University of Konstanz
Graduiertenkolleg / PhD Program
Computer and Information Science

Sören Pirk

Research Student in the PhD program since 01.09.2008.

advisors

  1. Prof. Dr. Oliver Deussen
  2. Prof. Dr. Daniel Keim
  3. Prof. Dr. Harald Reiterer

organisational data

Room:Z 706
Tel.:4091
E-mail:soeren.pirk ( at ) uni-konstanz.de
Other Resources:Alternate Member Page
picture

project description

The visual complexity of virtual worlds and environments increased up to an enormous level in the past decade. A higher level of photorealism strives to immerse the user more and more each generation of graphics hardware arising. As frequent objects in our daily life, vegetation is part of almost all virtual sceneries, ranging from single plants and trees to huge outdoor landscapes.
As part of computer graphics, rendering and modeling of vegetation has been content of research for many years. Researchers as well strive to increase the richness of virtual representations of botanical objects but also to render them with hard time constraints in real-time. Even though a lot of work has already been done in this field, many problems are content of current and future research.
The detailed visual representation of trees and plants implies accurate modeling of the underlaying geometry which requires a large number of primitives.

As the pictures illustrate, outdoor scenes easily have up to 1 BillionVertices when modeling even the smallest details. But not only the tremendous amount of geometric data outrages the possibilities of todays graphics hardware. The inhomogenous visual appearance of different parts of natural vegetation requires complex shading of the artificial counterpart when targeting photorealism. Physical interaction, the effect of different tropisms, simulating growth and even lower levels of animation would increase the realism but to the costs of not being able to meet the hard requirements set by real-time rendering, when applied to the afore mentioned intricacy.

My current research is focused on real-time rendering of large botanical scenes with hundreds or thousands of botanical objects. Experimenting with different rendering techniques like Buffer Objects, Deferred Shading and Level-of-Detail methods like Stochastic Pruning, we try to find an optimized way through the graphics pipeline as well as to cleverly reduce the amount of geometry.

publications

The following list of publications covers only those, which are or were published during participation at the Graduiertenkolleg / PhD program.

Articles in Journals

2011

Conference Papers

2011
  • Livny, Y., Pirk, S., Cheng, Z., Yan, F., Deussen, O., Cohen-Or, D., Chen, B., Texture-Lobes for Tree Modelling, ACM Transactions on Graphics (SIGGRAPH), ACM Transactions on Graphics, Video on Website, Vol. 30, 2011, ACM Press. Link abstract