@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}},
}

@inproceedings{18372,
  abstract     = {{Simulation und Visualisierung sind anerkannte Mittel zum Verstehen und Analysieren von Fertigungsprozessen. In Visualisierungen von Fertigungsprozessen können Betrachter frei und ungeleitet umherwandern. Erkenntnisse werden so aber eher zufällig erworben. Dieser Artikel skizziert ein System und Methoden, die den Betrachter unterstützen auf auffällige/signifikante Prozesse/ Punkte in Materialflusssimulationen aufmerksam zu werden und diese zu entschärfen.
Es wird der Entwurf eines Werkzeugs beschrieben, dass den Betrachter einer Simulation die Möglichkeit bietet, signifikante Produktionsprozesse interaktiv zu verbessern. Der Benutzer wird sich in einer virtuellen 3D-Umgebung (Walkthrough-System) bewegen können und automatisch ermittelte Indizien für signifikante Abläufe erhalten. Zugleich soll die Simulation signifikante Objekte genauer simulieren. Bekundet der Benutzer Interesse an einem signifikanten Prozess, wird er automatisch zu dem jeweiligen Ort geführt werden und dort durch Eingriffe in die Simulation die kritische Situation experimentell untersuchen können. Da der kritische Moment in der Vergangenheit liegt und somit vom Betrachter schon verpasst ist, wird es dem Betrachter möglich sein, die Simulation auf einen Zeitpunkt vor dem Eintreten zurück zu setzen.
Die virtuelle Szene (3D-Grafik-Modelle) einer typischen dynamischen Simulationsumgebung ist in der Regel zu komplex, um sie in Echtzeit in einem Walkthrough-System zu visualisieren und darzustellen. Typischerweise werden Approximationsverfahren eingesetzt, um die Komplexität zu reduzieren und ein flüssiges Navigieren des Betrachters zu erlauben. Durch spezifische Simulations-Anforderungen ist bekannt, an welchen Objekten des Simulationsmodells Probleme auftreten; sie sind für den Betrachter wichtig. Die zugehörigen virtuellen 3D-Repräsentanten, können von den Approximationsalgorithmen mit einer besonders hohen Darstellungsqualität dargestellt werden und die übrigen Teile der virtuellen Szene entsprechend vernachlässigt werden. Solche Approximationsalgorithmen und Datenstrukturen nutzen die spezifischen Eigenschaften virtueller Simulationsumgebungen aus, um eine hohe Darstellungsqualität und Darstellungsperformance zu erreichen.
}},
  author       = {{Dangelmaier, Wilhelm and  Franke, Werner and Mueck, Bengt and Fischer, Matthias}},
  booktitle    = {{2. Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung}},
  pages        = {{141--151}},
  title        = {{{Komponenten zur aktiven Unterstützung der Analyse von Materialflusssimulationen in virtuellen Umgebungen}}},
  volume       = {{123}},
  year         = {{2003}},
}

@inproceedings{18374,
  abstract     = {{In der heutigen Zeit operieren Unternehmen zunehmend in einem schwierigen Umfeld: Die Innovationsdynamik nimmt zu und die Produktlebenszyklen werden kürzer. Daraus resultieren hohe Anforderungen an die Planung von Fertigungssysteme. Um diesen Prozess zu unterstützen, sollen die Technologien Augmented Reality und Virtual Reality in einem integrierten System genutzt werden. Dieses System unterstützt den Anwender bei der Modellbildung, der Validierung des Simulationsmodells sowie der folgenden Optimierung des Fertigungssystems. Durch die Entwicklung geeigneter Kopplungs- bzw. Integrationsmechanismen wird eine durchgängige Nutzung der Technologien AR, VR und Simulation realisiert. Die Visualisierung der anfallenden 3D-Daten innerhalb der VR- und ARUmgebungen erfolgt mittels einer 3D-Renderinglibrary, die es durch den Einsatz von neuen entwickelten Verfahren ermöglicht, die verwendeten 3D-Modelle weitgehend automatisiert aus unternehmensinternen 3D-CAD-Modellen zu generieren.}},
  author       = {{Fischer, Matthias and Grafe, Michael and Matysczok, Carsten and Schoo, Michael and Mueck, Bengt}},
  booktitle    = {{2. Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung}},
  pages        = {{153--166}},
  publisher    = {{Verlagsschriftenreihe des Heinz Nixdorf Instituts, Paderborn}},
  title        = {{{Planung von komplexen Fertigungssystemen durch Einsatz einer VR/AR-unterstützten Simulation}}},
  volume       = {{123}},
  year         = {{2003}},
}

