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    <id>3547</id>
    <completedYear/>
    <publishedYear>2016</publishedYear>
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    <language>eng</language>
    <pageFirst>83</pageFirst>
    <pageLast>90</pageLast>
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    <publisherName>ACM</publisherName>
    <publisherPlace>New York, NY, USA</publisherPlace>
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    <title language="eng">A Case Study in Implementation-Space Exploration</title>
    <abstract language="eng">In this paper we show how a feature-oriented development methodology can be exploited to investigate a large set of possible implementations for a real-time rendering algorithm. We rely on previously published work to explore potential dimensions of the implementation space of an algorithm to be run on a graphics processing unit (GPU) using CUDA. The main contribution of our paper is to provide a clear example of the benefit to be gained from existing methods in a domain that only slowly moves toward higher level abstractions. Our method employs a generative approach and makes heavy use of Common Lisp-macros before the code is ultimately transformed to CUDA.</abstract>
    <parentTitle language="eng">Proceedings of the 9th European Lisp Symposium (ELS 2016) ; AGH University of Science and Technology, Kraków, Poland, May 9 - 10, 2016</parentTitle>
    <identifier type="isbn">978-2-9557474-0-7</identifier>
    <identifier type="url">https://selgrad.org/publications/2016_els_LFSS.pdf</identifier>
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    <enrichment key="BegutachtungStatus">peer-reviewed</enrichment>
    <licence>Keine Lizenz - Es gilt das deutsche Urheberrecht: § 53 UrhG</licence>
    <author>Alexander Lier</author>
    <author>Linus Franke</author>
    <author>Marc Stamminger</author>
    <author>Kai Selgrad</author>
    <collection role="institutes" number="FakIM">Fakultät Informatik und Mathematik</collection>
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  <doc>
    <id>3576</id>
    <completedYear/>
    <publishedYear>2021</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst>110</pageFirst>
    <pageLast>123</pageLast>
    <pageNumber/>
    <edition/>
    <issue>1</issue>
    <volume>40</volume>
    <type>article</type>
    <publisherName>Wiley</publisherName>
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    <title language="eng">Time-Warped Foveated Rendering for Virtual Reality Headsets</title>
    <abstract language="eng">Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to a low tolerance for artefacts. Eye tracking-based foveated rendering presents an opportunity to strongly increase performance without loss of perceived visual quality. To this end, we propose a novel foveated rendering method for virtual reality headsets with integrated eye tracking hardware. Our method comprises recycling pixels in the periphery by spatio-temporally reprojecting them from previous frames. Artefacts and disocclusions caused by this reprojection are detected and re-evaluated according to a confidence value that is determined by a newly introduced formalized perception-based metric, referred to as confidence function. The foveal region, as well as areas with low confidence values, are redrawn efficiently, as the confidence value allows for the delicate regulation of hierarchical geometry and pixel culling. Hence, the average primitive processing and shading costs are lowered dramatically. Evaluated against regular rendering as well as established foveated rendering methods, our approach shows increased performance in both cases. Furthermore, our method is not restricted to static scenes and provides an acceleration structure for post-processing passes.</abstract>
    <parentTitle language="eng">Computer Graphics Forum</parentTitle>
    <identifier type="doi">10.1111/cgf.14176</identifier>
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    <licence>Creative Commons - CC BY - Namensnennung 4.0 International</licence>
    <author>Linus Franke</author>
    <author>Laura Fink</author>
    <author>Jana Martschinke</author>
    <author>Kai Selgrad</author>
    <author>Marc Stamminger</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>immersive VR</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>perceptually based rendering</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>real-time rendering</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>rendering</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>virtual environments</value>
    </subject>
    <collection role="institutes" number="FakIM">Fakultät Informatik und Mathematik</collection>
    <collection role="othforschungsschwerpunkt" number="16311">Digitalisierung</collection>
    <collection role="oaweg" number="">Hybrid Open Access - OA-Veröffentlichung in einer Subskriptionszeitschrift/-medium</collection>
