We are living in a data society in which data is generated at amazing speed; individuals, companies, organizations, and governments are on the brink of being drawn into a massive deluge of data. The great challenge is to extract the relevant information from vast amounts of data and communicate it effectively.
Typical scenarios include decision and policy making for urban and environmental planning or understanding relationships and dependencies in complex networks, e.g., social networks or networks from the field of bioinformatics. These scenarios are not only of interest to specialized experts; in fact, there is a trend toward including the broad public, which requires the information to be presented in a reliable, faithful, and easy-to-understand fashion.
Visual computing can play a key role in extracting and presenting the relevant information.
In visual computing research the aspect of quantification is often neglected. The SFB-TRR 161 seeks to close this gap.
The long-term goal is to strengthen the research field by establishing the paradigm of quantitative science in visual computing.
Opportunity to research future interaction paradigms for Mixed Reality in Visual Computing.
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New project focuses on methods that detect subtle quality differences in highly compressed images.
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Postdoctoral researcher in Project D04 wins award for her dissertation.
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Feb 2nd, 2026, 4 pm - 6 pm
University of Stuttgart
Held by:
Michael Doggett, Lund University, Sweden
Abstract:
Real-time rendering in contemporary games continues to push the limits of available silicon, driving the creation of visually rich and highly realistic virtual worlds. As architectures and capabilities of GPUs and related compute hardware evolve, their relationship with gaming has become symbiotic: advances in silicon enable new forms of visual computing, while the demands of gaming help shape the design of future chips. Efficient utilisation of silicon, through GPU architecture, compilers, neural hardware, generative AI, or targeted hand-optimisation, remains essential to achieving high-quality, interactive graphics. In this talk, I will look back at the co-evolution of gaming and silicon architectures and highlight key milestones in research and industry practice. I will then present recent work on ray tracing hardware and the use of neural acceleration for real-time rendering. Finally, I will outline the challenges and opportunities ahead as the landscape of graphics-oriented silicon continues to shift.
Bio:
Michael Doggett is an Associate Professor at Lund University whose work bridges GPU architecture, AI acceleration, and real‑time rendering. His career spans both industry and academia: at ATI/AMD he contributed to graphics architectures used in systems such as the Xbox 360, and at Facebook Reality Labs he worked on next‑generation AR graphics hardware. He earned his PhD from UNSW Sydney, followed by postdoctoral work at the University of Tübingen, and has since spent more than twenty years advancing the state of real‑time graphics. His current research explores how neural hardware will redefine the future of rendering.
Location:
University of Stuttgart, Visualization Research Center (VISUS), Room: 00.012
The lecture will be transmitted to the University of Konstanz, Room: ZT1201.
The lecture will be available via WebEx.
Meeting-ID (access code): 2794 344 5451
Meeting password: CkbB4QAhZ33 (25224724 when joining by phone)
For participants via WebEx: The transmission will kindly be managed by Patrick Gralka. He will be on site and monitor/manage the WebEx-Session incl. Q&A during and after the talk as well. Please don´t hesitate to get in touch with Patrick in case of questions or problems regarding the transmission/your online participation: Patrick.Gralka@visus.uni-stuttgart.de
All doctoral researchers are asked to take part in the events of the lecture series.
Mar 12th - 13st, 2026
University of Konstanz, Room ZT 1204 (Data Theatre)
Organized by:
Patrick Paetzold, Michael Stroh, Ying Zhang
Proposal Submission:
Given the success of past Hackathons, we encourage you to submit a proposal to recruit talented individuals for your project at this year’s event. Please email your PDF to Ying Zhang.
Proposal Deadline: Dec 1st, 2025.
Once we've collected all the proposals and given the authors their feedback, you'll be asked to vote on a topic to get involved.
Location:
University of Konstanz, Room ZT 1204 (Data Theatre)
Apr 23rd, 2026, 9 am - 4 pm
Visualization Research Center, University of Stuttgart
Beim Girls'Day am Visualisierungsinstitut der Universität Stuttgart hast du nicht nur die Gelegenheit, faszinierende digitale Umgebungen und farbenfrohe Visualisierungen zu erkunden — sondern auch, sie selbst zu programmieren und nach deinen eigenen Vorstellungen zu gestalten! Tauche mit uns ein in die Welt der Visualisierungsforschung und entdecke, wie kreativ Informatik sein kann.
Mehr zum Anbebot und zur Anmeldung
Jun 16th - 17th, 2026, full days
The SFB-TRR 161 produces videos to give insights into the projects and the ongoing research. Please visit our YouTube Channel.
PhD students of the projects at the Universities of Stuttgart and Konstanz learn and do research together on their way to their doctoral degree in visual computing.
The scientists of the SFB-TRR 161 as well as guest authors blog about their activities in computer graphics, visualization, computer vision, augmented reality, human-computer interaction, and psychology.
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