Wolfgang Heidrich

Volume-Surface Trees (2007)

Boubekeur, Tamy, Heidrich, Wolfgang, Granier, Xavier, Schlick, Christophe

Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS^3), such as octrees, kD-trees or BSP trees. Such HS^3 usually provide an axis-aligned...

Volume-Surface Trees (2007)

Boubekeur, Tamy, Heidrich, Wolfgang, Granier, Xavier, Schlick, Christophe

Many algorithms in computer graphics improve their efficiency by using Hierarchical Space Subdivision Schemes (HS^3), such as octrees, kD-trees or BSP trees. Such HS^3 usually provide an axis-aligned...

Optical Filtering for Near Field Photometry with High Order Basis (2006)

Granier, Xavier, Goesele, Michael, Heidrich, Wolfgang, Seidel, Hans-Peter

Accurately capturing the near field emission of complex luminaires is still very difficult. In this paper, we describe a new acquisition pipeline of such luminaires that performs an orthogonal...

Optical Filtering for Near Field Photometry with High Order Basis (2006)

Granier, Xavier, Goesele, Michael, Heidrich, Wolfgang, Seidel, Hans-Peter

Accurately capturing the near field emission of complex luminaires is still very difficult. In this paper, we describe a new acquisition pipeline of such luminaires that performs an orthogonal...

Optical Filtering for Near Field Photometry with High Order Basis (2006)

Granier, Xavier, Goesele, Michael, Heidrich, Wolfgang, Seidel, Hans-Peter

Accurately capturing the near field emission of complex luminaires is still very difficult. In this paper, we describe a new acquisition pipeline of such luminaires that performs an orthogonal...

Optical Filtering for Near Field Photometry with High Order Basis (2006)

Granier, Xavier, Goesele, Michael, Heidrich, Wolfgang, Seidel, Hans-Peter

Accurately capturing the near field emission of complex luminaires is still very difficult. In this paper, we describe a new acquisition pipeline of such luminaires that performs an orthogonal...

Shape from Contours and Multiple Stereo -- (2004)

Hendrik Kuck, Wolfgang Heidrich, Christian Vogelgsang

We present a novel method for 3D shape recovery based on a combination of visual hull information and multi image stereo. We start from a coarse triangle mesh extracted from visual hull information....

Computing Polygonal Surfaces from Unions of Balls (2004)

Roger Tam, Wolfgang Heidrich

We present a new algorithm for computing a polygonal surface from a union of balls. The method computes and connects the singular points of a given union of balls in an efficient manner to...

EUROGRAPHICS 2004 / M.-P. Cani and M. Slater (2004)

Shuzhen Wang, Wolfgang Heidrich

We describe a system for transforming an off-the-shelf flatbed scanner into a $200 scan backend for large format cameras. While we describe both software and hardware aspects, the focus of the paper...

High Dynamic Range Display Systems (2004)

Helge Seetzen, Wolfgang Heidrich, Wolfgang Stuerzlinger, Greg Ward, Lorne Whitehead, Matthew Trentacoste, ...

The dynamic range of many real-world environments exceeds the capabilities of current display technology by several orders of magnitude. In this paper we discuss the design of two different display...

High Dynamic Range Display Systems (2004)

Helge Seetzen, Wolfgang Heidrich, Wolfgang Stuerzlinger, Greg Ward, Lorne Whitehead, Matthew Trentacoste, ...

The dynamic range of many real-world environments exceeds the capabilities of current display technology by several orders of magnitude. In this paper we discuss the design of two different display...

High Dynamic Range Display Systems (2004)

Helge Seetzen, Wolfgang Heidrich, Wolfgang Stuerzlinger, Greg Ward, Lorne Whitehead, Matthew Trentacoste, ...

The dynamic range of many real-world environments exceeds the capabilities of current display technology by several orders of magnitude. In this paper we discuss the design of two different display...

Cloth Motion Capture (2003)

David Pritchard, Wolfgang Heidrich

Introduction Motion capture systems do not have enough degrees of freedom to capture moving cloth. Our system recovers the geometry and parameterisation of a sheet of moving cloth by using stereo...

Shape Simplification Based on the Medial Axis Transform (2003)

Roger Tam, Wolfgang Heidrich, Medial Axis

We present a new algorithm for simplifying the shape of 3D objects by manipulating their medial axis transform (MAT). From an unorganized set of boundary points, our algorithm computes the MAT,...

Interactive 3D Model Acquisition and Registration (2003)

Yushuang Liu, Wolfgang Heidrich

The acquisition of geometric information from realworld objects has become a major way of modeling complex scenes and environments. Unfortunately, most optical methods for geometric model acquisition...

