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Dive into the research topics where Stefan Guthe is active.

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Featured researches published by Stefan Guthe.


ieee visualization | 2002

Interactive rendering of large volume data sets

Stefan Guthe; Michael Wand; J. Gonser; Wolfgang Strasser

We present a new algorithm for rendering very large volume data sets at interactive frame rates on standard PC hardware. The algorithm accepts scalar data sampled on a regular grid as input. The input data is converted into a compressed hierarchical wavelet representation in a preprocessing step. During rendering, the wavelet representation is decompressed on-the-fly and rendered using hardware texture mapping. The level of detail used for rendering is adapted to the local frequency spectrum of the data and its position relative to the viewer. Using a prototype implementation of the algorithm we were able to perform an interactive walkthrough of large data sets such as the visible human on a single off-the-shelf PC.


ieee visualization | 2001

Real-time decompression and visualization of animated volume data

Stefan Guthe; Wolfgang Strasser

Interactive exploration of animated volume data is required by many application, but the huge amount of computational time and storage space needed for rendering does not yet allow the visualization of animated volumes. In this paper, we introduce an algorithm running at interactive frame rates using 3D wavelet transforms that allows for any wavelet, motion compensation techniques and various encoding schemes of the resulting wavelet coefficients to be used. We analyze different families and orders of wavelets for compression ratio and the introduced error. We use a quantization that has been optimized for the visual impression of the reconstructed volume, independent of the viewing algorithm. This enables us to achieve very high compression ratios while still being able to reconstruct the volume with as few visual artifacts as possible. A further improvement of the compression ratio has been achieved by applying a motion compensation scheme to exploit temporal coherency. Using these schemes, we are able to decompress each volume of our animation at interactive frame rates, while visualizing these decompressed volumes on a single PC. We also present a number of improved visualization algorithms for high-quality display using OpenGL hardware running at interactive frame rates on a standard PC.


Computers & Graphics | 2004

Advanced techniques for high-quality multi-resolution volume rendering

Stefan Guthe; Wolfgang Strasser

Abstract We present several improvements for compression-based multi-resolution rendering of very large volume data sets at interactive to real-time frame rates on standard PC hardware. The algorithm accepts scalar or multi-variant data sampled on a regular grid as input. The input data are converted into a compressed hierarchical wavelet representation in a pre-processing step. During rendering, the wavelet representation is decompressed on-the-fly and rendered using hardware texture mapping. The level-of-detail used for rendering is adapted to the estimated screen-space error. To increase the rendering performance additional visibility tests, such as empty space skipping and occlusion culling, are applied. Furthermore, we discuss how to render the remaining multi-resolution blocks efficiently using modern graphics hardware. Using a prototype implementation of this algorithm we are able to perform a high-quality interactive rendering of large data sets on a single off-the-shelf PC.


ieee visualization | 1999

Tetrahedral mesh compression with the cut-border machine

Stefan Gumhold; Stefan Guthe; W. Strasser

In recent years, substantial progress has been achieved in the area of volume visualization on irregular grids, which is mainly based on tetrahedral meshes. Even moderately fine tetrahedral meshes consume several mega-bytes of storage. For archivation and transmission compression algorithms are essential. In scientific applications lossless compression schemes are of primary interest. This paper introduces a new lossless compression scheme for the connectivity of tetrahedral meshes. Our technique can handle all tetrahedral meshes in three dimensional euclidean space even with non manifold border. We present compression and decompression algorithms which consume for reasonable meshes linear time in the number of tetrahedra. The connectivity is compressed to less than 2.4 bits per tetrahedron for all measured meshes. Thus a tetrahedral mesh can almost be reduced to the vertex coordinates, which consume in a common representation about one quarter of the total storage space. We complete our work with solutions for the compression of vertex coordinates and additional attributes, which might be attached to the mesh.


eurographics workshop on parallel graphics and visualization | 2004

Hierarchical visualization and compression of large volume datasets using GPU clusters

Magnus Strengert; Marcelo Magallón; Daniel Weiskopf; Stefan Guthe; Thomas Ertl

We describe a system for the texture-based direct volume visualization of large data sets on a PC cluster equipped with GPUs. The data is partitioned into volume bricks in object space, and the intermediate images are combined to a final picture in a sort-last approach. Hierarchical wavelet compression is applied to increase the effective size of volumes that can be handled. An adaptive rendering mechanism takes into account the viewing parameters and the properties of the data set to adjust the texture resolution and number of slices. We discuss the specific issues of this adaptive and hierarchical approach in the context of a distributed memory architecture and present solutions for these problems. Furthermore, our compositing scheme takes into account the footprints of volume bricks to minimize the costs for reading from framebuffer, network communication, and blending. A detailed performance analysis is provided and scaling characteristics of the parallel system are discussed. For example, our tests on a 16-node PC cluster show a rendering speed of 5 frames per second for a 2048 × 1024 × 1878 data set on a 10242 viewport.


