Stefan Müller

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We present a gesture recognition system for recognizing hand movements in near realtime. The system uses a infra-red time-of-flight range camera with up to 30 Hz framerate to measure 3d-surface points captured from the hand of the user. The measured data is transformed into a cloud of 3d-points after depth keying and suppression of camera noise by median(More)
Computing a global illumination solution in real-time is still an open problem. We introduce <i>Voxel-based Global Illumination</i> (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions. To obtain a voxelized scene representation, we introduce a new atlas-based boundary voxelization(More)
In this paper, an extension to the radiosity method, for the simulation of daylight, is presented. The sky hemisphere around the scene is subdivided into a set of sky patches. By defining a location on the earth, a time of day and the weather conditions (e.g., clear sky, overcast, partly cloudy) a sky model (e.g., CIE or Perez) is applied to compute the(More)
A fast computation of unbiased global illumination is still an unsolved problem, especially if multiple bounces of light and non-diffuse materials are included. The standard Monte Carlo methods are time-consuming, because many incoherent rays are shot into the scene, which is hard to parallelize. On the other hand, GPUs can make the most of their computing(More)
Inserting virtual objects in real camera images with correct lighting is an active area of research. Current methods use a high dynamic range camera with a fish-eye lens to capture the incoming illumination. The main problem with this approach is the limitation to distant illumination. Therefore, the focus of our work is a real-time description of both near(More)
The radiosity method became a very important tool in order to enable photorealistic rendering in virtual reality systems. Based on the geometric description of a scene, the view-independent illumination is computed in a preprocess and colors are assigned to each patch vertex. These virtual environments look very impressive, but any interaction with the(More)
We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. Precomputing all visibility events, for instance in the form of many shadow maps, enables fast queries and allows for real-time(More)
Fascinated by a stunning variety of corals and fishes or mysterious wrecks more and more people are attracted by snorkeling and diving adventures. Virtual Reality scenarios like the virtual oceanarium [Froehlich 2000] try to satisfy this interest by allowing for discovery of underwater worlds in a riskfree and comfortable way, but a realistic feeling of(More)
In this paper a 3D tracking system for Virtual Environments is presented which utilizes infrared (IR) laser technology. Invisible laser patterns are projected from the user(s) to the screen via the input device Sceptre or the appending headtracking device. IR-sensible cameras which are placed near the projectors in a backprojection setup recognize the(More)
Virtual objects in augmented reality applications often appear flat and thus violate the immersion. To further extend the range of illumination effects and to improve the visual quality of the renderings we combine augmented reality, ray tracing and image based lighting techniques. We explore the resulting possibilities and problems which occur in such a(More)