 |
Academics


News

5/1/10:
Thesis defense of Daniel Kurz "Streulichtreduktion durch optimierte Beleuchtungsmuster in der Mikroskopie": 7/1/10, 9:30pm, B11, R015
13/10/2009:
Best-Student Award 2009 of Bauhaus-University Weimar for his BSc. Thesis "Coded Aperture Projection" to M. Grosse, at Bauhaus-University Weimar, Weimar/Germany, 14/10/2009
12/12/09:
Thesis defense of David Exner "Fast and Reliable CAMShift Tracking": 13/10/09, 14:00pm, B11, R015
8/7/2009:
Honorable Mention at the ACM Siggraph 2009 Student Research Competition for "Adaptive Coded Aperture Projection" to M. Grosse, G. Wetzstein, and A. Grundhoefer, at ACM Siggraph, New Orleans/USA.
07/30/09:
Talks on Projected Light Microscopy and Adaptive Coded Aperture Projection at ACM Siggraph 2009: Tuesday, 1:45pm-3:30pm (Sensing and Display, Auditorium A)
07/01/09:
IEEE Computer special issue on Visual Effects and Beyond
06/25/09:
Job Opportunities at the new Institute for Computer Graphics at the Johannes Kepler University
04/28/09:
Augmented Reality Invited Talks and Demos: 05/08/09, 1:00pm-2:30pm (taks, lecture room H7), 3pm-5pm (demos, laboratories H7). Talks by Prof. Itaru Kitahara, PhD. and Nozomu Kasuya, Computer Vision and Imaging Media Laboratory, University of Tsukuba, Japan: "Recent researching topics of Mixed-Reality in Univ-of-Tsukuba" , "Automatic player's view generation of real soccer scenes"
03/24/09:
Thesis defense of Max Grosse "Coded Aperture Projection": 03/26/09, 10:30am, B11, R015
01/23/09:
Visit us at CeBIT (Hall 9, Booth D04): VirtualStudio2Go
11/14/08:
iENA Gold Medal for Superimposing Dynamic Range
11/14/08:
Technical Papers of ARGroup at Siggraph Asia 2008
11/14/08:
4D Barcodes will be shown at E12 Summit
09/17/08:
IEEE Computer Special Issue on Brain-Computer Interfaces (October 2008)
08/29/08:
Information Displays Oral Exam on 10/6, starting 9:30am in H7, R112. Please register before 9/26. Order of candidates and times will be available in printed from only at B11 from 10/1 - please check!
08/15/08:
Two full papers conditionally accepted for Siggraph Asia (acceptance rate: 18%)
08/15/08:
Max Grosse wins 2008 ACM Siggraph student research competition with "Coded Aperture Projection"
06/16/08:
Activities of ARGroup at and around Siggraph'08 (dates and times)
6/29/08:
NEW (MS, B.Sc., Dipl.) Thesis Topics (internal access only - use VPN from outside)
06/16/08:
Siggraph'08 Course Notes and Slides (Projectors for Graphics)
06/16/08:
Thesis defense of Benjamin Brombach "Subobjekt-Detektion auf mobilen Geraeten unter Verwendung von raeumlichen Beziehungen": 07/02/08, 4:00pm, H7, Lecture Room
06/04/08:
Invited talk on Through Walls Collaboration by Bruce H. Thomas, School of Computer and Information Science and Director, Wearable Computer Lab, University of South Australia, 06/05/08, 5:00pm, H7, Lecture Room
04/20/08:
Superimposing Dynamic Range project will be displayed at the 89. Deutscher Roentgenkongress in Berlin
03/31/08:
ZDF Heute on PlayReal Project
03/08/08:
5th OpenLab-Night: April 2nd, 6:30pm-10pm
02/20/08:
Volkswagen PhD scholarship: apply now
02/12/08:
Visit us at CeBIT (Hall 9, Booth D04): PhoneGuide Demos
02/08/08:
Thesis defense of Man-Man Fu "Evaluation von Keying-Techniken fuer das Augmented Studio": 02/11/08, 3:00pm, B11, R013
1/26/08:
Keynote at Intl. Conference in Central Europe on Computer Graphics (WSCG) 2008
1/15/08:
New Open Positions at ARGroup: 1 Volkswagen Ph.D. scholarship, 3 student assistants -- application deadline: 2/14
Older News
|
 |
 |
 |
RESEARCH
2001
|
The Virtual Showcase
|
Intuitive access
to information in habitual realworld environments is a challenge for information
technology. An important question is how can we enhance established and
well-functioning everyday environments rather than replace them by virtual
environments (VEs)? Augmented reality (AR) technology has a lot of potential
in this respect because it augments realworld environments with computer-generated
imagery.