Interactive Visualization of Complex Real-World Light Sources (2003)

Xavier Granier, Michael Goesele, Wolfgang Heidrich, Hans-peter Seidel

Interactive visualization of complex, real-world light sources has so far not been feasible. In this paper, we present an hardware accelerated direct lighting algorithm based on a recent high quality...

Graphics Hardware (2002), pp. 1--8 (2003)

Wolfgang Heidrich, Michael Doggett (editors, Stefan Guthe, Stefan Roettger, Andreas Schieber, Wolfgang Strasser, ...

For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of...

Graphics Hardware (2002), pp. 1--10 (2003)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, Nathan A. Carr, Jesse D. Hall, John C. Hart

Assisted by recent advances in programmable graphics hardware, fast rasterization-based techniques have made significant progress in photorealistic rendering, but still only render a subset of the...

Viewpoint Selection using Viewpoint Entropy (2003)

Miquel Feixas, Mateu Sbert, Wolfgang Heidrich

Computation of good viewpoints is important in several fields: computational geometry, visual servoing, robot motion, graph drawing, etc. In addition, selection of good views is rapidly becoming a...

Accurate Light Source Acquisition and Rendering (2003)

Michael Goesele, Xavier Granier, Wolfgang Heidrich, Hans-peter Seidel, Mpi Informatik

Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline...

UBC Computer Science Technical Report TR-2001-08 (2003)

Wolfgang Heidrich

In this document we explore the theory and potential experimental setups for measuring the near field of a complex luminary.

Graphical Models 63, 245--262 (2001) (2003)

Wolfgang Heidrich, Hans-peter Seidel

this paper a system is presented that automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this process...

Thirteenth Eurographics Workshop on Rendering (2002) (2003)

Adrian Secord, Wolfgang Heidrich, Lisa Streit

In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our...

Efficient Light Transport Using Precomputed Visibility (2003)

Daubert,Katja, Heidrich,Wolfgang, Kautz,Jan, Dischler,Jean-Michel, Seidel,Hans-Peter

Visibility computations are the most time-consuming part of global illumination algorithms. The cost is amplified by the fact that quite often identical or similar information is recomputed multiple...

Image-Based Reconstruction of Spatial Appearance and Geometric Detail (2003)

Lensch,Hendrik P. A., Kautz,Jan, Goesele,Michael, Heidrich,Wolfgang, Seidel,Hans-Peter

Real-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate...

Accurate Light Source Acquisition and Rendering (2003)

Goesele,Michael, Granier,Xavier, Heidrich,Wolfgang, Seidel,Hans-Peter

Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline...

Interactive Visualization of Complex Real-World Light Sources (2003)

Granier,Xavier, Goesele,Michael, Heidrich,Wolfgang, Seidel,Hans-Peter

Interactive visualization of complex, real-world light sources has so far not been feasible. In this paper, we present an hardware accelerated direct lighting algorithm based on a recent high quality...

Efficient Light Transport Using Precomputed Visibility (2003)

Daubert, Katja, Heidrich, Wolfgang, Kautz, Jan, Dischler, Jean-Michel, Seidel, Hans-Peter

Visibility computations are the most time-consuming part of global illumination algorithms. The cost is amplified by the fact that quite often identical or similar information is recomputed multiple...

Image-Based Reconstruction of Spatial Appearance and Geometric Detail (2003)

Lensch, Hendrik P. A., Kautz, Jan, Goesele, Michael, Heidrich, Wolfgang, Seidel, Hans-Peter

Real-world objects are usually composed of a number of different materials that often show subtle changes even within a single material. Photorealistic rendering of such objects requires accurate...

Accurate Light Source Acquisition and Rendering (2003)

Goesele, Michael, Granier, Xavier, Heidrich, Wolfgang, Seidel, Hans-Peter, Hodgins, Jessica K.

Realistic image synthesis requires both complex and realistic models of real-world light sources and efficient rendering algorithms to deal with them. In this paper, we describe a processing pipeline...

Interactive Visualization of Complex Real-World Light Sources (2003)

Granier, Xavier, Goesele, Michael, Heidrich, Wolfgang, Seidel, Hans-Peter, Rokne, Jon, Klein, Reinhard, ...

Interactive visualization of complex, real-world light sources has so far not been feasible. In this paper, we present an hardware accelerated direct lighting algorithm based on a recent high quality...

VIZARD II: A Reconfigurable Interactive Volume Rendering System (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, M. Meiner, U. Kanus, G. Wetekam, ...

This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the...

SaarCOR - A Hardware Achitecture for Ray Tracing (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, Jrg Schmittler, Ingo Wald

The ray tracing algorithm is well-known for its ability to generate high-quality images and its flexibility to support advanced rendering and lighting effects. Interactive ray tracing has been shown...

Fast Primitive Distribution for Illustration (2002)

Adrian Secord, Wolfgang Heidrich, Lisa Streit

In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our...

