Claus Scheiblauer

dblp:35/9388 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author

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 · 77% Visualization and visual analytics · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
surface reconstruction
0.212014
Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2014
Visualization and visual analytics › 3d visualization
point cloud visualization
0.112014
Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2014

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

seamless texture generation · 0.2patch stitching · 0.2
YearPublicationVenuePosition
2014 Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction
abstract
In this paper, we introduce a novel scene representation for the visualization of large-scale point clouds accompanied by a set of high-resolution photographs. Many real-world applications deal with very densely sampled point-cloud data, which are augmented with photographs that often reveal lighting variations and inaccuracies in registration. Consequently, the high-quality representation of the captured data, i.e., both point clouds and photographs together, is a challenging and time-consuming task. We propose a two-phase approach, in which the first (preprocessing) phase generates multiple overlapping surface patches and handles the problem of seamless texture generation locally for each patch. The second phase stitches these patches at render-time to produce a high-quality visualization of the data. As a result of the proposed localization of the global texturing problem, our algorithm is more than an order of magnitude faster than equivalent mesh-based texturing techniques. Furthermore, since our preprocessing phase requires only a minor fraction of the whole data set at once, we provide maximum flexibility when dealing with growing data sets.
Murat Arikan, Reinhold Preiner, Claus Scheiblauer, Stefan Jeschke, Michael Wimmer 0001
IEEE Trans. Vis. Comput. Graph.3
2011 Out-of-core selection and editing of huge point clouds
Claus Scheiblauer, Michael Wimmer 0001
Comput. Graph.1