@inbook{18291,
  author       = {{Suess, Tim and Fischer, Matthias and Huber, Daniel and Laroque, Christoph  and Dangelmaier, Wilhelm}},
  booktitle    = {{Augmented & Virtual Reality in der Produktentstehung}},
  pages        = {{111----126}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Ein System zur aggregierten Visualisierung verteilter Materialflusssimulationen}}},
  volume       = {{252}},
  year         = {{2009}},
}

@inproceedings{18346,
  abstract     = {{For a fixed virtual scene (=collection of simplices) S and given observer
position p, how many elements of S are weakly visible (i.e. not fully occluded
by others) from p? The present work explores the trade-off between query time
and preprocessing space for these quantities in 2D: exactly, in the approximate
deterministic, and in the probabilistic sense. We deduce the EXISTENCE of an
O(m^2/n^2) space data structure for S that, given p and time O(log n), allows
to approximate the ratio of occluded segments up to arbitrary constant absolute
error; here m denotes the size of the Visibility Graph--which may be quadratic,
but typically is just linear in the size n of the scene S. On the other hand,
we present a data structure CONSTRUCTIBLE in O(n*log(n)+m^2*polylog(n)/k)
preprocessing time and space with similar approximation properties and query
time O(k*polylog n), where k<n is an arbitrary parameter. We describe an
implementation of this approach and demonstrate the practical benefit of the
parameter k to trade memory for query time in an empirical evaluation on three
classes of benchmark scenes.}},
  author       = {{Fischer, Matthias and Hilbig, Matthias and Jähn, Claudius and Meyer auf der Heide, Friedhelm and Ziegler, Martin}},
  booktitle    = {{Proc. 25th European Workshop on Computational Geometry}},
  pages        = {{203--206}},
  title        = {{{Planar Visibility Counting}}},
  year         = {{2009}},
}

@inproceedings{17416,
  abstract     = {{In this paper we present a system for the simultaneous visualization of several parallel executed simulation replications. By aggregating the scenes of multiple similar simulations into one single scene it is possible to make a visual statistical analysis of a set of discrete event simulations as well as to easily compare different system parameterizations. The aim of our system is to enhance the model analysis, verification and validation process in terms of speed and ease. The parallel execution of several simulations of complex models and the visualization of these cannot be done on one computer, thus a parallel approach is necessary. Our system uses a thin-client and multiple processors on a PC-cluster. The rendering and the simulation execution are done on processors of the cluster. The client is used only for the visualization of the images transmitted by the cluster and for user interaction.
}},
  author       = {{Suess, Tim and Huber, Daniel and Fischer, Matthias and Laroque, Christoph and Dangelmaier, Wilhelm}},
  booktitle    = {{IEEE International Symposium on Parallel and Distributed Processing with Applications}},
  isbn         = {{9780769534718}},
  title        = {{{A System for Aggregated Visualization of Multiple Parallel Discrete Event Simulations}}},
  doi          = {{10.1109/ispa.2008.30}},
  year         = {{2008}},
}

@inproceedings{17868,
  abstract     = {{The paper describes an approach for an aggregated animation of a simulation experiment in an interactive 3D environment, visualizing multiple, distributed simulation runs. Although the general approach of a 3-dimensional visualization of material flow simulation helps to understand the dynamic behavior of a system better as well as faster, it remains unclear, how typical the animated simulation represents the model, if there is a stochastic influence for even some parameters. By the integrated visualization of multiple distributed simulation runs, this uncertainty can be solved, which will be shown in this paper for a typical simulation study of a queuing system. }},
  author       = {{Dangelmaier, Wilhelm and Fischer, Matthias and Huber, Daniel and Laroque, Christoph and Suess, Tim}},
  booktitle    = {{2008 Winter Simulation Conference}},
  isbn         = {{9781424427079}},
  pages        = {{2012--2020}},
  title        = {{{Aggregated 3D-visualization of a distributed simulation experiment of a queuing system}}},
  doi          = {{10.1109/wsc.2008.4736296}},
  year         = {{2008}},
}

