Welcome



Welcome to the Computer Graphics Group at RWTH Aachen University!

The research and teaching activities at our institute focus on geometry acquisition and processing, on interactive visualization, and on related areas such as computer vision, photo-realistic image synthesis, and ultra high speed multimedia data transmission.

In our projects we are cooperating with various industry companies as well as with academic research groups around the world. Results are published and presented at high-profile conferences and symposia. Additional funding sources, among others, are the Deutsche Forschungsgemeinschaft and the European Union.

We will be hosting the International Conference on Geometric Modeling and Processing (GMP) in April 2018.

June 19, 2017

We have a paper on Variance-Minimizing Transport Plans for Inter-surface Mapping at SIGGRAPH 2017.

May 2, 2017

We have a paper on City Reconstruction and Visualization from Public Data Sources at the Eurographics Workshop on Urban Data Modelling and Visualisation 2016.

Nov. 8, 2016

We have a paper on the Geodesic Iso-Curve Signature at the 21st International Symposium on Vision, Modeling and Visualization.

Sept. 9, 2016

We have a paper on interactive quad meshing at SIGGRAPH Asia 2016.

Sept. 6, 2016

gamescom 2016

Our group will be presenting at the "gamescom" fair in Cologne again this year from 8/17/2016 till 8/21/2016. We will give an insight into our activities and inform about possibilities of studying graphics-centered computer science at RWTH Aachen University and how this will prepare (not only) for work in the games industry. Of course, we will also have something to play at our booth.

Aug. 3, 2016

Recent Publications

Variance-Minimizing Transport Plans for Inter-surface Mapping

SIGGRAPH 2017

We introduce an efficient computational method for generating dense and low distortion maps between two arbitrary surfaces of same genus. Instead of relying on semantic correspondences or surface parameterization, we directly optimize a variance-minimizing transport plan between two input surfaces that defines an as-conformal-as-possible inter-surface map satisfying a user-prescribed bound on area distortion. The transport plan is computed via two alternating convex optimizations, and is shown to minimize a generalized Dirichlet energy of both the map and its inverse. Computational efficiency is achieved through a coarse-to-fine approach in diffusion geometry, with Sinkhorn iterations modified to enforce bounded area distortion. The resulting inter-surface mapping algorithm applies to arbitrary shapes robustly, with little to no user interaction.

 

Interactively Controlled Quad Remeshing of High Resolution 3D Models

SIGGRAPH Asia 2016

Pa­ra­met­ri­za­tion based methods have recently become very popular for the generation of high quality quad meshes. In contrast to previous approaches, they allow for intuitive user control in order to accommodate all kinds of application driven constraints and design intentions. A major obstacle in practice, however, are the relatively long computations that lead to response times of several minutes already for input models of moderate complexity. In this paper we introduce a novel strategy to handle highly complex input meshes with up to several millions of triangles such that quad meshes can still be created and edited within an interactive workflow. Our method is based on representing the input model on different levels of resolution with a mechanism to propagate pa­ra­met­ri­za­tions from coarser to finer levels. The major challenge is to guarantee consistent pa­ra­met­ri­za­tions even in the presence of charts, transition functions, and singularities. Moreover, the remaining degrees of freedom on coarser levels of resolution have to be chosen carefully in order to still achieve low distortion pa­ra­met­ri­za­tions. We demonstrate a prototypic system where the user can interactively edit quad meshes with powerful high-level operations such as guiding constraints, singularity repositioning, and singularity connections.

 

City Reconstruction and Visualization from Public Data Sources

Eurographics Workshop on Urban Data Modelling and Visualisation (UDMV 2016)

We present a city reconstruction and visualization framework that integrates geometric models reconstructed with a range of different techniques. The framework generates the vast majority of buildings procedurally, which yields plausible visualizations for structurally simple buildings, e.g. residential buildings. For structurally complex landmarks, e.g. churches, a procedural approach does not achieve satisfactory visual fidelity. Thus, we also employ image-based techniques to reconstruct the latter in a more realistic, recognizable way. As the manual acquisition of data required for the procedural and image-based reconstructions is practically infeasible for whole cities, we rely on publicly available data as well as crowd sourcing projects. This enables our framework to render views from cities without any dedicated data acquisition as long as there are sufficient public data sources available. To obtain a more lively impression of a city, we also visualize dynamic features like weather conditions and traffic based on publicly available real-time data.

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