2016

The application of the Tender glyphs to compare two DTI datasets acquired with different b-values.
Changgong Zhang, Thomas Schultz, Kai Lawonn, Elmar Eisemann, and Anna Vilanova
IEEE Transactions on Visualization and Computer Graphics, 2016
Three subsequent time steps of the animated pathlines in a vessel. The cutaway technique facilitates insight into the vessel during the animation of the blood flow. Furthermore, arrow glyphs represent the flow’s pathlines.
Kai Lawonn, Sylvia Glaßer, Anna Vilanova, Bernhard Preim, and Tobias Isenberg
IEEE Transactions on Visualization and Computer Graphics, 2016
The proposed OPCPs (red), applied to the Venus dataset [2]: (a) Visual enhancement of small patterns between the first two dimensions of the data, i.e., small structures obstructed by a strong pattern. - (b) Facilitated identification of distinct patterns between the second and third data dimension. - (c) Improved readability of outliers, i.e., low density information areas, in the representation. - (d) Efficient and accurate selection (blue) of a specific data structure, using the proposed O-Brushing (dark blue line).
Renata Georgia Raidou, Martin Eisemann, Marcel Breeuwer, Elmar Eisemann, and Anna Vilanova
IEEE Transactions on Visualization and Computer Graphics, 2016
Vincent van Unen, Na Li, Ilse Molendijk, Temurhan Mine, Thomas Höllt, et al.
Immunity, 2016
Leonardo Scandolo, Pablo Bauszat, and Elmar Eisemann
Computer Graphics Forum, 2016
Philipp von Radziewsky, Elmar Eisemann, Hans-Peter Seidel, and Klaus Hildebrandt
Computers & Graphics, 2016
Fieke Taal and Rafael Bidarra
In Proceedings of UDMV, 2016
Noeska Natasja Smit, Cees-Willem Hofstede, Anne C. Kraima, Daniel Jansma, Marco C. Deruiter, et al.
In Proceedings of Eurographics (Education Papers), 2016
Noeska Natasja Smit, Anne C. Kraima, Daniel Jansma, Marco C. Deruiter, Elmar Eisemann, and Anna Vilanova
In Proceedings of EuroVis (Short Papers), 2016
Thomas Höllt, Fabio Miguel de Matos Ravanelli, Markus Hadwiger, and Ibrahim Hoteit
In Proceedings of EnvirVis@EuroVis, 2016
Renata Georgia Raidou, Oscar Casares-Magaz, Ludvig Paul Muren, U.A. van der Heide, Jarle Roervik, et al.
Computer Graphics Forum, 2016
Noor Shaker, Antonios Liapis, Julian Togelius, Ricardo Lopes, and Rafael Bidarra
Procedural Content Generation in Games, 2016
Olatz Castano, Ben Kybartas, and Rafael Bidarra
In Proceedings of DiGRA-FDG 2016, 2016

2015

We simulate the change of image appearance between photopic conditions (left) and appearance in scotopic conditions close to the absolute threshold (right), where consistent vision fades into temporally varying (not reproducible in print) noise.
Petr Kellnhofer, Tobias Ritschel, Karol Myszkowski, Elmar Eisemann, and Hans-Peter Seidel
Computer Graphics Forum, 2015
Screenshots of each prototype. Figure 2a shows a sample story built in Smart Storybook. Figure 2b shows the noun selection menu in Improv Game
Ben Kybartas and Rafael Bidarra
In Proceedings of ICIDS, 2015
Depth Layering: While a single layer will result in a single average over all geometry (a), we can slice our scene in multiple depth layers to obtain averages for each layer separately (b).
Quintijn Hendrickx, Leonardo Scandolo, Martin Eisemann, and Elmar Eisemann
In Proceedings of High Performance Graphics, 2015
Prototype Visualization
Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, and Marcus Magnor
In Proceedings of ACM Multimedia, 2015
The player has to avoid the frogs in a swamp and reach the end.
Kevin Allain, Bas Dado, Mick van Gelderen, Olivier Hokke, Miguel Oliveira, et al.
In Proceedings of SIVE@VR, 2015
Our framework for spacetime optimization efficiently generates planned motion of complex articulated characters. Snapshots of an animation of a four-legged character performing a handstand followed by a twisting jump are shown.
Christian Schulz, Christoph von Tycowicz, Hans-Peter Seidel, and Klaus Hildebrandt
In Proceedings of Symposium on Computer Animation, 2015
a) Foldios are designed in 3D. Print&fold layouts are automatically generated, including customized printable electronics for sensing and output. The technique enables quick, easy and inexpensive fabrication of a wide variety of folded interactive objects, including b) UbiComp devices, c) actuated shape-changing objects and d) lightweight paper crafts.
Simon Olberding, Sergio Soto Ortega, Klaus Hildebrandt, and Jürgen Steimle
In Proceedings of UIST, 2015