@inproceedings{18369,
  abstract     = {{Visualising is a method used to help experiencing and understanding causal cohesions in simulation processes. For this purpose, tools for visualising are already implemented in prevalent simulation systems. The user creates his simulation model and generates a 3-dimensional (2,5-dimensional) visualising by means of the simulation system. This helps examining the process which makes it easier for the viewer to understand it. Simulation tools usually only provide the opportunity for a unidirectional visualising. In a 3-dimensional surrounding the viewer can not implement an interaction with the simulation while the system is running. Though an interaction during the simulation run enables the user to gain a better understanding of causal cohesions. Solutions via HLA are sophisticated and therefore rather suited for extensive projects.
We present a distributed system consisting of a commercial manufacturing simulation tool, a coupling module and a walkthrough system. The distributed system in conjunctions with the coupling module guarantees generality and a wide field of applications of the walkthrough system. Further it guarantees flexibility and selection of the specialized graphics hardware for the walkthrough system. A further contribution of this paper is the solution of the time synchronisation problem caused by simulation tool and walkthrough system.
}},
  author       = {{Mueck, Bengt and Dangelmaier, Wilhelm and Fischer, Matthias and Klemisch, Wolfram}},
  booktitle    = {{Simulation und Visualisierung}},
  pages        = {{71--84}},
  publisher    = {{SCS European Publishing House}},
  title        = {{{Bi-directional Coupling of Simulation Tools with a Walkthrough-System}}},
  year         = {{2002}},
}

@inproceedings{16490,
  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.

For the computation of an approximate image of the scene, a sampling technique is used. In the preprocessing, a so-called sample tree is built whose nodes contain randomly selected polygons from the scene. This tree only uses space that is linear in the number of polygons. In order to produce an 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}},
  booktitle    = {{Proceedings of the ACM symposium on Virtual reality software and technology  - VRST '02}},
  isbn         = {{1581135300}},
  title        = {{{The randomized sample tree: a data structure for interactive walkthroughs in externally stored virtual environments}}},
  doi          = {{10.1145/585740.585764}},
  year         = {{2002}},
}

@inproceedings{18370,
  abstract     = {{We present a new approximate occlusion-culling algorithm that in contrast to other algorithms, manages the objects of the scene in a 3D-sectorgraph. For generating a frame, as far as possible only the visible objects are rendered that can be found quickly by an edge of the graph. The algorithm allows a real-time navigation with over 20 frames per second in complex scenes consisting of over 10 millions of polygons. Moreover, approximation errors are very low.}},
  author       = {{Klein, Jan and Fischer, Matthias}},
  booktitle    = {{Proc. of 3. GI-Informatiktage 2001}},
  pages        = {{275 -- 278}},
  title        = {{{Occlusion Culling for Virtual Environments based on the 3D-Sectorgraph}}},
  year         = {{2001}},
}

@inproceedings{16492,
  abstract     = {{We present a new output-sensitive rendering algorithm, the randomized z-buffer algorithm. It renders an image of an arbitrary three-dimensional scene consisting of triangular primitives by reconstruction from a dynamically chosen set of random surface sample points. This approach is independent of mesh connectivity and topology. The resulting rendering time grows only logarithmically with the numbers of triangles in the scene. We were able to render walkthroughs of scenes of up to 10^14 triangles at interactive frame rates. Automatic identification of low detail scene components ensures that the rendering speed of the randomized z-buffer cannot drop below that of conventional z-buffer rendering. Experimental and analytical evidence is given that the image quality is comparable to that of common approaches like z-buffer rendering. The precomputed data structures employed by the randomized z-buffer allow for interactive dynamic updates of the scene. Their memory requirements grow only linearly with the number of triangles and allow for a scene graph based instantiation scheme to further reduce memory consumption.}},
  author       = {{Wand, Michael and Fischer, Matthias and Peter, Ingmar and Meyer auf der Heide, Friedhelm and Straßer, Wolfgang}},
  booktitle    = {{Proceedings of the 28th annual conference on Computer graphics and interactive techniques  - SIGGRAPH '01}},
  isbn         = {{158113374X}},
  title        = {{{The randomized z-buffer algorithm}}},
  doi          = {{10.1145/383259.383299}},
  year         = {{2001}},
}