  </doc>
  <doc>
    <id>3575</id>
    <completedYear/>
    <publishedYear>2018</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst>1</pageFirst>
    <pageLast>17</pageLast>
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    <edition/>
    <issue>1</issue>
    <volume>1</volume>
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    <publisherName>Association for Computing Machinery (ACM)</publisherName>
    <publisherPlace>New York, NY, USA</publisherPlace>
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    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>--</completedDate>
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    <title language="eng">Multi-Layer Depth of Field Rendering with Tiled Splatting</title>
    <abstract language="eng">In this paper we present a scattering-based method to compute high quality depth of field in real time. Relying on multiple layers of scene data, our method naturally supports settings with partial occlusion, an important effect that is often disregarded by real time approaches. Using well-founded layer-reduction techniques and efficient mapping to the GPU, our approach out-performs established approaches with a similar high-quality feature set. Our proposed algorithm works by collecting a multi-layer image, which is then directly reduced to only keep hidden fragments close to discontinuities. Fragments are then further reduced by merging and then splatted to screen-space tiles. The per-tile information is then sorted and accumulated in order, yielding an overall approach that supports partial occlusion as well as properly ordered blending of the out-of-focus fragments.</abstract>
    <parentTitle language="eng">Proceedings of the ACM on Computer Graphics and Interactive Techniques</parentTitle>
    <identifier type="doi">10.1145/3203200</identifier>
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    <licence>Keine Lizenz - Es gilt das deutsche Urheberrecht: § 53 UrhG</licence>
    <author>Linus Franke</author>
    <author>Nikolai Hofmann</author>
    <author>Marc Stamminger</author>
    <author>Kai Selgrad</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Computer graphics</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>rasterization</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>rendereing</value>
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    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>visibility</value>
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    <collection role="institutes" number="FakIM">Fakultät Informatik und Mathematik</collection>
    <collection role="othpublikationsherkunft" number="">Externe Publikationen</collection>
    <collection role="othforschungsschwerpunkt" number="16311">Digitalisierung</collection>
  </doc>
  <doc>
    <id>3559</id>
    <completedYear/>
    <publishedYear>2016</publishedYear>
    <thesisYearAccepted/>
    <language>eng</language>
    <pageFirst>39</pageFirst>
    <pageLast>40</pageLast>
    <pageNumber/>
    <edition/>
    <issue/>
    <volume/>
    <type>conferenceobject</type>
    <publisherName>The Eurographics Association</publisherName>
    <publisherPlace/>
    <creatingCorporation/>
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    <belongsToBibliography>0</belongsToBibliography>
    <completedDate>--</completedDate>
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    <title language="eng">Tiled Depth of Field Splatting</title>
    <abstract language="eng">We present a method to compute post-processing depth of field (DOF) that produces more accurate results than previous approaches. Our method is based on existing approaches, namely DOF rendering by splatting and fast, tile-based particle accumulation. Using tile-based accumulation allows us to correctly sort out of focus pixels and apply proper alpha-blending to avoid artifacts commonly encountered with filter-based depth of field methods.</abstract>
    <parentTitle language="eng">EUROGRAPHICS 2016 (EG 2016) : Lisbon, Portugal, May 9th-13th, 2016 ; Posters</parentTitle>
    <identifier type="doi">10.2312/egp.20161056</identifier>
    <enrichment key="opus.import.date">2022-04-21T06:30:05+00:00</enrichment>
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    <enrichment key="BegutachtungStatus">peer-reviewed</enrichment>
    <licence>Keine Lizenz - Es gilt das deutsche Urheberrecht: § 53 UrhG</licence>
    <author>Kai Selgrad</author>
    <author>Linus Franke</author>
    <author>Marc Stamminger</author>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Computer graphics</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Display algorithms</value>
    </subject>
    <subject>
      <language>eng</language>
      <type>uncontrolled</type>
      <value>Image Generation</value>
    </subject>
    <collection role="institutes" number="FakIM">Fakultät Informatik und Mathematik</collection>
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