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Item An Interactive Exploration of the Virtual Stronghold Dillenburg(The Eurographics Association, 2007) Todt, Severin; Rezk-Salama, Christof; Horz, T.; Pritzkau, Andrew; Kolb, Andreas; David B. Arnold and Andrej FerkoThis paper presents the results of an interdisciplinary project aiming at the virtual three-dimensional reconstruction of the stronghold Dillenburg, which has been completely destroyed in 1768. For an interactive virtual exploration, a high-quality 3D model was generated in close cooperation between local historians and scientists from the field of Computer Graphics based on a collection of ancient text documents, drawings and floor plans. Computer animations were generated and assembled in a DVD product for comfortable access to the virtual fortress. For the exhibition in the museum Dillenburg, a real-time application was developed for on site virtual exploration. Provided with a touch screen for interaction and a wide-screen display system, visitors can intuitively explore the virtual reconstruction and access supplemental historical background material on demand. With the multimedia installation we present a new experience which empowers visitors of the museum to explore an historical site freely at their own preferences and encourages younger audience to show more interest in cultural heritage.Item Fast Hierarchical 3D Distance Transforms on the GPU(The Eurographics Association, 2007) Cuntz, Nicolas; Kolb, Andreas; Paolo Cignoni and Jiri SochorThis paper describes a fast approximate approach for the GPU-based computation of 3D Euclidean distance transforms (DT), i.e. distance fields with associated vector information to the closest object point. Our hierarchical method works on discrete voxel grids and uses a propagation technique, both on a single hierarchy level and between the levels. Using our hierarchical approach, the effort to compute the DT is significantly reduced. It is well suited for applications that mainly rely on exact distance values close to the boundary. Our technique is purely GPU-based. All hierarchical operations are performed on the GPU. A direct comparison with the Jump Flooding Algorithm (JFA) shows that our approach is faster and provides better scaling in speed and precision, while JFA should be preferred in applications that require a more precise DT.