Today, most AR systems use see-through head-mounted displays, which share
most of the disadvantages of other head-attached display devices. We introduce
a new projection-based AR display system—the Virtual Showcase. The Virtual
Showcase has the same form factor as a real showcase, making it compatible
with traditional museum displays. Real scientific and cultural artifacts
are placed inside the Virtual Showcase allowing their 3D graphical augmentation.
Inside the Virtual Showcase, virtual representations and real artifacts
share the same space providing new ways of merging and exploring real and
virtual content. Solely virtual exhibits may also be displayed. The virtual
part of the showcase can react in various ways to a visitor, which provides
the possibility for intuitive interaction with the displayed content. Another
interesting aspect of our system is its support for two to four simultaneously
tracked users looking at the Virtual Showcase from different sides. This
feature allows the collaborative exploration of artifacts shown in the Virtual
Showcase. These interactive showcases contribute to ambient intelligent
landscapes, where the computer acts as an intelligent server in the background
and visitors can focus on exploring the exhibited content rather than on
operating computers. The Virtual Showcase consists of two main parts: a
convex assembly of halfsilvered mirrors and a graphics display. So far,
we’ve built Virtual Showcases with two different mirror configurations.
Our first prototype consists of four halfsilvered mirrors assembled
as a truncated pyramid. Our second prototype uses a single mirror sheet
to form a truncated cone. We placed these mirror assemblies on top of a
projection screen. Users can see real objects inside the showcase through
the half-silvered mirrors merged with the graphics displayed on the projection
screen. We illuminated the showcases’ contents with a controllable light
source while presenting view-dependent stereoscopic graphics to the observer.
For our current prototypes, we use standard shutter glasses controlled by
infrared emitters. Head tracking is accomplished using an electromagnetic
tracking device. Our pyramid shaped prototype supports up to four viewers
simultaneously looking at the showcase from four different sides. Our cone-shaped
prototype provides a seamless surround view onto the displayed artifact.
|
Bimber, O., Fröhlich, B., Schmalstieg, D., and Encarnação, L.M.
The Virtual Showcase
IEEE Computer Graphics & Applications, vol. 21, no.6, pp. 48-55, 2001
Movie 1 (~58MB)
Movie 2 (~63MB)
|
|
The Extended Virtual Table
|
We describe a prototype of an optical extension for table-like rear-projection systems
-the Extended Virtual Table. A large half-silvered mirror is used as the
optical combiner to unify a virtual and a real workbench, whereby the shortcomings
that are related to the Reflective Pad and Transflective Pad (i.e., indirect
line-of-sight, limited field of view, and tracking distortion) are reduced.
The virtual workbench has been enabled to display computer graphics beyond
its projection boundaries and to combine virtual environments with the adjacent
real world. A variety of techniques is described that allow indirect interaction
with virtual objects through the mirror.
Systems, such as the Extended Virtual Table, approach a conceptual and technical
extension of traditional Virtual Reality by means of Augmented Reality (xVR),
and a seamless integration of such technology into habitual work environments.
