Paul Grimm

Paul Grimm
  • Professor
  • Professor at Darmstadt University of Applied Sciences

About

89
Publications
14,186
Reads
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866
Citations
Introduction
Current institution
Darmstadt University of Applied Sciences
Current position
  • Professor
Additional affiliations
April 2021 - present
Darmstadt University of Applied Sciences
Position
  • Professor
June 2011 - March 2021
Fulda University of Applied Sciences
Position
  • Professor
March 2004 - May 2011
University of Applied Sciences Erfurt
Position
  • Professor

Publications

Publications (89)
Article
Full-text available
In this paper, we present a new processing method, called MOSES—Impacts, for the detection of micrometer-sized damage on glass plate surfaces. It extends existing methods by a separation of damaged areas, called impacts, to support state-of-the-art recycling systems in optimizing their parameters. These recycling systems are used to repair process-...
Conference Paper
We present an approach for visualizing deviations between a 3d printed object and its digital twin. The corresponding 3d visualization for instance allows to highlight particularly critical sections that indicate high deviations along with corresponding annotations. Therefore, the 3d printing thus needs to be reconstructed in 3d, again. However, si...
Poster
In this contribution, we extended and evaluated five open source point cloud partition algorithms. The extensions leverage the edges of a mesh in order to approximate geodesic distances. They achieved higher accuracies and partition sizes as their point cloud counterpart due to more precise eigenfeatures. The usage of the extensions is recommended...
Conference Paper
In this contribution, we extended and evaluated five open source point cloud partition algorithms. The extensions leverage the edges of a mesh in order to approximate geodesic distances. They achieved higher accuracies and partition sizes as their point cloud counterpart due to more precise eigenfeatures. The usage of the extensions is recommended...
Chapter
How do Virtual Reality (VR) and Augmented Reality (AR) systems recognize the actions of users? How does a VR or AR system know where the user is? How can a system track objects in their movement? What are proven input devices for VR and AR that increase immersion in virtual or augmented worlds? What are the technical possibilities and limitations?...
Chapter
What is Virtual Reality (VR)? What is Augmented Reality (AR)? What is the purpose of VR/AR? What are the basic concepts? What are the hard- and software components of VR/AR systems? How has VR/AR developed historically? The first chapter examines these questions and provides an introduction to this textbook. This chapter is fundamental for the whol...
Chapter
This chapter discusses output devices and technologies for Virtual Reality (VR) and Augmented Reality (AR). The goal of using output devices is to enable the user to dive into the virtual world or to perceive the augmented world. Devices for visual output play a crucial role here, they are of central importance for the use of VR and AR. First and f...
Book
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experienc...
Article
The creation of interactive virtual reality (VR) applications from 3D scanned content usually includes a lot of manual and repetitive work. Our research aim is to develop agents that recognize objects to enhance the creation of interactive VR applications. We trained partition agents in our superpoint growing environment that we extended with an ex...
Conference Paper
Im Rahmen des Projekts “Digitales Lehren und Lernen in Hessen” (DigLL) wurde vom Arbeitskreis AR/VR eine umfangreiche Recherche und Kategorisierung von AR und VR Software für Anwendungen in der Lehre ausgeführt, deren Ergebnis ein frei verfügbarer Online-Katalog ist. Zunächst wurden 308 Projekte gesichtet, hierbei wurden Projekte aus Hessen und dem...
Conference Paper
This paper presents a system to determine differences between 3D reconstructed interiors and their corresponding3D planning data with the aim of correcting identified differences and updating the 3D planning data based onthese deviations. Therefore, a point-based comparison algorithm was developed with which deviations can berecognized regardless o...
Conference Paper
This paper presents a system to determine differences between 3D reconstructed interiors and their corresponding 3D planning data with the aim of correcting identified differences and updating the 3D planning data based on these deviations. Therefore, a point-based comparison algorithm was developed with which deviations can be recognized regardles...
Conference Paper
Full-text available
We propose a method to segment a real world point cloud as perceptual grouping task (PGT) by a deep reinforcement learning (DRL) agent. A point cloud is divided into groups of points, named superpoints, for the PGT. These superpoints should be grouped to objects by a deep neural network policy that is optimised by a DRL algorithm. During the PGT, a...
Preprint
Full-text available
The segmentation of point clouds is conducted with the help of deep reinforcement learning (DRL) in this contribution. We want to create interactive virtual reality (VR) environments from point cloud scans as fast as possible. These VR environments are used for secure and immersive trainings of serious real life applications such as the extinguishi...
