header

Publications


 

Efficient Rasterization for Outdoor Radio Wave Propagation


Arne Schmitz , Tobias Rick, Thomas Karolski, Torsten Wolfgang Kuhlen, Leif Kobbelt
IEEE Transactions on Visualization and Computer Graphics, Feb. 2011, Vol. 17, Issue 2, pp. 159 - 170
pubimg

Conventional beam tracing can be used for solving global illumination problems. It is an efficient algorithm, and performs very well when implemented on the GPU. This allows us to apply the algorithm in a novel way to the problem of radio wave propagation. The simulation of radio waves is conceptually analogous to the problem of light transport. We use a custom, parallel rasterization pipeline for creation and evaluation of the beams. We implement a subset of a standard 3D rasterization pipeline entirely on the GPU, supporting 2D and 3D framebuffers for output. Our algorithm can provide a detailed description of complex radio channel characteristics like propagation losses and the spread of arriving signals over time (delay spread). Those are essential for the planning of communication systems required by mobile network operators. For validation, we compare our simulation results with measurements from a real world network. Furthermore, we account for characteristics of different propagation environments and estimate the influence of unknown components like traffic or vegetation by adapting model parameters to measurements.




3D Sketch Recognition for Interaction in Virtual Environments


Dominik Rausch, Ingo Assenmacher, Torsten Wolfgang Kuhlen
Workshop in Virtual Reality Interactions and Physical Simulation (VRIPHYS), 2010
pubimg

We present a comprehensive 3D sketch recognition framework for interaction within Virtual Environments that allows to trigger commands by drawing symbols, which are recognized by a multi-level analysis. It proceeds in three steps: The segmentation partitions each input line into meaningful segments, which are then recognized as a primitive shape, and finally analyzed as a whole sketch by a symbol matching step. The whole framework is configurable over well-defined interfaces, utilizing a fuzzy logic algorithm for primitive shape learning and a textual description language to define compound symbols. It allows an individualized interaction approach that can be used without much training and provides a good balance between abstraction and intuition. We show the real-time applicability of our approach by performance measurements.

» Show BibTeX

@inproceedings {PE:vriphys:vriphys10:115-124,
booktitle = {Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2010)},
editor = {Kenny Erleben and Jan Bender and Matthias Teschner},
title = {{3D} Sketch Recognition for Interaction in Virtual Environments},
author = {Rausch, Dominik and Assenmacher, Ingo and Kuhlen, Torsten},
year = {2010},
publisher = {The Eurographics Association},
DOI = {10.2312/PE/vriphys/vriphys10/115-124}
}





Virtual Reality System at RWTH Aachen University


Frank Wefers, Sönke Pelzer, Dominik Rausch, Michael Vorländer, Torsten Wolfgang Kuhlen
Proceedings of the International Symposium on Room Acoustics (ISRA), 2010
pubimg

During the last decade, Virtual Reality (VR) systems have progressed from primary laboratory experiments into serious and valuable tools. Thereby, the amount of useful applications has grown in a large scale, covering conventional use, e.g., in science, design, medicine and engineering, as well as more visionary applications such as creating virtual spaces that aim to act real. However, the high capabilities of today’s virtual reality systems are mostly limited to firstclass visual rendering, which directly disqualifies them for immersive applications. For general application, though, VR-systems should feature more than one modality in order to boost its range of applications. The CAVE-like immersive environment that is run at RWTH Aachen University comprises state-of-the-art visualization and auralization with almost no constraints on user interaction. In this article a summary of the concept, the features and the performance of our VR-system is given. The system features a 3D sketching interface that allows controlling the application in a very natural way by simple gestures. The sound rendering engine relies on present-day knowledge of Virtual Acoustics and enables a physically accurate simulation of sound propagation in complex environments, including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. In spite of this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported, but also modifications and manipulations of the environment itself. The auralization concept is founded on pure FIR filtering which is realized by highly parallelized non-uniformly partitioned convolutions. A dynamic crosstalk cancellation system performs the sound reproduction that delivers binaural signals to the user without the need of headphones. The significant computational complexity is handled by distributed computation on PCclusters that drive the simulation in real-time even for huge audio-visual scenarios.

» Show BibTeX

@inproceedings{schroder2010virtual,
title={Virtual reality system at RWTH Aachen University},
author={Schr{\"o}der, Dirk and Wefers, Frank and Pelzer, S{\"o}nke and Rausch, Dominik and Vorl{\"a}nder, Michael and Kuhlen, Torsten},
booktitle={Proceedings of the international symposium on room acoustics (ISRA), Melbourne, Australia},
year={2010}
}






Previous Year (2009)
Disclaimer Home Visual Computing institute RWTH Aachen University