• Rendering for VR and AR
  • Scientific Visualization
  • Three Dimensional User Interfaces
  • 3D Interaction Methods




  • WS 2019/20
    • Einführung in die Informatik für Games Engineering
    • Einführung in Audio für Games
    • Active Sports Game
  • SS 2019
    • 3D User Interfaces
  • WS 2018/19
    • Einführung in Audio für Games
    • Interaktionsmethoden und Geräte
  • SS 2018
    • 3D User Interfaces
    • Tanz und Schauspiel im virtuellen Studio
  • WS 2017/18
    • Seminar: Game Analysis

Open Student Projects and Research Questions


  •  Project: Cooperative Map for Executive Officers during Catastrophic Situations

    • no open Topics
  •  Project: Ubi-Vis - Ubiquitous Visualization Platform for Mixed Reality Applications

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    • User Interface - Design and evaluate concepts to enhance spatial awareness to guide users to information of interests
    • Continuous Integration - How to test and ensure functionality of XR apps and corresponding user interfaces
    • Performance Measuring - Ensure low frame timing for XR application is crucial for a suitable user experience
    • Adaptive scene management to fit environmental geometry
    • Collaborative and shared virtual environment with HoloLens2 and other participants
    • Enhancing 3D User Interfaces by a classification system for transitions and animations
  • Project: Augmented Cockpit
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  • Project: EduAR for Piano learning
    • No topics available
You can find more topics from our group here

Running and Finished Student Projects

Master-, Bachelor-Theses, Guided Research:

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    [14WS - BA] Towering Defense: An Augmented Reality Multi-Device Game — This bachelor's thesis aims to present a modern approach for interaction between multiple devices using the example of a simple game like tower defense. The player is able to play the game on the tablet by using simple touch input and the mobile device for further interaction.

    The position of the phone relative to the tablet is tracked by using feature tracking of the image on the tablet which is updated in realtime. Depending on the position of the smartphone the player can select different towers or different floors of a tower for additional interaction inside the towers. Additionally selecting a resource node allows a player to mine it by executing the mining gesture with his mobile device. After selecting an enemy the user is able to perform gesture based interaction to deal damage directly to the selected unit.

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    [19WS - BA] Development of a Collaborative and Mobile System to Enhance Overview during Catastrophic Situations as Assistance for Executive Officers — The Emergency services' officers play a major role in keeping our safety during crisis and disasters. That is why it is primordial that the First Responders can and should intervene to resolve the incidents within a short period of time.

    This Bachelor thesis offers a digital interface to assist the Emergency services' officers during the intervention in progress, by providing different tools to accelerate the communication between the officers and exchange of commands.

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    [20SS - MA] Point Cloud Registration of Tracked Objects and Real-time Visualization of LiDAR Data on Web and WebVR

    Instead of visualizing LiDAR scanners output just via a 2D screen, developing a web-based application that displays scanner data, collected from a vehicle surrenderingenvironment, and allows data exploration both in web and web virtual reality isinevitable. For better visualization and processing of LiDAR data from multiple LiDARscanners, point cloud registration is necessary. This thesis serves three purposes: 1)To present a point-based rendering approach to visualize and process LiDAR data inreal-time on the web and web virtual reality, 2) 3D parameterizing of object trackingalgorithm, and 3) point cloud registration of tracked objects. The idea is to createinfrastructure for 3D parametrization of existing object tracking implementation whichis used for objects localization and objects approximation with bounding boxes. Fromtracked objects, we would generate targets for registration to bring all the objects to thesame coordinate system. Instead of using artificial targets or selecting point areas, ourapplication is capable of doing the registration automatically.

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    [19WS - MA] Evaluation of Rendering Optimizations for Virtual Reality Applications in Vulkan

    Virtual reality (VR) and modern low-level graphics APIs, such as Vulkan, are hot topics in the
    field of high performance real-time graphics. Especially enterprise VR applications show the
    need for fast and highly optimized rendering of complex industrial scenes with very high
    object counts. However, solutions often need to be custom-tailored and the use of middleware
    is not always an option. Optimizing a Vulkan graphics renderer for high performance VR
    applications is a significant task. This thesis researches and presents a number of suitable
    optimization approaches. The goal is to integrate them into an existing renderer intended
    for enterprise usage, benchmark the respective performance impact in detail and evaluate
    those results. This thesis likewise includes all research and development documentation of
    the project, an explanation of successes and failures during the project and finally an outlook
    on how the findings may be used further.

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    BA: Inspired by the ultimate perspective - Development of a piano learning application using augmented reality — Having to look at sheet music while playing a new piece of music on the piano can be very tiring and slows down the overall learning process and motivation of the student. The representation of sheet music as we know it today has been invented hundreds of years ago and has not changed a lot ever since, despite the increase in technological possibilities. Augmented Reality (AR), being one of them, offers a natural way of assisting the user by scanning the environment and adding virtual supplements to their real perception. The goal of this thesis is to develop an augmented reality application for the head-mounted display Magic Leap 1, which offers a way to make it easier to learn new pieces of music or techniques. Highlighting specific properties of the keyboard concerning a specified key, or indicating which key should be played next can be a helpful asset. The application was implemented for the use with a MIDI keyboard and has been implemented using Unity3D. It was evaluated in terms of intuitiveness and usability, and it has been found that the AR piano instructor could generate interest in music theory, and it also motivated the user to learn to play the piano.
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    [19WS - MA] Procedurally Generated and Digitally Recreated Environments Designed for Interactive Content in Augmented and Virtual Reality — Creating understandable and easy to use interactive content is the goal of any software, wanting its user base to intuitively work within its environment. It is very important to test many different interaction concepts early on during development. This is especially true for interactive objects in new technologies, such as augmented and virtual reality, as they often require new approaches for a streamlined user experience. For the aforementioned rapid prototyping process, we want to create a solution that can be used in any current game engine, supporting the creation of augmented or virtual reality content. Furthermore, this thesis provides a proof of concept, showing that the automatic placement of content and environment objects is possible in real-time.

    The future of any head-mounted display in both augmented and virtual reality lies in wireless setups, making the ability to analyse the surrounding of the user in real-time an imminent requirement of any application deployed on such a device. By only processing the point cloud of a room, our approach is able to procedurally generate and digitally recreate environments, based on the user’s actual surroundings. Through the detection of distinctive room features, this implementation is able to provide areas, such as walls or tables, to place interactive content on automatically and independently of any user interactions, except the required prior scanning of their surroundings.

    In this thesis, we will combine both the augmented and virtual reality settings into a single solution, despite the slightly different requirements, generating a simplified and render optimized environment over the existing room mesh, creating bounds with at least fifteen times less vertices and triangles compared to the original. The bounds are calculated in less than 50 milliseconds on recommended virtual reality hardware, allowing our solution to function as a real-time replacement of the original mesh.

    Moreover, this work groups the created spatial mappings into categories for different types of interactive content, allowing for automatic placement in suitable locations. With a processing time of less than 200 milliseconds to analyse a standard surrounding, this enables applications to distribute content optimally around the user in a very short time frame. Creating such an environment with different areas to test interactive instances helps simplify the testing and comparison process of new interaction concepts in augmented and virtual reality, speeding up the development cycle of new and user friendly technologies. Additionally, this can be used in finished applications, procedurally placing new environments around the headset wearer based on their surroundings, with special areas for predefined interaction objects placed in easily reachable locations.

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    [18WS - BA] Development of a Game with Physiotherapical use with help of AR and VR Technologies — A physiotherapy treatment usually involves multiple sessions and repeating same set of exercises depending on the type and severity of the injury. Due to repetitiveness of the treatment, patient motivation and interest in the therapy decreases over time. As a result effectiveness of the treatment also declines. A solution to this problem is using motivational and behavioural effects of games to improve the therapy.By turning the therapy session into a fun experience patient engagement to the session can be enhanced. More motivated and engaged patients also promote the efficiency of the therapy. With the help of the technological developments in the fields of AR, VR and motion tracking, physical aspects of gameplay can be turned into rehabilitative exercises. With this concept in mind aim of this project is to create a game that is usable as a therapy tool. The game focuses on upper body and hand exercises. In the game the player is in a kitchen and has to grab ingredients from the shelves or from the counter and put them into the bowl in front of him/her. By using the kinect camera to track the movements of the player, the game allows the player to exercise stretching and grabbing movements.
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    [18SS - BA] Implementation of a 3D painting tool for Skyboxes in Virtual Reality — The painting application Skybox Painter is basically made to place 2D shapes in a 3D environment, in order to create skies for video games in an artistic way. There is a mixed toolset, that uses some optimized effects that are needed for skies, while the menus offer an intuitive painting environment to the user. The main theme of the thesis is the implementation of the described application in VR and the question, if digital design tools are productive and useful in VR or if a desktop version is better for industrial usage.

BA –  Daniel Schubert -- Development of a HoloLens? application to augment city skylines -- June 2017 - Oct 2017

MA – Theobald Bayer –  Story Guided Procedural Generation of Complex Connected Worlds and Levels for Role Play Game -- June 2017 - Dec 2017

BA – Tobias Holewa -- Creating a High-Level Network Library for Fast-Paced Multiplayer Games -- Mai 2017 - Sept 2017

Sven Liedtke

General Information

  • Phone: +49 89 289 17087

  • Additional roles: Studiengangskoordinator "Informatik: Games Engineering" (Bachelor)
  • Opening hours:
    • Appointments (via e-mail)

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