Chapter
Was ist Virtuelle Realität (VR)? Was versteht man unter Augmentierter Realität (AR)? Wozu dienen VR/AR? Welche Grundkonzepte gibt es? Wie sind VR/AR – Systeme aufgebaut? Wie hat sich VR/AR geschichtlich entwickelt? Diesen Fragen geht das erste Kapitel nach und vermittelt so eine Einführung in das vorliegende Lehrbuch. Das Kapitel ist grundlegend fü...
Chapter
Wie erkennen Systeme der Virtual Reality und der Augmented Reality die Aktionen von Nutzern? Woher weiß ein VR- oder AR-System, wo sich der Nutzer befindet? Wie kann ein System Objekte in ihrer Bewegung verfolgen? Welche technischen Möglichkeiten und Einschränkungen gibt es dabei? Wie sehen bewährte VR- und AR-Systeme aus, die ein Eintauchen in Vir...
Chapter
Wie können virtuelle Inhalte in etwas sinnlich Erfahrbares umgewandelt und ausgegeben werden? Welche Möglichkeiten und Alternativen gibt es, einzelne Sinne anzusprechen? Ausgabegeräte dienen dazu, Nutzern über eine entsprechende Reizerzeugung die Virtuelle Welt darzustellen bzw. die reale Welt zu erweitern. In diesem Kapitel werden Ausgaberäte für...
Conference Paper
In this paper, we present and evaluate a web service that offers cloud-based machine learning services to improve Augmented Reality applications on mobile and web clients with special regards to tracking quality and registration of complex scenes that require an application-specific coordinate frame. Specifically, our service aims at reducing camer...
Book
Die aktualisierte und erweiterte Zweitauflage dieses umfassenden Lehrbuchs bietet Studierenden, Lehrenden, Forschenden, Anwendern und Interessierten einen wissenschaftlich fundierten und dabei auch gleichzeitig praxisnahen Einstieg in die Grundlagen und Methoden der Virtuellen und Augmentierten Realität (VR/AR). Die Leser erhalten das theoretische...
Book
Der fünfzehnte Workshop "Virtuelle und Erweiterte Realität" der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. wurde an der Hochschule Düsseldorf vom 10.-11.10.2018 durchgeführt. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vo...
Conference Paper
In this paper, we show how the quality of augmentation in mobile Mixed Reality applications can be improved using a cloud-based image segmentation approach with synthetic training data. Many modern Augmented Reality frameworks are based on visual inertial odometry on mobile devices and therefore have limited access to tracking hardware (e.g., depth...
Book
Full-text available
Diese DIN SPEC wurde im Zuge des PAS-Verfahrens durch einen Workshop (temporäres Gremium) erarbeitet. Die Erarbeitung und Verabschiedung des Dokuments erfolgte durch die im Geschäftsplan genannten Verfasser. Diese DIN SPEC soll das Beschreibungsformat für "Serious Games" definieren. Unter dem Begriff "Serious Games" versteht man digitale Spiele, di...
Conference Paper
In this paper we describe our SMULGRAS platform for smart multicodal graphics search, which aims at fusing web-based content creation tools and content-based search interfaces. Our framework provides an easy to use web frontend that integrates a 3D editor capable of creating, editing, and presenting 3D scenes as well as intuitive interfaces for ima...
Conference Paper
In this paper, we present a browser-based Web 3D application that allows an instant distribution of image data even over mobile networks as well as textured rendering of large image collections on mobile devices with restricted processing power. Applications utilizing a lot of image data require an adaptive technology to build responsive user inter...
Conference Paper
Full-text available
Ein konsistentes Datenmodell zur datenbankgetriebenen Generierung von interaktiven 3D-Produktkon gurationen und Produktpräsentationen wird in diesem Beitrag vorgestellt. Die schnelle und effektive Erstellung (Authoring) von 3D-Anwendungen stellt heutzutage immer noch eine der groÿen Herausforderungen dar. Durch die Rückführung aller Interaktionsmög...
Conference Paper
In this paper we propose a position aware, user controlled and real time enabled visual approach to arrange real world images within virtual scenes by leveraging modern web APIs to get access to lo- cation, mobile sensors and camera. Enhancing a virtual scene with imagesofitsrealsubstitutetocreateMixedRealityscenesinvolves the accurate positioning...
Conference Paper
We present an adaptive bandwidth-optimized approach for progressive image transmission to allow instant textured rendering in web- based 3D applications. Applications utilizing a lot of image data require an adaptive technology to build responsive user interfaces. This applies especially for the use in mobile networks. While several approaches prov...
