scientific interests:
most -- if not all -- work is focused on computer graphics, especially on
interactive rendering and visualization. for the most part the examined
techniques are GPU-based (Graphics Processing Unit) using DirectX or -- very
rarly -- OpenGL. here is a short list of topics which I recently gave an in
depth review:
-
AR-Environments
hightly active work. I'm currently building a AR-environment that supports
multiple different client hardware platforms, starting form smart phones up to
high end optical-see-through visualization systems.
recently i also did some work on using orientation as an user interface in
augmented reality environments, where the results were presented at the 1st
VR-/AR GI-Workshop (see conference section).
another project in the field of AR/VR is a low-cost VR pointing device, based
on cheap consumer-level hardware.
-
Context-Aware Systems
I'm working on context-aware applications that are controlled via context
informations based on the Nexus platform for context- and location-aware
systems.
-
Non-Photorealistic rendering on GPUs
I gave a tutorial about NPR-rendering on GPUs at Eurographics 2003 (see
tutotials section). I also did some work on generating halftoning animations
(see conference section).
-
Performance of Current GPUs
results are summarized in an article presented in the ShaderX3 book. read more
in the articles section.
-
High-Quality Interactive Renderings using GPUs
for programming the GPUs I'm focused on the MS Windows platform and DirectX.
nearly all my projects are running on DirectX 9.0. I'm currently developing a
technique to allow dynamic real-time shadow mapping with high precision. but
I'm also interested in other algorithms that generate interactive renderings!
research projects:
my current research project -- Abstraction of the Augmented World Model for
AR-Applications -- is embeded within the Nexus project SFB627 as the project
part C5:
-
SFB627 - the
nexus project (homepage);
project part
C5 -
Abstraction of the Augmented World Model for AR-Applications:
the goal of this project is to build a framework for AR-applications that work
with the nexus platform. thereby the framework supports a wide range of
hardware platforms and visualization techniques to process and visualize the
data contained within the nexus augmented world.
research activies:
- the year 2003 -
-
Hardware Supported High Quality Rendering Of Fluid Surfaces
this workout is the output of my student research project. the results were
presented at VMV2003 (see conference section).
-
Interactive Non-Photorealistic Rendering Using Halftoning
the result of my diploma thesis.
- the year 2004 -
-
In-Depth performance analysis of fragment and texture operations of programable
DirectX9 graphics hardware.
in colaboration with Joachim
Diepstraten a detailed performance analysis of DirectX9 shading
hardware was carried out.
-
Developmnet and Implementation of a AR-Framework
as part of my research project I developt and implemented a AR-framework for
further research projects within
SFB627 -
C5.
-
User Interaction in AR-Environments
as part of my research project I examined seveal techniques for user
interaction in AR-Environments. I also developed some new interaction methods
were the user can control applications via changing the device orientation.
-
Research and Review of AR-Registration Projects
many projects with the goal of object registration were reviewed and evaluated.
based on this study I arranged a student diploma thesis.
-
Conceptual design of a Browser for very large Databases
contexed-aware systems -- especially the nexus platform -- utilize very large
databases to store their augmented world (real-world data & virtual
information). to maintain this large installation several tools have to be
developed.
teaching:
I have supervised the follogin courses, lab courses, and seminars:
complete list of publications:
- the conferences -
-
T. Klein, M. Eissele, D. Weiskopf, and T. Ertl.
Simulation,
Modelling and Rendering of Incompressible Fluids in Real Time.
In Ertl, T. and Girod, B. and Greiner, G. and Niemann, H. and Seidel, H.-P. and
Steinbach, E. and Westermann, R., editor,
Workshop on Vision, Modelling, and Visualization VMV '03 , pages
365-373. infix, 2003. (9 pages)
[pdf]
| [ps]
| [bibtex]
-
M. Eissele, D. Weiskopf, and T. Ertl.
The G2-Buffer Framework.
In Schulze, T. and Schlechtweg, S. and Hinz, V., editor,
Tagungsband SimVis '04, Magdeburg , pages 287-298, 2004. (12 pages)
[pdf]
| [ps]
| [bibtex]
-
M. Eissele, D. Weiskopf, and T. Ertl.
Frame-to-Frame
Coherent Halftoning in Image Space.
In Proceedings of TPCG'04, Bournemouth , pages 188-195, 2004. (8 pages)
[pdf]
| [ps]
| [bibtex]
-
M. Eissele, S. Stegmaier, D. Weiskopf, and T. Ertl.
Orientation
as an additional User Interface in Mixed-Reality Environments.
In Proceedings of 1. Workshop Erweiterte und Virtuelle Realität, Chemnitz
, pages 79-90, 2004. (12 pages)
[pdf]
| [ps]
| [bibtex]
-
E. Westkaemper, L. Jendoubi, M. Eissele, T. Ertl, and J. Niemann.
Smart
Factories - Intelligent Manufacturing Environments.
In Proceedings of , pages xx-xx, 2005. (x pages)
[pdf]
| [ps]
| [bibtex]
-
E. Westkaemper, L. Jendoubi, M. Eissele, and T. Ertl.
Smart Factory
- Bridging the gap between digital planning and reality.
In Proceedings of , pages xx-xx, 2005. (x pages)
[pdf]
| [ps]
| [bibtex]
-
M. Eissele, O. Siemoneit, and T. Ertl.
Transition of
Mixed, Virtual, and Augmented Reality in Smart Production Environments - An
Interdisciplinarty View -.
In Proceedings of , pages xx-xx, 2005. (x pages)
[pdf]
| [ps]
| [bibtex]
- the book articles -
-
J. Diepstraten and M. Eissele.
In-Depth performance analysis of fragment and texture operations of programable
DirectX9 graphics hardware.
Article in Shader X^3 by Wolfgang Engel,
Charles River Media.
ISBN: 1584503572. Buy book at Amazon [.DE]
[.COM].
-
M. Eissele and J. Diepstraten
GPU Performance of DirectX 9 Per-Fragment Operations Revisited.
Article in Shader X^4 by Wolfgang Engel,
Charles River Media.
ISBN: 1584504250. Buy book at Amazon [DE] [.COM].
- technical report -
-
M. Eissele, N. Hönle, T. Schwarz, S. Volz, M. Kada, L. Jendoubi, and S.
Bürklen.
3D-Daten in GML 3.0. SFB 627 Technischer Bericht Nr. 2006/03, 2006.
- the tutorial sessions -
-
M. Eissele and T. Ertl.
NPR-Rendering on GPUs. Presented as part of the Programmable Graphics Hardware
tutorial at Eurographics 2003, Spain.
|