![]() 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 Other pages |
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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.
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(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. |
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Eikonal Rendering: GPU Light Wavefront Simulationljus (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
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.
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Footage: Demo video "Heartbreaker", Art Tevs |
GPU Data Compaction
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.
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GeoCast
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.
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GPU-assisted Texture Domain VideocompressionVideo 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 |
Other research interests include: