2016

Noeska Natasja Smit, Anne C. Kraima, Daniel Jansma, Marco C. Deruiter, Elmar Eisemann, and Anna Vilanova
In Proceedings of EuroVis (Short Papers), 2016
Thomas Höllt, Fabio Miguel de Matos Ravanelli, Markus Hadwiger, and Ibrahim Hoteit
In Proceedings of EnvirVis@EuroVis, 2016
Noeska Natasja Smit, Cees-Willem Hofstede, Anne C. Kraima, Daniel Jansma, Marco C. Deruiter, et al.
In Proceedings of Eurographics (Education Papers), 2016
Fieke Taal and Rafael Bidarra
In Proceedings of UDMV, 2016
Philipp von Radziewsky, Elmar Eisemann, Hans-Peter Seidel, and Klaus Hildebrandt
Computers & Graphics, 2016
Leonardo Scandolo, Pablo Bauszat, and Elmar Eisemann
Computer Graphics Forum, 2016
Vincent van Unen, Na Li, Ilse Molendijk, Temurhan Mine, Thomas Höllt, et al.
Immunity, 2016
Jean-Marc Thiery, Emilie Guy, Tamy Boubekeur, and Elmar Eisemann
ACM Transactions on Graphics, 2016

2015

Snapshots from an interactive shape interpolation session with five example poses of an armadillo shell model with 332k triangles. After a preprocess, our framework for nonlinear shape interpolation computes weighted average poses in real-time
Christoph von Tycowicz, Christian Schulz, Hans-Peter Seidel, and Klaus Hildebrandt
ACM Transactions on Graphics, 2015
A visualization of a salt marsh located in the Netherlands, rendered with our framework.
Benny Onrust, Rafael Bidarra, Robert Rooseboom, and Johan van de Koppel
In Proceedings of Web3D, 2015
Manipulation of different entity types within the same scene. A street entity led to the generation of several buildings, represented as shapes. Each building was given a number which was then used to produce a custom texture to attach next to each door. Light sources were then instanced on the location of each street lamp, just above the doors. The generation of each entity type therefore greatly benefits when processed in sequence, in a single pipeline, instead of in separate environments.
Pedro Silva, Elmar Eisemann, Rafael Bidarra, and Antonio Coelho
Int J Comput Games Technol, 2015
Left full exposure, pins can be deployed anywhere on the bone/cartilage. Right limited exposure. The orthopedic surgeon paints the areas on the bone that are deemed accessible during surgery, thus limiting where pins can be deployed
Thomas Kroes, Edward R. Valstar, and Elmar Eisemann
International Journal of Computer Assisted Radiology and Surgery, 2015
Petr Kellnhofer, Tobias Ritschel, Karol Myszkowski, Elmar Eisemann, and Hans-Peter Seidel
Computer Graphics Forum, 2015
In-game view of a part of the resulting level of Figure 2
Daniel Karavolos, Anders Bouwer, and Rafael Bidarra
In Proceedings of FDG, 2015
Our initial TF for the PET dataset is defined using only a single value. After defining the α value, the TF can further adjusted if needed.
Kai Lawonn, Noeska Natasja Smit, Bernhard Preim, and Anna Vilanova
In Proceedings of Visual Computing in Biology and Medicine, 2015
A complex scene with fine details and global illumination. Left: Images rendered with PBRT [PH10] using 32 samples per pixel rendered in 2.5 minutes. Middle: Image reconstructed by our algorithm in 2.6 minutes including rendering and filtering. Right: Equal error image with 200 samples per pixel rendered in 12.7 minutes.
Pablo Bauszat, Martin Eisemann, Elmar Eisemann, and Marcus Magnor
Computer Graphics Forum, 2015
a) Foldios are designed in 3D. Print&fold layouts are automatically generated, including customized printable electronics for sensing and output. The technique enables quick, easy and inexpensive fabrication of a wide variety of folded interactive objects, including b) UbiComp devices, c) actuated shape-changing objects and d) lightweight paper crafts.
Simon Olberding, Sergio Soto Ortega, Klaus Hildebrandt, and Jürgen Steimle
In Proceedings of UIST, 2015
Our framework for spacetime optimization efficiently generates planned motion of complex articulated characters. Snapshots of an animation of a four-legged character performing a handstand followed by a twisting jump are shown.
Christian Schulz, Christoph von Tycowicz, Hans-Peter Seidel, and Klaus Hildebrandt
In Proceedings of Symposium on Computer Animation, 2015
The player has to avoid the frogs in a swamp and reach the end.
Kevin Allain, Bas Dado, Mick van Gelderen, Olivier Hokke, Miguel Oliveira, et al.
In Proceedings of SIVE@VR, 2015
Prototype Visualization
Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, and Marcus Magnor
In Proceedings of ACM Multimedia, 2015