Conference Paper
kARbon demonstrates a web-based mixed reality (MR) support and collaboration tool for a wide range of construction planning and supervising scenarios. We describe how the construction process can be supported for locally distributed workers, experts and decision makers by leveraging MR methods in combination with effective and pure web-based collab...
Chapter
Wie erkennt ein VR-System die Aktionen eines Nutzers? Wie kann ein VR-System Objekte in ihrer Bewegung verfolgen? Welche technischen Möglichkeiten und Einschränkungen gibt es dabei? Wie sehen bewährte VR-Systeme aus, die ein Eintauchen in Virtuelle Welten unterstützen? Aufbauend auf den notwendigen Grundlagen, die Begriffe wie Freiheitsgrade, Genau...
Conference Paper
We present a novel approach for automatic color profiling of multiple cameras into a single RGB color space using only unordered photos of a scene as input. By performing bundle adjustment, camera poses and image features are automatically detected and used to sample RGB values of corresponding image features. Retrieved RGB values are used to model...
Conference Paper
Der Workshop Entertainment Computing soll Wissenschaftler aus diesem Bereich zusammen bringen und ein Forum für den Austausch über die neusten Entwicklungen auf diesem Gebiet bieten. Dazu werden begutachtete wissenschaftliche Kurzbeiträge und Poster präsentiert und diskutiert.
Book
Das umfassende Lehrbuch bietet Studierenden eine anschauliche Begleit- und Nachschlaglektüre zu Lehrveranstaltungen, die Virtual Reality / Augmented Reality (VR/AR) thematisieren, z.B. im Bereich Informatik, Medien oder Natur- und Ingenieurwissenschaften. Der modulare Aufbau des Buches gestattet es, sowohl die Reihenfolge der Themen den Anforderung...
Chapter
Wie kann das Modell einer Virtuellen Umgebung in etwas sinnlich Erfahrbares umgewandelt und ausgegeben werden? Ausgabegeräte dienen dazu, dem Nutzer über eine entsprechende Reizerzeugung die Virtuelle Welt darzustellen. In diesem Kapitel werden VR-Ausgaberäte vorgestellt. Dabei wird beschrieben, welche Anforderungen an die genutzten Technologien ex...
Chapter
Wie erkennt ein VR-System die Aktionen eines Nutzers? Wie kann ein VR-System Objekte in ihrer Bewegung verfolgen? Welche technischen Möglichkeiten und Einschränkungen gibt es dabei? Wie sehen bewährte VR-Systeme aus, die ein Eintauchen in Virtuelle Welten unterstützen? Aufbauend auf den notwendigen Grundlagen, die Begriffe wie Freiheitsgrade, Genau...
Conference Paper
Full-text available
In this article, a unified framework for multimodal search and retrieval is introduced. The framework is an outcome of the research that took place within the I-SEARCH European Project. The proposed system covers all aspects of a search and retrieval process, namely low-level descriptor extraction, indexing, query formulation, retrieval and visuali...
Article
Full-text available
In this paper, we report on work around the I-SEARCH EU (FP7 ICT STREP) project whose objective is the development of a multimodal search engine. We present the project's objectives, and detail the achieved results, amongst which a Rich Unified Content Description format.
Conference Paper
Full-text available
Multimodal interaction provides the user with multiple modes of interacting with a system, such as gestures, speech, text, video, audio, etc. A multimodal system allows for several distinct means for input and output of data. In this paper, we present our work in the context of the I-SEARCH project, which aims at enabling context-aware querying of...
Conference Paper
Full-text available
This paper presents novel methods to handle potential occlusion problems and to render realistically the lighting of embedded virtual 3D objects in photo-based 3D worlds. These 3D worlds are called 3D Photo Collections. The first focus of this work handles potential occlusion problems between image parts of photos and the embedded virtual objects b...
Article
Full-text available
We present a novel approach for accurate reconstruction of relative radiance of every surface in an augmented image-based 3D scene. By using unordered images with varying exposure of 3D Photo Collections and a 3D mesh of the scene geometry, the relative radiance of all surfaces in the scene is reconstructed with High Dynamic Range. This is performe...
Conference Paper
Full-text available
The paper is talking about PoP-EYE, a mixed reality environment, using 3D photo collections. This augmentation enhance the quality of the virtual (artificial) object hence providing realistic image-based rendering.
Conference Paper
The paper considers the problem of image compression by using artificial neural networks (ANN). The main concept of this approach is the reduction of the original feature spaces, what allows us to eliminate the image redundancy and accordingly leads to their compression. Two variants of the neural networks: two layers ANN with the self-learning alg...
