Christian Vogelgsang

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In this paper we present sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor. Sequential point trees are based on a hierarchical point representation, but the hierarchical rendering traversal is replaced by sequential processing on the graphics processor, while the CPU is available for(More)
We show a simple and efficient way for rendering arbitrary views from so-called free-form light fields, employing a convex free form camera surface and a set of arbitrarily oriented camera planes. This way directionally varying real-world imagery can be displayed without intermediate resampling steps, and yet rendering of free form light fields can be(More)
In this paper we present a technique for simulating and rendering liquid foams. We are aiming at a functional realism that allows our simulation to be consistent with the physical effects in real liquid foam while avoiding the prohibitive computational cost of a physically accurate simulation. To this end, we have to recreate two important attributes of(More)
In this contribution we present a new technique of highlight substitution. From a color image sequence, acquired with a hand-held camera, a so-called light field is generated. Additionally, a highlight mask is calculated for each image of the sequence. The highlight mask is then used as a confidence map for the light field. This results in color pixel(More)
We present a technique that allows the implementation of a stack on programmable graphics hardware, using textures and fragment shaders. This development enables a whole new class of GPU algorithms, including recursive functions on complex data structures. Kd-tree traversal for ray tracing is demonstrated as an application. The traversal core was integrated(More)