@inproceedings{18139,
  abstract     = {{This paper describes a method for the animation of a large number of objects within a dynamic 3D visualization of a material flow simulation model. It uses key-frame based animation. The number of animated objects may grow constantly in complex simulation models, which might lead to an amount of animations that is too big to be computed in real-time. By the use of a dynamic adjustment, the presented algorithm prefers important animations. Less relevant animations are updated rarely, whereby the selection itself is taken by multiple indicators, e.g. the visible size of the animated object on the screen, in order to keep a good optical impression. Dependent on the computing power of the computer, the algorithm controls the animations in such a way, that the fluid visualization of a large number of objects is still possible. Though the algorithm is to be used within a material flow simulator, it is moreover implemented in a specific animation editor, which allows the design and control of animation schemes. It supports the use of grouping to allow the creation of hierarchical structures for complex animations in a fast and easy manner. The evaluation of the algorithm is proven by a test scene, consisting of tens of thousands animated objects. }},
  author       = {{Laroque, Christoph and Fischer, Matthias and Dangelmaier, Wilhelm and Eikel, Benjamin}},
  booktitle    = {{Industrial Simulation Conference (ISC 2008)}},
  pages        = {{306--310}},
  publisher    = {{EUROSIS-ETI}},
  title        = {{{Dynamic Control of Animation Schemes for the Efficient 3D-Visualization of Material Flow Simulations}}},
  year         = {{2008}},
}

@inproceedings{18141,
  abstract     = {{Dieser Artikel beschreibt eine Methode zur Animation einer großen Anzahl von Objekten zur dynamischen 3D-Visualisierung eines Simulationsmodells mittels der Materialflusssimulation auf Basis von Schlüsselbildern. Die Anzahl zu animierender Objekte ist in komplexen Modellen zu groß, um alle Animationen flüssig darzustellen. Dynamisch abgestuft wählt das entwickelte Verfahren gezielt wichtige Animationen aus, weniger relevante Animationen werden entsprechend seltener animiert. Die Selektion der Animationen erfolgt nach der projizierten Größe der Objekte auf das Ausgabegerät, um einen guten optischen Eindruck beizubehalten. Angepasst an die Leistungsfähigkeit des Rechners wird das Verfahren so geregelt, dass die Visualisierung einer hohen Anzahl von Objekten in Echtzeit möglich bleibt. Das Verfahren ist in einem Editor prototypisch implementiert, mit dem Schlüsselbilder für Objekte erzeugt werden können. Das Gruppieren von Objekten wird erlaubt, so dass eine Hierarchie von Bewegungspfaden definierbar ist. Die Evaluierung der Methode wird mittels Testszenen durchgeführt, die aus mehreren zehntausend animierten Objekten bestehen.}},
  author       = {{Laroque, Christoph and Fischer, Matthias and Eikel, Benjamin}},
  booktitle    = {{Augmented & Virtual Reality in der Produktentstehung}},
  pages        = {{193----206}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Regelung von Animationen in Simulationen von  hochdynamischen Fabrikszenen }}},
  volume       = {{232}},
  year         = {{2008}},
}

@unpublished{16465,
  abstract     = {{For a fixed virtual scene (=collection of simplices) S and given observer
position p, how many elements of S are weakly visible (i.e. not fully occluded
by others) from p? The present work explores the trade-off between query time
and preprocessing space for these quantities in 2D: exactly, in the approximate
deterministic, and in the probabilistic sense. We deduce the EXISTENCE of an
O(m^2/n^2) space data structure for S that, given p and time O(log n), allows
to approximate the ratio of occluded segments up to arbitrary constant absolute
error; here m denotes the size of the Visibility Graph--which may be quadratic,
but typically is just linear in the size n of the scene S. On the other hand,
we present a data structure CONSTRUCTIBLE in O(n*log(n)+m^2*polylog(n)/k)
preprocessing time and space with similar approximation properties and query
time O(k*polylog n), where k<n is an arbitrary parameter. We describe an
implementation of this approach and demonstrate the practical benefit of the
parameter k to trade memory for query time in an empirical evaluation on three
classes of benchmark scenes.}},
  author       = {{Fischer, Matthias and Hilbig, Matthias and Jähn, Claudius and Meyer auf der Heide, Friedhelm and Ziegler, Martin}},
  booktitle    = {{arXiv:0810.0052}},
  title        = {{{Planar Visibility Counting}}},
  year         = {{2008}},
}

