Michael Wimmer

Affiliations:
  • Vienna University of Technology, Institute of Visual Computing, Austria (PhD 2001)


According to our database1, Michael Wimmer authored at least 169 papers between 1999 and 2022.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
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PhD thesis 
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Online presence:

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Bibliography

2022
Assessment of Material Layers in Building Walls Using GeoRadar.
Remote. Sens., 2022

Software Rasterization of 2 Billion Points in Real Time.
Proc. ACM Comput. Graph. Interact. Tech., 2022

Training and Predicting Visual Error for Real-Time Applications.
Proc. ACM Comput. Graph. Interact. Tech., 2022

Assesment of material layers in building walls using GeoRadar.
CoRR, 2022

Gaussian Mixture Convolution Networks.
Proceedings of the Tenth International Conference on Learning Representations, 2022

2021
Fast occlusion-based point cloud exploration.
Vis. Comput., 2021

Guided Visibility Sampling++.
Proc. ACM Comput. Graph. Interact. Tech., 2021

Conservative Meshlet Bounds for Robust Culling of Skinned Meshes.
Comput. Graph. Forum, 2021

Rendering Point Clouds with Compute Shaders and Vertex Order Optimization.
Comput. Graph. Forum, 2021

On Provisioning Procedural Geometry Workloads on Edge Architectures.
Proceedings of the 17th International Conference on Web Information Systems and Technologies, 2021

Myopia in Head-Worn Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2021

Temporal-scope grammars for polyphonic music generation.
Proceedings of the FARM 2021: Proceedings of the 9th ACM SIGPLAN International Workshop on Functional Art, 2021

2020
Gaze-Dependent Simulation of Light Perception in Virtual Reality.
IEEE Trans. Vis. Comput. Graph., 2020

Real-time Approximation of Photometric Polygonal Lights.
Proc. ACM Comput. Graph. Interact. Tech., 2020

Test Scene Design for Physically Based Rendering.
CoRR, 2020

Points2Surf: Learning Implicit Surfaces from Point Cloud Patches.
CoRR, 2020

Photorealistic Material Editing Through Direct Image Manipulation.
Comput. Graph. Forum, 2020

Fast Out-of-Core Octree Generation for Massive Point Clouds.
Comput. Graph. Forum, 2020

Progressive Real-Time Rendering of One Billion Points Without Hierarchical Acceleration Structures.
Comput. Graph. Forum, 2020

Shrinking city layouts.
Comput. Graph., 2020

XREye: Simulating Visual Impairments in Eye-Tracked XR.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

CatARact: Simulating Cataracts in Augmented Reality.
Proceedings of the 2020 IEEE International Symposium on Mixed and Augmented Reality, 2020

Cost Volume Refinement for Depth Prediction.
Proceedings of the 25th International Conference on Pattern Recognition, 2020

Fast Multi-View Rendering for Real-Time Applications.
Proceedings of the 20th Eurographics Symposium on Parallel Graphics and Visualization, 2020

Points2Surf Learning Implicit Surfaces from Point Clouds.
Proceedings of the Computer Vision - ECCV 2020, 2020

2019
Gaussian-product subdivision surfaces.
ACM Trans. Graph., 2019

Sabrina: Modeling and Visualization of Economy Data with Incremental Domain Knowledge.
CoRR, 2019

FitConnect: Connecting Noisy 2D Samples by Fitted Neighbourhoods.
Comput. Graph. Forum, 2019

Interactive Visualization of Flood and Heavy Rain Simulations.
Comput. Graph. Forum, 2019

Live Coding of a VR Render Engine in VR.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Real-Time Continuous Level of Detail Rendering of Point Clouds.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

ICthroughVR: Illuminating Cataracts through Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

Sabrina: Modeling and Visualization of Financial Data over Time with Incremental Domain Knowledge.
Proceedings of the 30th IEEE Visualization Conference, 2019

Rendering Point Clouds with Compute Shaders.
Proceedings of the SIGGRAPH Asia 2019 Posters, 2019

Adaptive pointcloud segmentation for assisted interactions.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2019

Incrementally baked global illumination.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2019

2018
A VR-based user study on the effects of vision impairments on recognition distances of escape-route signs in buildings.
Vis. Comput., 2018

How Do Users Map Points Between Dissimilar Shapes?
IEEE Trans. Vis. Comput. Graph., 2018

Dynamic Path Exploration on Mobile Devices.
IEEE Trans. Vis. Comput. Graph., 2018

Gaussian material synthesis.
ACM Trans. Graph., 2018

Distinctive Approaches to Computer Graphics Education.
Comput. Graph. Forum, 2018

