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Michael Wimmer

Michael Wimmer
TU Wien | TU Wien · Institute of Computer Graphics and Algorithms

PhD

About

192
Publications
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4,424
Citations

Publications

Publications (192)
Article
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Most recently, use cases for them in real-time applications have emerged, such as content-adaptive shading and shading reuse to increase performance and improve efficiency. A wide range of different metrics has been established, with the most sophistic...
Preprint
Full-text available
We propose a software rasterization pipeline for point clouds that is capable of brute-force rendering up to two billion points in real time (60fps). Improvements over the state of the art are achieved by batching points in a way that a number of batch-level optimizations can be computed before rasterizing the points within the same rendering pass....
Preprint
Full-text available
This paper proposes a novel method for deep learning based on the analytical convolution of multidimensional Gaussian mixtures. In contrast to tensors, these do not suffer from the curse of dimensionality and allow for a compact representation, as data is only stored where details exist. Convolution kernels and data are Gaussian mixtures with uncon...
Conference Paper
Contemporary applications such as those within Augmented or Virtual Reality (AR/VR) pose challenges for software architectures supporting them, which have to adhere to stringent latency, data transmission, and performance requirements. This manifests in processing 3D models, whose 3D contents are increasingly generated procedurally rather than expl...
Article
Full-text available
Large-scale unstructured point cloud scenes can be quickly visualized without prior reconstruction by utilizing levels-of-detail structures to load an appropriate subset from out-of-core storage for rendering the current view. However, as soon as we need structures within the point cloud, e.g., for interactions between objects, the construction of...
Article
In this paper, we present several compute‐based point cloud rendering approaches that outperform the hardware pipeline by up to an order of magnitude and achieve significantly better frame times than previous compute‐based methods. Beyond basic closest‐point rendering, we also introduce a fast, high‐quality variant to reduce aliasing. We present an...
Preprint
Full-text available
While commodity GPUs provide a continuously growing range of features and sophisticated methods for accelerating compute jobs, many state-of-the-art solutions for point cloud rendering still rely on the provided point primitives (GL_POINTS, POINTLIST, ...) of graphics APIs for image synthesis. In this paper, we present several compute-based point c...
Conference Paper
For our society to be more inclusive and accessible, the more than 2.2 billion people worldwide with limited vision should be considered more frequently in design decisions, such as architectural planning. To help architects in evaluating their designs and give medical personnel some insight on how patients experience cataracts, we worked with opht...
Chapter
A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such...
Article
[[Full paper: https://www.cg.tuwien.ac.at/research/publications/2020/luidolt-2020-lightperceptionVR/]] The perception of light is inherently different inside a virtual reality (VR) or augmented reality (AR) simulation when compared to the real world. Conventional head-worn displays (HWDs) are not able to display the same high dynamic range of brig...
Article
Full-text available
Nowadays, point clouds are the standard product when capturing reality independent of scale and measurement technique. Especially, Dense Image Matching (DIM) and Laser Scanning (LS) are state of the art capturing methods for a great variety of applications producing detailed point clouds up to billions of points. In-depth analysis of such huge poin...
Preprint
Full-text available
Figure 1: Processing pipeline: An out-of-core hierarchical counting sort quickly generates chunks of suitable size which can then be indexed in parallel, and eventually merged into a single octree. Abstract We propose an efficient out-of-core octree generation method for arbitrarily large point clouds. It utilizes a hierarchical counting sort to qu...
Article
Creating photorealistic materials for light transport algorithms requires carefully fine‐tuning a set of material properties to achieve a desired artistic effect. This is typically a lengthy process that involves a trained artist with specialized knowledge. In this work, we present a technique that aims to empower novice and intermediate‐level user...
Article
Full-text available
We present a real-time rendering technique for photometric polygonal lights. Our method uses a numerical integration technique based on a triangulation to calculate noise-free diffuse shading. We include a dynamic point in the triangulation that provides a continuous near-field illumination resembling the shape of the light emitter and its characte...
Article
Full-text available
Research in rendering large point clouds traditionally focused on the generation and use of hierarchical acceleration structures that allow systems to load and render the smallest fraction of the data with the largest impact on the output. The generation of these structures is slow and time consuming, however, and therefore ill‐suited for tasks suc...