Conference Paper
In this paper, we present a novel technique for applying image-based lighting on virtual objects by constructing synthesized environment maps (SEM) automatically. In contrast to related work, we use unordered photo collections as input instead of a completely measured environmental lighting (so called light probe). Each image is interpreted as a sp...
Conference Paper
Applications that seek to combine multimedia with Mixed Reality (MR) technologies in order to create multimediarich MR environments pose a challenge to authors who need to provide content for such applications. Founded on a component-based authoring paradigm, production processes as well as tools that serve as a supportive authoring environment for...
Article
This paper deals with the question how the component idea can be transferred to the authoring of 3D content for the WWW. The concept of 3D Beans and their according authoring environment is presented. In addition, an implementation of this concept using Java3D and Java Beans is described. Advantages of the concept are discussed and illustrated with...
Conference Paper
New acquisition and modeling tools make it easier to create 3D models, and affordable and powerful graphics hardware makes it easier to use them. As a result, the number of 3D models available on the web is increasing rapidly. However, it is still not ...
Book
The application of 3D (three dimensional) computer graphics in campfires is discussed. The scripting is found to be the important issue for the 3D production. The scripting, programming and visual tools are combined in a unified manner for the 3D authoring. The data collected illustrates the importance of future workshops, conferences and discussio...
Article
A vital requirement for a successful software framework for digital storytelling is that it takes the abilities and background of the story authors into account. Dedicated tools should support authors in expressing their stories within this framework at an adequate level and point out an according authoring process for digital stories. The software...
Conference Paper
Full-text available
This paper describes the requirements of a training demonstrator based on mixed reality in the context of the AMIRE project. The overall objective and idea of the AMIRE project is to define and implement a software system that allows content experts to easily design and implement mixed reality applications without detailed knowledge about the under...
Conference Paper
Full-text available
This paper deals with the question how the component idea can be transferred to the authoring of 3D content for the WWW. The concept of 3D Beans and their according authoring environment is presented. In addition, an implementation of this concept using Java3D and Java Beans is described. Advantages of the concept are discussed and illustrated with...
Conference Paper
Discusses several aspects of the ETOILE (Environment for Team Organizational and Individual Learning in Emergencies) system, which may be considered to be a knowledge networked environment. These aspects are: authoring, the combination of agents and the integration of knowledge sources (databases of external simulators), the visualization of behavi...
Article
Full-text available
Introduction Due to the heavy increase of the use of computer networks for both commercial and academic use, network-based applications are nowadays a topic of major interest. Adding video and audio to computer applications and their use in computer networks has specific requirements on the quality issue. In the area of computer-based and distribut...
Article
Full-text available
a) Beliebige Fotos (b) Bilderwelt (Vogelperspekti-ve) (c) Bilderwelt mit eingeblende-ten 3D-Rekonstruktionspunkten (d) 3D-Voronoi-Diagramm mit 3D-Informationen für jedes Seg-ment (e) Schematischer Aufbau des 3D-Segmentbildes (f) 3D-Segmentbild (Vogelpers-pektive) Abbildung 1: Erstellung eines 3D-Segmentbildes in einer Bilderwelt. Kurzfassung Dieser...
Article
Zusammenfassung: In dieser Arbeit wird ein Konzept präsentiert, wie die Darstellungs-qualität von 3D-Photo-Collections automatisch verbessert werden kann. Darstellungsquali-tät bezieht sich in diesem Zusammenhang auf Bildfehler, die häug beim Fotograeren mit Digitalkameras entstehen. Als Grundlage für die Verbesserung der Bildqualitiät steht der rä...
Article
Since D graphics applications (like entertainment, information visualization or training applications) are getting more and more complex it is necessary to improve the production process. Software engineering concepts, which were developed to build large software systems in a fast and reliable manner, offer promising solutions. In this contribution...
Article
Full-text available
This paper presents an approach how an extended version of Blender can support the development of content-rich Mixed Reality (MR) applications. Combining virtual and real worlds is complex and time consuming, but many problems in building 3D geometries and building MR applications are similar. Therefore, Blender is a natural candidate for being a p...
Article
Frankfurt (Main), Universiẗat, Diss., 2003 (Nicht für den Austausch).
Article
Prof. Dr. Paul Grimm lehrt seit 2004 an der FH Erfurt im Bereich Computergrafik und ist Sprecher des FHE-Forschungsschwerpunktes Interaktive Kinder- und Jugendmedien sowie Sprecher des ANIS-Arbeitskreises Computerspiele in der Gesellschaft für Informatik. Gerade die Erzeugung von virtuellen Spielwelten ist noch sehr aufwendig und teuer. Hier biete...

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