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Johannes Behr

dblp:42/6122 · DBLP profile ↗
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9ranked-venue papers
2as first author
0since 2021 · last 2013
0000-0002-1569-7870ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-authorHuman-computer interaction and ubiquitous computing · 4 · 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 · 67% Rendering · 33%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › surface fitting
moving least squares surfaces
0.012003
Computing and Rendering Point Set Surfaces · IEEE Trans. Vis. Comput. Graph. 2003
Rendering
point-based rendering
0.012003
Computing and Rendering Point Set Surfaces · IEEE Trans. Vis. Comput. Graph. 2003
Geometric modeling and processing › shape representation
point-based representation
0.012003
Computing and Rendering Point Set Surfaces · IEEE Trans. Vis. Comput. Graph. 2003

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

out-of-core computation · 0.0moving least squares · 0.0differential geometry · 0.0
YearPublicationVenuePosition
2013 The POP Buffer: Rapid Progressive Clustering by Geometry Quantization
abstract
Abstract Within this paper, we present a novel, straightforward progressive encoding scheme for general triangle soups, which is particularly well‐suited for mobile and Web‐based environments due to its minimal requirements on the client's hardware and software. Our rapid encoding method uses a hierarchy of quantization to effectively reorder the original primitive data into several nested levels of detail. The resulting stateless buffer can progressively be transferred as‐is to the GPU, where clustering is efficiently performed in parallel during rendering. We combine our approach with a crack‐free mesh partitioning scheme to obtain a straightforward method for fast streaming and basic view‐dependent LOD control.
Max Limper, Yvonne Jung, Johannes Behr, Marc Alexa
Comput. Graph. Forum3
2013 Filtering noise in progressive stochastic ray tracing - Four optimizations to improve speed and robustness
Karsten Schwenk, Johannes Behr, Dieter W. Fellner
Vis. Comput.2
2013 Extending a distributed virtual reality system with exchangeable rendering back-ends - Techniques, applications, experiences
Karsten Schwenk, Gerrit Voss, Johannes Behr, Yvonne Jung, Max Limper, Pasquale Herzig, Arjan Kuijper
Vis. Comput.3
2012 A System Architecture for Flexible Rendering Back-ends in Distributed Virtual Reality Applications
abstract
We describe an approach to integrate multiple rendering back-ends under a common application layer for distributed systems. The primary goal was to find a practical and non-intrusive way to use potentially very different rendering back-ends in heterogeneous computing environments without impairing their strengths and without burdening the back-ends or the application with details of the cluster environment. Our approach is based on a mediator layer that can be plugged into the OpenSG infrastructure. This design allows us to elegantly extent OpenSG's low-level multithreading and clustering capabilities to our system. It also allows us to sync incremental changes very efficiently. We demonstrate results and problems with two case studies.
Karsten Schwenk, Gerrit Voss, Johannes Behr
CW3
2007 Workshop 1: The Future Standards for Immersive VR
Nicholas F. Polys, Anthony Steed, Johannes Behr, Donald P. Brutzman
VR3
2003 Computing and Rendering Point Set Surfaces
abstract
We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). The computation of points on the surface is local, which results in an out-of-core technique that can handle any point set. We show that the approximation error is bounded and present tools to increase or decrease the density of the points, thus allowing an adjustment of the spacing among the points to control the error. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.
Marc Alexa, Johannes Behr, Daniel Cohen-Or, Shachar Fleishman, David Levin, Cláudio T. Silva
IEEE Trans. Vis. Comput. Graph.2
2002 Cybernarium Days 2002 - A Public Experience of Virtual and Augmented Worlds
abstract
Are Virtual and Augmented Reality (VR/AR) well suited for entertaining and educating a lay audience? In this paper we try to find an answer to this question and work out the conditions and requirements for successful installations. We will describe our "test bed", the Cybernarium Days 2002, the world's first public exhibition exclusively dedicated to Virtual and Augmented Reality, which attracted more than 10.000 visitors in 6 days. We also present the results of the user questioning, which took place during the exhibition, and the "lessons learnt". Furthermore we focus on software aspects, which enabled us to use low cost hardware and offered a way to build new exhibits in a short time. Since the raise or fall of a VR/AR installation is mainly influenced by its user interface, we present a classification scheme for devices and outline their advantages and disadvantages, offering other VR/AR-developers a guideline for their work on public VR/AR-exhibits.
Johannes Behr, Peter Eschler, Torsten Fröhlich, Christian Knöpfle, Bernd Lutz 0001, Stefan Müller 0002, Marcus Roth
CW1
2001 Point Set Surfaces
abstract
We advocate the use of point sets to represent shapes. We provide a definition of a smooth manifold surface from a set of points close to the original surface. The definition is based on local maps from differential geometry, which are approximated by the method of moving least squares (MLS). We present tools to increase or decrease the density of the points, thus, allowing an adjustment of the spacing among the points to control the fidelity of the representation. To display the point set surface, we introduce a novel point rendering technique. The idea is to evaluate the local maps according to the image resolution. This results in high quality shading effects and smooth silhouettes at interactive frame rates.
Marc Alexa, Johannes Behr, Daniel Cohen-Or, Shachar Fleishman, David Levin, Cláudio T. Silva
IEEE Visualization2
2000 Modelling, visualization, and interaction techniques for diagnosis and treatment planning in cardiology
Johannes Behr, Soo-Mi Choi, Stefan Großkopf, Helen Hong, Sang-Ah Nam, Axel Hildebrand, Myoung-Hee Kim, Georgios Sakas
Comput. Graph.1