Computer Graphics
TU Braunschweig


Talk MA-Talk: Implementierung von unvoreingenommenen Schätzverfahren für Randintegrale im differenzierbaren Rendering

08.08.2022 13:00 - 08.08.2022 13:45

Speaker(s): Leon Schütze

Talk MA Talk Development of a Parametric Microfacet-Based BRDF Model that Approximates Arbitrary Explicit Heightfields

23.06.2022 14:00

Speaker(s): Jan-Frederick Musiol

Talk Promotions Vor-Vortrag: Measuring by Simulation - Efficient Inverse Problem Solutions with Differentiable Rendering

17.06.2022 13:00

Speaker(s): Marc Kassubeck

Talk Promotions-Vorvortrag: Ego-Motion Aware Immersive Rendering from Real-World Recorded Panorama Videos

03.06.2022 13:00

Moritz Mühlhausen is presenting his dissertation pre-talk Ego-Motion Aware Immersive Rendering from Real-World Recorded Panorama Videos on Friday, June, 03. at 1pm.

Talk BA-Talk: Automatic patch sampling for GANs through image retrieval

16.05.2022 10:00

Speaker(s): Reiko Lettmoden

Talk Invited Talks: Layered Weighted Blended Order-Independent Transparency and AR Carcassonne

05.05.2022 13:00

Speaker(s): Fabian Friederichs, Jannis Malte Möller

First talk: Layered Weighted Blended Order-Independent Transparency
Speaker: Fabian Friederichs
The presented approach improves the accuracy of weighted blended order-independent transparency, while remaining efficient and easy to implement. The original algorithm is extended to a layer-based approach, where the content of each layer is blended independently before compositing them globally. Hereby, we achieve a partial ordering but avoid explicit sorting of all elements. To ensure smooth transitions across layers, we introduce a new weighting function. Additionally, we propose several optimizations and demonstrate the method’s effectiveness on various challenging scenes in terms of geometric- and depth complexity. We achieve an error reduction more than an order of magnitude on average compared to weighted blended order-independent transparency for our test scenes.
Second Talk: AR Carcassonne - Extending a social game through projection mapping and traditional image processing
Speaker: Jannis Malte Möller
Abstract: Projection Mapping offers the possibility to extend the real world with virtual content and to experience it together as a group. In contrast to head-mounted displays, projection mapping is much less invasive and thus the usage inhibition threshold is lower. In this talk, I discuss the exemplary implementation of an extension of the popular board game Carcassonne through projection mapping and the underlying technology considerations for robust recognition.

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Talk Disputation: Computer Graphics from a Bio-Signal Perspective - Exploration of Autonomic Human Physiological Responses to Synthetic and Natural Imagery

29.04.2022 10:30
IZ 812

Speaker(s): Jan-Philipp Tauscher

Talk Teamprojekt-Abschluss: Special Effects with Video Matching

29.03.2022 13:00

Präsentation der Ergebnisse des studentischen Teamprojekts.

Talk BA-Talk: Leistungsanalyse und Vergleich differenzierbarer Renderingsysteme

28.03.2022 13:30 - 28.03.2022 14:00

Speaker(s): Domenik Jaspers

Talk BA-Talk: Erkennung und Einordnung von Emotionen in den semantischen Raum mittels Deep Learning

28.03.2022 13:00 - 28.03.2022 13:30

Speaker(s): Bill Matthias Thang

Talk BA-Talk: Neural Radiance Fields: Eine systematische Übersichtsarbeit und Ausblick auf weitere Entwicklungen

16.03.2022 13:00

Speaker(s): Lars Christian Lund

Talk MA-Talk: Visualisierung wissenschaftlicher Daten in Multi-User Augmented Reality

23.02.2022 15:30

Speaker(s): Jan Wulkop

Talk BA-Talk: Evaluation von Open-Source Experiment-Management- Systemen zur Unterstützung der universitären Forschung

23.09.2021 17:00

Talk Promotions-Vorvortrag: Computer graphics from a bio-signal perspective - Exploration of Autonomic Human Physiological Responses to Synthetic and Natural Imagery

30.07.2021 13:00

JP Tauscher is presenting his dissertation pre-talk Computer graphics from a bio-signal perspective - Exploration of Autonomic Human Physiological Responses to Synthetic and Natural Imagery on Friday, July, 30. at 1pm.


The impact of graphics on our perception is usually measured by asking users to complete self-assessment questionnaires. These psycho-physical rating scales and questionnaires reflect a subjective opinion by conscious responses but may be (in)voluntarily biased and do usually not provide real-time feedback. Subjects may also have difficulties communicating their opinion because a rating scale may not reflect their intrinsic perception or may be biased by external factors such as mood, expectation, past experience or even problems of task definition and understanding.

