Philipp Slusallek

Deutsches Forschungszentrum für Künstliche Intelligenz, Kaiserlautern, Rheinland-Pfalz, Germany

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Publications (21)20.17 Total impact

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    ABSTRACT: We conducted a comparative study of three widely used algorithms for the detection of fiducial markers in electron microscopy images. The algorithms were applied to four datasets from different sources. For the purpose of obtaining comparable results, we introduced figures of merit and implemented all three algorithms in a unified code base to exclude software-specific differences. The application of the algorithms revealed that none of the three algorithms is superior to the others in all cases. This leads to the conclusion that the choice of a marker detection algorithm highly depends on the properties of the dataset to be analyzed, even within the narrowed domain of electron tomography.
    No preview · Article · Nov 2015 · Microscopy and Microanalysis
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    ABSTRACT: An algorithmic strategy for the modelling and simulation of bone healing is presented. The algorithm works directly on the computed tomography data and simulates, after an appropriate volume meshing, a mechainically driven healing concept which is based on competitive and dynamical mechanical parameters. The finite element simulations are done with realistic boundary conditions from patient-specific OpenSim simulations. (© 2015 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim)
    Full-text · Article · Oct 2015 · PAMM
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    ABSTRACT: We present a novel software package for the problem "reconstruction from projections" in electron microscopy. The Ettention framework consists of a set of modular building-blocks for tomographic reconstruction algorithms. The well-known block iterative reconstruction method based on Kaczmarz algorithm is implemented using these building-blocks, including adaptations specific to electron tomography. Ettention simultaneously features (1) a modular, object-oriented software design, (2) optimized access to high-performance computing (HPC) platforms such as graphic processing units (GPU) or many-core architectures like Xeon Phi, and (3) accessibility to microscopy end-users via integration in the IMOD package and eTomo user interface. We also provide developers with a clean and well-structured application programming interface (API) that allows for extending the software easily and thus makes it an ideal platform for algorithmic research while hiding most of the technical details of high-performance computing.
    No preview · Article · Oct 2015 · Ultramicroscopy
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    Full-text · Conference Paper · Aug 2015
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    Tim Dahmen · Holger Kohr · Niels de Jonge · Philipp SLusallek

    Full-text · Conference Paper · Aug 2015
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    Tim Dahmen · Holger Kohr · Niels de Jonge · Philipp Slusallek
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    ABSTRACT: Combined tilt- and focal series scanning transmission electron microscopy (STEM) is a recently developed method to obtain nanoscale three-dimensional (3D) information of thin specimens. In this study, we formulate the forward projection in this acquisition scheme as a linear operator and prove that it is a generalization of the Ray transform for parallel illumination. We analytically derive the corresponding backprojection operator as the adjoint of the forward projection. We further demonstrate that the matched backprojection operator drastically improves the convergence rate of iterative 3D reconstruction compared to the case where a backprojection based on heuristic weighting is used. In addition, we show that the 3D reconstruction is of better quality.
    Full-text · Article · Jun 2015 · Microscopy and Microanalysis
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    Preview · Article · Apr 2015 · Journal of Structural Biology
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    ABSTRACT: Graphics Processing Units (GPUs) recently became general enough to enable implementation of a variety of light transport algorithms. However, the efficiency of these GPU implementations has received relatively little attention in the research literature and no systematic study on the topic exists to date. The goal of our work is to fill this gap. Our main contribution is a comprehensive and in-depth investigation of the efficiency of the GPU implementation of a number of classic as well as more recent progressive light transport simulation algorithms.We present several improvements over the state-of-the-art. In particular, our light vertex cache, a new approach to mapping connections of subpath vertices in bidirectional path tracing on the GPU, outperforms the existing implementations by 30-60%. We also describe a first GPU implementation of the recently introduced vertex connection and merging algorithm [Georgiev et al. 2012], showing that even relatively complex light transport algorithms can be efficiently mapped on the GPU.With the implementation ofmany of the state-of-the-art algorithms within a single system at our disposal, we present a unique direct comparison and analysis of their relative performance.
    No preview · Article · May 2014 · ACM Transactions on Graphics
  • Article: RPU
    Sven Woop · Jörg Schmittler · Philipp Slusallek

