Jürgen P. Schulze

dblp:59/5292 · also Jürgen Peter Schulze-Döbold · DBLP profile ↗
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14ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0003-4903-4837ORCID · corroborated

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

Systems, architecture and hardware · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 5 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Software engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1

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

Computer graphics and multimedia
4 papers
Rendering · 74% Virtual and augmented reality · 23% Visualization and visual analytics · 3%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 33% GPUs and heterogeneous computing · 33% Performance modeling and evaluation · 33%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 57% Immersive interaction · 43%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
0.512021
Binned k-d Tree Construction for Sparse Volume Data on Multi-Core and GPU Systems · IEEE Trans. Vis. Comput. Graph. 2021
Performance modeling and evaluation
benchmarking
0.112021
Binned k-d Tree Construction for Sparse Volume Data on Multi-Core and GPU Systems · IEEE Trans. Vis. Comput. Graph. 2021
GPUs and heterogeneous computing
GPU rendering
0.112021
Binned k-d Tree Construction for Sparse Volume Data on Multi-Core and GPU Systems · IEEE Trans. Vis. Comput. Graph. 2021
Parallel and multicore computing › parallel computing
parallel rendering
0.112021
Binned k-d Tree Construction for Sparse Volume Data on Multi-Core and GPU Systems · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality › virtual environment
immersive virtual environments
0.112009
High Resolution Video Playback in Immersive Virtual Environments · VR 2009
Rendering › texture mapping › texture filtering
mipmapping
0.112009
High Resolution Video Playback in Immersive Virtual Environments · VR 2009
Rendering
real-time rendering
0.112009
High Resolution Video Playback in Immersive Virtual Environments · VR 2009
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display
0.112007
Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display · VR 2007
Virtual and augmented reality › 3d display
stereoscopic display
0.012007
Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display · VR 2007