Furthermore, optical distortions that are caused by the half-silvered mirror
combiner and the projector, as well as non-optical distortions caused by
the tracking device are analyzed and appropriate compensation methods are
described.
|
Bimber, O., Encarnação, L.M. and Branco, P.
The Extended Virtual Table: An Optical Extension for Table-Like Projection Systems
Presence: Teleoperators and Virtual Environments, vol.10, no. 6, pp. 613-631, 2001
Movie
(~15MB)
|
|
Projection-Based
Augmented Engineering
|
|
Zoom: Click on Image |
Traditional
Augmented Reality (AR) displays, such as head-mounted devices entail a number
of technological and ergonomic drawbacks. Their limited resolution, the
restricted field-of-view, the visual perception issues that are due to the
fixed focal length caused by a constant and head-attached image plane, the
increased incidence of discomfort provoked by simulation sickness and their
cumbersomeness prevent their usage in a number of application areas. To
overcome some of these drawbacks, but also to open new application areas
for AR, we propose a projectionbased AR concept that combines spatially
aligned optical see-through elements (essentially half-silvered mirror beam-splitters)
with off-the-shelf projection-based Virtual Reality displays. This concept
offers possibilities to combine the advantages of both technologies: the
well established projection-based Virtual Reality with the potentials of
Augmented Reality. We describe the early stages of a new proof of-concept
prototype that has been developed to extend the scope of projection-based
AR towards the engineering domain.
|
Bimber, O., Stork, A., and Branco, P.
Projection-based Augmented Engineering Human-Computer Interaction International (HCII’01),
vol. 1, pp. 787-791, 2001
Movie
(~15MB)
|
|
Seamless Integration of Virtual Reality into habitual Workplaces
|
|
Zoom: Click on Image |
Employing virtual reality (VR) technology, computer-based work environments are clearly evolving
into a major component of the next-generation workplace. Over the past few
years, VR has become a practical reality for many applications, thanks to
a number of technology inventions. Among these has been the development
of large-screen display systems that make use of stereoscopic projection.
Systems such as the Virtual Table and Responsive Workbench both employ
a horizontal projection philosophy, whereas other devices, such as the Powerwall
and surround-screen projection systems (SSPS) like the CAVE , also employ
vertical back-projection. Due to their effective application, these devices
are gaining greater acceptance by the research and industrial user communities.
Such devices offer a large field of view, brilliant image quality, high
resolution and (especially the table-like devices) a promising compatibility
with traditional workspaces. To support this integration, however, ergonomic
and human-centered interaction techniques must be developed.
We introduce ideas, proposed technologies, and initial results for a seamless
integration of virtual reality in habitual workspaces, thus successively
transforming them into efficient, high-tech work environments.
|
Bimber, O., Encarnação, L.M. and Stork, A.
Seamless integration of virtual reality in habitual workplaces
Journal for Industrial Science, Munich University of Technology, vol.55, no.2, pp. 103-112, 2001
Movie
(~15MB)
|
2000
|
Transflective Props
|
|
We describe
the use of a hand-held semi-transparent mirror to support augmented reality
tasks with back-projection systems. This setup overcomes the problem of
occlusion of virtual objects by real ones linked with such display systems.
The presented approach allows an intuitive and effective application of
immersive or semi-immersive virtual reality tasks and interaction techniques
to an augmented surrounding space. Thereby, we use the tracked mirror as
an interactive image-plane that merges the reflected graphics, which are
displayed on the projection plane, with the transmitted image of the real
environment. In our implementation, we also address traditional augmented
reality problems, such as real-object registration and virtual-object occlusion.
The presentation is complemented by a hypothesis of conceivable further
setups that apply transflective surfaces to support a mixed reality (i.e.,
combined AR and VR) environment.
|
Bimber, O., Encarnação, L.M., and Schmalstieg, D.
