Category Archives: C++

Octree Raycasting with Stagbeetle Dataset

Casting a ray through an octree and keeping track of all intersected nodes. Additionally the exact intersection points between adjacent cells are registered.
This will be integrated into a Volume Renderer to accelerate Raycasting by skipping empty cells within the volume that do not contain any meaningful data.

The Beetle dataset is taken from TU Wien and has a resolution of 832x832x494 at 8 bit.

CUDA Blur Filter – Something with a bit more meat…

The last post has been relatively short and was showing only a bit of skeleton code calling a simple kernel function from the host side via a wrapper function. This time I would like to post a snippet which actually does something. It is an example showing how to implement a basic blur-filter using the CUDA programming environment. In addition to the former snippet, this example also contains the missing parts showing how to allocate/deallocate device memory and how to transfer data from the host to the device and vice versa.

I figured that as subject for testing good old Lena would be suitable. Read more »

How to integrate CUDA and C++

Since I just installed the WordPress Plugin for using the Google Syntax Highlighter, I thought it would be a good opportunity to actually post a little bit of code in order to check it out.

For certain reasons I recently needed to wrap my head around integrating CUDA into an existing application that was written in C++. As mostly this turned out to be fairly easy, once you have discovered about ten ways how to do it wrong… Read more »

Fast Lattice Shape Matching in Unity3D

This is just a little Unity3D wrapper for Alec Rivers FastLSM Library.


Antopia and the Queen (Early Shots)

Shinni the queen ant is worried. She has to protect the inhabitants of Antopia. But in the sandy desert land reigns Stella, the fat poisonous spider, and Charma, the sharp-tongued chameleon. Both want to eat the small six-legged friends and are waiting only on the right opportunity to catch one of the ants. They all live in a virtual terrarium, that has been developed by a group of master students from FHD.

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Render-Cluster im MSL

This project was created during my time as a research assistant at the HFU.

It is basically an interactive virtual tour through the building of the college. Potential students who want to learn about the institutions of the university can use this system to explore the campus in a virtual environment. They are accompanied by a three-dimensional agent, who guides them through the environment and assists in the navigation. Read more »

The idea for the thesis

In the summer semester 2003, the students Michael Brempel and Frank Rehklau were working on an image film for our university which consists of a tracking shot through a three-dimensional model of the university and the adjacent area.

When I first saw the film, I have been concerned with 3d-programming for some time already. I was used to rotate models, move them around and look at them from the angles of my choice. The film was not an interactive 3D application, but a pre-rendered sequence of individual images. Therefore i have decided to reuse the models as a basis for a realtime application. In this appliction it should be possible to navigate through the environment and explore the campus in an interactice fashion. Michael Brempel kindly made his models available for this purpose.

To allow for a practical use of the application, i integrated an artificial threedimensional agent, that assists potential students in the spatial orientation within the scene and also shows the way to the interesting points. Especially in the first semester many students lack an overview of the campus and they regularly have to search for specific institutions of the university.

Where can I find the registrar’s office? Where can I find the lecture room L-112? And what exactly is the reactor room?

I have been asking me questions of this kind frequently at the beginning of my studies. The purpose of this application is to identify the answers to those questions directly within the virtual world by interacting with the agent.