Progressive real-time rendering of unprocessed point clouds.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

The virtual schoolyard: attention training in virtual reality for children with attentional disorders.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2018

StretchDenoise: Parametric Curve Reconstruction with Guarantees by Separating Connectivity from Residual Uncertainty of Samples.
Proceedings of the 26th Pacific Conference on Computer Graphics and Applications, 2018

2017
Forced Random Sampling: fast generation of importance-guided blue-noise samples.
Vis. Comput., 2017

Integrated Structural-Architectural Design for Interactive Planning.
Comput. Graph. Forum, 2017

Relation-based parametrization and exploration of shape collections.
Comput. Graph., 2017

Efficient tree modeling from airborne LiDAR point clouds.
Comput. Graph., 2017

LiteMaker: Interactive Luminaire Development using Progressive Photon Tracing and Multi-Resolution Upsampling.
Proceedings of the 22nd International Symposium on Vision, Modeling, and Visualization, 2017

Sketch-based guided modeling of 3D buildings from oriented photos.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Responsive real-time grass rendering for general 3D scenes.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Cut and Paint: Occlusion-Aware Subset Selection for Surface Processing.
Proceedings of the 43rd Graphics Interface Conference 2017, 2017

2016
Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction.
IEEE Trans. Vis. Comput. Graph., 2016

Non-linear shape optimization using local subspace projections.
ACM Trans. Graph., 2016

Curve Reconstruction with Many Fewer Samples.
Comput. Graph. Forum, 2016

Harvesting Dynamic 3D Worlds from Commodity Sensor Clouds.
Proceedings of the GCH 2016 - Eurographics Workshop on Graphics and Cultural Heritage, 2016

Relation-based parametrization and exploration of shape collections.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2016

20 Years of the Central European Seminar on Computer Graphics.
Proceedings of the 37th Annual Conference of the European Association for Computer Graphics, 2016

2015
Learning shape placements by example.
ACM Trans. Graph., 2015

Reduced-order shape optimization using offset surfaces.
ACM Trans. Graph., 2015

CHC+RT: Coherent Hierarchical Culling for Ray Tracing.
Comput. Graph. Forum, 2015

Separable Subsurface Scattering.
Comput. Graph. Forum, 2015

Layer-Based Procedural Design of Façades.
Comput. Graph. Forum, 2015

Partial Shape Matching Using Transformation Parameter Similarity.
Comput. Graph. Forum, 2015

Optimization of natural frequencies for fabrication-aware shape modeling.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Parallel Reyes-style adaptive subdivision with bounded memory usage.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Depixelizing pixel art in real-time.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Cropland Capture - A Game for Improving Global Cropland Maps.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

High-quality point-based rendering using fast single-pass interpolation.
Proceedings of the 2nd Digital Heritage International Congress, 2015

Modeling Routinization in Games: An Information Theory Approach.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Real-time rendering of glossy materials with regular sampling.
Vis. Comput., 2014

Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction.
IEEE Trans. Vis. Comput. Graph., 2014

Continuous projection for fast <i>L</i><sub>1</sub> reconstruction.
ACM Trans. Graph., 2014

Edit propagation using geometric relationship functions.
ACM Trans. Graph., 2014

A Comparative Perceptual Study of Soft-Shadow Algorithms.
ACM Trans. Appl. Percept., 2014

Gaze-to-Object Mapping during Visual Search in 3D Virtual Environments.
ACM Trans. Appl. Percept., 2014

Automatic generation of tourist brochures.
Comput. Graph. Forum, 2014

YMCA - Your mesh comparison application.
Proceedings of the 9th IEEE Conference on Visual Analytics Science and Technology, 2014

Efficient collision detection while rendering dynamic point clouds.
Proceedings of the Graphics Interface 2014, 2014

The effects of fast disparity adjustment in gaze-controlled stereoscopic applications.
Proceedings of the Eye Tracking Research and Applications, 2014

2013
Reflective and Refractive Objects for Mixed Reality.
IEEE Trans. Vis. Comput. Graph., 2013

Vessel Visualization using Curved Surface Reformation.
IEEE Trans. Vis. Comput. Graph., 2013

O-snap: Optimization-based snapping for modeling architecture.
ACM Trans. Graph., 2013

A Survey of Urban Reconstruction.
Comput. Graph. Forum, 2013

Freeform Shadow Boundary Editing.
Comput. Graph. Forum, 2013

Analytic Visibility on the GPU.
Comput. Graph. Forum, 2013

Minimizing edge length to connect sparsely sampled unstructured point sets.
Comput. Graph., 2013

