13 Zentrale Universitätseinrichtungen

Permanent URI for this collectionhttps://elib.uni-stuttgart.de/handle/11682/14

Browse

Search Results

Now showing 1 - 4 of 4
  • Thumbnail Image
    ItemOpen Access
    Real-time ray tracing of volumetric data
    (2016) Richter, Marcus
    As hardware development advances, ray tracing becomes more and more viable for real-time. Even ray tracing for volumetric data is possible with interactive frame rates. The molecular visualization program VMD is about to be extended to use volumetric ray tracing to enhance the image quality. In this thesis I show the implementation of a volumetric ray tracer that achieves interactive frame rates. The NVIDIA OptiX framework is used as the foundation for the ray tracing. OptiX is a programmable ray tracing framework designed to help developers to build ray tracing applications. Volumetric ray tracing is implemented using direct volume rendering via ray marching. The problems of intersecting geometry and translucency are solved by casting further rays and good image quality is achieved using a local approximation for ambient occlusion. The results show that interactive frame rates are possible for standard desktop PCs. But with activated ambient occlusion only offline rendering can be used.
  • Thumbnail Image
    ItemOpen Access
    Visual analysis of evolution and uncertainty in hierarchical data
    (2018) Zeyfang, Adrian
    Large software projects are often worked on over the course of several years by multiple developers. The history of such projects is typically checked into version control repositories and can be tapped into as a data source for an explorative hierarchy visualization. Our goal was the development of a tool for visualizing the evolution of software repositories. Focus is placed on visualizing a range of time-dependent hierarchies as a whole, rather than looking at individual, isolated snapshots of each timestamp. Hierarchies with attached metrics are derived from the repository at each revision and merged into a supertree, which is mapped using customizable transfer functions and rendered interactively. The tool offers an overview of the entire supertree of a user-defined timespan, while allowing detailed inspection of areas of interest.
  • Thumbnail Image
    ItemOpen Access
    Ein adaptierbares Rahmenwerk für die Annotation von Skalar- und Vektorfelddaten
    (2015) Thull, Marian
    Die manuelle Annotation von Skalar- und Vektorfelddaten zum Zwecke des überwachten maschinellen Lernens bedeutet einen hohen zeitlichen Aufwand. Zusätzlich verursachen die heute gängigen rechteckigen Selektionsregionen Ungenauigkeiten. Als Reaktion darauf wird ein System vorgestellt, das die Annotation mittels allgemeiner polygonaler Regionen ermöglicht. Es bietet die Möglichkeit, die Visualisierung der Skalar- bzw. Vektorfelder flexibel zu wechseln. Dazu wird ein entsprechendes Plugin-System realisiert. Ebenso ist es möglich, die Berechnungsmethode der Merkmalsvektoren schnell und einfach durch Plugins auszutauschen. Das Rahmenwerk unterstützt die Verwaltung von Annotationsprojekten. In Kombination mit dem Plugin-System für die Visualisierung der zu annotierenden Daten und die Generierung der Merkmalsvektoren ist ein flexibles und leistungsfähiges Rahmenwerk entstanden. Als theoretische Basis werden in dieser Arbeit einige maschinelle Lernverfahren und ihre Evaluation, Grundlagen der Merkmalsvektorkonstruktion und die Vektorfeldvisualisierung mit Line Integral Convolution eingeführt. Darauf folgt eine Beschreibung des entstandenen Systems und seine Auswertung, die den Vorteil der polygonalen Regionen gegenüber den Rechtecken belegen kann. Zum Schluss wird ein Ausblick auf mögliche Verbesserungen des Rahmenwerks gegeben.
  • Thumbnail Image
    ItemOpen Access
    Interaction concepts for collaborative reviewing and editing of large-scale 3D-models in AR/VR applications
    (2019) Wruszczak, André
    Even though a large number of Augmented reality (AR)/Virtual reality (VR) applications already exist in the entertainment industry, their usefulness still need to be further examined outside of gaming and movies. Due to the current limitations of AR hardware, modern concepts for user interfaces and user experiences have to be evaluated and designed in order for them to become a sufficient base for developing precise, efficient and enjoyable tools. Especially the difficulty of properly visualizing large-scale 3D-models on the current screens of AR devices, demand a new set of methods on how to look at and navigate around them. As opposed to AR, is VR an isolating experience, requiring the conception of new collaborative approaches to allow working productively in a team. For this purpose the note and management tool is recommend in order to provide methods for sequential and parallel collaboration in AR/VR applications.