Image-Based Modeling Using Viewpoint Entropy (2002)

Pere-pau Vzquez, Miquel Feixast, Wolfgang Heidrich, Mateu Sbert

We present a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image-Based Rendering. The viewpoints should cover all visible...

A Simple Layered RGB BRDF Model (2002)

Xavier Granier, Wolfgang Heidrich

Many natural objects, and in general layered materials, have non-linear reflection behaviour along the wavelengths. An accurate representation of phenomena such as interference and colour separation...

Building a Photo Studio for Measurement Purposes (2002)

Michael Goesele, Wolfgang Heidrich, Hans-peter Seidel

A digital photo studio was built to generate high quality real world input data for various imagebased rendering and vision algorithms. Special attention was paid to carefully control the lighting...

Texture Shaders (2002)

Michael D. Mccool, Wolfgang Heidrich

Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of...

High-Quality Unstructured Volume Rendering on the PC Platform (2002)

Wolfgang Heidrich, Michael Doggett (editors, Stefan Guthe, Stefan Roettger, Andreas Schieber, Wolfgang Strasser, ...

For the visualization of volume data the application of transfer functions is used widely. In this area the preintegration technique allows high quality visualizations and the application of...

Automated Texture Registration and Stitching for Real World Models (2002)

Wolfgang Heidrich, Hans-peter Seidel

In this paper a system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this...

Shader Metaprogramming (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, Shader Metaprogramming, Michael D. Mccool, Zheng Qin, ...

Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an...

Hardware-Accelerated Silhouette Matching (2002)

Hendrik Lensch, Wolfgang Heidrich, Hans-peter Seidel

A hardware-accelerated algorithm is presented to compute the error between a silhouette in an image and the silhouette of a projected 3D model to estimate the camera position.

Eurographics Workshop on Rendering (2002), pp. 1--9 (2002)

Paul Debevec, Simon Gibson (editors, Adrian Secord, Wolfgang Heidrich, Lisa Streit

In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our...

Probabilistically Placing Primitives (2002)

Adrian Secord, Wolfgang Heidrich

references. However, if we view the reference image as a 2D probability density function (PDF), we can generate a set of primitive locations according to the PDF which will preserve tone a priori....

Low Latency Photon Mapping Using Block Hashing (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, Michael D. Mccool

For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the...

Physically-Based Visual Simulation on Graphics Hardware (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Dogget (editors, Mark J. Harris, Greg Coombe, Thorsten Scheuermann, ...

In this paper, we present a method for real-time visual simulation of diverse dynamic phenomena using programmable graphics hardware. The simulations we implement use an extension of cellular...

Comparing Reyes and OpenGL on a Stream Architecture (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, John D. Owens, Brucek Khailany, Brian Towles, ...

The OpenGL and Reyes rendering pipelines each render complex scenes from similar scene descriptions but differ in their internal pipeline organizations. While the OpenGL organization has dominated...

Efficient Partitioning of Fragment Shaders for Multipass Rendering on Programmable Graphics Hardware (2002)

Thomas Ertl, Wolfgang Heidrich, Michael Doggett (editors, Eric Chan, Ren Ng, Pradeep Sen, ...

Real-time programmable graphics hardware has resource constraints that prevent complex shaders from rendering in a single pass. One way to virtualize these resources is to partition shading...

Feature-Preserving Medial Axis Noise Removal (2002)

Roger Tam, Wolfgang Heidrich

This paper presents a novel technique for medial axis noise removal.

Interleaved Sampling (2002)

Alexander Keller, Wolfgang Heidrich

The known sampling methods can roughly be grouped into regular and irregular sampling. While regular sampling can be realized efficiently in graphics hardware, it is prone to inter-pixel aliasing. On...

Viewpoint Selection using Viewpoint Entropy (2001)

Miquel Feixas, Mateu Sbert, Wolfgang Heidrich

Computation of good viewpoints is important in several fields: computational geometry, visual servoing, robot motion, graph drawing, etc. In addition, selection of good views is rapidly becoming a...

Interactive Display of Global Illumination Solutions for Non-diffuse Environments - A Survey (2001)

Wolfgang Heidrich

In recent years there has been a lot of work on interactively displaying global illumination solutions for nondiffuse environments. This is an extremely active field of research, in which a lot of...

Viewpoint Selection using Viewpoint Entropy (2001)

Pere-pau Vazquez, Miquel Feixas, Mateu Sbert, Wolfgang Heidrich

Computation of good viewpoints is important in several fields: computational geometry, visual servoing, robot motion, graph drawing, etc. In addition, selection of good views is rapidly becoming a...

Interleaved Sampling (2001)

Er Keller, Wolfgang Heidrich

The known sampling methods can roughly be grouped into regular and irregular sampling. While regular sampling can be realized efficiently in graphics hardware, it is prone to inter-pixel aliasing. On...

