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Peter Stucki

dblp:s/PeterStucki · DBLP profile ↗
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10ranked-venue papers
3as first author
0since 2021 · last 2003
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorSystems, architecture and hardware · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 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
Virtual and augmented reality · 81% Computer animation and physical simulation · 16% Computational photography and imaging · 2%
Databases, data mining, and information retrieval
1 paper
Spatial and temporal data management · 87% Data models and query languages · 13%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
networked virtual environment
0.012003
Distributed Virtual Reality Environments Based on Rewriting Systems · IEEE Trans. Vis. Comput. Graph. 2003
Spatial and temporal data management
geographic information systems
0.011998
The Alps at Your Fingertips: Virtual Reality and Geoinformation Systems · ICDE 1998
Spatial and temporal data management › spatial indexing
geometric indexing
0.011998
The Alps at Your Fingertips: Virtual Reality and Geoinformation Systems · ICDE 1998
Computer animation and physical simulation › procedural animation
behavioral animation
0.012003
Distributed Virtual Reality Environments Based on Rewriting Systems · IEEE Trans. Vis. Comput. Graph. 2003
Data models and query languages
object-oriented database
0.011998
The Alps at Your Fingertips: Virtual Reality and Geoinformation Systems · ICDE 1998
Computational photography and imaging
image acquisition
0.011975
Solid-State Area Scanning Arrays as Interface Devices Between Optical and Digital Computing Systems - A Simulation Study · IEEE Trans. Computers 1975
Computational photography and imaging
image display
0.011969
Generation of Grey Tones by Computer for Simulation of Visual Information Systems · IEEE Trans. Computers 1969
Image and video processing
fast fourier transform
0.011975
Solid-State Area Scanning Arrays as Interface Devices Between Optical and Digital Computing Systems - A Simulation Study · IEEE Trans. Computers 1975
Image and video processing
image reconstruction
0.011975
Solid-State Area Scanning Arrays as Interface Devices Between Optical and Digital Computing Systems - A Simulation Study · IEEE Trans. Computers 1975

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

geometric index · 0.0client-server architecture · 0.0rewriting systems · 0.0interactive animation · 0.0computer simulation · 0.0overprinting · 0.0
YearPublicationVenuePosition
2003 Distributed Virtual Reality Environments Based on Rewriting Systems
abstract
Ideally, virtual worlds should be dynamic, mutable, and complex in order to be attractive for immersed users. As such worlds can be designed easily by rewriting techniques, we propose a distributed Virtual Reality (VR) system that is based on an interactive animation system using a rewriting technique for geometric and behavioral modeling. The emphasis is on concepts and extensions for the integration of user immersion, user interaction, and networking into a rewriting-based animation system, Finally, the modeling of a ball game with two immersed users, as well as a virtual park, serve as case studies to illustrate the proposed concepts and extensions.
Hansrudi Noser, Christian Stern, Peter Stucki
IEEE Trans. Vis. Comput. Graph.3
2001 Integration of optimization by genetic algorithms into an L-system-based animation system
abstract
In computer graphics L-systems represent a powerful rule-based language for modeling complex objects and their animation. However, designing objects and animations by rules is a difficult task because designers often cannot foresee the consequences of rules. This is especially true for non-experts in the domain. Therefore, we propose to enhance an L-system based animation system with evolutionary features based on genetic algorithms (GAs). These features support the designers' task of interactively modeling objects and animations. Starting from an initial population of L-system-defined objects, the computer proposes iteratively new populations based on fitness value that are determined by the designers' creative or functional criteria. Moreover, automatic optimization of L-system-defined objects/animations is possible if an appropriate fitness function can be found for a given problem. We present a concept to integrate optimization by genetic algorithms into an L-system based animation system. Typical examples, such as automatic function optimization and creative interactive design of objects, illustrate our work.
Hansrudi Noser, Peter Stucki, Hans-Peter Walser
CA2
1998 A Prototype System for Light Propagation in Terrains
abstract
We present a prototype system for a simple version of electromagnetic wave propagation prediction in rural areas, using a real time exploration environment for very large topographic scenes. The wave propagation prediction algorithm is based on a simple line of sight approach, realized with a modified hidden surface removal algorithm. The system serves as a transmitter management tool for interactively placing transmitters and studying the effects. Improvements according to the propagation prediction and automatic optimized placement of transmitters are current subjects of our research.
Christoph Stamm, Stephan J. Eidenbenz, Michael Beck 0002, Peter Stucki, Peter Widmayer
Computer Graphics International4
1998 The Alps at Your Fingertips: Virtual Reality and Geoinformation Systems
abstract
Advocates a desktop virtual reality (VR) interface to a geographic information system (GIS). The navigational capability to explore large topographic scenes is a powerful metaphor and a natural way of interacting with a GIS. VR systems succeed in providing visual realism and real-time navigation and interaction, but fail to cope with very large amounts of data and to provide the general functionality of information systems. We suggest a way to overcome these problems. We describe a prototype system, called ViRGIS (Virtual Reality GIS), that integrates two system platforms: a client that runs the VR component interacts via a (local or wide area) network with a server that runs an object-oriented database containing geographic data. For the purpose of accessing data efficiently, we describe how to integrate a geometric index into the database, and how to perform the operations that are requested in a real-time trip through the virtual world.
Renato Pajarola, Thomas Ohler, Peter Stucki, Kornél Szabó, Peter Widmayer
ICDE3
1996 Standards for Automatic Face and Gesture Recognition
Peter Stucki
FG1
1994 Development of a CD-ROM-based Multimedia-Application in an Open System Environment
Kornél Szabó, Peter Stucki, Martin Blatter, Peter Simeon, Martin Ruff, Claudine Horezky, Kurt Pauli
ENTER2
1993 Introduction to the Special Section on 3-D Modeling in Image Analysis
Thomas S. Huang, Peter Stucki
IEEE Trans. Pattern Anal. Mach. Intell.2
1991 An algorithmic comparison between square- and hexagonal-based grids
Charles Albert Wüthrich, Peter Stucki
CVGIP Graph. Model. Image Process.2
1975 Solid-State Area Scanning Arrays as Interface Devices Between Optical and Digital Computing Systems - A Simulation Study
abstract
This paper describes how, in spite of occasional performance limitations generally due to process defects, large-area solid-state image sensors can be applied to scan pictorial data. First, it is estimated to what extent the direct imaging of pictorial matter onto a defective area-scanning device for acceptable scanning quality is possible. A novel concept is then proposed in which the optically generated Fourier-transform hologram of a picture rather than the picture itself is imaged onto a defective solid-state photosensitive array, scanned, digitized, filtered, and reconstructed by fast Fourier transform (FFT) techniques on a digital processor. The operating principle is discussed and the effects of scanner defects, digitization, and filtering on the scanning quality are investigated by computer simulation.
Peter Stucki
IEEE Trans. Computers1
1969 Generation of Grey Tones by Computer for Simulation of Visual Information Systems
abstract
It is the evaluation of the subjective fidelity which is of primary importance in any communication system where humans constitute the final information receiver. A method showing how to generate grey-tone increments by computer for displaying simulation results is described. The method is based on the fact that, by over-printing well-defined characters of a commercially available chain printer, grey tones can be produced. The set of characters and the number of overprints used is presented in matrix form.
Peter Stucki
IEEE Trans. Computers1