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Christoph Buchenau

dblp:148/6528 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0002-5846-8859ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3

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

Computer graphics and multimedia
1 paper
Geometric modeling and processing · 67% Rendering · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › spatial data structures
bounding volume hierarchy
0.312017
A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017
Rendering
ray tracing
0.312017
A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017
Geometric modeling and processing › mesh processing
surface compression
0.312017
A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017

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

approximate evaluation · 0.3BVH compression · 0.3
YearPublicationVenuePosition
2019 Parallel Globally Consistent Normal Orientation of Raw Unorganized Point Clouds
abstract
Abstract A mandatory component for many point set algorithms is the availability of consistently oriented vertex‐normals (e.g. for surface reconstruction, feature detection, visualization). Previous orientation methods on meshes or raw point clouds do not consider a global context, are often based on unrealistic assumptions, or have extremely long computation times, making them unusable on real‐world data. We present a novel massively parallelized method to compute globally consistent oriented point normals for raw and unsorted point clouds. Built on the idea of graph‐based energy optimization, we create a complete kNN‐graph over the entire point cloud. A new weighted similarity criterion encodes the graph‐energy. To orient normals in a globally consistent way we perform a highly parallel greedy edge collapse, which merges similar parts of the graph and orients them consistently. We compare our method to current state‐of‐the‐art approaches and achieve speedups of up to two orders of magnitude. The achieved quality of normal orientation is on par or better than existing solutions, especially for real‐world noisy 3D scanned data.
Johannes Jakob, Christoph Buchenau, Michael Guthe
Comput. Graph. Forum2
2017 A Parallel Approach to Compression and Decompression of Triangle Meshes using the GPU
abstract
Abstract Most state‐of‐the‐art compression algorithms use complex connectivity traversal and prediction schemes, which are not efficient enough for online compression of large meshes. In this paper we propose a scalable massively parallel approach for compression and decompression of large triangle meshes using the GPU. Our method traverses the input mesh in a parallel breadth‐first manner and encodes the connectivity data similarly to the well known cut‐border machine. Geometry data is compressed using a local prediction strategy. In contrast to the original cut‐border machine, we can additionally handle triangle meshes with inconsistently oriented faces. Our approach is more than one order of magnitude faster than currently used methods and achieves competitive compression rates.
Johannes Jakob, Christoph Buchenau, Michael Guthe
Comput. Graph. Forum2
2017 A Compressed Representation for Ray Tracing Parametric Surfaces
abstract
Parametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times.
Kai Selgrad, Alexander Lier, Magdalena Martinek, Christoph Buchenau, Michael Guthe, Franziska Kranz, Henry Schäfer, Marc Stamminger
ACM Trans. Graph.4