@techreport{17865,
  abstract     = {{We present a new output-sensitive rendering algorithm, the randomized z-buffer algorithm. It renders an image of a three dimensional scene of triangular primitives by reconstruction from a random sample of surface points which are chosen with a probability proportional to the projected area of the objects. The approach is independent of mesh connectivity and topology. It leads to a rendering time that grows only logarithmically with the numbers of triangles in the scene and to linear memory consumption, thus allowing walkthroughs of scenes of extreme complexity. We consider different methods for image reconstruction which aim at correctness, rendering speed and image quality and we develop an efficient data structure for sample extraction in output-sensitive time which allows for efficient dynamic updates of the scene. Experiments confirm that scenes consisting of some hundred billion triangles can be rendered within seconds with an image quality comparable to a conventional z-buffer rendering; in special cases, realtime performance can be achieved.}},
  author       = {{Wand, Michael and Fischer, Matthias and Meyer auf der Heide, Friedhelm}},
  title        = {{{Randomized Point Sampling for Output-Sensitive Rendering of Complex Dynamic Scenes}}},
  year         = {{2000}},
}

@inproceedings{17864,
  abstract     = {{A geometric spanner with vertex set P in Rd is a sparse approximation of the complete Euclidean graph determined by P. We introduce the notion of partitioned neighborhood graphs (PNGs), unifying and generalizing most constructions of spanners treated in literature. Two important parameters characterizing their properties are the outdegree k in N and the stretch factor f>1 describing the quality of approximation. PNGs have been throughly investigated with respect to small values of f. We present in this work results about small values of k. The aim of minimizing k rather than f arises from two observations:

* k determines the amount of space required for storing PNGs.

* Many algorithms employing a (previously constructed) spanner have running times depending on its outdegree.

Our results include, for fixed dimensions d as well as asymptotically, upper and lower bounds on this optimal value of k. The upper bounds are shown constructively and yield efficient algorithms for actually computing the corresponding PNGs even in degenerate cases.
}},
  author       = {{Fischer, Matthias and Lukovszki, Tamas and Ziegler, Martin}},
  booktitle    = {{Proceedings of the 11th Canadian Conference on Computational Geometry}},
  title        = {{{Partitioned neighborhood spanners of minimal outdegree}}},
  year         = {{1999}},
}

@inbook{17412,
  abstract     = {{We study algorithmic aspects in the management of geometric scenes in interactive walkthrough animations. We consider arbitrarily large scenes consisting of unit size balls. For a smooth navigation in the scene we have to fulfill hard real time requirements. Therefore, we need algorithms whose running time is independent of the total number of objects in the scene and that use as small space as possible. In this work we focus on one of the basic operations in our walkthrough system: reporting the objects around the visitor within a certain distance. Previously a randomized data structure was presented that supports reporting the balls around the visitor in an output sensitive time and allows insertion and deletion of objects nearly as fast as searching. These results were achieved by exploiting the fact that the visitor moves ''slowly'' through the scene. A serious disadvantage of the aforementioned data structure is a big space overhead and the use of randomization. Our first result is a construction of weak spanners that leads to an improvement of the space requirement of the previously known data structures. Then we develop a deterministic data structure for the searching problem in which insertion of objects are allowed. Our incremental data structure supports O(1+k) reporting time, where k is a certain quantity close to the number of reported objects. The insertion time is similar to the reporting time and the space is linear to the total number of objects.
}},
  author       = {{Fischer, Matthias and Lukovszki, Tamás and Ziegler, Martin}},
  booktitle    = {{Algorithms — ESA’ 98}},
  isbn         = {{9783540648482}},
  issn         = {{0302-9743}},
  title        = {{{Geometric Searching in Walkthrough Animations with Weak Spanners in Real Time}}},
  doi          = {{10.1007/3-540-68530-8_14}},
  year         = {{1998}},
}

@inproceedings{17863,
  abstract     = {{New dynamic search data structures developed recently guarantee constant execution time per search and update, i.e., they fulfil the real-time requirements necessary for interactive walkthrough in large geometric scenes. Yet, superiority or even applicability of these new methods in practice was still an open question.

Their prototypical implementation presented in this work uses common libraries on standard stations and thus represents a first strut to bridge this gap. Indeed our experimental results give an indication on the actual performance of these theoretical ideas on real machines and possible bottlenecks in future developments. By special algorithmic enhancements, we can even avoid the otherwise essential preprocessing step.
}},
  author       = {{Fischer, Matthias and Lukovszki, Tamas and Ziegler, Martin }},
  booktitle    = {{Algorithm Engineering, 2nd International Workshop, {WAE '98}}},
  pages        = {{133----142}},
  publisher    = {{Max-Planck-Institut für Informatik}},
  title        = {{{A Network Based Approach for Realtime Walkthrough of Massive Models}}},
  year         = {{1998}},
}

