I am currently a Master student in Computer Science at Jacobs University in Bremen, Germany. I am
a member of the Visualization
and Computer Graphics Group, lead by Prof. Linsen. My main
research interests include point-based rendering, visualization of
multi-variate volume data, and efficient iso-surface
rendering. Besides research, I'm hooked on tech entrepreneurship
and am part of team2x. In my
"free" time, I love to row.
A Cluster Hierarchy-based User Interface for Multi-variate
Volume Data Visualization
We propose a novel intuitive, yet powerful user interface for interactive
visual exploration of multi-variate volume data. Our approach relies on
hierarchical density-based clustering of the high-dimensional feature space.
The result of the clustering is presented in a tree structure. The interface,
apart from the volume rendering window, consists of two parts: a hierarchical
tree widget and a parallel coordinates widget. The hierarchical tree widget
employs a 2D radial layout of the cluster tree and provides intuitive
techniques for assigning material properties to clusters, changing the size of
clusters, and merging and splitting clusters. The linked parallel coordinates
widget shows a representation of the selected clusters in parallel coordinates
and allows for brushing of regions of interest. We automatically map the user
selections to a proper multi-dimensional transfer function for 3D texture-based
direct volume rendering. Since the user operates in cluster space, as opposed
to transfer function space, the proposed approach is suitable for data with a
feature space of arbitrarily high dimensionality and the complexity of the user
interaction does not increase with the number of dimensions. We applied our
methods to the visualization of multi-dimensional data consisting of multiple
scalar fields as well as to single scalar fields, where the multi-dimensional
feature space - besides the scalar values - includes first- and second-order
derivative magnitudes.
Interactive Image-Space Point Cloud Rendering with Transparency and Shadows In Proceedings of WSCG 2010.
We propose a method for point cloud rendering with transparency and
shadows at interactive rates. Our approach does not require any
global or local surface reconstruction method, but operates
directly on the point cloud. All passes are executed in image space
and no pre-computation steps are required. The underlying technique
for our approach is a depth peeling method for point cloud surface
representations. Having detected a sorted sequence of surface
layers, they can be blended front to back with given opacity values
to obtain renderings with transparency. These computation steps
achieve interactive frame rates. For renderings with shadows, we
determine a point cloud shadow texture that stores for each point
of a point cloud whether it is lit by a given light source. The
extraction of the layer of lit points is obtained using the depth
peeling technique, again. For the shadow texture computation, we
also apply a Monte-Carlo integration method to approximate light
from an area light source, leading to soft shadows. Shadow
computations for point light sources are executed at interactive
frame rates. Shadow computations for area light sources are
performed at interactive or near-interactive frame rates depending
on the approximation quality.
Modeling of Large Cities - Visualization Bachelor Thesis, Jacobs University, Bremen, Germany
There are a lot of existing Computer Aided Design (CAD) tools that help
engineers and artists design rooms, buildings, or even whole residential areas,
but there are very few that aid the design of an entire city. The proposed
project aims to provide a tool that will enable users to model and then
visualize large cities. During the modeling phase, the user is able to outline
on a map the different areas (industrial, residential, commercial) that build
up the city. After that the tool procedurally fills those areas with
appropriate roads and buildings and in the final step visualizes the 3D model
of the city. In visualization mode, the user is able to explore the city freely
by changing camera position and orientation. Since displaying all buildings at
once would require an enormous amount of resources, the tool also support
different levels of details and employs rendering optimization techniques .
Robust Fusion of Dynamic Shape and Normal Capture for
High-quality Reconstruction of Time-varying Geometry In Proceedings of CVPR2008.
My contribution to this work was developed during an internship at
Max-Plank Institute for Informatics, Saarbruecken, Germany. For more
information on this project, please visit the website of Naveed
Ahmed, who supervised me during my stay there.
We present a new passive approach to capture time-varying scene geometry in
large acquisition volumes from multi-view video. It can be applied to
reconstruct complete moving models of human actors that feature even slightest
dynamic geometry detail, such as wrinkles and folds in clothing, and that can
be viewed from 360 degrees. Starting from multi-view video streams recorded
under calibrated lighting, we first perform marker-less human motion capture
based on a smooth template with no high-frequency surface detail. Subsequently,
surface reflectance and time-varying normal fields are estimated based on the
coarse template shape. The main contribution of this work is a new statistical
approach to solve the non-trivial problem of transforming the captured normal
field that is defined over the smooth non-planar 3D template into true 3D
displacements. Our spatio-temporal reconstruction method outputs displaced
geometry that is accurate at each time step of video and temporally smooth,
even if the input data are affected by noise.