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Item Tutorial 9 - Visibility(Eurographics Association, 1999) Chrysanthou, Yiorgos L.; Cohen-Or, Daniel; Fibich, Gadi; Halperin, Dan; Zadicario, Eyal; Lev-Yehudi, Shuly; Bartz, Dirk; Meißner, Michael; Hüttner, Tobias; Hüttner, Tobias; Bittner, Jiri; Havran, Vlastimil; Slavik, Pavel; Klosowski, James T.; Silva, Claudio T.The focus of this tutorial is a study of the techniques for solving visibility problems in virtual walkthroughs. The term walkthrough is referring not only to models of architectural models but rather to any large complex model, where the focus is on viewing and rendering the model. The tutorial touches on several applications such as fast visible surface determination, selection of relevant model sections to be transmitted on a client-server system, as well as improving image quality by shading algorithms.Item Multiresolution Rendering With Displacement Mapping(The Eurographics Association, 1999) Gumhold, Stefan; Hüttner, Tobias; A. Kaufmann and W. Strasser and S. Molnar and B.- O. SchneiderIn this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the screen projection of the surface The remeshing algorithm is implemented in hardware. Filtered access to the displacement map makes our approach competitive with available view dependent multiresolution techniques. The advantage of displacement mapping is the compact representation. A displacement mapped surface consumes together with all filter levels only a fraction of the storage space needed for a hardware compatible representation of an equivalent triangle mesh. A possible design of the displacement mapping rendering pipeline is proposed. Previously described hardware components are used as often as possible. Our approach can be smoothly integrated into all available graphics application programming interfaces. Most existing graphics applications can be extended to the new feature with marginal effort.Item Fast Footprint MlPmapping(The Eurographics Association, 1999) Hüttner, Tobias; Straßer, Wolfgang; A. Kaufmann and W. Strasser and S. Molnar and B.- O. SchneiderMapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. In this paper, we describe a new method for efficient and fast texture filtering to prevent aliasing during texture mapping. This method, called Fast Footprint MIPmapping, is very flexible and can be adapted to the internal bandwrdth of a graphrcs system. It adopts the prefiltered MIPmap data structure of currently available trilinear MIPmapping implementatrons, but exploits the texels fetched from texture memory in a more optimal manner. Furthermore, like trilinear MIPmapping, fast footprint MIPmapping can easily be realized in hardware. It is sufficient to fetch only eight texels per textured pixel to achieve a significant improvement over classical trilinear MIPmapping.Item Books and Devices from the Old -Their Renaissance in Computer Graphics(Eurographics Association, 1999) Eberhardt, Bernd; Gürcay, Hasmet; Hanisch, Frank; Hüttner, Tobias; Licht, Oliver; Nill, BenjaminIn the following we present three of our institute’s activities concerning cultural heritage. First we present a reconstruction of the Antikythera Mechanism, which is the world’s oldest calculator of astronomical purpose. The implementation extensively uses engines and sensors from the OpenInventor Graphics Library. This is a particularly interesting example of a delicate object which cannot be exhibited (without the use of a virtual Computer Graphics model) since it is too valuable and delicate. Secondly we illustrate the use of Computer Graphics to make valuable medieval books available to the public. A new texture mapping approach, allows the bilinear interpolation of texture coordinates on an arbitrary triangle mesh. This approach uses projective texture mapping and can therefore utilize the hardware of modern graphic workstations. Lastly we present an application of modern 3D Computer Graphics in the field of reconstructing ancient scientific instruments. The first-four-species calculator of Wilhelm Schickard is made accessible to the public in the World Wide Web using Java3D. All three examples illustrate the use of latest technology to model ancient books or devices.