@inproceedings{18347,
  abstract     = {{The validation of material flow models as well as the selection of promising strategies for the generation of a successful experiment plan is a time-consuming process. A new approach is presented, which supports the simulation expert in his working process by giving him the opportunity to modify the simulated simulation run and afterwards compare the effects of his modification with the original setting, online and in one user interface, implemented by switching the visualizations between the simulation runs or opening up to 5 parallel 3D windows. The method developed therefore clones existing simulation runs online and allows the navigation within these existing simulation runs. The method has been implemented and is validated by a test model, which describes in detail the new working process of a modeler. New research questions are derived from this work, which will define following working steps.
}},
  author       = {{Fischer, Matthias and Laroque, Christoph  and Huber, Daniel  and Krokowski, Jens  and Mueck, Bengt  and Kortenjan, Michael  and Aufenanger, Mark and  Dangelmaier, Wilhelm}},
  booktitle    = {{European Simulation and Modelling Conference (ESM 2007)}},
  pages        = {{499----505}},
  title        = {{{Interactive Refinement of a Material Flow Simulation Model by Comparing Multiple Simulation Runs in one 3D Environment}}},
  year         = {{2007}},
}

@inproceedings{18349,
  author       = {{Dangelmaier, Wilhelm and  Laroque, Christoph  and Fischer, Matthias}},
  booktitle    = {{Augmented & Virtual Reality in der Produktentstehung}},
  pages        = {{95--110}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Ein ganzheitlicher Ansatz zur immersiven 3D-Materialflusssimulation innerhalb der Digitalen Fabrik}}},
  volume       = {{209}},
  year         = {{2007}},
}

@inproceedings{7970,
  abstract     = {{We consider the problem of exploring an unknown environment using a swarm of autonomous robots with collective behavior emerging from their local rules. Each robot has only a very restricted view on the environment which makes cooperation difficult. We introduce a software system which is capable of simulating a large number of such robots (e.g. 1000) on highly complex terrains with millions of obstacles. Its main purpose is to easily integrate and evaluate any kind of algorithm for controlling the robot behavior. The simulation may be observed in real-time via a visualization that displays both the individual and the collective progress of the robots. We present the system design, its main features and underlying concepts.}},
  author       = {{Arens, Stephan and Buss, Alexander and Deck, Helena and Dynia, Miroslaw and Fischer, Matthias and Hagedorn, Holger and Isaak, Peter and Kutylowski, Jaroslaw and Meyer auf der Heide, Friedhelm and Nesterow, Viktor and Ogiermann, Adrian and Stobbe, Boris and Storm, Thomas and Wachsmuth, Henning}},
  booktitle    = {{Proceedings of the 4th International Symposium on Autonomous Minirobots for Research and Edutainment}},
  pages        = {{215--222}},
  publisher    = {{Heinz Nixdorf Institut, University of Paderborn}},
  title        = {{{Smart Teams: Simulating Large Robotic Swarms in Vast Environments}}},
  year         = {{2007}},
}

@inproceedings{18351,
  abstract     = {{In this paper the ideas of a new research project are presented. The material flow simu- lator d3FACT insight shall manage multiple parallel and time synchronous simulations to grand the power of real-time visualization in combination with statistical analysis. This research is issued to overcome the conflict of simulation run repetition for a good statistical basis and real-time immersive visualization. A side effect will be the reduc- tion of time needed for simulation experiments. The planned simulation tool has the feature of triggered cloning, i.e., the user can decide during runtime to clone a set of simulations after changing parameters to preserve the original system. The simulations will be aggregated by visualization and statistics. The rendering is planned to overlay several simulations using effects like inking and transparency. Simulation data will be aggregated with statistical functions and diagrams.}},
  author       = {{Dangelmaier, Wilhelm  and Huber, Daniel  and Laroque, Christoph  and Aufenanger, Mark and Fischer, Matthias and Krokowski, Jens and Kortenjan, Michael}},
  booktitle    = {{Simulation and Visualization 2006 (SimViS)}},
  pages        = {{79--88}},
  publisher    = {{SCS European Publishing House}},
  title        = {{{d³FACT insight goes parallel - Aggregation of multiple simulations}}},
  year         = {{2006}},
}

@phdthesis{25226,
  author       = {{Fischer, Matthias}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Design, Analysis, and Evaluation of Data Structure for Distributed Virtual Environments}}},
  volume       = {{164}},
  year         = {{2005}},
}

@phdthesis{17413,
  author       = {{Fischer, Matthias}},
  isbn         = {{3-935433-73-5}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Design, analysis, and evaluation of a data structure for distributed virtual environments}}},
  volume       = {{164}},
  year         = {{2005}},
}

@article{17414,
  abstract     = {{Nowadays companies operate in a difficult environment: the dynamics of innovations increase and product life cycles become shorter. Furthermore products and the corresponding manufacturing processes get more and more complex. Therefore, companies need new methods for the planning of manufacturing systems. One promising approach in this context is digital factory/virtual productionthe modeling and analysis of computer models of the planned factory with the objective to reduce time and costs. For the modeling and analysis various simulation methods and programs have been developed. They are a highly valuable support for planning and visualizing the manufacturing system. But there is one major disadvantage: only experienced and long trained experts are able to operate with these programs. The graphical user interface is very complex and not intuitive to use. This results in an extensive and error-prone modeling of complex simulation models and a time-consuming interpretation of the simulation results.

