or to represent the topology of the pathway well, but do not accomplish both at the same time. To address this we introduce enRoute, a technique that enables analysts to specify a path of interest in a pathway, extract this path into a separate, linked view, and show detailed experimental data associated with the nodes of this extracted path right next to it. This juxtaposition of the extracted path and the experimental data allows analysts to simultaneously investigate large amounts of potentially heterogeneous data, thereby solving the problem of joint analysis of topology and node attributes. As this approach does not modify the layout of pathway maps, it is compatible with arbitrary graph layouts, including those of hand-crafted, image-based pathway maps. We demonstrate the technique in context of pathways from the KEGG and the Wikipathways databases. We apply experimental data from two public databases, the Cancer Cell Line Encyclopedia (CCLE) and The Cancer Genome Atlas (TCGA) that both contain a wide variety of genomic datasets for a large number of samples. In addition, we make use of a smaller dataset of hepatocellular carcinoma and common xenograft models. To verify the utility of enRoute, domain experts conducted two case studies where they explore data from the CCLE and the hepatocellular carcinoma datasets in the context of relevant pathways.
Christian Partl, Alexander Lex, Marc Streit, Denis Kalkofen, Karl Kashofer, Dieter Schmalstieg
BMC Bioinform.6
2013 Mobile augmented reality for environmental monitoring
Eduardo E. Veas, Raphaël Grasset, Ioan Ferencik, Thomas Grünewald, Dieter Schmalstieg
Pers. Ubiquitous Comput.5
2013 IEEE Virtual Reality Conference 2013 [table of contents]
abstract
Presents the table of contents of the proceedings of the 2013 IEEE Virtual Reality Conference as published in this issue of the IEEE Transactions on Visualization and Computer Graphics .
Sabine Coquillart, Joseph J. LaViola Jr., Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
2013 Message from the Paper Chairs and Guest Editors
abstract
The apers in this special issue were presented at the 2013 IEEE Virtual Reality Conference held March 16-20, 2013, in Orlando, Florida.
Sabine Coquillart, Joseph J. LaViola Jr., Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
2013 Noise-Based Volume Rendering for the Visualization of Multivariate Volumetric Data
abstract
Analysis of multivariate data is of great importance in many scientific disciplines. However, visualization of 3D spatially-fixed multivariate volumetric data is a very challenging task. In this paper we present a method that allows simultaneous real-time visualization of multivariate data. We redistribute the opacity within a voxel to improve the readability of the color defined by a regular transfer function, and to maintain the see-through capabilities of volume rendering. We use predictable procedural noise--random-phase Gabor noise--to generate a high-frequency redistribution pattern and construct an opacity mapping function, which allows to partition the available space among the displayed data attributes. This mapping function is appropriately filtered to avoid aliasing, while maintaining transparent regions. We show the usefulness of our approach on various data sets and with different example applications. Furthermore, we evaluate our method by comparing it to other visualization techniques in a controlled user study. Overall, the results of our study indicate that users are much more accurate in determining exact data values with our novel 3D volume visualization method. Significantly lower error rates for reading data values and high subjective ranking of our method imply that it has a high chance of being adopted for the purpose of visualization of multivariate 3D data.
Rostislav Khlebnikov, Bernhard Kainz, Markus Steinberger, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.4
2013 Entourage: Visualizing Relationships between Biological Pathways using Contextual Subsets
abstract
Biological pathway maps are highly relevant tools for many tasks in molecular biology. They reduce the complexity of the overall biological network by partitioning it into smaller manageable parts. While this reduction of complexity is their biggest strength, it is, at the same time, their biggest weakness. By removing what is deemed not important for the primary function of the pathway, biologists lose the ability to follow and understand cross-talks between pathways. Considering these cross-talks is, however, critical in many analysis scenarios, such as judging effects of drugs. In this paper we introduce Entourage, a novel visualization technique that provides contextual information lost due to the artificial partitioning of the biological network, but at the same time limits the presented information to what is relevant to the analyst's task. We use one pathway map as the focus of an analysis and allow a larger set of contextual pathways. For these context pathways we only show the contextual subsets, i.e., the parts of the graph that are relevant to a selection. Entourage suggests related pathways based on similarities and highlights parts of a pathway that are interesting in terms of mapped experimental data. We visualize interdependencies between pathways using stubs of visual links, which we found effective yet not obtrusive. By combining this approach with visualization of experimental data, we can provide domain experts with a highly valuable tool. We demonstrate the utility of Entourage with case studies conducted with a biochemist who researches the effects of drugs on pathways. We show that the technique is well suited to investigate interdependencies between pathways and to analyze, understand, and predict the effect that drugs have on different cell types.
Alexander Lex, Christian Partl, Denis Kalkofen, Marc Streit, Samuel Gratzl, Anne Mai Wassermann, Dieter Schmalstieg, Hanspeter Pfister
IEEE Trans. Vis. Comput. Graph.7
2013 The 2012 Virtual Reality Technical Achievement Award
abstract
Presents the recipient of the 2012 Virtual Reality Technical Achievement Award.
Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.1
2012 Full 6DOF Pose Estimation from Geo-Located Images
Clemens Arth, Gerhard Reitmayr, Dieter Schmalstieg
ACCV (3)3
2012 Indoor navigation with mixed reality world-in-miniature views and sparse localization on mobile devices
abstract
We present the design of an interface that provides continuous navigational support for indoor scenarios where localization is only available at sparse, discrete locations (info points). Our interface combines turn-by-turn instructions with a World-in-Miniature (WIM). In a previous study, we showed that using an Augmented Reality WIM at info points, and turn-by-turn instructions elsewhere, is a valid support for navigation inside an unknown building. In particular, we highlighted that users value the WIM as a tool for monitoring their location in the building. In this work, we focus on using the WIM continuously, not only at info points, to support navigation. We adapt the WIM views to the quality of localization by transitioning within Mixed Reality: we use Augmented Reality to provide an overview of the whole path at info points and Virtual Reality to communicate the next instruction when localization is not available. Our results from a new user study validate our interface design and show that users exploit not only turn-by-turn instructions but also the WIM throughout the path, to navigate with our interface. This paper provides insight on how a low-infrastructure indoor solution can support human navigational abilities effectively.
Alessandro Mulloni, Hartmut Seichter, Dieter Schmalstieg
AVI3
2012 360° panoramic overviews for location-based services
abstract
We investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Bird's Eye; the last two shapes are chosen because they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance.
Alessandro Mulloni, Hartmut Seichter, Andreas Dünser, Patrick Baudisch, Dieter Schmalstieg
CHI5
2012 Exploiting sensors on mobile phones to improve wide-area localization
Clemens Arth, Alessandro Mulloni, Dieter Schmalstieg
ICPR3
2012 Image-driven view management for augmented reality browsers
abstract
In this paper, we introduce a novel view management technique for placing labels in Augmented Reality systems. A common issue in many Augmented Reality applications is the absence of knowledge of the real environment, limiting the efficient representation and optimal layout of the digital information augmented onto the real world. To overcome this problem, we introduce an image-based approach, which combines a visual saliency algorithm with edge analysis to identify potentially important image regions and geometric constraints for placing labels. Our proposed solution also includes adaptive rendering techniques that allow a designer to control the appearance of depth cues. We describe the results obtained from a user study considering different scenarios, which we performed for validating our approach. Our technique will provide special benefits to Augmented Reality browsers that usually lack scene knowledge, but also to many other applications in the domain of Augmented Reality such as cultural heritage and maintenance applications.
Raphaël Grasset, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern, Dieter Schmalstieg
ISMAR5
2012 Real-time photometric registration from arbitrary geometry
abstract
Visually coherent rendering for augmented reality is concerned with seamlessly blending the virtual world and the real world in real-time. One challenge in achieving this is the correct handling of lighting. We are interested in applying real-world light to virtual objects, and compute the interaction of light between virtual and real. This implies the measurement of the real-world lighting, also known as photometric registration. So far, photometric registration has mainly been done through capturing images with artificial light probes, such as mirror balls or planar markers, or by using high dynamic range cameras with fish-eye lenses. In this paper, we present a novel non-invasive system, using arbitrary scene geometry as a light probe for photometric registration, and a general AR rendering pipeline supporting real-time global illumination techniques. Based on state of the art real-time geometric reconstruction, we show how to robustly extract data for photometric registration to compute a realistic representation of the real-world diffuse lighting. Our approach estimates the light from observations of the reconstructed model and is based on spherical harmonics, enabling plausible illumination such as soft shadows, in a mixed virtual-real rendering pipeline.
Lukas Gruber, Thomas Richter-Trummer, Dieter Schmalstieg
ISMAR3
2012 Trends in mobile Augmented Reality
abstract
This tutorial provides a detailed introduction to mobile Augmented Reality (AR). AR is a key user-interface technology for personalized, situated information delivery, navigation, on-demand instruction and games. The widespread availability and rapid evolution of smartphones enables software-only solutions for AR where it was previously necessary to assemble custom hardware solutions. However, ergonomic and technical limitations of smartphones as a platform make this a challenging endeavor. In particular, it is necessary to design novel efficient real-time computer vision and computer graphics algorithms, and create new lightweight forms of interaction with the environment through small form-factor devices. This tutorial will present selected technical achievements in this field and highlight some examples of successful application prototypes.
Dieter Schmalstieg, Tobias Höllerer
VR1
2012 OmniKinect: real-time dense volumetric data acquisition and applications
abstract
Real-time three-dimensional acquisition of real-world scenes has many important applications in computer graphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system.
Bernhard Kainz, Stefan Hauswiesner, Gerhard Reitmayr, Markus Steinberger, Raphaël Grasset, Lukas Gruber, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg
VRST10
2012 Ray prioritization using stylization and visual saliency
Markus Steinberger, Bernhard Kainz, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg
Comput. Graph.6
2012 Procedural Texture Synthesis for Zoom-Independent Visualization of Multivariate Data
abstract
Abstract Simultaneous visualization of multiple continuous data attributes in a single visualization is a task that is important for many application areas. Unsurprisingly, many methods have been proposed to solve this task. However, the behavior of such methods during the exploration stage, when the user tries to understand the data with panning and zooming, has not been given much attention. In this paper, we propose a method that uses procedural texture synthesis to create zoom‐independent visualizations of three scalar data attributes. The method is based on random‐phase Gabor noise, whose frequency is adapted for the visualization of the first data attribute. We ensure that the resulting texture frequency lies in the range that is perceived well by the human visual system at any zoom level. To enhance the perception of this attribute, we also apply a specially constructed transfer function that is based on statistical properties of the noise. Additionally, the transfer function is constructed in a way that it does not introduce any aliasing to the texture. We map the second attribute to the texture orientation. The third attribute is color coded and combined with the texture by modifying the value component of the HSV color model. The necessary contrast needed for texture and color perception was determined in a user study. In addition, we conducted a second user study that shows significant advantages of our method over current methods with similar goals. We believe that our method is an important step towards creating methods that not only succeed in visualizing multiple data attributes, but also adapt to the behavior of the user during the data exploration stage.
