Über Uns

Die Computer Graphics Group (CGG) forscht in den Bereichen Echtzeitrendering, Virtual Reality, Bekleidungssimulation und Kollisionserkennung.

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CG Learning

CG Learning is an eLearning platform for computer graphics. It is based on 3D learning modules to convey knowledge in an interactive way.

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Aktuelles

Derzeit forscht die CGG am realistischen Rendering und der akkuraten Farbwiedergabe von Kleidungsstücken auf mobilen VR/AR-Displays.

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Kontakt

Prof. Dr. Arnulph Fuhrmann

0221 8275-2614
arnulph.fuhrmann at th-koeln.de
Sprechzeiten nach Vereinbarung

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06th Sep 2021

KoViTrek – Kollaboratives Virtual Reality Trainingssystem für Rettungskräfte und Katastrophenvorsorge

Forschungsprojekt KoViTReK: Virtuelle Umgebungen haben sich in den letzten Jahren von einem reinen Forschungsgegenstand zu einem produktiv und kommerziell eingesetzten Werkzeug Entwickelt. Dabei lassen Head Mounted Displays (HMDs) und Kopfhörer...

01st Apr 2021

Investigating the Influence of Sound Source Visualization on the Ventriloquism Effect in an Auralized Virtual Reality Environment

Nigel Frangenberg, Kristoffer Waldow and Arnulph Fuhrmann In: Proceedings of 28th IEEE Virtual Reality Conference (VR ’21), Lisbon, Portugal   Abstract The ventriloquism effect (VQE) describes the illusion that the...

24th Sep 2020

Intersection-free mesh decimation for high resolution cloth models

We present an approach to reduce high-resolution polygonal clothing meshes for Mixed Reality (VR/AR) scenarios. Due to hardware limitations, current mobile devices require 3D models with a strongly reduced triangle count to be displayed smoothly. A particular challenge for mesh reduction of clothing models is that these models usually consist of several fabric layers, which are spatially tightly together, touching in many places.

24th Sep 2020

An Atlas-Packing Algorithm for Efficient Rendering of Arbitrarily Parametrized Decal Textures

When rendering large amounts of decals, huge overheads can considerably reduce performance, which is especially harmful for critical applications such as virtual reality. To reduce these overheads, we propose a novel algorithm packing arbitrarily parametrized decal textures into a sparse texture, which is realized via a reference atlas holding the necessary information to access tiles stored in a tile atlas.

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