To overcome these weak points, intuitive and understandable manmachine interfaces like augmented and virtual reality can be used. This paper describes the architecture of a system which uses the technologies of augmented and virtual reality to support the planning process of complex manufacturing systems. The proposed system assists the user in modeling, the validation of the simulation model, and the subsequent optimization of the production system. A general application of the VR- and AR-technologies and of the simulation is realized by the development of appropriate linking and integration mechanisms. For the visualization of the arising 3D-data within the VR- and AR-environments, a dedicated 3D-rendering library is used.}},
  author       = {{Dangelmaier, Wilhelm and Fischer, Matthias and Gausemeier, Jürgen and Grafe, Michael and Matysczok, Carsten and Mueck, Bengt}},
  issn         = {{0166-3615}},
  journal      = {{Computers in Industry}},
  pages        = {{371--383}},
  title        = {{{Virtual and augmented reality support for discrete manufacturing system simulation}}},
  doi          = {{10.1016/j.compind.2005.01.007}},
  year         = {{2005}},
}

@inproceedings{17415,
  author       = {{Fischer, Matthias and Mueck, B. and Mahajan, K. and Kortenjan, M. and Laroque, C. and Dangelmaier, W.}},
  booktitle    = {{Proceedings of the Winter Simulation Conference}},
  isbn         = {{0780395190}},
  title        = {{{Multi-User Support and Motion Planning of Humans and Humans Driven Vehicles in Interactive 3D Material Flow Simulations}}},
  doi          = {{10.1109/wsc.2005.1574470}},
  year         = {{2005}},
}

@inproceedings{18366,
  author       = {{Dangelmaier, Wilhelm and Mueck, Bengt and Fischer, Matthias and Mahajan, Kiran and  Laroque, Christoph}},
  booktitle    = {{Simulation in wider Europe - 19th European Conference on Modelling and Simulation ECMS 2005}},
  pages        = {{267--270}},
  title        = {{{Methods to lead the user to significant processes in a 3D material flow simulation}}},
  year         = {{2005}},
}

@inproceedings{18364,
  abstract     = {{The visualisation of manufacturing-processes assists the user in understanding and analysis.
Typically he can move free and unguided in a virtual environment which visualizes the entire
process. Thus knowledge and conclusions are to some extend acquired on a random base.
This article describes the development of a tool, which enables the user to interactively improve
significant production processes in the simulation. He moves in a virtual 3D-environment
(walkthrough system) and is able to acquire automatically calculated indications for significant
processes. At the same time the simulation considers significant objects in a more detailed way. If
the viewer is interested in a significant process, he is automatically guided to the relevant location
where he can examine the critical situation by modification of the simulation model.}},
  author       = {{Mueck, Bengt and Dangelmaier, Wilhelm and Laroque, Christoph  and Fischer, Matthias and Kortenjan, Michael}},
  booktitle    = {{Simulation and Visualisation 2004}},
  pages        = {{73--83}},
  publisher    = {{SCS European Publishing House}},
  title        = {{{Guidance of Users in Interactive 3D-Visualisations of Material Flow Simulations}}},
  year         = {{2004}},
}

@article{16399,
  abstract     = {{We present a new data structure for rendering highly complex virtual environments of arbitrary topology. The special feature of our approach is that it allows an interactive navigation in very large scenes (30 GB/400 million polygons in our benchmark scenes) that cannot be stored in main memory, but only on a local or remote hard disk. Furthermore, it allows interactive rendering of substantially more complex scenes by instantiating objects.

The sampling process is done in the preprocessing. There, the polygons are randomly distributed in our hierarchical data structure, the randomized sample tree. This tree only uses space that is linear in the number of polygons. In order to produce an approximate image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walkthrough, parts of the sample tree are loaded from local or remote hard disk.