Rostislav Khlebnikov, Bernhard Kainz, Markus Steinberger, Marc Streit, Dieter Schmalstieg
Comput. Graph. Forum5
2012 StratomeX: Visual Analysis of Large-Scale Heterogeneous Genomics Data for Cancer Subtype Characterization
abstract
Identification and characterization of cancer subtypes are important areas of research that are based on the integrated analysis of multiple heterogeneous genomics datasets. Since there are no tools supporting this process, much of this work is done using ad-hoc scripts and static plots, which is inefficient and limits visual exploration of the data. To address this, we have developed StratomeX, an integrative visualization tool that allows investigators to explore the relationships of candidate subtypes across multiple genomic data types such as gene expression, DNA methylation, or copy number data. StratomeX represents datasets as columns and subtypes as bricks in these columns. Ribbons between the columns connect bricks to show subtype relationships across datasets. Drill-down features enable detailed exploration. StratomeX provides insights into the functional and clinical implications of candidate subtypes by employing small multiples, which allow investigators to assess the effect of subtypes on molecular pathways or outcomes such as patient survival. As the configuration of viewing parameters in such a multi-dataset, multi-view scenario is complex, we propose a meta visualization and configuration interface for dataset dependencies and data-view relationships. StratomeX is developed in close collaboration with domain experts. We describe case studies that illustrate how investigators used the tool to explore subtypes in large datasets and demonstrate how they efficiently replicated findings from the literature and gained new insights into the data.
Alexander Lex, Marc Streit, Hans-Jörg Schulz, Christian Partl, Dieter Schmalstieg, Peter J. Park, Nils Gehlenborg
Comput. Graph. Forum5
2012 Interactive Self-Organizing Windows
abstract
Abstract In this paper, we present the design and implementation of a dynamic window management technique that changes the perception of windows as fixed‐sized rectangles. The primary goal of self‐organizing windows is to automatically display the most relevant information for a user's current activity, which removes the burden of organizing and arranging windows from the user. We analyze the image‐based representation of each window and identify coherent pieces of information. The windows are then automatically moved, scaled and composed in a content‐aware manner to fit the most relevant information into the limited area of the screen. During the design process, we consider findings from previous experiments and show how users can benefit from our system. We also describe how the immense processing power of current graphics processing units can be exploited to build an interactive system that finds an optimal solution within the complex design space of all possible window transformations in real time.
Markus Steinberger, Manuela Waldner, Dieter Schmalstieg
Comput. Graph. Forum3
2012 Sketching up the world: in situ authoring for mobile Augmented Reality
Tobias Langlotz, Stefan Mooslechner, Stefanie Zollmann, Claus Degendorfer, Gerhard Reitmayr, Dieter Schmalstieg
Pers. Ubiquitous Comput.6
2012 Softshell: dynamic scheduling on GPUs
abstract
In this paper we present Softshell, a novel execution model for devices composed of multiple processing cores operating in a single instruction, multiple data fashion, such as graphics processing units (GPUs). The Softshell model is intuitive and more flexible than the kernel-based adaption of the stream processing model, which is currently the dominant model for general purpose GPU computation. Using the Softshell model, algorithms with a relatively low local degree of parallelism can execute efficiently on massively parallel architectures. Softshell has the following distinct advantages: ( 1 ) work can be dynamically issued directly on the device, eliminating the need for synchronization with an external source, i.e ., the CPU; ( 2 ) its three-tier dynamic scheduler supports arbitrary scheduling strategies, including dynamic priorities and real-time scheduling; and ( 3 ) the user can influence, pause, and cancel work already submitted for parallel execution. The Softshell processing model thus brings capabilities to GPU architectures that were previously only known from operating-system designs and reserved for CPU programming. As a proof of our claims, we present a publicly available implementation of the Softshell processing model realized on top of CUDA. The benchmarks of this implementation demonstrate that our processing model is easy to use and also performs substantially better than the state-of-the-art kernel-based processing model for problems that have been difficult to parallelize in the past.
Markus Steinberger, Bernhard Kainz, Bernhard Kerbl, Stefan Hauswiesner, Michael Kenzel, Dieter Schmalstieg
ACM Trans. Graph.6
2012 Model-Driven Design for the Visual Analysis of Heterogeneous Data
abstract
As heterogeneous data from different sources are being increasingly linked, it becomes difficult for users to understand how the data are connected, to identify what means are suitable to analyze a given data set, or to find out how to proceed for a given analysis task. We target this challenge with a new model-driven design process that effectively codesigns aspects of data, view, analytics, and tasks. We achieve this by using the workflow of the analysis task as a trajectory through data, interactive views, and analytical processes. The benefits for the analysis session go well beyond the pure selection of appropriate data sets and range from providing orientation or even guidance along a preferred analysis path to a potential overall speedup, allowing data to be fetched ahead of time. We illustrate the design process for a biomedical use case that aims at determining a treatment plan for cancer patients from the visual analysis of a large, heterogeneous clinical data pool. As an example for how to apply the comprehensive design approach, we present Stack'n'flip, a sample implementation which tightly integrates visualizations of the actual data with a map of available data sets, views, and tasks, thus capturing and communicating the analytical workflow through the required data sets.
Marc Streit, Hans-Jörg Schulz, Alexander Lex, Dieter Schmalstieg, Heidrun Schumann
IEEE Trans. Vis. Comput. Graph.4
2012 Extended Overview Techniques for Outdoor Augmented Reality
abstract
In this paper, we explore techniques that aim to improve site understanding for outdoor Augmented Reality (AR) applications. While the first person perspective in AR is a direct way of filtering and zooming on a portion of the data set, it severely narrows overview of the situation, particularly over large areas. We present two interactive techniques to overcome this problem: multi-view AR and variable perspective view. We describe in details the conceptual, visualization and interaction aspects of these techniques and their evaluation through a comparative user study. The results we have obtained strengthen the validity of our approach and the applicability of our methods to a large range of application domains.
Eduardo E. Veas, Raphaël Grasset, Ernst Kruijff, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.4
2011 Collaborative information linking: Bridging knowledge gaps between users by linking across applications
abstract
Information exploration processes are often conducted in teams of experts, family members, or colleagues. These teams have to retrieve information from different sources, verify it, and finally compare and discuss their findings to find consensus. Today, support for these collaborative processes is limited and users often end up sharing either a single PC with one user taking control or using separate workstations, where support for tight collaboration is limited. In this paper, we present collaborative information linking which visually connects information across private and shared application windows to bridge knowledge gaps between users. We present the technical infrastructure for multi-user interaction and personalized meta-visualizations on large multi-projector displays, and demonstrate how personalized visual links connect information across existing applications modified in a minimally invasive manner. An observational experiment showed that information linking helps individuals to deal with large display space and teams to switch between individual information retrieval and joint verification and discussion.
Manuela Waldner, Dieter Schmalstieg
PacificVis2
2011 Directing attention and influencing memory with visual saliency modulation
abstract
In augmented reality, it is often necessary to draw the user's attention to particular objects in the real world without distracting her from her task. We explore the effectiveness of directing a user's attention by imperceptibly modifying existing features of a video. We present three user studies of the effects of applying a saliency modulation technique to video; evaluating modulation awareness, attention, and memory. Our results validate the saliency modulation technique as an alternative means to convey information to the user, suggesting attention shifts and influencing recall of selected regions without perceptible changes to visual input.
Eduardo E. Veas, Erick Méndez, Steven K. Feiner, Dieter Schmalstieg
CHI4
2011 Importance-driven compositing window management
abstract
In this paper we present importance-driven compositing window management, which considers windows not only as basic rectangular shapes but also integrates the importance of the windows' content using a bottom-up visual attention model. Based on this information, importance-driven compositing optimizes the spatial window layout for maximum visibility and interactivity of occluded content in combination with see-through windows. We employ this technique for emerging window manager functions to minimize information overlap caused by popping up windows or floating toolbars and to improve the access to occluded window content. An initial user study indicates that our technique provides a more effective and satisfactory access to occluded information than the well-adopted Alt+Tab window switching technique and see-through windows without optimized spatial layout.
Manuela Waldner, Markus Steinberger, Raphaël Grasset, Dieter Schmalstieg
CHI4
2011 Real-time self-localization from panoramic images on mobile devices
abstract
Self-localization in large environments is a vital task for accurately registered information visualization in outdoor Augmented Reality (AR) applications. In this work, we present a system for self-localization on mobile phones using a GPS prior and an online-generated panoramic view of the user's environment. The approach is suitable for executing entirely on current generation mobile devices, such as smartphones. Parallel execution of online incremental panorama generation and accurate 6DOF pose estimation using 3D point reconstructions allows for real-time self-localization and registration in large-scale environments. The power of our approach is demonstrated in several experimental evaluations.
Clemens Arth, Manfred Klopschitz, Gerhard Reitmayr, Dieter Schmalstieg
ISMAR4
2011 User experiences with augmented reality aided navigation on phones
abstract
We investigate user experiences when using augmented reality (AR) as a new aid to navigation. We integrate AR with other more common interfaces into a handheld navigation system, and we conduct an exploratory study to see where and how people exploit AR. Based on previous work on augmented photographs, we hypothesize that AR is used more to support wayfinding at static locations when users approach a road intersection. In partial contrast to this hypothesis, our results from a user evaluation hint that users will expect to use the system while walking. Further, our results also show that AR is usually exploited shortly before and after road intersections, suggesting that tracking support will be mostly needed in proximity of road intersections.
Alessandro Mulloni, Hartmut Seichter, Dieter Schmalstieg
ISMAR3
2011 Building your vision with Qualcomm's Mobile Augmented Reality (AR) Platform: AR on mobile devices
abstract
Academic/Research Overview of Mobile Augmented Reality Introduction to the Qualcomm AR Platform — Features and Usage Scenarios Developing Mobile AR Applications using Qualcomm's Unity Extension Introduction to Qualcomm's QCAR SDK Native API Cross Platform Development with the Native QCAR SDK
Daniel Wagner 0003, István Barakonyi, Istvan Siklossy, Jay Wright, Roy Ashok, Serafin Diaz, Blair MacIntyre, Dieter Schmalstieg
ISMAR8
2011 Visualizing the Effects of Logically Combined Filters
abstract
Filtering data is an essential process in a drill-down analysis of large data sets. Filtering can be necessary for several reasons. The main objective for filters is to uncover the relevant subsets of a dataset. Another, equally relevant goal is to reduce a dataset to dimensions to which either visualization or algorithmic analysis techniques scale. However, with multiple filters applied and possibly even logically combined, it becomes difficult for users to judge the effects of a filter chain. In this paper we present a simple, yet effective way to interactively visualize a sequence of filters and logical combinations of these. Such a visualized filter-pipeline allows analysts to easily judge the effect of every single filter and also their combination on the data set under investigation and therefore, leads to a faster and more efficient workflow. We also present an implementation of the proposed technique in an information visualization framework for the life sciences. The technique, however, could be employed in many other information visualization contexts as well.