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

summed-volume tables · 1.0parallel construction · 1.0user study · 0.2perceptual depth cues · 0.2head tracking · 0.1dual-stacked LCD · 0.1predictive prefetching · 0.1mipmapped data · 0.1memory management · 0.1dynamic resolution adjustment · 0.1
YearPublicationVenuePosition
2021 Binned k-d Tree Construction for Sparse Volume Data on Multi-Core and GPU Systems
abstract
While k-d trees are known to be effective for spatial indexing of sparse 3-d volume data, full reconstruction, e.g. due to changes to the alpha transfer function during rendering, is usually a costly operation with this hierarchical data structure. In a recent publication we showed how to port a clever state of the art k-d tree construction algorithm to a multi-core CPU architecture and by means of thorough optimization we were able to obtain interactive reconstruction rates for moderately sized to large data sets. The construction scheme is based on maintaining partial summed-volume tables that fit in the L1 cache of the multi-core CPU and that allow for fast occupancy queries. In this work we propose a GPU implementation of the parallel k-d tree construction algorithm and compare it with the original multi-core CPU implementation. We conduct a thorough comparative study that outlines performance and scalability of our implementation.
Stefan Zellmann, Jürgen P. Schulze, Ulrich Lang 0002
IEEE Trans. Vis. Comput. Graph.2
2011 CSTP: A parallel data transfer protocol using cross-stream coding
Jürgen P. Schulze, Thomas A. DeFanti
Future Gener. Comput. Syst.2
2011 CineGrid Exchange: A workflow-based peta-scale distributed storage platform on a high-speed network
Jürgen P. Schulze, Laurin Herr, Jeffrey D. Weekley, Bing Zhu 0001, Natalie van Osdol, Dana Plepys, Mike Wan
Future Gener. Comput. Syst.2
2010 A multi-viewer tiled autostereoscopic virtual reality display
abstract
Recognizing the value of autostereoscopy for 3D displays in public contexts, we pursue the goal of large-scale, high-resolution, immersive virtual reality using lenticular displays. Our contributions include the scalable tiling of lenticular displays to large fields of view and the use of GPU image interleaving and application optimization for real-time performance. In this context, we examine several ways to improve group-viewing by combining user tracking with multi-view displays.
Robert Kooima, Andrew Prudhomme, Jürgen P. Schulze, Dan Sandin, Thomas A. DeFanti
VRST3
2009 Wetpaint: scraping through multi-layered images
abstract
We introduce a technique for exploring multi-layered images by scraping arbitrary areas to determine meaningful relationships. Our system, called Wetpaint, uses perceptual depth cues to help users intuitively navigate between corresponding layers of an image, allowing a rapid assessment of changes and relationships between different views of the same area. Inspired by art diagnostic techniques, this tactile method could have distinct advantages in the general domain as shown by our user study. We propose that the physical metaphor of scraping facilitates the process of determining correlations between layers of an image because it compresses the process of planning, comparison and annotation into a single gesture. We discuss applications for geography, design, and medicine.
Leonardo Bonanni, Xiao Xiao 0001, Matthew Hockenberry, Praveen Subramani, Hiroshi Ishii 0001, Maurizio Seracini, Jürgen P. Schulze
CHI7
2009 Synchronizing Parallel Data Streams via Cross-Stream Coding
abstract
Streaming very-high-definition visualization data objects on top of optical networks is critical in many scientific research areas, including video streaming/conferencing, remote rendering on tiled display walls, 3D virtual reality applications, etc. Current data streaming protocols rely on UDP as well as a variety of compression techniques. However, none of the protocols scale well to the parallel streaming model of large scale graphic applications, and the existing parallel streaming protocols have limited synchronization mechanisms to synchronize the streams efficiently, and are prone to be slowed down by just one slow stream. In this paper, we propose a new parallel streaming protocol that can stream synchronized multiple Gbps media content over optical networks through reliable Cross-Stream packet coding, which not only tolerates random UDP packet loss, but also aims to achieve good synchronization performance across multiple parallel data streams with reasonable coding overhead. We simulated the approach, and the results show that our approach can generate steady throughput with fluctuating data streams.
Jürgen P. Schulze, Thomas A. DeFanti
NAS2
2009 High Resolution Video Playback in Immersive Virtual Environments
abstract
High resolution 2D video content in high definition or higher resolutions has become widespread and video playback of such media in immersive virtual environments (VE) will be a valuable element adding more realism to VE applications. This kind of video play-back, however, has to overcome several problems. First, the data volume of video clips can reach up to hundreds of gigabytes or more depending on the length of the clips, and the data has to be streamed into virtual reality (VR) systems in real-time. Second, the interactivity of the playback screen in 3D virtual environments requires efficient rendering of each video frame. Interactivity means that the plane of the video playback screen needs to rotate, translate, and zoom in and out in 3D space as the viewer roams around in the VE. This also means that the video is not necessarily parallel to the display screen but will need to be displayed as a general quadrangle. In this work, we propose an efficient algorithm that utilizes mipmapped data, that is, multiple levels of resolutions, to provide an efficient way to interactively play back high resolution video content in VEs. In addition, we discuss several optimizations to sustain a constant frame rate, such as an optimized memory management mechanism, dynamic resolution adjustment, and predictive prefetching of data. Finally, we evaluate two video playback applications running on a virtual reality CAVE system: (1) high definition video at 3840 times 2160 pixels and (2) 32 independent 256 times 192 pixels video clips.