Teaching a modern graphics pipeline using a shader-based software renderer.
Comput. Graph., 2013

Analysis of Interactive Editing Operations for Out-of-Core Point-Cloud Hierarchies.
Proceedings of the 21st International Conference in Central Europe on Computer Graphics, 2013

Interactive Grass Rendering Using Real-Time Tessellation.
Proceedings of the 21st International Conference in Central Europe on Computer Graphics, 2013

Sampled and Analytic Rasterization.
Proceedings of the 18th International Workshop on Vision, Modeling, and Visualization, 2013

Non-Sampled Anti-Aliasing.
Proceedings of the 18th International Workshop on Vision, Modeling, and Visualization, 2013

Inverse-Procedural Methods for Urban Models.
Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation, 2013

Challenges and Ideas in Procedural Modeling of Interiors.
Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation, 2013

Fast percentage closer soft shadows using temporal coherence.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Fast light-map computation with virtual polygon lights.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Landspotting - Games for improving global land cover.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

The Institute of Computer Graphics and Algorithms, Vienna, Austria.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

Seamless texturing of archaeological data.
Proceedings of the 1st Digital Heritage International Congress, 2013

Visual Attention and Gaze Behavior in Games: An Object-Based Approach.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
A layered depth-of-field method for solving partial occlusion.
J. WSCG, 2012

Interactive BRDF Estimation for Mixed-Reality Applications.
J. WSCG, 2012

Temporal Coherence Methods in Real-Time Rendering.
Comput. Graph. Forum, 2012

Interactive Coherence-Based Façade Modeling.
Comput. Graph. Forum, 2012

Tessellation-Independent Smooth Shadow Boundaries.
Comput. Graph. Forum, 2012

Practical Spectral Photography.
Comput. Graph. Forum, 2012

Reciprocal shading for mixed reality.
Comput. Graph., 2012

Fast Accurate Soft Shadows with Adaptive Light Source Sampling.
Proceedings of the 17th International Workshop on Vision, Modeling, and Visualization, 2012

Efficient real-time shadows.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

GeigerCam: measuring radioactivity with webcams.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2012

Auto Splats: Dynamic Point Cloud Visualization on the GPU.
Proceedings of the 12th Eurographics Symposium on Parallel Graphics and Visualization, 2012

2011
Bimodal task-facilitation in a virtual traffic scenario through spatialized sound rendering.
ACM Trans. Appl. Percept., 2011

A Survey of Real-Time Hard Shadow Mapping Methods.
Comput. Graph. Forum, 2011

Interactive Modeling of City Layouts using Layers of Procedural Content.
Comput. Graph. Forum, 2011

Out-of-core selection and editing of huge point clouds.
Comput. Graph., 2011

Shadow caster culling for efficient shadow mapping.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

Adaptive camera-based color mapping for mixed-reality applications.
Proceedings of the 10th IEEE International Symposium on Mixed and Augmented Reality, 2011

A Survey on Temporal Coherence Methods in Real-Time Rendering.
Proceedings of the 32nd Annual Conference of the European Association for Computer Graphics, 2011

2010
An empirical pipeline to derive gaze prediction heuristics for 3D action games.
ACM Trans. Appl. Percept., 2010

High-Quality Screen-Space Ambient Occlusion using Temporal Coherence.
Comput. Graph. Forum, 2010

A Layered Particle-Based Fluid Model for Real-Time Rendering of Water.
Comput. Graph. Forum, 2010

Editorial.
Comput. Graph., 2010

Parallel generation of multiple L-systems.
Comput. Graph., 2010

Efficient irradiance normal mapping.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Procedural skeletons: kinematic extensions to CGA-shape grammars.
Proceedings of the Spring Conference on Computer Graphics, 2010

Differential Instant Radiosity for mixed reality.
Proceedings of the 9th IEEE International Symposium on Mixed and Augmented Reality, 2010

Shadow Algorithms for Real-time Rendering.
Proceedings of the 31st Annual Conference of the European Association for Computer Graphics, 2010

2009
Adaptive global visibility sampling.
ACM Trans. Graph., 2009

Physically Guided Animation of Trees.
Comput. Graph. Forum, 2009

Parallel Generation of L-Systems.
Proceedings of the 14th International Workshop on Vision, Modeling, and Visualization, 2009

Interactive Domitilla Catacomb Exploration.
Proceedings of the 10th International Symposium on Virtual Reality, 2009

Efficient and practical audio-visual rendering for games using crossmodal perception.
Proceedings of the 2009 Symposium on Interactive 3D Graphics, 2009