Augmented Reality with Back-Projection Systems using Transflective Surfaces
Computer Graphics Forum (proceedings of EUROGRAPHICS 2000 - EG’2000), vol. 19, no. 3, pp. 161-168, 2000
Movie
(~19MB)
|
|
Reflective Props
|
|
We introduce the idea of using real mirrors in combination with rear-projection systems
for the purpose of interacting with and navigating through the displayed
information. Subsequently a derived application is described. For this,
we use a hand-held planar mirror and address two fundamental problems of
applying head tracking with rear-projection planes: the limited viewing
volume of these environments and their incapability of simultaneously supporting
multiple observers. Furthermore, we describe the possibility of combining
a reflective pad with a transparent one, thus introducing a complementary
tool for interaction and navigation.
|
Bimber, O., Encarnação, L.M., and Schmalstieg, D.
Real Mirrors Reflecting Virtual Worlds In proceedings of IEEE Virtual Reality (IEEE VR’00), pp. 21-28, 2000
|
|
Sketch-Based and Multi-Modal Interaction
|
Leonardo da Vinci's drawings of machines and other objects illustrate one of the most fundamental
purposes of sketches: the ability to communicate design and functionality
to others. Nowadays, it is widely accepted that sketching is a form of critical,
reflective dialog that handles communication on one or more different levels
of abstraction simultaneously. Various approaches have been taken to support
this kind of dialog between humans and computers, and to build human-computer
interfaces that are able to interpret such freehand sketches for different
purposes.
In this context, the creation or reconstruction of 3D objects from 2D sketches
is of major concern in many application areas. This so-called 'pencil-and-paper'
approach is used for rapidly designing approximate threedimensional scenes.
While some systems analyze the orthographic or perspective projections to
reconstruct 3D shapes that, based on psychological assumptions, are most
plausible to the human observer, others interpret 2D gestures while the
objects are sketched. Within the last decade, the conceptual design phase
has been increasingly supported by sketch systems that allow the expression
of ideas on a computer-aided, but still human-centered basis. However, putting
an emphasis on sketching, most of these systems are sealed off from real-world
applications rather than being generally applicable as components.
We introduce a framework for sketch-based interaction within three-dimensional
virtual environments. We describe each layer of the framework using illustrative
examples depicting its realization. Furthermore, we want to present a variety
of domain-specific applications of sketching within 3D virtual environments
based on our framework instead of implementing yet another application for
sketching.
|
Bimber, O., Encarnação, L.M. and Stork, A.
A Multi-Layered Architecture for Sketch-based Interaction within Three-dimensional Virtual Environments
Computers and Graphics - The international Journal of Systems and Applications in Computer Graphics, vol. 24, no. 6, pp. 851-867, 2000
|
|
Motion-Based
Gesture Recognition
|
|
Zoom: Click on Image |
The method described in this paper recognizes previously learned gestures which the system was
taught by performing them. Any kind of 6DOF input device (e.g. data glove,
visual systems, space mouse etc.) can be used to gather the motion data
that carries out the gesture. The reliability of the recognition process
can be improved by repeating the same gestures several times and correcting
wrong recognition results. This extends the system’s knowledge. Once learned,
the system translates the recognized gestures into (for a computer) identifiable
objects (numbers, strings, events, etc.) that can be further processed.
The system’s advantages are its usability (e.g. with 2D or 3D input devices
or in combination with finger status information, etc.), the minimum of
information needed to recognize a gesture, and, consequently, the high speed
of its scanning and comparison process.
|
Bimber, O.
Continuous 6D Gesture Recognition: A Fuzzy-Logic Approach
In proceedings of 7-th International Conference in Central Europe on Computer Graphics, Visualization and Interactive
Digital Media (WSCG'99), vol. 1, pp. 24-30, 1999
|
|  |
 |
 |
Contact
>Find People Here<
Bauhaus-University Weimar
Media Faculty
Offices: Karl-Haussknechtstrasse 7
Postal : Bauhausstrasse 11
99423 Weimar
Germany
map and panoramas
|
 |