Preprint
Full-text available
Figure 1: The progressive rendering of point clouds via reprojection and filling allows us to maintain real-time frame rates by distributing the rendering of large point clouds over multiple frames, without the need to generate acceleration structures in advance. Filling holes with randomized subsets of the full data set leads to higher quality con...
Preprint
Full-text available
We propose a compute shader based point cloud rasterizer with up to 10 times higher performance than classic point-based rendering with the GL_POINT primitive. In addition to that, our rasterizer offers 5 byte depth-buffer precision with uniform or customizable distribution, and we show that it is possible to implement a high-quality splatting meth...
Article
Full-text available
Probabilistic distribution models like Gaussian mixtures have shown great potential for improving both the quality and speed of several geometric operators. This is largely due to their ability to model large fuzzy data using only a reduced set of atomic distributions, allowing for large compression rates at minimal information loss. We introduce a...
Conference Paper
Full-text available
Global Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation from scratch results in artifacts like flickering or noise, disturbing the visual appearance and...
Conference Paper
Full-text available
In this work, we propose an interaction-driven approach streamlined to support and improve a wide range of real-time 2D interaction metaphors for arbitrarily large pointclouds based on detected primitive shapes. Rather than performing shape detection as a costly pre-processing step on the entire point cloud at once, a user-controlled interaction de...
Preprint
Full-text available
Probabilistic distribution models like Gaussian mixtures have shown great potential for improving both the quality and speed of several geometric operators. This is largely due to their ability to model large fuzzy data using only a reduced set of atomic distributions, allowing for large compression rates at minimal information loss. We introduce a...
Preprint
Vision impairments, such as cataracts, affect the way many people interact with their environment, yet are rarely considered by architects and lighting designers because of a lack of design tools. To address this, we present a method to simulate vision impairments, in particular cataracts, graphically in virtual reality (VR), using eye tracking for...
Conference Paper
Vision impairments, such as cataracts, affect the way many people interact with their environment, yet are rarely considered by architects and lighting designers because of a lack of design tools. To address this, we present a method to simulate vision impairments, in particular cataracts, graphically in virtual reality (VR), using eye tracking for...
Conference Paper
Full-text available
Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable pop...
Conference Paper
This work presents a virtual reality simulation for training different attentional abilities in children and adolescents. In an interdisciplinary project between psychology and computer science, we developed four mini-games that are used during therapy sessions to battle different aspects of attentional disorders. First experiments show that the im...
Poster
Full-text available
Rendering tens of millions of points in real time usually requires either high-end graphics cards, or the use of spatial acceleration structures. We introduce a method to progressively display as many points as the GPU memory can hold in real time by reprojecting what was visible and randomly adding additional points to uniformly converge towards t...
Article
Full-text available
In workplaces or publicly accessible buildings, escape routes are signposted according to official norms or international standards that specify distances, angles and areas of interest for the positioning of escape-route signs. In homes for the elderly, in which the residents commonly have degraded mobility and suffer from vision impairments caused...
Article
We propose a parameter‐free method to recover manifold connectivity in unstructured 2D point clouds with high noise in terms of the local feature size. This enables us to capture the features which emerge out of the noise. To achieve this, we extend the reconstruction algorithm HNN‐Crust, which connects samples to two (noise‐free) neighbours and ha...
Article
Full-text available
With online repositories for 3D models like 3D Warehouse becoming more prevalent and growing ever larger, new possibilities have emerged for both experienced and inexperienced users. These large collections of shapes can provide inspiration for designers or make it possible to synthesize new shapes by combining different parts from already existing...
Conference Paper
Full-text available
Industrial applications like luminaire development (the creation of a luminaire in terms of geometry and material) or lighting design (the efficient and aesthetic placement of luminaires in a virtual scene) rely heavily on high realism and physically correct simulations. Using typical approaches like CAD modeling and offline rendering, this require...
Article