We implemented our algorithm in a prototypical walkthrough system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology.}},
  author       = {{Klein, Jan and Krokowski, Jens and Fischer, Matthias and Wand, Michael and Wanka, Rolf and Meyer auf der Heide, Friedhelm}},
  issn         = {{1054-7460}},
  journal      = {{Presence: Teleoperators and Virtual Environments}},
  pages        = {{617--637}},
  title        = {{{The Randomized Sample Tree: A Data Structure for Interactive Walk-Throughs in Externally Stored Virtual Environments}}},
  doi          = {{10.1162/1054746043280619}},
  year         = {{2004}},
}

@inproceedings{17423,
  author       = {{Mueck, Bengt and Dangelmaier, Wilhelm and Fischer, Matthias}},
  booktitle    = {{15th European Simulation Symposium (ESS 2003)}},
  pages        = {{367--371}},
  publisher    = {{SCS - Europe}},
  title        = {{{Components for the Active Support of the Analysis of Material Flow Simulations in a Virtual Environment}}},
  year         = {{2003}},
}

@inproceedings{18367,
  abstract     = {{Unternehmen operieren zunehmend in einem schwierigen Umfeld: Die Innovationsdynamik nimmt zu; die Produktlebenszyklen werden kürzer; gleichzeitig werden die Produkte komplexer; der harte Wettbewerb zwingt die Unternehmen, auf Marktveränderungen zu reagieren. Aus dieser Entwicklung resultieren hohe Anforderungen an die Gestaltung der Fertigungsprozesse. Im Wesentlichen kommt es darauf an, die Fertigungsprozesse möglichst rasch an die neuen Gegebenheiten anzupassen, bzw. neue Fertigungsprozesse so zu planen, dass sie auf Anhieb die erforderlichen Resultate bringen.
Ein wichtiges Mittel hierfür der Einsatz von Materialflusssimulationen. Hierzu ist zunächst die Erstellung eines Simulationsmodells notwendig. Dafür wird in einem ersten Schritt das zu betrachtende System analysiert und ein rechnerinternes Modell erzeugt. Dieses beinhaltet die Modellierung von Funktionen, Prozessen, Verhaltensweisen oder Regeln, die im Modell die tatsächlichen Wirkzusammenhänge im Unternehmen widerspiegeln sollen. Die so modellierten Aspekte sind untereinander so vernetzt, dass alle Funktionen des Modells ein Ganzes ergeben. Für viele Fragenstellungen werden umfangreiche Modelle mit einem komplexen Verhalten benötigt. Andererseits steigt mit zunehmender Größe und Komplexität des Simulationsmodells auch der Modellierungsaufwand, die Fehleranfälligkeit, die Laufzeit und der Interpretationsaufwand bei der Ergebnisauswertung. Fehler bei der Modellbildung führen bei der Simulation zu Fehlinterpretationen und falschen Ergebnissen.
Einen wesentlichen Anteil daran hat die Gestaltung der Benutzungsschnittstelle: Das übliche, wenig intuitive WIMP-Interface (Windows, Icons, Mouse, Pointer) erfordert sehr gut geschulte Benutzer, sodass die Erzeugung der meist komplexen Simulationsmodelle mit großen Zeitaufwand verbunden ist. Die Präsentation der Simulationsergebnisse erfolgt in Form von Wertetabellen und zweidimensionalen, abstrakten Darstellungen des Fertigungssystems. Für die Simulationsexperten erscheint dies ausreichend, für ein aus verschiedenen Bereichen und Disziplinen zusammengesetztes Planungsteam ist das aber nicht akzeptabel. So können Fehlinterpretationen aufgrund der unklaren Darstellungen auftreten.
Durch eine durchgängige Unterstützung von der Modellierung über die Ausführung bis zur Analyse von Simulationen durch Augmented-Reality und Virtual-Reality werden viele dieser Probleme überwunden aber viele neue Probleme entstehen.
Marktgängige Simulatoren unterstützen zwar z.T. schon Virtual Reality; eine durchgängige Simulationsunterstützung wird aber in der Virtuellen Umgebung nicht geboten. Argumented Reality-Komponenten sind bisher nicht bekannt.
In diesem Artikel werden nach einer Analyse der benötigten Technologien die Nutzenpotentiale insb. durch den Einsatz von AR ausgelotet.
}},
  author       = {{Fischer, Matthias and Grafe, Michael and Matysczok, Carsten and Mueck, Bengt and Schoo, Michael}},
  booktitle    = {{Human Aspects in Production Management - Proceedings of the IFIP WG 5.7 Working Conference on Human Aspects in Production Management}},
  pages        = {{170--177}},
  publisher    = {{Shaker Verlag}},
  title        = {{{Virtual and Augmented Reality Support for Discrete Manufacturing System Simulation}}},
  volume       = {{5}},
  year         = {{2003}},
}

