Welcome on the homepage of the chair "Computer Graphics Systems" of Prof. Jürgen Döllner and his team. We like to inform you about our teaching and ongoing research activities in the analysis, planning and construction of computer graphics and multimedia systems.
Matthias Trapp currently works as a post-doctoral researcher, lecturer, and head of the research group '4DnD-Geovisualization' (InnoProfile Transfer Initiative) at HPI, Computergraphics Systems Chair. His research interests include the following topics:
GPU-based image and video processing techniques and frameworks
Interactive GPU-based rendering techniques for massive spatio-temporal data
Focus+context visualization techniques for 3D virtual environments
Scheibel, Willy; Buschmann, Stefan; Trapp, Matthias; Döllner, Jürgen
In todays computer graphics applications, large 3D scenes are rendered which consist of polygonal geometries such as triangle meshes. Using state- of-the-art techniques, this geometry is often represented on the GPU using vertex and index buffers, as well as additional auxiliary data such as tex- tures or uniform buffers. For polygonal meshes of arbitrary complexity, the described approach is indispensable. However, there are several types of simpler geometries (e.g., cuboids, spheres, tubes, or splats) that can be generated procedurally. We present an efficient data representation and render- ing concept for such geometries, denoted as attributed vertex clouds (AVCs). Using this approach, geometry is generated on the GPU during execution of the programmable rendering pipeline. Each vertex is used as the argument for a function that procedurally generates the target geometry. This function is called a transfer function, and it is implemented using shader programs and therefore executed as part of the rendering process. This approach allows for compact geometry representation and results in reduced memory footprints in comparison to traditional representations. By shifting geometry generation to the GPU, the resulting volatile geometry can be controlled flexibly, i.e., its position, parameteri- zation, and even the type of geometry can be modified without requiring suggests improved rendering times and reduced memory transmission through the rendering pipeline.
Colonia3D – Potenziale interaktiver Kommunikation von digitaler Denkmalpflege in öffentlichen Räumen, Prometheus Conference 2011, University of Cologne, Cologne/Germany
Kommunikation von digitaler Denkmalpflege in öffentlichen Räumen am Beispiel des Projektes Colonia3D, Invited Talk at the Department of Photogrammetry & Laserscanning at the HCU (HafenCity University), Hamburg/ Germany
High-Level Vector Editing, Invited Talk at the Computer Science Department of the Courant Institute of Mathematical Sciences at New York University, New York/USA, 2010