Real-Time Generation of Continuous Levels of Detail for Height Fields (2001)

Wolfgang Heidrich, Hans-peter Seidel, Graphische Datenverarbeitung (immd

Height fields play an important role in the fast growing domain of Geographic Information Systems (GIS).

Real-Time Generation of Continuous Levels of Detail for Height Fields (2001)

Stefan Rottger, Wolfgang Heidrich, Hans-peter Seidel, Graphische Datenverarbeitung (immd

Height fields play an important role in the fast growing domain of Geographic Information Systems (GIS). For exploring different kinds of geographic-based data sets on screen it is necessary to...

Image-Based Reconstruction of Spatially Varying Materials (2001)

Jan Kautz, Michael Goesele, Wolfgang Heidrich, Hans-peter Seidel

. The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes...

Real-Time Bump Map Synthesis (2001)

Jan Kautz, Wolfgang Heidrich, Hans-peter Seidel

In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is...

Entropy-Based Dark Frame Subtraction (2001)

Michael Goesele, Wolfgang Heidrich, Hans-peter Seidel

Noise due to dark current is a serious limitation for taking long exposure time images with a CCD digital camera. Current solutions have serious drawbacks: interpolation of pixels with high dark...

Adaptive Acquisition of Lumigraphs from Synthetic Scenes (2001)

Eurographics P. Brunet, R. Scopigno, Hartmut Schirmacher, Wolfgang Heidrich, Hans-peter Seidel, Im Stadtwald

Light fields and Lumigraphs are capable of rendering scenes of arbitrary geometrical or illumination complexity in real time. They are thus interesting ways of interacting with both recorded...

Canned Lightsources (2001)

Wolfgang Heidrich, Jan Kautz, Hans-peter Seidel

. Complex luminaries and lamp geometries can greatly increase the realism of synthetic images. Unfortunately, the correct rendering of illumination from complex lamps requires costly global...

High-Quality Interactive Lumigraph Rendering Through Warping (2000)

Hartmut Schirmacher, Wolfgang Heidrich, Hans-peter Seidel

We introduce an algorithm for high-quality, interactive light field rendering from only a small number of input images with dense depth information.

Ray-tracing Procedural Displacement Shaders (2000)

Wolfgang Heidrich, Hans-peter Seidel

Displacement maps and procedural displacement shaders are a widely used approach of specifying geometric detail and increasing the visual complexity of a scene.

Using C++ Class Libraries from an Interpreted Language (2000)

Wolfgang Heidrich, Hans-peter Seidel

The use of object-oriented programming, and C++ in particular, to build reusable class libraries has proven to be a very successful programming technique. However, the flexible composition of class...

High-Quality Interactive Lumigraph Rendering Through Warping (2000)

Hartmut Schirmacher, Wolfgang Heidrich, Hans-peter Seidel

We introduce an algorithm for high-quality, interactive light field rendering from only a small number of input images with dense depth information. The algorithm bridges the gap between image...

Automated Texture Registration and Stitching for Real World Models (2000)

Wolfgang Heidrich, Hans-peter Seidel

In this paper a system is presented which automatically registers and stitches textures acquired from multiple photographic images onto the surface of a given corresponding 3D model. Within this...

Realistic, Hardware-accelerated Shading and Lighting (2000)

Wolfgang Heidrich, Hans-peter Seidel

With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality rendering and additional...

Fitting Uncertain Data with NURBS (2000)

Wolfgang Heidrich, Richard Bartels, George Labahn

. Fitting of uncertain data, that is, fitting of data points that are subject to some error, has important applications for example in statistics and for the evaluation of results from physical...

Automatic Generation of Tcl Bindings for C and C++ Libraries (2000)

Wolfgang Heidrich

In the past few years Tcl has found widespread interest as a extensible scripting language. Numerous Tcl interfaces for a variety of C libraries have been created. While most of these language...

Adaptive Acquisition of Lumigraphs from Synthetic Scenes (2000)

Hartmut Schirmacher, Wolfgang Heidrich, Hans-peter Seidel, Im Stadtwald

Light fields and Lumigraphs are capable of rendering scenes of arbitrary geometrical or illumination complexity in real time. They are thus interesting ways of interacting with both recorded...

Efficient Rendering of Anisotropic Surfaces Using Computer Graphics Hardware (2000)

Wolfgang Heidrich, Hans-peter Seidel

There are surprisingly many anisotropically reflecting objects in the real world. Some examples are brushed metal, cloth, CDs, and even many brands of paper. Despite the importance of anisotropic...

An Image-Based Model for Realistic Lens Systems in Interactive Computer Graphics (2000)

Wolfgang Heidrich, Hans-peter Seidel

Many applications, such as realistic rendering, virtual and augmented reality, and virtual studios, require an accurate simulation of real lens and camera systems at interactive rates, including...