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
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
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
Prototype Visualization
Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, and Marcus Magnor
In Proceedings of ACM Multimedia, 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
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
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
Typical 3D-UBM images of the four phantoms and for the rat right-side hindlimb lateral gastrocnemius at different view angles, generated after segmentation using the TurtleSeg software. (a) PH01LCY, (b) PH10SCY, (c) PH10SSCY, (d) PH10LCO and (e) lateral gastrocnemius.
Natália Martins, Luisa Carneiro, Hugo Dantas, Claudio Esperança, Ricardo Marroquim, et al.
Research on Biomedical Engineering, 2015
Comparison with Mean Shift on 2D data
Daniel van der Ende, Jean-Marc Thiery, and Elmar Eisemann
In Proceedings of DATA ANALYTICS 2015, The Fourth International Conference on Data Analytics, 2015
Anne C. Kraima, N.P. West, D. Treanor, N. Roberts, D. Magee, et al.
Journal of Pathology, 2015
Anne C. Kraima, Noeska Natasja Smit, Daniel Jansma, Elmar Eisemann, H.S. Park, et al.
In Proceedings of European Journal of Surgical Oncology, 2015
Case study of a cervical tumor patient.
Renata Georgia Raidou, U.A. van der Heide, Cuong Dinh, Ghazaleh Ghobadi, Jesper Follsted Kallehauge, et al.
2015
 Feature lines on a surface, left: input feature lines, right: optimized CCBCs with 154 vertices.
Christopher Brandt, Hans-Peter Seidel, and Klaus Hildebrandt
Computer Graphics Forum, 2015
 Left: A simple island with only fishers and farmers, no relations and no defined prototypes. Right: A simple island with only fishers, farmers, no relations, but with two prototypes that cause a designer-defined amount of fishers (8) and farmers (8) to exist.
Bas in het Veld, Ben Kybartas, Rafael Bidarra, and John-Jules Ch. Meyer
In Proceedings of PCG Workshop, 2015
Detail of a raw image captured by a plenoptic 2.0 camera by Raytrix
B. Goldlucke, Oliver Klehm, S. Wanner, and Elmar Eisemann
Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality, 2015
Antonios Liapis, Rafael Bidarra, Mark J Nelson, Mike Preuss, and Georgios N Yannakakis
Artificial and Computational Intelligence in Games: Integration (Dagstuhl seminar 15051), 2015
Telescópio equatorial com 32cm de diâmetro de objetiva, feito por Thomas Cooke & Sons, (a) antes e (b) após a restauração (acervo MAST).
Marcus Granato, Guadalupe Santos, and Ricardo Marroquim
In Proceedings of XVI ENANCIB, 2015
Manipulation of different entity types within the same scene. A street entity led to the generation of several buildings, represented as shapes. Each building was given a number which was then used to produce a custom texture to attach next to each door. Light sources were then instanced on the location of each street lamp, just above the doors. The generation of each entity type therefore greatly benefits when processed in sequence, in a single pipeline, instead of in separate environments.
Pedro Silva, Elmar Eisemann, Rafael Bidarra, and Antonio Coelho
Int J Comput Games Technol, 2015