Thomas Geymayer, Alexander Lex, Marc Streit, Dieter Schmalstieg
IV4
2011 Handheld augmented reality indoor navigation with activity-based instructions
abstract
We present a novel design of an augmented reality interface to support indoor navigation. We combine activity-based instructions with sparse 3D localisation at selected info points in the building. Based on localisation accuracy and the users' activities, such as walking or standing still, the interface adapts the visualisation by changing the density and quality of information shown. We refine and validate our design through user involvement in pilot studies. We finally present the results of a comparative study conducted to validate the effectiveness of our design and to explore how the presence of info points affects users' performance on indoor navigation tasks. The results of this study validate our design and show an improvement in task performance when info points are present, which act as confirmation points and provide an overview of the task.
Alessandro Mulloni, Hartmut Seichter, Dieter Schmalstieg
Mobile HCI3
2011 Using perceptual features to prioritize ray-based image generation
abstract
A common challenge in interactive image generation is maintaining high interactivity of the applications that use computationally demanding rendering algorithms. This is usually achieved by sacrificing some of the image quality in order to decrease the rendering time. Most of such algorithms achieve interactive frame rates while trying to preserve as much image quality as possible by applying the reduction steps non-uniformly. However, high-end rendering systems, such as those presented by [Parker et al. 2010], aim to generate highly realistic images of very complex scenes. In such systems ordinary sampling approaches often give visually unacceptable results. In order to allow to optimize the ratio between the sampling rate of the scene and its resulting perceptual quality, we present a new sampling strategy which uses the information about object features that are known to support the comprehension of 3D shape [Cole et al. 2009]. We control the sampling density by exploiting line extraction techniques commonly used in Non-Photorealistic Renderings.
Bernhard Kainz, Markus Steinberger, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg
SI3D6
2011 Message from the program chairs
abstract
Welcome to IEEE Virtual Reality 2011! Similar to previous years, the conference program is mostly made up of single track presentations. There are fourteen long paper presentations, eighteen short presentations, and three panels. This year, we have some new improvements to the program including the addition of four invited presentations from the highly regraded IEEE Transactions on Visualization and Computer Graphics journal.
Michitaka Hirose, Benjamin Lok, Aditi Majumder, Dieter Schmalstieg
VR4
2011 Robust detection and tracking of annotations for outdoor augmented reality browsing
abstract
A common goal of outdoor augmented reality (AR) is the presentation of annotations that are registered to anchor points in the real world. We present an enhanced approach for registering and tracking such anchor points, which is suitable for current generation mobile phones and can also successfully deal with the wide variety of viewing conditions encountered in real life outdoor use. The approach is based on on-the-fly generation of panoramic images by sweeping the camera over the scene. The panoramas are then used for stable orientation tracking, while the user is performing only rotational movements. This basic approach is improved by several new techniques for the re-detection and tracking of anchor points. For the re-detection, specifically after temporal variations, we first compute a panoramic image with extended dynamic range, which can better represent varying illumination conditions. The panorama is then searched for known anchor points, while orientation tracking continues uninterrupted. We then use information from an internal orientation sensor to prime an active search scheme for the anchor points, which improves matching results. Finally, global consistency is enhanced by statistical estimation of a global rotation that minimizes the overall position error of anchor points when transforming them from the source panorama in which they were created, to the current view represented by a new panorama. Once the anchor points are redetected, we track the user's movement using a novel 3-degree-of-freedom orientation tracking approach that combines vision tracking with the absolute orientation from inertial and magnetic sensors. We tested our system using an AR campus guide as an example application and provide detailed results for our approach using an off-the-shelf smartphone. Results show that the re-detection rate is improved by a factor of 2 compared to previous work and reaches almost 90% for a wide variety of test cases while still keeping the ability to run at interactive frame rates.
Tobias Langlotz, Claus Degendorfer, Alessandro Mulloni, Gerhard Schall, Gerhard Reitmayr, Dieter Schmalstieg
Comput. Graph.6
2011 Collaborative use of mobile augmented reality with paper maps
Ann Morrison, Alessandro Mulloni, Saija Lemmelä, Antti Oulasvirta, Giulio Jacucci, Peter Peltonen, Dieter Schmalstieg, Holger Regenbrecht
Comput. Graph.7
2011 Multi-perspective compact explosion diagrams
Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg
Comput. Graph.3
2011 Crepuscular Rays for Tumor Accessibility Planning
abstract
In modern clinical practice, planning access paths to volumetric target structures remains one of the most important and most complex tasks, and a physician's insufficient experience in this can lead to severe complications or even the death of the patient. In this paper, we present a method for safety evaluation and the visualization of access paths to assist physicians during preoperative planning. As a metaphor for our method, we employ a well-known, and thus intuitively perceivable, natural phenomenon that is usually called crepuscular rays. Using this metaphor, we propose several ways to compute the safety of paths from the region of interest to all tumor voxels and show how this information can be visualized in real-time using a multi-volume rendering system. Furthermore, we show how to estimate the extent of connected safe areas to improve common medical 2D multi-planar reconstruction (MPR) views. We evaluate our method by means of expert interviews, an online survey, and a retrospective evaluation of 19 real abdominal radio-frequency ablation (RFA) interventions, with expert decisions serving as a gold standard. The evaluation results show clear evidence that our method can be successfully applied in clinical practice without introducing substantial overhead work for the acting personnel. Finally, we show that our method is not limited to medical applications and that it can also be useful in other fields.
Rostislav Khlebnikov, Bernhard Kainz, Judith Muehl, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.4
2011 VisBricks: Multiform Visualization of Large, Inhomogeneous Data
abstract
Large volumes of real-world data often exhibit inhomogeneities: vertically in the form of correlated or independent dimensions and horizontally in the form of clustered or scattered data items. In essence, these inhomogeneities form the patterns in the data that researchers are trying to find and understand. Sophisticated statistical methods are available to reveal these patterns, however, the visualization of their outcomes is mostly still performed in a one-view-fits-all manner. In contrast, our novel visualization approach, VisBricks, acknowledges the inhomogeneity of the data and the need for different visualizations that suit the individual characteristics of the different data subsets. The overall visualization of the entire data set is patched together from smaller visualizations, there is one VisBrick for each cluster in each group of interdependent dimensions. Whereas the total impression of all VisBricks together gives a comprehensive high-level overview of the different groups of data, each VisBrick independently shows the details of the group of data it represents. State-of-the-art brushing and visual linking between all VisBricks furthermore allows the comparison of the groupings and the distribution of data items among them. In this paper, we introduce the VisBricks visualization concept, discuss its design rationale and implementation, and demonstrate its usefulness by applying it to a use case from the field of biomedicine.
Alexander Lex, Hans-Jörg Schulz, Marc Streit, Christian Partl, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2011 Context-Preserving Visual Links
abstract
Evaluating, comparing, and interpreting related pieces of information are tasks that are commonly performed during visual data analysis and in many kinds of information-intensive work. Synchronized visual highlighting of related elements is a well-known technique used to assist this task. An alternative approach, which is more invasive but also more expressive is visual linking in which line connections are rendered between related elements. In this work, we present context-preserving visual links as a new method for generating visual links. The method specifically aims to fulfill the following two goals: first, visual links should minimize the occlusion of important information; second, links should visually stand out from surrounding information by minimizing visual interference. We employ an image-based analysis of visual saliency to determine the important regions in the original representation. A consequence of the image-based approach is that our technique is application-independent and can be employed in a large number of visual data analysis scenarios in which the underlying content cannot or should not be altered. We conducted a controlled experiment that indicates that users can find linked elements in complex visualizations more quickly and with greater subjective satisfaction than in complex visualizations in which plain highlighting is used. Context-preserving visual links were perceived as visually more attractive than traditional visual links that do not account for the context information.
Markus Steinberger, Manuela Waldner, Marc Streit, Alexander Lex, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2010 Caleydo: Design and evaluation of a visual analysis framework for gene expression data in its biological context
abstract
The goal of our work is to support experts in the process of hypotheses generation concerning the roles of genes in diseases. For a deeper understanding of the complex interdependencies between genes, it is important to bring gene expressions (measurements) into context with pathways. Pathways, which are models of biological processes, are available in online databases. In these databases, large networks are decomposed into small sub-graphs for better manageability. This simplification results in a loss of context, as pathways are interconnected and genes can occur in multiple instances scattered over the network. Our main goal is therefore to present all relevant information, i.e., gene expressions, the relations between expression and pathways and between multiple pathways in a simple, yet effective way. To achieve this we employ two different multiple-view approaches. Traditional multiple views are used for large datasets or highly interactive visualizations, while a 2.5D technique is employed to support a seamless navigation of multiple pathways which simultaneously links to the expression of the contained genes. This approach facilitates the understanding of the interconnection of pathways, and enables a non-distracting relation to gene expression data. We evaluated Caleydo with a group of users from the life science community. Users were asked to perform three tasks: pathway exploration, gene expression analysis and information comparison with and without visual links, which had to be conducted in four different conditions. Evaluation results show that the system can improve the process of understanding the complex network of pathways and the individual effects of gene expression regulation considerably. Especially the quality of the available contextual information and the spatial organization was rated good for the presented 2.5D setup.
Alexander Lex, Marc Streit, Ernst Kruijff, Dieter Schmalstieg
PacificVis4
2010 Bimanual handheld mixed reality interfaces for urban planning
abstract
Tabletop models are common in architectural and urban planning tasks. We report here on an investigation for view navigation in and manipulation of tracked tabletop models using a handheld Mixed Reality interface targeted at a user group with varying professional background and skill level. Users were asked to complete three basic task types: searching, inserting and creating content in a mixed reality scene, each requiring the user to navigate in the scene while interacting. This study was designed to naturally progress on classic problems like travel, selection and manipulation in an applied scenario concerned with urban planning. The novel bimanual interface configurations utilize a handheld touch screen display for Mixed Reality, with the camera/viewpoint attached or handheld separately. Usability aspects and user satisfaction are scrutinized by a user study, aimed at optimizing usability and supporting the user's intentions in a natural way. We present the results from the user study showing significant differences in task completion times as well as user preferences and practical issues concerning both interface and view navigation design.
Markus Sareika, Dieter Schmalstieg
AVI2
2010 Experiences with mouse control in multi-display environments
abstract
It is now increasingly common to extend private workstations with large public displays into a shared multi-display environment (MDE). Mouse-based interaction across multiple displays provides a convenient way to quickly shift between private work on the personal monitor and tightly coupled collaboration on shared display spaces (Figure 1). However, mouse pointer navigation can be negatively influenced by display factors in the environment and thereby limit fluid interaction across displays. We report findings from an experiment comparing four mouse pointer navigation techniques in a heterogeneous MDE.
