AG4 - Computer Graphics
Gernot Ziegler
Stuhlsatzenhausweg 85
D-66123 Saarbrücken
Germany

Mobile: +49-174-2419592
At Work: +49-681-9325-452
gziegler@mpi-inf.mpg.de

Short resumé

Other pages

Private Homepage
geofront.eu - Company Homepage


Click: A productive day at the office

Austrian engineer with a civ.ing./MSc degree in Scientific Visualization from Linköping University, Sweden.

Focus on research in 3D video coding technology and GPU based image processing/rendering (aka Visual Computing).

Employed as a researcher and PhD candidate in 3D Video and Vision Based Graphics at the Max-Planck-Institute for Informatics, Saarbrücken, Germany.

Co-supervised by Christian Theobalt, at the Max-Planck-Center for Visual Computing and Communication.


Current research focus

Recent projects

(list of Publications below)

(Extra: "The Bunny of Doom")

HPMC: GPU-only Marching Cubes via HistoPyramids

marcher is able to extract 3D iso-surfaces as triangle meshes from data volumes, running entirely on the GPU.
It does not require a geometry shader, hence runs on pre-DX10 hardware - and is currently performing 3-4 times as fast as the NV10-SDK on a GForce 8.
The relevant algorithms have been submitted for review.
This has been a (fun!) cooperation with Chris Dyken, University of Oslo.

Sourcecode is stored as marcher/ and libdyk/ in the SVN of the NVision Project.

More: TechReport |Chris Dyken's homepage | Misc material...

Eikonal Rendering: GPU Light Wavefront Simulation

ljus (swedish for: light) is able to adaptively simulate the propagation of a light wavefront through a volume of refractive indices.
It is part of a research submission accepted at the SIGGRAPH conference in San Diego, USA, Aug 2007. Besides the main talk, we presented a sketch detailing the actual GPU implementation (see Misc material).
Thanks go to my project colleagues for making this such a success !

Sourcecode is stored as gpu_lightsim/ in the SVN of the NVision Project.

More: SIGGRAPH project homepage | supp. SIGGRAPH Sketch | GPU Data Structures | Misc material...

Footage: GusGus, Call of the Wild

GPU Region QuadTree/Octree analysis
(aka Real-time quadtree analysis using HistoPyramids )

As an extension of GPU Data Compaction, we are now able to generate quadtrees and octrees from 2D or 3D data arrays without CPU intervention. Our current results promise applications in the field of PDE analysis, real-time computer vision, high-speed video compression, and volume analysis/traversal.
Presented at the SPIE Electronic Imaging conference in San Jose, USA, Jan 2007.

It is further able to create geometry on SM3.0 GPUs.

Sourcecode is stored in the SVN of the NVision Project.
More: Paper ?1;2c| preview PDF Slides | Misc Material ...

Footage: Demo video "Heartbreaker", Art Tevs

GPU Data Compaction
(aka GPU PointList Generation through HistoPyramids)

We have created a GPU algorithm which generates lists of selected elements from a larger 2D data array, without any data transfer from GPU to CPU.
It can be used for point cloud generation, intermediate result compaction, sparse matrix extraction, image processing and binning operations - both in 2D and 3D.
It is further able to create geometry on SM3.0 GPUs (see slides and GPGPU discussion).
Presented at the VMV 2006, Aachen, Germany, Nov 2006.

Sourcecode is stored in the SVN of the NVision Project.

More: PDF Slides | Demovideo "Heartbreaker" ( Low | High ) | Detailed TechReport & Paper | GPGPU discussions | Misc Material ...

GeoCast
(Unifying Depth Video with Camera Meta-Data)

As a tool for our research, we developed a storage format for placing multiple, dynamic 2.5D point sample streams (e.g. RGBZ video) or color video projections into the context of a common world space, built on top of the OpenGL specification.

The approach utilizes the concept of projective geometry to let virtual projectors "cast" the data from where it was originally recorded by the involved cameras.

We also explain how this format can act as common interchange format for the camera parameters of lightfield/multi-view video footage.

The GeoCast Project on SourceForge welcomes you to participate.

More ...

GPU-assisted Texture Domain Videocompression

Video texture compression for the MPI free viewpoint video system.
Having a motion capture of the recorded human actor model available, we used the GPU to re-project the video frames into the texture domain. Afterwards, we applied two different compression algorithms to the now-motion-compensated video data.

Presentation slides

Publications

See Publication server entries.

Sleeping research focus:

Other research interests include:

Relevant non-MPI activities

MPI Internal info