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Dive into the research topics where Oliver Deussen is active.

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Featured researches published by Oliver Deussen.


international conference on computer graphics and interactive techniques | 2008

Deep photo: model-based photograph enhancement and viewing

Johannes Kopf; Boris Neubert; Billy Chen; Michael F. Cohen; Daniel Cohen-Or; Oliver Deussen; Matthew Uyttendaele; Dani Lischinski

In this paper, we introduce a novel system for browsing, enhancing, and manipulating casual outdoor photographs by combining them with already existing georeferenced digital terrain and urban models. A simple interactive registration process is used to align a photograph with such a model. Once the photograph and the model have been registered, an abundance of information, such as depth, texture, and GIS data, becomes immediately available to our system. This information, in turn, enables a variety of operations, ranging from dehazing and relighting the photograph, to novel view synthesis, and overlaying with geographic information. We describe the implementation of a number of these applications and discuss possible extensions. Our results show that augmenting photographs with already available 3D models of the world supports a wide variety of new ways for us to experience and interact with our everyday snapshots.


international conference on computer graphics and interactive techniques | 1998

Realistic modeling and rendering of plant ecosystems

Oliver Deussen; Pat Hanrahan; Bernd Lintermann; Radomír Měch; Matt Pharr; Przemyslaw Prusinkiewicz

Modeling and rendering of natural scenes with thousands of plants poses a number of problems. The terrain must be modeled and plants must be distributed throughout it in a realistic manner, reflecting the interactions of plants with each other and with their environment. Geometric models of individual plants, consistent with their positions within the ecosystem, must be synthesized to populate the scene. The scene, which may consist of billions of primitives, must be rendered efficiently while incorporating the subtleties of lighting in a natural environment. We have developed a system built around a pipeline of tools that address these tasks. The terrain is designed using an interactive graphical editor. Plant distribution is determined by hand (as one would do when designing a garden), by ecosystem simulation, or by a combination of both techniques. Given parametrized procedural models of individual plants, the geometric complexity of the scene is reduced by approximate instancing, in which similar plants, groups of plants, or plant organs are replaced by instances of representative objects before the scene is rendered. The paper includes examples of visually rich scenes synthesized using the system.


Computer Graphics Forum | 2000

Floating Points : A Method for Computing Stipple Drawings

Oliver Deussen; Stefan Hiller; Cornelius W. A. M. van Overveld; Thomas Strothotte

We present a method for computer generated pen‐and‐ink illustrations by the simulation of stippling. In a stipple drawing, dots are used to represent tone and also material of surfaces. We create such drawings by generating an initial dot set which is then processed by a relaxation method based on Voronoi diagrams. The point patterns generated are approximations of Poisson disc distributions and can also be used for integrating functions or the positioning of objects. We provide an editor similar to paint systems for interactively creating stipple drawings. This makes it possible to create such drawings within a matter of hours, instead of days or even weeks when the drawing is done manually.


international conference on computer graphics and interactive techniques | 2007

Solid texture synthesis from 2D exemplars

Johannes Kopf; Chi-Wing Fu; Daniel Cohen-Or; Oliver Deussen; Dani Lischinski; Tien-Tsin Wong

We present a novel method for synthesizing solid textures from 2D texture exemplars. First, we extend 2D texture optimization techniques to synthesize 3D texture solids. Next, the non-parametric texture optimization approach is integrated with histogram matching, which forces the global statistics of the synthesized solid to match those of the exemplar. This improves the convergence of the synthesis process and enables using smaller neighborhoods. In addition to producing compelling texture mapped surfaces, our method also effectively models the material in the interior of solid objects. We also demonstrate that our method is well-suited for synthesizing textures with a large number of channels per texel.


international conference on computer graphics and interactive techniques | 2006

Image enhancement by unsharp masking the depth buffer

Thomas Luft; Carsten Colditz; Oliver Deussen

We present a simple and efficient method to enhance the perceptual quality of images that contain depth information. Similar to an unsharp mask, the difference between the original depth buffer content and a low-pass filtered copy is utilized to determine information about spatially important areas in a scene. Based on this information we locally enhance the contrast, color, and other parameters of the image. Our technique aims at improving the perception of complex scenes by introducing additional depth cues. The idea is motivated by artwork and findings in the field of neurology, and can be applied to images of any kind, ranging from complex landscape data and technical artifacts, to volume rendering, photograph, and video with depth information.