Manuela Waldner, Dieter Schmalstieg
AVI2
2010 Techniques for view transition in multi-camera outdoor environments
Eduardo E. Veas, Alessandro Mulloni, Ernst Kruijff, Holger Regenbrecht, Dieter Schmalstieg
Graphics Interface5
2010 Visual links across applications
Manuela Waldner, Werner Puff, Alexander Lex, Marc Streit, Dieter Schmalstieg
Graphics Interface5
2010 Optimization of Target Objects for Natural Feature Tracking
abstract
This paper investigates possible physical alterations of tracking targets to obtain improved 6DoF pose detection for a camera observing the known targets. We explore the influence of several texture characteristics on the pose detection, by simulating a large number of different target objects and camera poses. Based on statistical observations, we rank the importance of characteristics such as texturedness and feature distribution for a specific implementation of a 6DoF tracking technique. These findings allow informed modification strategies for improving the tracking target objects themselves, in the common case of man-made targets, as for example used in advertising. This fundamentally differs from and complements the traditional approach of leaving the targets unchanged while trying to optimize the tracking algorithms and parameters.
Lukas Gruber, Stefanie Zollmann, Daniel Wagner 0003, Dieter Schmalstieg, Tobias Höllerer
ICPR4
2010 Visual tracking for Augmented Reality
abstract
Localization of mobile devices is an essential task in Augmented Reality and has therefore been an active research topic for many years. Typically, indoor tracking approaches, such as methods based on infrared or ultra-wide-band, require preparations of the environment and special hardware sensors. Conversely, image feature tracking approaches can provide orientation estimates without special tracking hardware installations. With the advent of mobile devices equipped with sensors such as digital cameras, image based localization gains importance in Augmented Reality. Typically, fiducial marker tracking was considered as a standard image based localization method. We propose the use of natural image feature based tracking methods, which are a generalization of the same principals but do not require the presence of fiducial tracking targets.
Manfred Klopschitz, Gerhard Schall, Dieter Schmalstieg, Gerhard Reitmayr
IPIN3
2010 The City of Sights: Design, construction, and measurement of an Augmented Reality stage set
abstract
We describe the design and implementation of a physical and virtual model of an imaginary urban scene-the “City of Sights”- that can serve as a backdrop or “stage” for a variety of Augmented Reality (AR) research. We argue that the AR research community would benefit from such a standard model dataset which can be used for evaluation of such AR topics as tracking systems, modeling, spatial AR, rendering tests, collaborative AR and user interface design. By openly sharing the digital blueprints and assembly instructions for our models, we allow the proposed set to be physically replicable by anyone and permit customization and experimental changes to the stage design which enable comprehensive exploration of algorithms and methods. Furthermore we provide an accompanying rich dataset consisting of video sequences under varying conditions with ground truth camera pose. We employed three different ground truth acquisition methods to support a broad range of use cases. The goal of our design is to enable and improve the replicability and evaluation of future augmented reality research.
Lukas Gruber, Steffen Gauglitz, Jonathan Ventura, Stefanie Zollmann, Manuel J. Huber, Michael Schlegel, Gudrun Klinker, Dieter Schmalstieg, Tobias Höllerer
ISMAR8
2010 Color harmonization for Augmented Reality
abstract
In this paper we discuss color harmonization for Augmented Reality. Color harmonization is a technique used to adjust the combination of colors in order to follow aesthetic guidelines. We implemented a system which is able to harmonize the combination of the colors in video based AR systems. The presented approach is able to re-color virtual and real-world items, achieving overall more visually pleasant results. In order to allow preservation of certain colors in an AR composition, we furthermore introduce the concept of constraint color harmonization.
Lukas Gruber, Denis Kalkofen, Dieter Schmalstieg
ISMAR3
2010 Automatic configuration of spatially consistent mouse pointer navigation in multi-display environments
abstract
Multi-display environments combine displays of various form factors into a common interaction space. Cross-display navigation techniques have to provide transitions to move the mouse pointer across display boundaries to reach distant display locations. A spatially consistent description of display relationships thereby supports fluid cross-display navigation. In this paper, we present two spatially consistent navigation techniques for seamless cross-display navigation in multi-user multi-display environments. These navigation techniques are automatically configured from a spatial model of the environment, which is generated in a camera-assisted calibration step. We describe the implementation in a distributed system and present results of a comparative experiment.
Manuela Waldner, Christian Pirchheim, Ernst Kruijff, Dieter Schmalstieg
IUI4
2010 Zooming interfaces for augmented reality browsers
abstract
Augmented Reality combines real world and virtual information in interactive visualizations. Since phones started integrating GPS, compass and accelerometer, several Augmented Reality browsers for phones have hit the market. These are applications that access large amounts of geo-referenced information from online sources and present it at corresponding physical locations, superimposed onto a live video stream. However, Augmented Reality is constrained by the camera's field of view and restricted to first- person views, limiting the amount of overview that users can gain. We present two zooming interfaces that compensate for these constraints by enabling users to smoothly zoom between the Augmented Reality view and (1) an egocentric panoramic view of 360°, and (2) an exocentric top-down view. We present the results from two studies that show how in most search tasks our zooming interfaces are faster and require less panning than an overlay- based tool, scaling better as the amount of information grows.
Alessandro Mulloni, Andreas Dünser, Dieter Schmalstieg
Mobile HCI3
2010 Real-time panoramic mapping and tracking on mobile phones
abstract
We present a novel method for the real-time creation and tracking of panoramic maps on mobile phones. The maps generated with this technique are visually appealing, very accurate and allow drift-free rotation tracking. This method runs on mobile phones at 30 Hz and has applications in the creation of panoramic images for offline browsing, for visual enhancements through environment mapping and for outdoor Augmented Reality on mobile phones.
Daniel Wagner 0003, Alessandro Mulloni, Tobias Langlotz, Dieter Schmalstieg
VR4
2010 Comparative Analysis of Multidimensional, Quantitative Data
abstract
When analyzing multidimensional, quantitative data, the comparison of two or more groups of dimensions is a common task. Typical sources of such data are experiments in biology, physics or engineering, which are conducted in different configurations and use replicates to ensure statistically significant results. One common way to analyze this data is to filter it using statistical methods and then run clustering algorithms to group similar values. The clustering results can be visualized using heat maps, which show differences between groups as changes in color. However, in cases where groups of dimensions have an a priori meaning, it is not desirable to cluster all dimensions combined, since a clustering algorithm can fragment continuous blocks of records. Furthermore, identifying relevant elements in heat maps becomes more difficult as the number of dimensions increases. To aid in such situations, we have developed Matchmaker, a visualization technique that allows researchers to arbitrarily arrange and compare multiple groups of dimensions at the same time. We create separate groups of dimensions which can be clustered individually, and place them in an arrangement of heat maps reminiscent of parallel coordinates. To identify relations, we render bundled curves and ribbons between related records in different groups. We then allow interactive drill-downs using enlarged detail views of the data, which enable in-depth comparisons of clusters between groups. To reduce visual clutter, we minimize crossings between the views. This paper concludes with two case studies. The first demonstrates the value of our technique for the comparison of clustering algorithms. In the second, biologists use our system to investigate why certain strains of mice develop liver disease while others remain healthy, informally showing the efficacy of our system when analyzing multidimensional data containing distinct groups of dimensions.
Alexander Lex, Marc Streit, Christian Partl, Karl Kashofer, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2010 Real-Time Detection and Tracking for Augmented Reality on Mobile Phones
abstract
In this paper, we present three techniques for 6DOF natural feature tracking in real time on mobile phones. We achieve interactive frame rates of up to 30 Hz for natural feature tracking from textured planar targets on current generation phones. We use an approach based on heavily modified state-of-the-art feature descriptors, namely SIFT and Ferns plus a template-matching-based tracker. While SIFT is known to be a strong, but computationally expensive feature descriptor, Ferns classification is fast, but requires large amounts of memory. This renders both original designs unsuitable for mobile phones. We give detailed descriptions on how we modified both approaches to make them suitable for mobile phones. The template-based tracker further increases the performance and robustness of the SIFT- and Ferns-based approaches. We present evaluations on robustness and performance and discuss their appropriateness for Augmented Reality applications.
Daniel Wagner 0003, Gerhard Reitmayr, Alessandro Mulloni, Tom Drummond, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.5
2009 MR Tent: a place for co-constructing mixed realities in urban planning
Valérie Maquil, Markus Sareika, Dieter Schmalstieg, Ina Wagner
Graphics Interface3
2009 Wide area localization on mobile phones
abstract
We present a fast and memory efficient method for localizing a mobile user's 6DOF pose from a single camera image. Our approach registers a view with respect to a sparse 3D point reconstruction. The 3D point dataset is partitioned into pieces based on visibility constraints and occlusion culling, making it scalable and efficient to handle. Starting with a coarse guess, our system only considers features that can be seen from the user's position. Our method is resource efficient, usually requiring only a few megabytes of memory, thereby making it feasible to run on low-end devices such as mobile phones. At the same time it is fast enough to give instant results on this device class.
Clemens Arth, Daniel Wagner 0003, Manfred Klopschitz, Arnold Irschara, Dieter Schmalstieg
ISMAR5
2009 Evaluating the trackability of natural feature-point sets
abstract
In this work we present a novel idea of evaluating natural feature-point based tracking targets. Our main objective is to evaluate the inherent characteristics of natural feature-point sets with respect to vision-based pose estimation algorithms. Our work attempts to break new ground by concentrating on evaluating complete tracking targets, rather than evaluating tracking methods or single features. This allows deriving indications on how to improve the trackability of natural feature point sets.
Lukas Gruber, Stefanie Zollmann, Daniel Wagner 0003, Dieter Schmalstieg
ISMAR4
2009 AR 2.0: Social Augmented Reality - social computing meets Augmented Reality
Tobias Höllerer, Dieter Schmalstieg, Mark Billinghurst
ISMAR2
2009 Global pose estimation using multi-sensor fusion for outdoor Augmented Reality
abstract
Outdoor Augmented Reality typically requires tracking in unprepared environments. For global registration, Global Positioning System (GPS) is currently the best sensing technology, but its precision and update rate are not sufficient for high quality tracking. We present a system that uses Kalman filtering for fusion of Differential GPS (DGPS) or Real-Time Kinematic (RTK) based GPS with barometric heights and also for an inertial measurement unit with gyroscopes, magnetometers and accelerometers to improve the transient oscillation. Typically, inertial sensors are subjected to drift and magnetometer measurements are distorted by electro-magnetic fields in the environment. For compensation, we additionally apply a visual orientation tracker which is drift-free through online mapping of the unknown environment. This tracker allows for correction of distortions of the 3-axis magnetic compass, which increases the robustness and accuracy of the pose estimates. We present results of applying this approach in an industrial application scenario.
