C
Christian Vogelgsang
Researcher at University of Erlangen-Nuremberg
Publications - 13
Citations - 345
Christian Vogelgsang is an academic researcher from University of Erlangen-Nuremberg. The author has contributed to research in topics: Rendering (computer graphics) & Tiled rendering. The author has an hindex of 7, co-authored 12 publications receiving 339 citations. Previous affiliations of Christian Vogelgsang include Max Planck Society.
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Sequential point trees
TL;DR: This paper presents sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor, while the CPU is available for other tasks.
Proceedings Article
Stack Implementation on Programmable Graphics Hardware.
TL;DR: A technique is presented that allows the implementation of a stack on programmable graphics hardware, using textures and fragment shaders, which enables a whole new class of GPU algorithms, including recursive functions on complex data structures.
Proceedings Article
Simulation and Rendering of Liquid Foams.
TL;DR: A technique for simulating and rendering liquid foams by introducing a two part hybrid rendering approach that allows the simulation to be consistent with the physical effects in real liquid foam while avoiding the prohibitive computational cost of a physically accurate simulation.
Proceedings Article
Making the Invisible Visible: Highlight Substitution by Color Light Fields.
Florian Vogt,Dietrich Paulus,Benno Heigl,Christian Vogelgsang,Heinrich Niemann,Günther Greiner,Christoph Schick +6 more
TL;DR: It is shown how highlights can be removed from imagesequences when a light is created, that is subse-quently used to enhance image quality at locations, where the input images show defects.
Proceedings Article
Efficient Free Form Light Field Rendering
TL;DR: This work shows a simple and efficient way for rendering arbitrary views from so-called free-form light fields, employing a convex free form camera surface and a set of arbitrarily oriented camera planes and extends the rendering algorithm to account for occlusion in certain input views.