    No preview · Article · Jul 2005 · ACM Transactions on Graphics
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    ABSTRACT: One of the main problems in the radiosity method is how to disc retise the surfaces of a scene into mesh elements that allow us to accurately represent illumination. In thispaper we present a robust information-theoretic refine- ment criterion (oracle) based on kernel smoothness for hier archical radiosity. This oracle improves on previous ones in that at equal cost it gives a better discretisation, a pproaching the optimal one from an information theory point of view, and also needs less visibility computations f or a similar image quality.
    Full-text · Article · Jan 2002
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    Xing Chen · James Davis · Philipp Slusallek
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    ABSTRACT: The paper introduces a method to calibrate a wide area system of unsynchronized cameras with respect to a single global coordinate system. The method is simple and does not require the physical construction of a large calibration object. The user need only wave an identifiable point in front of all cameras. The method generates a rough estimate of camera pose by first performing pair-wise structure-from-motion on observed points, and then combining the pair-wise registrations into a single coordinate frame. Using the initial camera pose, the moving point can be tracked in world space. The path of the point defines a “virtual calibration object” which can be used to improve the initial estimates of camera pose. Iterating the above process yields a more precise estimate of both camera pose and the point path. Experimental results show that it performs as well as calibration from a physical target, in cases where all cameras share some common working volume. We then demonstrate its effectiveness in wide area settings by calibrating a system of cameras in a configuration where traditional methods cannot be applied directly
    Preview · Conference Paper · Feb 2000
  • P. Kipfer · P. Slusallek
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    ABSTRACT: Rendering, in particular the computation of global illumination, uses computationally very demanding algorithms. As a consequence many researchers have looked into speeding up the computation by distributing it over a number of computational units. However, in almost all cases did they completely redesign the relevant algorithms in order to achieve high efficiency for the particular distributed or parallel environment. At the same time global illumination algorithms have become more and more sophisticated and complex. Often several basic algorithms are combined in multi-pass arrangements to achieve the desired lighting effects. As a result, it is becoming increasingly difficult to analyze and adapt the algorithms for optimal parallel execution at the lower levels. Furthermore, these bottom-up approaches destroy the basic design of an algorithm by polluting it with distribution logic and thus easily making it unmaintainable. We present a top-down approach for designing distributed applications based on their existing object-oriented decomposition. Distribution logic, in our case based on the CORBA middleware standard, is introduced transparently to the existing application logic. The design approach is demonstrated using several examples of multi-pass global illumination computation and ray tracing. The results show that a good speedup can usually be obtained even with minimal intervention into existing applications.
    No preview · Conference Paper · Jan 1999
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    ABSTRACT: Hierarchical radiosity with clustering has positioned its elf as one of the most efficient algorithms for computing global illumination in non-trivial environments. However , using hierarchical radiosity for complex scenes is still problematic due to the necessity of storing a large number oftransport coefficients between surfaces in the form of links. In this paper, we eliminate the need for storage of l inks through the use of a modified shooting method for solving the radiosity equation. By distributing only un shot radiosity in each step of the iteration, the number of links decreases exponentially. Recomputing these linksinstead of storing them increases computation time, but reduces memory consumption dramatically. Caching may be us ed to reduce the time overhead. We analyze the error behavior of the new algorithm in comparison with the no rmal gathering approach for hierarchical radiosity. In particular, we consider the relation between the global e rror of a hierarchical radiosity solution and the local error threshold for each link.
    Full-text · Article · Aug 1998 · Computer Graphics Forum
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    Hans-Peter Seidel · Philipp Slusallek · Marc Stamminger
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that are impossible to distinguish from photographs of the real scene. The goal to create photo-realistic images has lead to the devel-opment of completely new algorithms and software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global il-lumination computations.
    Preview · Article · Jun 1998
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    ABSTRACT: Lighting networks combine different global illumination algorithms in a composite lighting simulation and allow for restricting costly lighting effects to important parts of the scene. In the lighting networks approach, each lighting algorithm is considered a lighting operator or LightOp. Each LightOp takes illumination information as input and generates new illumination information as output after having simulated part of the global lighting effects in the scene. We motivate the use of LightOps from the formal solution of the radiance equation. We then demonstrate how these LightOps can easily combine into a lighting network, representing a composite lighting simulation
    Preview · Article · Apr 1998 · IEEE Computer Graphics and Applications
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    P. Slusallek · M. Stamminger · H.-P. Seidel
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. The goal to create photo-realistic images has lead to the development of completely new software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global illumination computations.
    Preview · Article · Mar 1998
  • P. Slusallek · M. Stamminger · H.-P. Seidel
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. The goal to create photo-realistic images has lead to the development of completely new software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This paper gives an overview of advanced algorithms for photo-realistic rendering and in particular discusses hierarchical techniques for global illumination computations
    No preview · Conference Paper · Nov 1997
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    Philipp Slusallek
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    ABSTRACT: Since the beginning of computer graphics, one of the primary goals has been to create convincingly realistic images of three-dimensional environments that would be impossible to distinguish from photographs of the real scene. Thegoal to create photo-realistic images has lead to the development of completely new software techniques for dealing with the inherent geometric and optical complexity of real world scenes. This report gives an overview of advanced algorithms for photo-realistic rendering and discusses recent trends and developments.
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  • M. Stamminger · P. Slusallek · Hp. Seidel

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  • Philipp Slusallek

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Publication Stats

156 Citations
20.17 Total Impact Points

Institutions

  • 2015
    • Deutsches Forschungszentrum für Künstliche Intelligenz
      Kaiserlautern, Rheinland-Pfalz, Germany
  • 2014-2015
    • Universität des Saarlandes
      Saarbrücken, Saarland, Germany
  • 1999-2000
    • Stanford University
      • Computer Graphics Laboratory
      Palo Alto, California, United States
  • 1997-1998
    • Universitätsklinikum Erlangen
      Erlangen, Bavaria, Germany