Gerhard Schall, Daniel Wagner 0003, Gerhard Reitmayr, Elise Taichmann, Manfred Wieser, Dieter Schmalstieg, Bernhard Hofmann-Wellenhof
ISMAR6
2009 Multiple target detection and tracking with guaranteed framerates on mobile phones
abstract
In this paper we present a novel method for real-time pose estimation and tracking on low-end devices such as mobile phones. The presented system can track multiple known targets in real-time and simultaneously detect new targets for tracking. We present a method to automatically and dynamically balance the quality of detection and tracking to adapt to a variable time budget and ensure a constant frame rate. Results from real data of a mobile phone Augmented Reality system demonstrate the efficiency and robustness of the described approach. The system can track 6 planar targets on a mobile phone simultaneously at framerates of 23 fps.
Daniel Wagner 0003, Dieter Schmalstieg, Horst Bischof
ISMAR2
2009 Connecting Genes with Diseases
abstract
This paper presents a visual data mining approach using the combination of clinical data, pathways and gene-expression data. The visual exploration of medical data using pathways to navigate and filter the data allows a more systematic and efficient investigation of problems in modern life science. A multiplicity of hypothesis can be evaluated in the same period of time, enabling a much better exploitation of the data. We present a system for data preprocessing and automatic classification, a set of visualization views and finally the integration in the Caleydo visualization framework, which enables the ldquocouplingrdquo of genetic and a broad spectrum of clinical data. With the help of the Caleydo framework the medical expert can identify connections between genetic parameters, patient subgroups, and drug responses.
Heimo Müller, Robert Reihs, Stefan Sauer 0002, Kurt Zatloukal, Marc Streit, Alexander Lex, Bernhard Schlegl, Dieter Schmalstieg
IV8
2009 Explosion Diagrams in Augmented Reality
abstract
This article introduces explosion diagrams to augmented reality (AR) applications. It presents algorithms to seamlessly integrate an object's explosion diagram into a real world environment, including the AR rendering of relocated objects textured with live video and the restoration of visual information which are hidden behind relocated objects. It demonstrates several types of visualizations for convincing AR explosion diagrams and it discusses visualizations of exploded parts as well as visual links conveying their relocation direction. Furthermore, we show the integration of our rendering and visualization techniques in an AR framework, which is able to automatically compute a diagram's layout and an animation of its corresponding explosion.
Denis Kalkofen, Markus Tatzgern, Dieter Schmalstieg
VR3
2009 Deskotheque: Improved Spatial Awareness in Multi-Display Environments
abstract
In this paper we present the multi-display environment Deskotheque, which combines personal and tiled projected displays into a continuous teamspace. Its main distinguishing factor is a fine-grained spatial (i. e., both geometric and topological) model of the display layout. Using this model, Deskotheque allows seamless mouse pointer navigation and application window sharing across the multi-display environment. Geometric compensation of casually aligned multi-projector displays supports a wide range of display configurations. Mouse pointer redirection and window migration are tightly integrated into the windowing system, while geometric compensation of projected imagery is accomplished by a 3D compositing window manager. Thus, Deskotheque provides sharing of unmodified desktop application windows across display and workstation boundaries without compromising hardware-accelerated rendering of 2D or 3D content on projected tiled displays with geometric compensation.
Christian Pirchheim, Manuela Waldner, Dieter Schmalstieg
VR3
2009 Importance masks for revealing occluded objects in augmented reality
abstract
Figure 1: Example of our technique. Notice how there is enough information of the occluder preserved even though it has little initial structure. Furthermore, the preserved information helps conveying spatial arrangements between virtual and real objects. When simulating ”X-ray vision ” in Augmented Reality, a critical aspect is ensuring correct perception of the occluded objects posi-tion. Naı̈ve overlay rendering of occluded objects on top of real-world occluders can lead to a misunderstanding of the visual scene and a poor perception of the depth. We present a simple technique to enhance the perception of the spatial arrangements in the scene. An importance mask associated with occluders informs the render-ing what information can be overlaid and what should be preserved. This technique is independent of scene properties such as illumina-tion and surface properties, which may be unknown. The proposed solution is computed efficiently in a single-pass fragment shaders on the GPU.
Erick Méndez, Dieter Schmalstieg
VRST2
2009 Caleydo: connecting pathways and gene expression
abstract
UNLABELLED: Understanding the relationships between pathways and the altered expression of their components in disease conditions can be addressed in a visual data analysis process. Caleydo uses novel visualization techniques to support life science experts in their analysis of gene expression data in the context of pathways and functions of individual genes. Pathways and gene expression visualizations are placed in a 3D scene where selected entities (i.e. genes) are visually connected. This allows Caleydo to seamlessly integrate interactive gene expression visualization with cross-database pathway exploration. AVAILABILITY: The Caleydo visualization framework is freely available on www.caleydo.org for non-commercial use. It runs on Windows and Linux and requires a 3D capable graphics card.
Marc Streit, Alexander Lex, Michael Kalkusch, Kurt Zatloukal, Dieter Schmalstieg
Bioinform.5
2009 Handheld Augmented Reality for underground infrastructure visualization
Gerhard Schall, Erick Méndez, Ernst Kruijff, Eduardo E. Veas, Sebastian Junghanns, Bernhard Reitinger, Dieter Schmalstieg
Pers. Ubiquitous Comput.7
2009 Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
abstract
We present a new GPU-based rendering system for ray casting of multiple volumes. Our approach supports a large number of volumes, complex translucent and concave polyhedral objects as well as CSG intersections of volumes and geometry in any combination. The system (including the rasterization stage) is implemented entirely in CUDA, which allows full control of the memory hierarchy, in particular access to high bandwidth and low latency shared memory. High depth complexity, which is problematic for conventional approaches based on depth peeling, can be handled successfully. As far as we know, our approach is the first framework for multivolume rendering which provides interactive frame rates when concurrently rendering more than 50 arbitrarily overlapping volumes on current graphics hardware.
Bernhard Kainz, Markus Grabner, Alexander Bornik, Stefan Hauswiesner, Judith Muehl, Dieter Schmalstieg
ACM Trans. Graph.6
2009 Comprehensible Visualization for Augmented Reality
abstract
This article presents interactive visualizations to support the comprehension of spatial relationships between virtual and real world objects for Augmented Reality (AR) applications. To enhance the clarity of such relationships we discuss visualization techniques and their suitability for AR. We apply them on different AR applications with different goals, e.g. in X-Ray vision or in applications which draw a user's attention to an object of interest. We demonstrate how Focus and Context (F+C) visualizations are used to affect the user's perception of hidden or nearby objects by presenting contextual information in the area of augmentation. We discuss the organization and the possible sources of data for visualizations in Augmented Reality and present cascaded and multi level F+C visualizations to address complex, cluttered scenes that are inevitable in real environments. This article also shows filters and tools to interactively control the amount of augmentation. It compares the impact of real world context preserving to a pure virtual and uniform enhancement of these structures for augmentations of real world imagery. Finally this paper discusses the stylization of sparse object representations for AR to improve X-Ray vision.
Denis Kalkofen, Erick Méndez, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
2009 In vivo interactive visualization of four-dimensional blood flow patterns
Bernhard Kainz, Ursula Reiter, Gert Reiter, Dieter Schmalstieg
Vis. Comput.4
2008 Virtual redlining for civil engineering in real environments
abstract
Field workers of utility companies are regularly engaged in outdoor tasks such as network planning and inspection of underground infrastructure. Redlining is the term used for manually annotating either printed paper maps or a 2D geographic information system on a notebook computer taken to the field. Either of these approaches requires finding the physical location to be annotated on the physical or digital map. In this paper, we describe a mobile Augmented Reality (AR) system capable of supporting virtual redlining. The AR visualization delivered by the system is constructed from data directly extracted from a GIS used in day-to-day production by utility companies. We also report on encouraging trials and interviews performed with professional field workers from the utility sector.
Gerhard Schall, Erick Méndez, Dieter Schmalstieg
ISMAR3
2008 Robust and unobtrusive marker tracking on mobile phones
abstract
Marker tracking has revolutionized augmented reality about a decade ago. However, this revolution came at the expense of visual clutter. In this paper, we propose several new marker techniques, which are less obtrusive than the usual black and white squares. Furthermore, we report methods that allow tracking beyond the visibility of these markers further improving robustness. All presented techniques are implemented in a single tracking library, are highly efficient in their memory and CPU usage and run at interactive frame rates on mobile phones.
Daniel Wagner 0003, Tobias Langlotz, Dieter Schmalstieg
ISMAR3
2008 Pose tracking from natural features on mobile phones
abstract
In this paper we present two techniques for natural feature tracking in real-time on mobile phones. We achieve interactive frame rates of up to 20 Hz for natural feature tracking from textured planar targets on current-generation phones. We use an approach based on heavily modified state-of-the-art feature descriptors, namely SIFT and Ferns. While SIFT is known to be a strong, but computationally expensive feature descriptor, Ferns classification is fast, but requires large amounts of memory. This renders both original designs unsuitable for mobile phones. We give detailed descriptions on how we modified both approaches to make them suitable for mobile phones. We present evaluations on robustness and performance on various devices and finally discuss their appropriateness for augmented reality applications.
Daniel Wagner 0003, Gerhard Reitmayr, Alessandro Mulloni, Tom Drummond, Dieter Schmalstieg
ISMAR5
2008 Augmented Reality for Industrial Building Acceptance
abstract
In this paper we present an augmented reality (AR) application for industrial building acceptance. Building acceptance is the process of comparing as-planned documentation with the factory that was actually built. A self-supported mobile AR device, the AR-planar, is used to facilitate this comparison by overlaying 3D models on top of a video image. The suitability of this approach is assessed using an expert heuristic in a real factory, and furthermore the usability of the AR-planar in comparison to other AR systems was examined in a complementary user study.
Ralph Schoenfelder, Dieter Schmalstieg
VR2
2008 Creating Meaningful Environment Models for Augmented Reality
abstract
This article introduces a framework to generate three-dimensional models for augmented reality (AR) including semantics. The semantics of 3D models have been studied previously in the field of intelligent virtual environments, but the process of creating real- world models containing such information have received little attention. We introduce a method for the creation of semantic, 3D models of the environment using an AR application named InventAry. Assisted by an ontology, InventAry enforces the creation of combined geometric and semantic environment model.
