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Detlev Stalling

dblp:66/583 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2000
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorSystems, architecture and hardware · 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
2 papers
Visualization and visual analytics · 51% Rendering · 28% Computer animation and physical simulation · 21%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › scientific visualization › field visualization
vector field visualization
0.021997
Fast and resolution independent line integral convolution · SIGGRAPH 1995
Fast Display of Illuminated Field Lines · IEEE Trans. Vis. Comput. Graph. 1997
Rendering › lighting
illumination and shading
0.011997
Fast Display of Illuminated Field Lines · IEEE Trans. Vis. Comput. Graph. 1997
Visualization and visual analytics › flow visualization
line integral convolution
0.011995
Fast and resolution independent line integral convolution · SIGGRAPH 1995

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

texture mapping · 0.0shading model · 0.0numerical integration · 0.0box filter · 0.0
YearPublicationVenuePosition
2000 Fast and intuitive generation of geometric shape transitions
Malte Zöckler, Detlev Stalling, Hans-Christian Hege
Vis. Comput.2
1997 Parallel Line Integral Convolution
Malte Zöckler, Detlev Stalling, Hans-Christian Hege
Parallel Comput.2
1997 Fast Display of Illuminated Field Lines
abstract
A new technique for interactive vector field visualization using large numbers of properly illuminated field lines is presented. Taking into account ambient, diffuse and specular reflection terms, as well as transparency and depth cueing, we employ a realistic shading model which significantly increases the quality and realism of the resulting images. While many graphics workstations offer hardware support for illuminating surface primitives, usually no means for an accurate shading of line primitives are provided. However, we show that proper illumination of lines can be implemented by exploiting the texture mapping capabilities of modern graphics hardware. In this way, high rendering performance with interactive frame rates can be achieved. We apply the technique to render large numbers of integral curves of a vector field. The impression of the resulting images can be further improved by a number of visual enhancements, like color coding or particle animation. We also describe methods for controlling the distribution of field lines in space. These methods enable us to use illuminated field lines for interactive exploration of vector fields.
Detlev Stalling, Malte Zöckler, Hans-Christian Hege
IEEE Trans. Vis. Comput. Graph.1
1996 Interactive Visualiztion of 3D-Vector Fields using Illuminated Streamlines
abstract
A new technique for interactive vector field visualization using large numbers of properly illuminated stream lines is presented. Taking into account ambient, diffuse, and specular reflection terms as well as transparency, we employ a realistic shading model which significantly increases quality and realism of the resulting images. While many graphics workstations offer hardware support for illuminating surface primitives, usually no means for an accurate shading of line primitives are provided. However, we show that proper illumination of lines can be implemented by exploiting the texture mapping capabilities of modern graphics hardware. In this way high rendering performance with interactive frame rates can be achieved. We apply the technique to render large numbers of integral curves in a vector field. The impression of the resulting images can be further improved by making the curves partially transparent. We also describe methods for controlling the distribution of stream lines in space. These methods enable us to use illuminated stream lines within an interactive visualization environment.
Malte Zöckler, Detlev Stalling, Hans-Christian Hege
IEEE Visualization2
1995 Fast and resolution independent line integral convolution
abstract
Line Integral Convolution (LIC) is a powerful technique for generating striking images and animations from vector data. Introduced in 1993, the method has rapidly found many application areas, ranging from computer arts to scientific visualization. Based upon locally filtering an input texture along a curved stream line segment in a vector field, it is able to depict directional information at high spatial resolutions. We present a new method for computing LIC images. It employs simple box filter kernels only and minimizes the total number of stream lines to be computed. Thereby it reduces computational costs by an order of magnitude compared to the original algorithm. Our method utilizes fast, error-controlled numerical integrators. Decoupling the characteristic lengths in vector field grid, input texture and output image, it allows computation of filtered images at arbitrary resolution. This feature is of significance in computer animation as well as in scientific visualization, where it can be used to explore vector data by smoothly enlarging structure of details. We also present methods for improved texture animation, again employing box filter kernels only. To obtain an optimal motion effect, spatial decay of correlation between intensities
Detlev Stalling, Hans-Christian Hege
SIGGRAPH1