Usually a virtual environment is rendered by several computers.
To display an arbitrary MS-Windows application is a non-trivial
task. Within this projekt a desktop shall be rendered into a texture
using the remote desktop protocol. As a texture it can be displayed
in various, distributed 3D environments.
Supervisor: Volker Settgast, Torsten Ullrich
One of the first things, humans lern is how to interact with other humans. A plausible simulation of this form of interaction is a challenging task. With Cal3D an open source character animation library as basis You will be creating an avatar for our immersive virtual environment, the DAVE.
Supervisor: Volker Settgast, Ulrich Krispel
The Lorenz Dream is the logo of our institute. We already have an implementation of the
Lorenz Dream moving in realtime using OpenGL with realtime reflections, bumpmapping,
noise shaders and all the bells and whistles. The implementation is for windows currently.
We would like to display the scene (slightly enhanced) in our Dave, which runs on linux. So
the project involves porting the program, adding our self-made DaveLib for synchronization
and adding some more eye candy.
Supervisor: Andreas Halm
Multi-Touch Interaction is currently one of the most interesting trends in the context of human-computer-interaction. We want to explore applications, get experienced and navigate by our own gestures through three-dimensional settings.
Supervisor: Eva Eggeling
The MultiViewer is a program for displaying 3D file formats.
The support for OBJ and ASE files is complete, but PLY file support is only rudimentary -
yet! In this project the support for PLY files should be completed.
Supervisor: Andreas Halm
Parallax Mapping is an extension to bump-maps for simulating depth using a height-map. This shading technique shall be integrated into OpenSG as a material. Parallax mapping can also be combined with a specular map.
Supervisor: Volker Settgast
In material sciences the understanding of the microstructure becomes more and more important if you want to take advantage of specific material properties. Especially the effect of grain growth in materials of the microstructure during heating procedures are of special interest. Using a 2D-simulation code we want to simulate, visualize and develop a user-friendly GUI.
Supervisor: Eva Eggeling
The more the size of 3D meshes and geometry increases, the more
main memory is needed. In order to avoid out-of-memory problems the
meshes could be stored on a harddisc. The needed data structures
to allocate 3D geometry on disk drives efficiently shall be analyzed
within this project.
Supervisor: Torsten Ullrich
In order to assess the quality of 3D scans criteria such as triangle area,
curvature, etc. are of big importance. The topic of this project is to
calculate and to visualize them.
Supervisor: Torsten Ullrich
A typical 3D modeler -- such as Maya, Blender, etc. -- is designed
for non-procedural modeling. As procedural modeling resembles
programming a new modeler (e.g. a combination of IDE and modeler)
is needed. Such a modeler is currently being developed at the institute.
Do you want to join?
Supervisor: Torsten Ullrich
Procedural models consist of an algorithm (e.g. drawCircle) and a set of
parameters (center=(1,0); radius=2.5). In the context of reverse engineering
the algorithm and the result are known, but the parameters are unknown.
A sensible parameter estimation is the topic of this project.
Supervisor: Torsten Ullrich
Subdivision Surfaces are a wide-spread technique to model 3D surfaces.
In contrast to NURBS (non-uniform rational b-splines) they have some
nice properties (arbitrary topology, etc.), but a few features are missing.
In this project the missing parts will be developed.
Supervisor: Torsten Ullrich