Eduardo E. Veas, Dieter Schmalstieg
VR2
2008 Navigation and Exploration of Interconnected Pathways
abstract
Abstract Visualizing pathways, i. e. models of cellular functional networks, is a challenging task in computer assisted biomedicine. Pathways are represented as large collections of interwoven graphs, with complex structures present in both the individual graphs and their interconnections. This situation requires the development of novel visualization techniques to allow efficient visual exploration. We present the Caleydo framework, which incorporates a number of approaches to handle such pathways. Navigation in the network of pathways is facilitated by a hierarchical approach which dynamically selects a working set of individual pathways for closer inspection. These pathways are interactively rendered together with visual interconnections in a 2.5D view using graphics hardware acceleration. The layout of individual graphs is not computed automatically, but taken from the KEGG and BioCarta databases, which use layouts that life scientists are familiar with. Therefore they encode essential meta‐information. While the KEGG and BioCarta pathways use a pre‐defined layout, interactions such as linking+brushing, neighborhood search or detail on demand are still fully interactive in Caleydo. We have evaluated Caleydo with pathologists working on the determination of unknown gene functions. Informal experiences confirm that Caleydo is useful in both generating and validating such hypotheses. Even though the presented techniques are applied to medical pathways, the proposed way of interaction is not limited to cellular processes and therefore has the potential to open new possibilities in other fields of application.
Marc Streit, Michael Kalkusch, Karl Kashofer, Dieter Schmalstieg
Comput. Graph. Forum4
2008 Augmented reality agents for user interface adaptation
abstract
Abstract Most augmented reality (AR) applications are primarily concerned with letting a user browse a 3D virtual world registered with the real world. More advanced AR interfaces let the user interact with the mixed environment, but the virtual part is typically rather finite and deterministic. In contrast, autonomous behavior is often desirable in ubiquitous computing (Ubicomp), which requires the computers embedded into the environment to adapt to context and situation without explicit user intervention. We present an AR framework that is enhanced by typical Ubicomp features by dynamically and proactively exploiting previously unknown applications and hardware devices, and adapting the appearance of the user interface to persistently stored and accumulated user preferences. Our framework explores proactive computing, multi‐user interface adaptation, and user interface migration. We employ mobile and autonomous agents embodied by real and virtual objects as an interface and interaction metaphor, where agent bodies are able to opportunistically migrate between multiple AR applications and computing platforms to best match the needs of the current application context. We present two pilot applications to illustrate design concepts. Copyright © 2007 John Wiley & Sons, Ltd.
István Barakonyi, Dieter Schmalstieg
Comput. Animat. Virtual Worlds2
2007 Interactive Focus and Context Visualization for Augmented Reality
abstract
In this article we present interactive focus and context (F+C) visualizations for augmented reality (AR) applications. We demonstrate how F+C visualizations are used to affect the user's perception of hidden objects by presenting contextual information in the area of augmentation. We carefully overlay synthetic data on top of the real world imagery by taking into account the information that is about to be occluded. Furthermore, we present operations to control the amount of augmented information. Additionally, we developed an interaction tool, based on the magic lens technique, which allows for interactive separation of focus from context. We integrated our work into a rendering framework developed on top of the Studierstube augmented reality system. We finally show examples to demonstrate how our work benefits AR.
Denis Kalkofen, Erick Méndez, Dieter Schmalstieg
ISMAR3
2007 Automatic Reconstruction of Wide-Area Fiducial Marker Models
abstract
We present an approach towards automatic reconstruction of large assemblies of fiducial markers scattered throughout a wide indoor area, using a computer vision based reconstruction approach. The data is acquired from a video stream captured with a monoscopic camera. The system is capable of creating markers models that are significantly larger in physical area and number of markers than with previous approaches.
Manfred Klopschitz, Dieter Schmalstieg
ISMAR2
2007 Adaptive Augmented Reality Using Context Markup and Style Maps
abstract
Augmented reality (AR) enables users to visualize synthetic information overlaid on top of real imagery. Such visualization may be achieved by tools that distort, filter or enhance the explored information. However, little to no work has focused on the separation of style definitions and their mapping to scene objects. We target this separation based on a context rich scenegraph. Our research allows the definition of visualization styles independent on the data to be visualized.
Erick Méndez, Dieter Schmalstieg
ISMAR2
2007 Urban Sketcher: Mixed Reality on Site for Urban Planning and Architecture
abstract
Urban sketcher, a mixed reality application, is designed to encourage and improve communication on urban design among stakeholders. A mix of multimodal input devices enhances collaborative interaction in real-time, while visual feedback is given to all participants on a projected live video augmentation from urban sketcher. Sketching, modifying the scene on site, in the space of the video augmentation supports the exchange of information with interactive visual support. Urban Sketcher is instrumental for developing visions of future urban spaces by augmenting the real environment with sketches, facades, buildings, green spaces or skylines.
Markus Sareika, Dieter Schmalstieg
ISMAR2
2007 Experiences with Handheld Augmented Reality
abstract
In this paper, we present Studierstube ES, a framework for the development of handheld Augmented Reality. The applications run self-contained on handheld computers and smartphones with Windows CE. A detailed description of the performance critical tracking and rendering components are given. We also report on the implementation of a client-server architecture for multi-user applications, and a game engine for location based museum games that has been built on top of this infrastructure. Details on two games that were created, permanently deployed and evaluated in two Austrian museums illustrate the practical value of the framework and lessons learned from using it.
Dieter Schmalstieg, Daniel Wagner 0003
ISMAR1
2007 Augmented Reality Scouting for Interactive 3D Reconstruction
abstract
This paper presents a first prototype of an interactive 3D reconstruction system for modeling urban scenes. An augmented reality scout is a person who is equipped with an ultra-mobile PC, an attached USB camera and a GPS receiver. The scout is exploring the urban environment and delivers a sequence of 2D images. These images are annotated with according GPS data and used iteratively as input for a 3D reconstruction engine which generates the 3D models on-the-fly. This turns modeling into an interactive and collaborative task
Bernhard Reitinger, Christopher Zach, Dieter Schmalstieg
VR3
2007 Muddleware for Prototyping Mixed Reality Multiuser Games
abstract
We present Muddleware, a communication platform designed for mixed reality multi-user games for mobile, lightweight clients. An approach inspired by Tuplespaces, which provides decoupling of sender and receiver is used to address the requirements of a potentially large number of mobile clients. A hierarchical database built on XML technology allows convenient prototyping and simple, yet powerful queries. Server side-extensions address persistence and autonomous behaviors through hierarchical state machines. The architecture has been tested with a number of multi-user games and is also used for non-entertainment applications
Dieter Wagner, Dieter Schmalstieg
VR2
2006 Ubiquitous animated agents for augmented reality
abstract
Most of today's Augmented Reality (AR) systems operate as passive information browsers relying on a finite and deterministic world model and a predefined hardware and software infrastructure. We propose an AR framework that dynamically and proactively exploits hitherto unknown applications and hardware devices, and adapts the appearance of the user interface to persistently stored and accumulated user preferences. Our framework explores proactive computing, multi-user interface adaptation, and user interface migration. We employ mobile and autonomous agents embodied by real and virtual objects as an interface and interaction metaphor, where agent bodies are able to opportunistically migrate between multiple AR applications and computing platforms to best match the needs of the current application context. We present two pilot applications to illustrate design concepts.
István Barakonyi, Dieter Schmalstieg
ISMAR2
2006 Interactive context-driven visualization tools for augmented reality
abstract
In this article we present an interaction tool, based on the Magic Lenses technique, that allows a 3D scene to be affected dynamically given contextual information, for example, to support information filtering. We show how elements of a scene graph are grouped by context in addition to hierarchically, and, how this enables us to locally modify their rendering styles. This research has two major contributions, the use of context sensitivity with 3D Magic Lenses in a scene graph and the implementation of multiple volumetric 3D Magic Lenses for Augmented Reality setups. We have developed our tool for the Studierstube framework which allows us doing rapid prototyping of Virtual and Augmented Reality applications. Some application directions are shown throughout the paper. We compare our work with other methods, highlight strengths and weaknesses and finally discuss research directions for our work.
Erick Méndez, Denis Kalkofen, Dieter Schmalstieg
ISMAR3
2006 Designing Immersive Virtual Reality for Geometry Education
abstract
Our work introduces immersive collaborative learning to geometry education. More specifically, we present a system that uses collaborative augmented reality as a medium for teaching, and uses 3D dynamic geometry to facilitate mathematics and geometry education. Both these aspects are novel to geometry education. We describe improvements in the user interface and visual design of such an application. We also report on practical experiences with using our system for actual teaching of high school students, and present initial quantitative data on the educational value of such an approach.
Hannes Kaufmann, Dieter Schmalstieg
VR2
2006 Handheld Augmented Reality Displays
abstract
Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, existing AR systems like MARS [1] or Tinmith [2], which require a user to wear a notebook computer in a backpack and a head-mounted display (HMD) are expensive, fragile and inconvenient to wear. Thin-client approaches using a Tablet PC or Personal Digital Assistant (PDA) merely as a portable display [3][4] require a dedicated server infrastructure and limit mobility. We believe there is a need for an unconstrained, infrastructureindependent AR display running to fill the gap in situations where traditional backpack systems are too costly and cumbersome, but thin client implementations exhibit inadequate deployability, scalability or interactive behavior. Particular examples include sporadic use over lengthy time spans, in between which devices must be stowed away, mixed indoor/outdoor use in wide-area environments, and massively multi-user application scenarios. This has motivated us to develop a state of the art AR framework targeting lightweight handheld displays.
Daniel Wagner 0003, Dieter Schmalstieg
VR2
2006 Interactive editing of segmented volumetric datasets in a hybrid 2D/3D virtual environment
abstract
In this paper we present a novel system for segmentation refine-ment, which allows for interactive correction of surface models generated from imperfect automatic segmentations of arbitrary volumetric data. The proposed approach is based on a deformable surface model allowing interactive manipulation with a hybrid user interface consisting of an immersive stereoscopic display and a Tablet PC. The user interface features visualization methods and manipulation tools specifically designed for quick inspection and correction of typical defects resulting from automated segmentation of medical datasets. A number of experiments show that typical segmentation problems can be fixed within a few minutes using the system, while maintaining real-time responsiveness of the system.
Alexander Bornik, Reinhard Beichel, Dieter Schmalstieg
VRST3
2006 Extending the scene graph with a dataflow visualization system
abstract
Data ow graphs are a very successful paradigm in scientific visualization, while scene graphs are a leading approach in interactive graphics and virtual reality. Both approaches have their distinct advantages, and both build on a common set of basic techniques based on graph data structures. However, despite these similarities, no unified implementation of the two paradigms exists. This paper presents an in-depth analysis of the architectural components of dataflow visualization and scene graphs, and derives a design that integrates both these approaches.The implementation of this design builds on a common software infrastructure based on a scene graph, and extends it with virtualized dataflow, which allows the use of the scene graph structure and traversal mechanism for dynamically building and evaluating dataflow.
Michael Kalkusch, Dieter Schmalstieg
VRST2
2006 Using neuromuscular electrical stimulation for pseudo-haptic feedback
abstract
This paper focuses at the usage of neuromuscular electrical stimulation (NMES) for achieving pseudo-haptic feedback. By stimulating the motor nerves, muscular contractions can be triggered that can be matched to a haptic event. Reflecting an initial user test, we will explain how this process can be realized, by investigating the physiological processes involved. Relating the triggered feedback to general haptics, its potential in future interfaces will be identified and laid out in a development roadmap.