In this thesis, we investigate how the human body reacts involuntarily to computer-generated as well as real-world image content. Here, we add a whole new range of modalities to our perception quantification apparatus to abstract from subjective ratings towards objective bodily measures. These include electroencephalography (EEG), eye tracking, galvanic skin response (GSR), and cardiac and respiratory data. We seek to explore the gap between what humans consciously see and what they implicitly perceive when consuming generated and natural content. We include different display technologies ranging from traditional monitors to virtual reality (VR) devices commonly used to present computer graphical content.

This thesis shows how the human brain and the autonomous nervous system react to visual stimuli and how these bio-signals can be reliably measured to analyse and quantify the immediate physiological reactions towards certain aspects of generated and natural graphical content. We advance the current frontiers in the context of perceptual graphics towards novel measurement and analysis methods for immediate and involuntary physiological reactions.

Talk BA-Talk: Real-time high-resolution playback of 360° stereoscopic videos in virtual reality

16.07.2021 13:00

Speaker(s): Nikkel Heesen

Talk MA-Talk: Video Objekt Segmentierung für Omnidirektionale Stereo Panoramen

14.05.2021 13:00

Speaker(s): Fan Song

Talk MA-Talk: Functional Volumetric Rendering for Industrial Applications

07.05.2021 13:00

Speaker(s): Jan-Christopher Schmidt

Talk Teamprojekt-Abschluss: Schoduvel im Dome

31.03.2021 13:15
Dome (Aufnahmestudio & Visualisierungslabor) / Online

Präsentation der Ergebnisse des studentischen Teamprojekts.

Talk MA-Talk: Temporal Coherent Relighting in Portrait Videos from Neural Textures

29.03.2021 13:00

Speaker(s): Jann-Ole Henningson

Talk BA-Talk: Bekämpfung von Motion Sickness in VR durch dynamische bipolare Galvanisch Vestibuläre Stimulation

12.03.2021 13:00

Speaker(s): Max Hattenbach

Talk BA-Talk: Neuronales Rendering - Wahrnehmungsbasierte Auswertung der Tiefenwirkung in VR

25.01.2021 13:00

Speaker(s): Yannic Rühl

Talk Disputation

22.01.2021 10:00

Speaker(s): Steve Grogorick

Guiding Visual Attention in Immersive Environments

Talk BA-Talk: Entwurf einer interaktiven Simulation zum Erlernen von Sternenkonstellationen in öffentlichen Planetarien

08.12.2020 13:00
Planetarium Wolfsburg

Speaker(s): Lars Richard

Talk Promotions-V-Vg: Guiding Visual Attention in Immersive Environments

30.10.2020 13:00

Growing popularity of virtual reality (VR) technology, presenting content virtually all around a user, creates new challenges for digital content creators and presentation systems. In this dissertation we investigate how to support viewers to not miss important information when exploring unknown virtual environments. We examine different visual stimuli to guide viewers' attention towards predetermined target regions of surrounding environments. To best possibly maintain the original visual appearance of scenes, we aim for subtle visual modifications that operate as close as possible to viewers' perception threshold, while still providing effective guidance.

In a first approach, we identify issues of existing visual guidance stimuli to be effective in VR environments. For use in large field of view (FOV) head-mounted displays (HMDs), we derive techniques to handle perspective distortions, degradation of visual acuity in the peripheral visual field and target regions outside the initial FOV. An existing visual stimulus, originally conceived for desktop environments, is adapted accordingly and successfully evaluated in a perceptual study.
Subsequently the generalizability of these extending techniques is investigated, regarding different guidance methods and VR devices. For this, additional methods from related work are re-implemented and updated accordingly. Two comparable perceptual studies are conducted to evaluate their effectiveness within a consumer-grade HMD and in an immersive dome projection system covering almost the full human visual field. Regardless of the actual success rates, all of the tested methods show a measurable effect on participants' viewing behavior, indicating general applicability of our modification techniques for various guiding methods and VR systems.

Finally, a novel visual guidance method (SIBM) is created, specifically designed for immersive systems. It builds on contrary manipulations of the two stereoscopic frames in VR rendering systems, turning the inevitable overhead of double (per eye) rendering into an advantage that is not available in monocular systems. Moreover, exploiting our visual system's sensitivity for discrepancies in binocular visual input, it allows to noticeably reduce the required per-image contrast of the actual stimulus well below previous state-of-the-art.

Talk SEP-Abschluss: Massively distributed collaborative crowd input system for dome environments

31.08.2020 13:00
Dome (Aufnahmestudio & Visualisierungslabor)

Präsentation der Ergebnisse des studentischen Softwareentwicklungspraktikums (SEP).