siggraph eurographics conference on graphics hardware | 2002

High-quality unstructured volume rendering on the PC platform

Stefan Guthe; Stefan Roettger; Andreas Schieber; Wolfgang Strasser; Thomas Ertl

For the visualization of volume data the application of transfer functions is used widely. In this area the pre-integration technique allows high quality visualizations and the application of arbitrary transfer functions. For regular grids, this approach leads to a two-dimensional pre-integration table which easily fits into texture memory. In contrast to this, unstructured meshes require a three-dimensional pre-integration table. As a consequence the available texture memory limits the resolution of the pre-integration table and the maximum local derivative of the transfer function. Discontinuity artifacts arise if the resolution of the pre-integration table is too low. This paper presents a novel approach for accurate rendering of unstructured grids using the multi-texturing capabilities of commodity PC graphics hardware. Our approach achieves high quality by reconstructing the colors and opacities of the pre-integration table using the high internal precision of the pixel shader. Since we are using standard 2D multi-texturing we are not limited in the size of the pre-integration table. By combining this approach with a hardware-accelerated calculation of the pre-integration table, we achieve both high quality visualizations and interactive classification updates.


parallel computing | 2005

Large volume visualization of compressed time-dependent datasets on GPU clusters

Magnus Strengert; Marcelo Magallón; Daniel Weiskopf; Stefan Guthe; Thomas Ertl

We describe a system for the texture-based direct volume visualization of large data sets on a PC cluster equipped with GPUs. The data is partitioned into volume bricks in object space, and the intermediate images are combined to a final picture in a sort-last approach. Hierarchical wavelet compression is applied to increase the effective size of volumes that can be handled. An adaptive rendering mechanism takes into account the viewing parameters and the properties of the data set to adjust the texture resolution and number of slices. We discuss the specific issues of this adaptive and hierarchical approach in the context of a distributed memory architecture and present corresponding solutions. Furthermore, our compositing scheme takes into account the footprints of volume bricks to minimize the costs for reading from framebuffer, network communication, and blending. A detailed performance analysis is provided for several network, CPU, and GPU architectures-and scaling characteristics of the parallel system are discussed. For example, our tests on a eight-node AMD64 cluster with InfiniBand show a rendering speed of 6 frames per second for a 2048x1024x1878 data set on a 1024^2 viewport.


ieee visualization | 2002

Christmas tree case study: computed tomography as a tool for mastering complex real world objects with applications in computer graphics

Armin Kanitsar; T. Theussl; L. Mroz; Milos Sramek; Anna Vilanova i Bartrolí; Balázs Csébfalvi; J. Hladuvka; Dominik Fleischmann; M. Knapp; Rainer Wegenkittl; Petr Felkel; Stefan Röttger; Stefan Guthe; W. Purgathofer; M.E. Groller

We report on using computed tomography (CT) as a model acquisition tool for complex objects in computer graphics. Unlike other modeling and scanning techniques the complexity of the object is irrelevant in CT, which naturally enables to model objects with, for example, concavities, holes, twists or fine surface details. Once the data is scanned, one can apply post-processing techniques for data enhancement, modification or presentation. For demonstration purposes we chose to scan a Christmas tree which exhibits high complexity which is difficult or even impossible to handle with other techniques. However, care has to be taken to achieve good scanning results with CT. Further, we illustrate post-processing by means of data segmentation and photorealistic as well as non-photorealistic surface and volume rendering techniques.


international conference on computer graphics and interactive techniques | 2016

Rapid, detail-preserving image downscaling

Nicolas Weber; Michael Waechter; Sandra C. Amend; Stefan Guthe; Michael Goesele

Image downscaling is arguably the most frequently used image processing tool. We present an algorithm based on convolutional filters where input pixels contribute more to the output image the more their color deviates from their local neighborhood, which preserves visually important details. In a user study we verify that users prefer our results over related work. Our efficient GPU implementation works in real-time when downscaling images from 24 M to 70 k pixels. Further, we demonstrate empirically that our method can be successfully applied to videos.


IEEE Transactions on Visualization and Computer Graphics | 2012

Visualization of Astronomical Nebulae via Distributed Multi-GPU Compressed Sensing Tomography

Stephan Wenger; Marco Ament; Stefan Guthe; Dirk A. Lorenz; Andreas M. Tillmann; Daniel Weiskopf; Marcus A. Magnor

The 3D visualization of astronomical nebulae is a challenging problem since only a single 2D projection is observable from our fixed vantage point on Earth. We attempt to generate plausible and realistic looking volumetric visualizations via a tomographic approach that exploits the spherical or axial symmetry prevalent in some relevant types of nebulae. Different types of symmetry can be implemented by using different randomized distributions of virtual cameras. Our approach is based on an iterative compressed sensing reconstruction algorithm that we extend with support for position-dependent volumetric regularization and linear equality constraints. We present a distributed multi-GPU implementation that is capable of reconstructing high-resolution datasets from arbitrary projections. Its robustness and scalability are demonstrated for astronomical imagery from the Hubble Space Telescope. The resulting volumetric data is visualized using direct volume rendering. Compared to previous approaches, our method preserves a much higher amount of detail and visual variety in the 3D visualization, especially for objects with only approximate symmetry.

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Michael Goesele

Technische Universität Darmstadt

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Thomas Ertl

University of Stuttgart

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Marcus A. Magnor

Braunschweig University of Technology

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Fabian Langguth

Technische Universität Darmstadt

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