Ernst Kruijff, Dieter Schmalstieg, Steffi Beckhaus
VRST2
2006 Tactylus, a pen-input device exploring audiotactile sensory binding
abstract
Recent studies have shown that through a careful combination of multiple sensory channels, so called multisensory binding effects can be achieved that can be beneficial for collision detection and texture recognition feedback. During the design of a new pen-input device called Tactylus, specific focus was put on exploring multisensory effects of audiotactile cues to create a new, but effective way to interact in virtual environments with the purpose to overcome several of the problems noticed in current devices.
Ernst Kruijff, Gerold Wesche, Kai Riege, Gernot Goebbels, Martijn Kunstman, Dieter Schmalstieg
VRST6
2005 Spatial Measurements for Medical Augmented Reality
abstract
This work presents a set of augmented reality (AR) based interaction techniques for spatial analysis of medical datasets. Computer-aided medical planning tools such as our virtual liver surgery planning system require precise and intuitive interaction for the quantitative inspection of anatomical and pathological structures. We argue that AR is a superior tool compared to desktop 2D or 3D visualization for performing such analysis, because it allows true direct manipulation of 3D virtual objects in space, while rendering the medical data in the familiar context of the user's own body.
Bernhard Reitinger, Pascal Werlberger, Alexander Bornik, Reinhard Beichel, Dieter Schmalstieg
ISMAR5
2005 Augmented Reality Techniques in Games
abstract
As a consequence of technical difficulties such as unreliable tracking, many AR applications get stuck in the "how to implement" phase rather than progressing to the "what to show" phase driven by information visualization needs rather than basic technology. In contrast, most of today's computer games are set in a fairly realistic 3D environment, and unlike many AR applications, game interfaces undergo extensive usability testing. This creates the interesting situation that games can be perfect simulators of AR applications, because they are able to show perfectly registered "simulated AR" overlays on top of a real-time environment. This work examines how some visualization and interaction techniques used in games can be useful for real AR applications.
Dieter Schmalstieg
ISMAR1
2005 Augmented Reality Agents in the Development Pipeline of Computer Entertainment
István Barakonyi, Dieter Schmalstieg
ICEC2
2005 APRIL A High-Level Framework for Creating Augmented Reality Presentations
abstract
While augmented reality (AR) technology is steadily maturing, application development is still lacking advanced authoring tools - even the simple presentation of information, which should not require any programming, is not systematically addressed by development tools. Moreover, there is also a severe lack of agreed techniques or best practices for the structuring of AR content. In this paper we present APRIL, the Augmented Presentation and Interaction Language, an authoring platform for AR presentations which provides concepts and techniques that are independent of specific applications or target hardware platforms, and should be suitable to raise the level of abstraction on which AR content creators can operate.
Florian Ledermann, Dieter Schmalstieg
VR2
2005 Flexible Parametrization of Scene Graphs
abstract
D applications, but with the focus lying on support for multi-processor and multi-pipeline systems, for distributed applications and for advanced rendering effects. Contrary to these developments, this work focusses on the expressiveness of the scene graph structure as a central tool for developing 3D user interfaces. We present the idea of a context for the traversal of a scene graph which allows to parameterize a scene graph and reuse it for different purposes. Such context sensitive scene graphs improve the inherent flexibility of a scene graph acting as a template with parameters bound during traversal. An implementation of this concept using an industry standard scene graph library is described and its use in a set of applications from the area of mobile augmented reality is demonstrated.
Gerhard Reitmayr, Dieter Schmalstieg
VR2
2004 Remote Collaboration Using Augmented Reality Videoconferencing
István Barakonyi, Tamer Fahmy, Dieter Schmalstieg
Graphics Interface3
2004 Agents That Talk And Hit Back: Animated Agents in Augmented Reality
abstract
AR puppet is a hierarchical animation framework for augmented reality agents, which is a research area combining augmented reality (AR), sentient computing and autonomous animated agents into a single coherent human-computer interface paradigm. While sentient computing systems use the physical environment as an input channel, AR outputs virtual information superimposed on real world objects. To enhance man-machine communication with more natural and efficient information presentation, this framework adds animated agents to AR applications that make autonomous decisions based on their perception of the real environment. These agents are able to turn physical objects into interactive, responsive entities collaborating with both anthropomorphic and non-anthropomorphic virtual characters, extending AR with a previously unexplored output modality. AR puppet explores the requirements for context-aware animated agents concerning visualization, appearance, behavior, in addition to associated technologies and application areas. A demo application with a virtual repairman collaborating with an augmented LEGO/spl reg/ robot illustrates our concepts.
István Barakonyi, Thomas Psik, Dieter Schmalstieg
ISMAR3
2004 Ubiquitous Tracking for Augmented Reality
abstract
Augmented reality (AR) provides a natural interface to the "calm" pervasive technology anticipated in large-scale ubiquitous computing environments. However, the range of classic AR applications has been limited by the scope, range and cost of sensors used for tracking. Hybrid tracking approaches can go some way to extending this range. We propose an approach, called ubiquitous tracking, in which data from widespread and diverse heterogeneous tracking sensors is automatically and dynamically fused, and then transparently provided to applications. A formal model represents spatial relationships between objects as a graph attributed with quality-of-service parameters. This paper presents a software implementation, in which a dynamic data flow network of distributed software components is thereby constructed in response to queries and optimisation criteria specified by applications. This implementation is demonstrated using a small laboratory example, and larger setups modelled in a simulation environment.
Joseph Newman, Martin Wagner 0002, Martin Bauer 0002, Asa MacWilliams, Thomas Pintaric, Dagmar Beyer, Daniel Pustka, Franz Strasser, Dieter Schmalstieg, Gudrun Klinker
ISMAR9
2003 Collaborative Work with Volumetric Data Using Augmented Reality Videoconferencing
abstract
The augmented reality videoconferencing system is a novel remote collaboration tool combining a desktop-based AR system and a videoconferencing module. The novelty of our system is the combination of these tools i.e. superimposing AR applications on live video background displaying the conference parties' real environment, thus merging the advantages of videoconferencing (natural face-to-face communication) and AR (interaction with distributed virtual objects using tangible physical artifacts). We demonstrate the system's collaborative features with a volume rendering application that allows users to display and examine volumetric data simultaneously and to highlight or explore slices of the volume by manipulating an optical marker as a cutting plane interaction device.
István Barakonyi, Tamer Fahmy, Dieter Schmalstieg, Karin Kosina
ISMAR3
2003 Interactive Mediated Reality
abstract
Mediated reality describes the concept of filtering or vision of reality, typically using a head-worn video mixing display. In this paper, we propose a generalized concept and new tools for interactively mediated reality. We present also our first prototype system for painting, grabbing and gluing together real and virtual elements.
Raphaël Grasset, Jean-Dominique Gascuel, Dieter Schmalstieg
ISMAR3
2003 WireAR-Legacy Applications in Augmented Reality
abstract
Current augmented reality (AR) applications require that the application software be written to support a specific AR interface set up. WireAR was developed to enable output from any OpenGL application to be viewed in an AR fashion. This enables the output from any legacy graphical or scientific visualization applications to be viewed in a collaborative AR setting. This demonstration shows how the output of standard desktop visualization programs can be embedded into an augmented reality experience.
Gerhard Reitmayr, Mark Billinghurst, Dieter Schmalstieg
ISMAR3
2003 User-controlled creation of multiresolution meshes
abstract
We present a tool for the user-controlled creation of multiresolution meshes. Most automatic mesh reduction methods are not able to identify mesh regions of high semantic or functional importance, for example the face of a character model or areas deformed by animation. To address this problem, we present a method allowing a user to provide importance weights for mesh regions to control the automatic simplification process. To demonstrate the usefulness of this approach in a real world setting, a Maya plug-in is presented that lets the user create multiresolution meshes with importance weighting interactively and intuitively. The user simply paints the importance of regions directly onto the mesh. The plug-in can handle arbitrary meshes with attributes (vertex colors, textures, normals) and attribute discontinuities. This work aims to show that an integrated editing approach with full support for mesh attributes, which lets the user exercise selective control over the simplification rather than operating fully automatic, can bring multiresolution meshes out of academic environments into widespread use in the digital content creation industry.
Erik Pojar, Dieter Schmalstieg
SI3D2
2003 Mixed Reality: The Continuum from Virtual to Augmented Reality
abstract
Virtual Reality (VR), Augmented Reality (AR) and other realities along the Mixed Reality(MR) continuum use multi-sensory displays and spatial interaction to enable a number of usefuland novel applications. These virtual worlds are able to train, explore and entertain in addition toaugment the real world with information for our everyday lives. To perform tasks such as traveland other interaction, researchers in these worlds have focused heavily on issues of three-dimensionalinteraction, including interaction techniques, user interface metaphors and inputdevices but always with an outlook centric to their particular position along the MR continuum.This has resulted in interfaces tuned to certain MR instances that are not possible in them allbecause of factors such as the display types, tracking issues or interference and limits from thereal world.This panel brings together diverse researchers across the MR continuum to discuss theirresearch and dissect the similarities and differences of each other's fields. The result is anunderstanding of interfaces across these realities and a merger of developing terminology,techniques and tools for future collaborations.Panel members will give a description of their research followed by a short vision of futureinterface research. Audience questions submitted via index cards are heavily encouraged andexpected to shape the panel discussion and direction.
Chadwick A. Wingrave, Deborah Hix, Dieter Schmalstieg, Blair MacIntyre, Doug A. Bowman, Mark R. Mine
VR3
2003 Real-time view-dependent image warping to correct non-linear distortion for curved Virtual Showcase displays
Oliver Bimber, Bernd Fröhlich 0001, Dieter Schmalstieg, L. Miguel Encarnação
Comput. Graph.3
2003 Mathematics and geometry education with collaborative augmented reality
Hannes Kaufmann, Dieter Schmalstieg
Comput. Graph.2
2002 Tutorial 2: Developing Augmented Reality Applications
Mark Billinghurst, Dieter Schmalstieg
VR2
2002 Distributed Applications for Collaborative Augmented Reality
abstract
This paper focuses on the distributed architecture of the collaborative augmented reality system Studierstube. The system allows multiple users to experience a shared 3D workspace populated by multiple applications using see-through head mounted displays or other presentation media such as projection systems. The system design is based on a distributed shared scene graph that alleviates the application programmer from explicitly considering distribution, and avoids a separation of graphical and application data. The idea of unifying all system data in the scene graph is taken to its logical consequence by implementing application instances as nodes in the scene graph. Through the distributed shared scene graph mechanism, consistency of scene graph replicas and the contained application nodes is assured. Multi-user 3D widgets allow concurrent interaction with minimal coordination effort from the application. Special interest is paid to migration of application nodes from host to host allowing dynamic workgroup management, such as load balancing, late joining and early exit of hosts, and some firms of ubiquitous computing.