Advances in real-time rendering.
Proceedings of the Spring Conference on Computer Graphics, 2009

Real-Time Soft Shadows Using Temporal Coherence.
Proceedings of the Advances in Visual Computing, 5th International Symposium, 2009

2008
Interactive visual editing of grammars for procedural architecture.
ACM Trans. Graph., 2008

Frame Sequential Interpolation for Discrete Level-of-Detail Rendering.
Comput. Graph. Forum, 2008

CHC++: Coherent Hierarchical Culling Revisited.
Comput. Graph. Forum, 2008

Real-Time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights.
Comput. Graph. Forum, 2008

Evaluation of HDR tone mapping methods using essential perceptual attributes.
Comput. Graph., 2008

Efficient Spherical Harmonics Lighting with the Preetham Skylight Model.
Proceedings of the 29th Annual Conference of the European Association for Computer Graphics, 2008

A psychophysical study of fixation behavior in a computer game.
Proceedings of the 5th Symposium on Applied Perception in Graphics and Visualization, 2008

2007
Instant Animated Grass.
J. WSCG, 2007

Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transitions.
Comput. Graph. Forum, 2007

Queried virtual shadow maps.
Proceedings of the 2007 Symposium on Interactive 3D Graphics, 2007

Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence.
Proceedings of the Eurographics Symposium on Rendering Techniques, Grenoble, France, 2007, 2007

Interactive Smooth and Curved Shell Mapping.
Proceedings of the Eurographics Symposium on Rendering Techniques, Grenoble, France, 2007, 2007

Physically Based Real-Time Translucency for Leaves.
Proceedings of the Eurographics Symposium on Rendering Techniques, Grenoble, France, 2007, 2007

Optimized HLOD Refinement Driven by Hardware Occlusion Queries.
Proceedings of the Advances in Visual Computing, Third International Symposium, 2007

Optimized subdivisions for preprocessed visibility.
Proceedings of the Graphics Interface 2007 Conference, May 28-30, 2007, Montreal, Canada, 2007

Fitted virtual shadow maps.
Proceedings of the Graphics Interface 2007 Conference, May 28-30, 2007, Montreal, Canada, 2007

2006
Guided visibility sampling.
ACM Trans. Graph., 2006

Instant Points: Fast Rendering of Unprocessed Point Clouds.
Proceedings of the 3rd Symposium on Point Based Graphics, 2006

Adaptive Visibility-Driven View Cell Construction.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006

2005
Automatic impostor placement for guaranteed frame rates and low memory requirements.
Proceedings of the 2005 Symposium on Interactive 3D Graphics, 2005

Fast Exact From-Region Visibility in Urban Scenes.
Proceedings of the Eurographics Symposium on Rendering Techniques, Konstanz, Germany, June 29, 2005

Image-based Representations for Accelerated Rendering of Complex Scenes.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005

2004
Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful.
Comput. Graph. Forum, 2004

Light Space Perspective Shadow Maps.
Proceedings of the 15th Eurographics Workshop on Rendering Techniques, 2004

2003
Instant architecture.
ACM Trans. Graph., 2003

Rendering Time Estimation for Real-Time Rendering.
Proceedings of the 14th Eurographics Workshop on Rendering Techniques, 2003

Delivering Interactivity to Complex Tone Mapping Operators.
Proceedings of the 14th Eurographics Workshop on Rendering Techniques, 2003

2002
Textured Depth Meshes for Realtime Rendering of Arbitrary Scenes.
Proceedings of the 13th Eurographics Workshop on Rendering Techniques, 2002

Layered Environment-Map Impostors for Arbitrary Scenes.
Proceedings of the Graphics Interface 2002 Conference, 2002

2001
Instant Visibility.
Comput. Graph. Forum, 2001

Point-Based Impostors for Real-Time Visualization.
Proceedings of the 12th Eurographics Workshop on Rendering Techniques, 2001

Visibility Preprocessing for Urban Scenes using Line Space Subdivision.
Proceedings of the 9th Pacific Conference on Computer Graphics and Applications, 2001

Computerspiele in der Computergraphik-Lehre.
Proceedings of the Tagungsband der GI/OCG-Jahrestagung - 31. Jahrestagung der Gesellschaft für Informatik, Wirtschaft und Wissenschaft in der Network Economy, 2001

2000
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs.
Proceedings of the Eurographics Workshop on Rendering Techniques 2000, 2000

1999
Fast walkthroughs with image caches and ray casting.
Comput. Graph., 1999


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