software visualization | 2005

Voronoi treemaps for the visualization of software metrics

Michael Balzer; Oliver Deussen; Claus Lewerentz

In this paper we present a hierarchy-based visualization approach for software metrics using Treemaps. Contrary to existing rectangle-based Treemap layout algorithms, we introduce layouts based on arbitrary polygons that are advantageous with respect to the aspect ratio between width and height of the objects and the identification of boundaries between and within the hierarchy levels in the Treemap. The layouts are computed by the iterative relaxation of Voronoi tessellations. Additionally, we describe techniques that allow the user to investigate software metric data of complex systems by utilizing transparencies in combination with interactive zooming.


ieee visualization | 2002

Interactive visualization of complex plant ecosystems

Oliver Deussen; Carsten Colditz; Marc Stamminger; George Drettakis

We present a method for interactive rendering of large outdoor scenes. Complex polygonal plant models and whole plant populations are represented by relatively small sets of point and line primitives. This enables us to show landscapes faithfully using only a limited percentage of primitives. In addition, a hierarchical data structure allows us to smoothly reduce the geometrical representation to any desired number of primitives. The scene is hierarchically divided into local portions of geometry to achieve large reduction factors for distant regions. Additionally, the data reduction is adapted to the visual importance of geometric objects. This allows us to maintain the visual fidelity of the representation while reducing most of the geometry drastically. With our system, we are able to interactively render very complex landscapes with good visual quality.


international conference on computer graphics and interactive techniques | 2006

Recursive Wang tiles for real-time blue noise

Johannes Kopf; Daniel Cohen-Or; Oliver Deussen; Dani Lischinski

Well distributed point sets play an important role in a variety of computer graphics contexts, such as anti-aliasing, global illumination, halftoning, non-photorealistic rendering, point-based modeling and rendering, and geometry processing. In this paper, we introduce a novel technique for rapidly generating large point sets possessing a blue noise Fourier spectrum and high visual quality. Our technique generates non-periodic point sets, distributed over arbitrarily large areas. The local density of a point set may be prescribed by an arbitrary target density function, without any preset bound on the maximum density. Our technique is deterministic and tile-based; thus, any local portion of a potentially infinite point set may be consistently regenerated as needed. The memory footprint of the technique is constant, and the cost to generate any local portion of the point set is proportional to the integral over the target density in that area. These properties make our technique highly suitable for a variety of real-time interactive applications, some of which are demonstrated in the paper.Our technique utilizes a set of carefully constructed progressive and recursive blue noise Wang tiles. The use of Wang tiles enables the generation of infinite non-periodic tilings. The progressive point sets inside each tile are able to produce spatially varying point densities. Recursion allows our technique to adaptively subdivide tiles only where high density is required, and makes it possible to zoom into point sets by an arbitrary amount, while maintaining a constant apparent density.


international conference on computer graphics and interactive techniques | 2007

Approximate image-based tree-modeling using particle flows

Boris Neubert; Thomas Franken; Oliver Deussen

We present a method for producing 3D tree models from input photographs with only limited user intervention. An approximate voxel-based tree volume is estimated using image information. The density values of the voxels are used to produce initial positions for a set of particles. Performing a 3D flow simulation, the particles are traced downwards to the tree basis and are combined to form twigs and branches. If possible, the trunk and the first-order branches are determined in the input photographs and are used as attractors for particle simulation. The geometry of the tree skeleton is produced using botanical rules for branch thicknesses and branching angles. Finally, leaves are added. Different initial seeds for particle simulation lead to a variety, yet similar-looking branching structures for a single set of photographs.


international conference on computer graphics and interactive techniques | 2009

Capacity-constrained point distributions: a variant of Lloyd's method

Michael Balzer; Thomas Schlömer; Oliver Deussen

We present a new general-purpose method for optimizing existing point sets. The resulting distributions possess high-quality blue noise characteristics and adapt precisely to given density functions. Our method is similar to the commonly used Lloyds method while avoiding its drawbacks. We achieve our results by utilizing the concept of capacity, which for each point is determined by the area of its Voronoi region weighted with an underlying density function. We demand that each point has the same capacity. In combination with a dedicated optimization algorithm, this capacity constraint enforces that each point obtains equal importance in the distribution. Our method can be used as a drop-in replacement for Lloyds method, and combines enhancement of blue noise characteristics and density function adaptation in one operation.

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Bernd Lintermann

Karlsruhe Institute of Technology

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Thomas Strothotte

Otto-von-Guericke University Magdeburg

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Joachim Böttger

Otto-von-Guericke University Magdeburg

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