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Dive into the research topics where Oliver Mattausch is active.

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Featured researches published by Oliver Mattausch.


spring conference on computer graphics | 2003

Strategies for interactive exploration of 3D flow using evenly-spaced illuminated streamlines

Oliver Mattausch; Thomas Theußl; Helwig Hauser; M. Eduard Gröller

This paper presents several strategies to interactively explore 3D flow. Based on a fast illuminated streamlines algorithm, standard graphics hardware is sufficient to gain interactive rendering rates. Our approach does not require the user to have any prior knowledge of flow features. After the streamlines are computed in a short preprocessing time, the user can interactively change appearance and density of the streamlines to further explore the flow. Most important flow features like velocity or pressure not only can be mapped to all available streamline appearance properties like streamline width, material, opacity, but also to streamline density. To improve spatial perception of the 3D flow we apply techniques based on animation, depth cueing, and halos along a streamline if it is crossed by another streamline in the foreground. Finally, we make intense use of focus+context methods like magic volumes, region of interest driven streamline placing, and spotlights to solve the occlusion problem.


international symposium on mixed and augmented reality | 2010

Differential Instant Radiosity for mixed reality

Martin Knecht; Christoph Traxler; Oliver Mattausch; Werner Purgathofer; Michael Wimmer

In this paper we present a novel plausible realistic rendering method for mixed reality systems, which is useful for many real life application scenarios, like architecture, product visualization or edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates (20–30fps). The most important such effects are indirect illumination and shadows cast between real and virtual objects. Our approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. We describe a new method to assign virtual point lights to multiple primary light sources, which can be real or virtual. We use imperfect shadow maps for calculating illumination from virtual point lights and have significantly improved their accuracy by taking the surface normal of a shadow caster into account. Temporal coherence is exploited to reduce flickering artifacts. Our results show that the presented method highly improves the illusion in mixed reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.


Computer Graphics Forum | 2008

CHC++: Coherent Hierarchical Culling Revisited

Oliver Mattausch; Jiří Bittner; Michael Wimmer

We present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of temporal and spatial coherence of visibility. This is achieved by using adaptive visibility prediction and query batching. As a result of the new optimizations the number of issued occlusion queries and the number of rendering state changes are significantly reduced. We also propose a simple method for determining tighter bounding volumes for occlusion queries and a method which further reduces the pipeline stalls. The proposed method provides up to an order of magnitude speedup over the previous state of the art. The new technique is simple to implement, does not rely on hardware calibration and integrates well with modern game engines.


Computer Graphics Forum | 2012

Temporal Coherence Methods in Real-Time Rendering

Daniel Scherzer; Lei Yang; Oliver Mattausch; Diego Nehab; Pedro V. Sander; Michael Wimmer; Elmar Eisemann

Nowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real‐time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions).


international conference on computer graphics and interactive techniques | 2009

Adaptive global visibility sampling

Jiří Bittner; Oliver Mattausch; Peter Wonka; Vlastimil Havran; Michael Wimmer

In this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view cells it intersects. The main contribution of the paper is a set of adaptive sampling strategies based on ray mutations that exploit the spatial coherence of visibility. Our method achieves more than an order of magnitude speedup compared to per-view cell sampling. This provides a practical solution to visibility preprocessing and also enables a new type of interactive visibility analysis application, where it is possible to quickly inspect and modify a coarse global visibility solution that is constantly refined.


Computers & Graphics | 2012

Augmented Reality: Reciprocal shading for mixed reality

Martin Knecht; Christoph Traxler; Oliver Mattausch; Michael Wimmer

In this paper we present a novel plausible rendering method for mixed reality systems, which is useful for many real-life application scenarios, like architecture, product visualization or edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates. The most important such effects are indirect illumination and shadows cast between real and virtual objects. Our approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. In addition, we avoid artifacts like double shadows or inconsistent color bleeding which appear in previous work. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. The scene gets illuminated by virtual point lights, which use imperfect shadow maps to calculate visibility. A sufficiently fast scene reconstruction is done at run-time with Microsofts Kinect sensor. Thus, a time-consuming manual pre-modeling step of the real scene is not necessary. Our results show that the presented method highly improves the illusion in mixed-reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.


international symposium on visual computing | 2009

Real-Time Soft Shadows Using Temporal Coherence

Daniel Scherzer; Michael Schwärzler; Oliver Mattausch; Michael Wimmer

A vast amount of soft shadow map algorithms have been presented in recent years. Most use a single sample hard shadow map together with some clever filtering technique to calculate perceptually or even physically plausible soft shadows. n nOn the other hand there is the class of much slower algorithms that calculate physically correct soft shadows by taking and combining many samples of the light. n nIn this paper we present a new soft shadow method that combines the benefits of these approaches. It samples the light source over multiple frames instead of a single frame, creating only a single shadow map each frame. Where temporal coherence is low we use spatial filtering to estimate additional samples to create correct and very fast soft shadows.


Computer Graphics Forum | 2010

High-Quality Screen-Space Ambient Occlusion using Temporal Coherence

Oliver Mattausch; Daniel Scherzer; Michael Wimmer

Ambient occlusion is a cheap but effective approximation of global illumination. Recently, screen‐space ambient occlusion (SSAO) methods, which sample the frame buffer as a discretization of the scene geometry, have become very popular for real‐time rendering. We present temporal SSAO (TSSAO), a new algorithm which exploits temporal coherence to produce high‐quality ambient occlusion in real time. Compared to conventional SSAO, our method reduces both noise as well as blurring artefacts due to strong spatial filtering, faithfully representing fine‐grained geometric structures. Our algorithm caches and reuses previously computed SSAO samples, and adaptively applies more samples and spatial filtering only in regions that do not yet have enough information available from previous frames. The method works well for both static and dynamic scenes.


eurographics | 2011

A Survey on Temporal Coherence Methods in Real-Time Rendering

Daniel Scherzer; Lei Yang; Oliver Mattausch; Diego Nehab; Pedro V. Sander; Michael Wimmer; Elmar Eisemann

Nowadays, there is a strong trend towards rendering to higher-resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever-increasing amount of computational power, the processing gain is counteracted to a high degree by increasingly complex and sophisticated pixel computations. For real-time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g., although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high-quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this state-of-the-art report, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit temporal coherence for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high-end graphics applications to lower-spec consumer-level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a key data structure, the so-called reprojection cache, with several supporting algorithms that facilitate reusing shading information from previous frames, and finally illustrated its usefulness in various applications.


graphics interface | 2007

Optimized subdivisions for preprocessed visibility

Oliver Mattausch; Jiří Bittner; Peter Wonka; Michael Wimmer

This paper describes a new tool for preprocessed visibility. It puts together view space and object space partitioning in order to control the render cost and memory cost of the visibility description generated by a visibility solver. The presented method progressively refines view space and object space subdivisions while minimizing the associated render and memory costs. Contrary to previous techniques, both subdivisions are driven by actual visibility information. We show that treating view space and object space together provides a powerful method for controlling the efficiency of the resulting visibility data structures.

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Michael Wimmer

Vienna University of Technology

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Daniel Scherzer

Vienna University of Technology

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Jiří Bittner

Czech Technical University in Prague

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Lei Yang

Hong Kong University of Science and Technology

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Martin Knecht

Vienna University of Technology

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