Dieter Schmalstieg, Gerd Hesina
VR1
2002 The Through-the-Lens Metaphor: Taxonomy and Application
abstract
We present a set of tools based on the through-the-lens metaphor. This metaphor enables simultaneous exploration of a virtual world from two different viewpoints. The one is used to display the surrounding environment and represents the user, the other is interactively adjusted and the resulting images are displayed in a dedicated window.
Stanislav L. Stoev, Dieter Schmalstieg, Wolfgang Straßer
VR2
2002 Application and taxonomy of through-the-lens techniques
abstract
In this work, we present a set of tools based on the through-the-lens metaphor. This metaphor enables simultaneous exploration of a virtual world from two different viewpoints. The one is used to display the surrounding environment and represents the user, the other is interactively manipulated and the resulting images are displayed in a dedicated window. We discuss in detail the various different states of the two viewpoints and the two synthetic worlds, introducing taxonomy for their relationship to each other. We also elaborate on navigation with the through-the-lens concept extending the ideas behind known tools. Furthermore, we also present a new remote object manipulation technique based on the through-the-lens concept.
Stanislav L. Stoev, Dieter Schmalstieg
VRST2
2001 OpenTracker-An Open Software Architecture for Reconfigurable Tracking Based on XML
abstract
This paper describes OpenTracker, an open software architecture that provides a generic solution to the different tasks involved in tracking input devices and processing tracking data for virtual environments. It combines a highly modular design with a configuration syntax based on XML, thus taking full advantage of this new technology. OpenTracker is a first attempt towards a "write once, track anywhere" approach to virtual reality application development.
Gerhard Reitmayr, Dieter Schmalstieg
VR2
2001 An open software architecture for virtual reality interaction
abstract
This article describes OpenTracker, an open software architecture that provides a framework for the different tasks involved in tracking input devices and processing multi-modal input data in virtual environments and augmented reality application. The OpenTracker framework eases the development and maintenance of hardware setups in a more flexible manner than what is typically offered by virtual reality development packages. This goal is achieved by using an object-oriented design based on XML, taking full advantage of this new technology by allowing to use standard XML tools for development, configuration and documentation. The OpenTracker engine is based on a data flow concept for multi-modal events. A multi-threaded execution model takes care of tunable performance. Transparent network access allows easy development of decoupled simulation models. Finally, the application developer's interface features both a time-based and an event based model, that can be used simultaneously, to serve a large range of applications. OpenTracker is a first attempt towards a "'write once, input anywhere"' approach to virtual reality application development. To support these claims, integration into an existing augmented reality system is demonstrated. We also show how a prototype tracking equipment for mobile augmented reality can be assembled from consumer input devices with the aid of OpenTracker. Once development is sufficiently mature, it is planned to make Open-Tracker available to the public under an open source software license.
Gerhard Reitmayr, Dieter Schmalstieg
VRST2
2000 Real Mirrors Reflecting Virtual Worlds
abstract
The paper introduces the idea of using real mirrors in combination with rear-projection systems for the purpose of interacting with and navigating through the displayed information. Subsequently, a derived application is described. For this, we use a hand-held planar mirror and address two fundamental problems of applying head tracking with rear-projection planes: the limited viewing volume of these environments and their incapability of simultaneously supporting multiple observers. Furthermore, we describe the possibility of combining a reflective pad with a transparent one, thus introducing a complementary tool for interaction and navigation.
Oliver Bimber, L. Miguel Encarnação, Dieter Schmalstieg
VR3
2000 Priority Round-Robin Scheduling for Very Large Virtual Environments
abstract
In virtual environments containing a very large number of objects, the limited amount of available resources often proves to be a bottleneck, causing a competition for those resources, for example network bandwidth, processing power or the rendering pipeline. This leads to a degradation of the system's performance, as only a small number of elements can be granted the resource required. We present a generic scheduling algorithm that allows us to achieve a graceful degradation: it is output sensitive, minimizes the risk of starvation and enforces priorities based on a freely definable error metric. Hence it can be employed in virtual environments of almost any size, to schedule elements which are competing for a determined resource because of a bottleneck.
Chris Faisstnauer, Dieter Schmalstieg, Werner Purgathofer
VR2
2000 Augmented Reality with Back-Projection Systems using Transflective Surfaces
abstract
In this paper, we introduce the concept of Extended VR (extending viewing space and interaction space of back-projection VR systems), by describing the use of a hand-held semi-transparent mirror to support augmented reality tasks with back-projection systems. This setup overcomes the problem of occlusion of virtual objects by real ones linked with such display systems. The presented approach allows an intuitive and effective application of immersive or semi-immersive virtual reality tasks and interaction techniques to an augmented surrounding space. Thereby, we use the tracked mirror as an interactive image-plane that merges the reflected graphics, which are displayed on the projection plane, with the transmitted image of the real environment. In our implementation, we also address traditional augmented reality problems, such as real-object registration and virtual-object occlusion. The presentation is complemented by a hypothesis of conceivable further setups that apply transflective surfaces to support an Extended VR environment.
Oliver Bimber, L. Miguel Encarnação, Dieter Schmalstieg
Comput. Graph. Forum3
1999 Fast Walkthroughs with Image Caches and Ray Casting
Michael Wimmer 0001, Markus Giegl, Dieter Schmalstieg
EGVE3
1999 Using transparent props for interaction with the virtual table
abstract
S.147-153
Dieter Schmalstieg, L. Miguel Encarnação, Zsolt Szalavári
SI3D1
1999 Fast calibration for augmented reality
abstract
Augmented Reality overlays computer generated images over the real world. These images have to be generated using transformations which correctly project a point in virtual space onto its corresponding point in the real world.
Anton L. Fuhrmann, Dieter Schmalstieg, Werner Purgathofer
VRST2
1999 Distributed Open Inventor: a practical approach to distributed 3D graphics
abstract
Distributed Open Inventor is an extension to the popular Open Inventor toolkit for interactive 3D graphics. The toolkit is extended with the concept of a distributed shared scene graph, similar to distributed shared memory. From the application programmer's perspective, multiple workstations share a common scene graph. The proposed system introduces a convenient mechanism for writing distributed graphical applications based on a popular tool in an almost transparent manner. Local variations in the scene graph allow for a wide range of possible applications, and local low latency interaction mechanisms called input streams enable high performance while saving the programmer from network peculiarities.
Gerd Hesina, Dieter Schmalstieg, Anton L. Fuhrmann, Werner Purgathofer
VRST2
1999 Fast walkthroughs with image caches and ray casting
Michael Wimmer 0001, Markus Giegl, Dieter Schmalstieg
Comput. Graph.3
1999 A Translucent Sketchpad for the Virtual Table Exploring Motion-based Gesture Recognition
abstract
The Virtual Table presents stereoscopic graphics to a user in a workbench‐like setting. For this device, a user interface and new interaction techniques have been developed based on transparent props ‐a tracked hand‐held pen and a pad. These props, particularly the pad, are augmented with 3D graphics from the Virtual Table’s display that can serve as a palette for tools and controls as well as a window‐like see‐through interface, a plane‐shaped and through‐the‐plane tool, supporting a variety of new interaction techniques. This paper reports on an extension of this user‐interface design space which uses gestural input to create and control solid geometries for CAD and conceptual design. The application of gestural interfaces is a common method for interacting with virtual environments on a habitual and natural basis. The motion‐based gesture recognition presented here uses Fuzzy Logic to support a predictable, flexible, and efficient learning process. This new interaction paradigm greatly increases the Virtual Table’s suitability for design tasks. Traditional CAD dialogue can be combined with intuitive rapid sketching of geometry on the pad. Additionally, the resulting events and objects can be associated with scene details below the translucent tablet.
L. Miguel Encarnação, Oliver Bimber, Dieter Schmalstieg, S. D. Chandler
Comput. Graph. Forum3
1999 Occluder Shadows for Fast Walkthroughs of Urban Environments
abstract
This paper describes a new algorithm that employs image‐based rendering for fast occlusion culling in complex urban environments. It exploits graphics hardware to render and automatically combine a relatively large set of occluders. The algorithm is fast to calculate and therefore also useful for scenes of moderate complexity and walkthroughs with over 20 frames per second. Occlusion is calculated dynamically and does not rely on any visibility precalculation or occluder preselection. Speed‐ups of one order of magnitude can be obtained.
Peter Wonka, Dieter Schmalstieg
Comput. Graph. Forum2
1997 Collaborative augmented reality: exploring dynamical systems
abstract
We present collaborative scientific visualization in STUDIERSTUBE. STUDIERSTUBE is an augmented reality system that has several advantages over conventional desktop and other virtual reality environments, including true stereoscopy, 3D-interaction, individual viewpoints and customized views for multiple users, unhindered natural collaboration and low cost. We demonstrate the application of this concept for the interaction of multiple users and illustrate it with several visualizations of dynamical systems in DynSys3D, a visualization system running on top of AVS.
Anton L. Fuhrmann, Helwig Löffelmann, Dieter Schmalstieg
IEEE Visualization3
1997 Modeling and rendering of outdoor scenes for distributed virtual environments
abstract
We present an approach for modeling and real-time rendering of outdoor scenes, for use in virtual reality applications such as fright simulators and multi-user virtual environments.The models are based on a procedural representation using directed cyclic graphs.It allows to represent extremely complex scenes with little memory and modeling effort.Very large scale virtual environments are supported by a bandwidth-preserving networking approach that makes use of the compact representation and on-the-fly database amplification.
Dieter Schmalstieg, Michael Gervautz
VRST1
1997 Exploiting coherence in 2.5-D visibility computation
Dieter Schmalstieg, Robert F. Tobler
Comput. Graph.1
1996 Demand-Driven Geometry Transmission for Distributed Virtual Environments
abstract
Abstract We present a strategy for rendering in distributed virtual environments. A geometry database is maintained by a server, while users invoke individual clients to interact with the environment. Instead of downloading a complete copy of the geometry data, the data is distributed on demand, thus gaining signifcant savings in network bandwidth. Our strategy combines several techniques, including levels of detail, progressive refinement and graceful degradation to deliver the data “just in time” over the network to the rendering process. The method allows operate on a tight resource budget, which important if attempting to use low cost systems for virtual reality applications.
Dieter Schmalstieg, Michael Gervautz
Comput. Graph. Forum1
1994 Integrating a scripting language into an interactive animation system
abstract
STORYBOARD is a scripting language for an interactive computer animation system. The language was designed to be simple in its use, to support various animation techniques provided by the animation environment, and to support procedural abstraction of animation. It is easily expandable and lends itself to the integration of interactive features of the system. Some of the important aspects of design and implementation are discussed, such as the timetable like structure of programs, the embedding of a message mechanism into the language, animation data types and their application, concurrent execution and local time, and recompilation of an animation specified interactively into a script.>
Michael Gervautz, Dieter Schmalstieg
CA2