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Ulrich Krispel

dblp:74/5998 · DBLP profile ↗
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8ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0001-8984-635XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorArtificial intelligence and machine learning · 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.

Artificial intelligence
1 paper
3D vision · 50% Segmentation and scene understanding · 50%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

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

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding › scene parsing
facade parsing
0.112012
Irregular lattices for complex shape grammar facade parsing · CVPR 2012
Computer vision › 3D vision › 3d scene reconstruction
urban reconstruction
0.112012
Irregular lattices for complex shape grammar facade parsing · CVPR 2012
Geometric modeling and processing › procedural modeling
shape grammar
0.112012
Irregular lattices for complex shape grammar facade parsing · CVPR 2012

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

mid-level object detector · 0.3low-level classifier · 0.3grammar inference · 0.3
YearPublicationVenuePosition
2021 TEdit: A Distributed Tetrahedral Mesh Editor with Immediate Simulation Feedback
abstract
S.271-277
Daniel Ströter, Ulrich Krispel, Johannes Sebastian Mueller-Roemer, Dieter W. Fellner
SIMULTECH2
2018 A Benchmark for Distance Measurements
abstract
The need to analyze and visualize distances between objects arises in many use cases. Although the problem to calculate the distance between two polygonal objects may sound simple, real-world scenarios with large models will always be challenging, but optimization techniques - such as space partitioning - can reduce the complexity of the average case significantly. Our contribution to this problem is a publicly available benchmark to compare distance calculation algorithms. Furthermore, we evaluated the two most important techniques (hierarchical tree structures versus grid-based approaches).
Ulrich Krispel, Dieter W. Fellner, Torsten Ullrich
CW1
2014 Constructive Roof Geometry
abstract
While the growing demand for new building models contained in virtual worlds, games, and movies, makes the easy and fast creation of modifiable models more and more important, 3D modeling of buildings can be a tedious task due to their sometimes complex geometry. For historic buildings, especially the roofs can be challenging. We present a new method of combining simple building solids to form more complex buildings, and give an emphasis on the blending of roof faces. This can be integrated in common pipelines for procedural modeling of buildings and will bring more expressiveness than existing methods.
Johannes Edelsbrunner, Ulrich Krispel, Sven Havemann, Alexei Sourin, Dieter W. Fellner
CW2
2014 Procedural architecture using deformation-aware split grammars
René Zmugg, Wolfgang Thaller, Ulrich Krispel, Johannes Edelsbrunner, Sven Havemann, Dieter W. Fellner
Vis. Comput.3
2013 Deformation-Aware Split Grammars for Architectural Models
abstract
With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modeled assets, and rules apply only to planar surface parts. We present an extension to current split grammar systems that allows the generation of curved architecture through free-form deformations that can be introduced at any level in a grammar. Further subdivision rules can then adapt to these deformations to maintain length constraints, and repetitions can adjust to more or less space.
René Zmugg, Wolfgang Thaller, Ulrich Krispel, Johannes Edelsbrunner, Sven Havemann, Dieter W. Fellner
CW3
2013 Shape grammars on convex polyhedra
Wolfgang Thaller, Ulrich Krispel, René Zmugg, Sven Havemann, Dieter W. Fellner
Comput. Graph.2
2012 Irregular lattices for complex shape grammar facade parsing
abstract
High-quality urban reconstruction requires more than multi-view reconstruction and local optimization. The structure of facades depends on the general layout, which has to be optimized globally. Shape grammars are an established method to express hierarchical spatial relationships, and are therefore suited as representing constraints for semantic facade interpretation. Usually inference uses numerical approximations, or hard-coded grammar schemes. Existing methods inspired by classical grammar parsing are not applicable on real-world images due to their prohibitively high complexity. This work provides feasible generic facade reconstruction by combining low-level classifiers with mid-level object detectors to infer an irregular lattice. The irregular lattice preserves the logical structure of the facade while reducing the search space to a manageable size. We introduce a novel method for handling symmetry and repetition within the generic grammar. We show competitive results on two datasets, namely the Paris 2010 and the Graz 50. The former includes only Hausmannian, while the latter includes Classicism, Biedermeier, Historicism, Art Nouveau and post-modern architectural styles.
Hayko Riemenschneider, Ulrich Krispel, Wolfgang Thaller, Michael Donoser, Sven Havemann, Dieter W. Fellner, Horst Bischof
CVPR2
2010 A GML shape grammar for semantically enriched 3D building models
Bernhard Hohmann, Sven Havemann, Ulrich Krispel, Dieter W. Fellner
Comput. Graph.3