Han Suk Kim, Jürgen P. Schulze
VR2
2009 The StarCAVE, a third-generation CAVE and virtual reality OptIPortal
Thomas A. DeFanti, Gregory Dawe, Dan Sandin, Jürgen P. Schulze, Peter Otto, Javier Girado, Falko Kuester, Larry Smarr, Ramesh R. Rao
Future Gener. Comput. Syst.4
2008 Optimized Rendering for a Three-Dimensional Videoconferencing System
abstract
Industry widely employs the two-dimensional videoconferencing system as a long distance communication tool, but current limitations such as its tendency to misrepresent eye contact prevent it from becoming more widely adopted. We are exploring the possibility of a three-dimensional videoconferencing system for future interactive streaming of point cloud data, and present the preliminary research results in this paper. We have tested thus far with one sender and one receiver, using pre-recorded data for the sender. The sender, encircled by high-definition cameras, stands and speaks in a room. A cluster of computers reconstructs each frame of the camera images into a 3D point cloud and streams it across a high-speed, low-latency network. On the receiving end, a splat-based renderer employs a new algorithm to efficiently resample the points in real-time, maintaining a user-specified frame rate. Parallel hardware projects onto multiple screens while head tracking equipment records the viewer's movements, allowing the receiver to view a stereoscopic 3D representation of the sender from multiple angles. We can combine these visuals with appropriate use of multiple audio channels to forge an unparalleled virtual experience. This next step towards immersive 3D videoconferencing brings us closer to empowering worldwide collaboration between research departments.
Rachel Chu, Daniel Tenedorio, Jürgen P. Schulze, Susumu Date, Seiki Kuwabara, Atsushi Nakazawa, Haruo Takemura, Fang-Pang Lin
eScience3
2007 Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display
abstract
A novel barrier strip autostereoscopic (AS) display is demonstrated using a solid-state dynamic parallax barrier. A dynamic barrier mitigates restrictions inherent in static barrier systems such as fixed view distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system. Furthermore, users can switch between 3D and 2D modes by disabling the barrier. Dynallax is head-tracked, directing view channels to positions in space reported by a tracking system in real time. Such head-tracked parallax barrier systems have traditionally supported only a single viewer, but by varying the barrier period to eliminate conflicts between viewers, Dynallax presents four independent eye channels when two viewers are present. Each viewer receives an independent pair of left and right eye perspective views based on their position in 3D space. The display device is constructed using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and the rear display produces a modulated VR scene composed of two or four channels. A small-scale head-tracked prototype VR system is demonstrated.
Tom Peterka, Robert Kooima, Javier Girado, Jinghua Ge, Dan Sandin, Andrew E. Johnson 0001, Jason Leigh, Jürgen P. Schulze, Thomas A. DeFanti
VR8
2004 Real-Time Volume Rendering of Four Channel Data Sets
abstract
We present a novel method to encode four data channels in a volumetric data set, and render it at interactive frame rates with maximum intensity projection (MIP) using textured polygons. The first three channels are stored in the volume texture’s red, green, and blue components. The fourth channel is stored in the alpha channel. To achieve real-time rendering speed we are using a pixel shader.
Jürgen P. Schulze, Alexander Rice
IEEE Visualization1
2003 Distributed, on-demand, data-intensive and collaborative simulation analysis
Arthurine Breckenridge, Lyndon Pierson, Sergiu Sanielevici, Joel Welling, Rainer Keller, Uwe Wössner, Jürgen P. Schulze
Future Gener. Comput. Syst.7
2003 The parallelized perspective shear-warp algorithm for volume rendering
Jürgen P. Schulze, Ulrich Lang 0002
Parallel Comput.1
2001 The Perspective Shear-Warp Algorithm in a Virtual Environment
abstract
Since the original paper of Lacroute and Levoy (1994), where the shear-warp factorization was also shown for perspective projections, a lot of work has been carried out using the shear-warp factorization with parallel projections. However, none of it has proved or improved the algorithm for the perspective projection. Also in Lacroute's Volpack library, the perspective shear-warp volume rendering algorithm is missing. This paper reports on an implementation of the perspective shear-warp algorithm, which includes enhancements for its application in immersive virtual environments. Furthermore, a mathematical proof for the correctness of the permutation of projection and warp is provided, so far a basic assumption of the shear-warp perspective projection.
Jürgen P. Schulze, Roland Niemeier, Ulrich Lang 0002
IEEE Visualization1