Finding similar points in globally or locally similar shapes has been studied extensively through the use of various point descriptors or shape-matching methods. However, little work exists on finding similar points in dissimilar shapes. In this paper, we present the results of a study where users were given two dissimilar two-dimensional shapes an...
Article
Full-text available
In computer graphics, stochastic sampling is frequently used to efficiently approximate complex functions and integrals. The error of approximation can be reduced by distributing samples according to an importance function, but cannot be eliminated completely. To avoid visible artifacts, sample distributions are sought to be random, but spatially u...
Article
Full-text available
Modeling real-world trees is important in many application areas, including computer graphics, botany and forestry. An example of a modeling method is reconstruction from light detection and ranging (LiDAR) scans. In contrast to terrestrial LiDAR systems, airborne LiDAR systems – even current high-resolution systems – capture only very few samples...
Article
Full-text available
We present a novel framework for visualizing routes on mobile devices. Our framework is suitable for helping users explore their environment. First, given a starting point and a maximum route length, the system retrieves nearby points of interest (POIs). Second, we automatically compute an attractive walking path through the environment trying to p...
Conference Paper
Full-text available
Capturing urban scenes using photogrammetric methods has become an interesting alternative to laser scanning in the past years. For the reconstruction of CAD-ready 3D models, two main types of interactive approaches have become prevalent: One uses the generated 3D point clouds to reconstruct polygonal surfaces, while the other focuses on 2D interac...
Conference Paper
Grass plays an important role in most natural environments. Most interactive applications use image-based techniques to approximate fields of grass due to the high geometrical complexity, leading to visual artifacts. In this paper, we propose a grass-rendering technique that is capable of drawing each blade of grass as geometrical object in real ti...
Article
Full-text available
Traditionally, building floorplans are designed by architects with their usability, functionality, and architectural aesthetics in mind, however, the structural properties of the distribution of load-bearing walls and columns are usually not taken into account at this stage. In this paper we propose a novel approach for the design of architectural...
Article
Full-text available
We consider the problem of sampling points from a collection of smooth curves in the plane, such that the Crust family of proximity-based reconstruction algorithms can rebuild the curves. Reconstruction requires a dense sampling of local features, i.e., parts of the curve that are close in Euclidean distance but far apart geodesically. We show that...
Poster
Full-text available
With online repositories for 3D models like 3D Warehouse becoming more prevalent and growing ever larger, new possibilities have opened up for both experienced and inexperienced users alike. These large collections of shapes can provide inspiration for designers or make it possible to synthesize new shapes by combining different parts from already...
Article
Full-text available
In this paper we present a novel method for non-linear shape optimization of 3d objects given by their surface representation. Our method takes advantage of the fact that various shape properties of interest give rise to underdetermined design spaces implying the existence of many good solutions. Our algorithm exploits this by performing iterative...
Conference Paper
Full-text available
Routinization is the result of practicing until an action stops being a goal-directed process. This paper formulates a definition of routinization in games based on prior research in the fields of activity theory and practice theory. Routinization is analyzed using the formal model of discrete-time, discrete-space Markov chains and information theo...
Conference Paper
Full-text available
We present a method to improve the visual quality of point cloud renderings through a nearest-neighbor-like interpolation of points. This allows applications to render points at larger sizes in order to reduce holes, without reducing the readability of fine details due to occluding points. The implementation requires only few modifications to exist...
Poster
Full-text available
Given a target shape and a target frequency, we automatically synthesize a shape that exhibits this frequency as part of its natural spectrum, while resembling the target shape as closely as possible. We employ finite element modal analysis with thin-shell elements to accurately predict the acoustic behavior of 3d solids. Our optimization pipeline...
Article
Full-text available
Given the 2-manifold surface of a 3d object, we propose a novel method for the computation of an offset surface with varying thickness such that the solid volume between the surface and its offset satisfies a set of prescribed constraints and at the same time minimizes a given objective functional. Since the constraints as well as the objective fun...
Article
We present a method to learn and propagate shape placements in 2D polygonal scenes from a few examples provided by a user. The placement of a shape is modeled as an oriented bounding box. Simple geometric relationships between this bounding box and nearby scene polygons define a feature set for the placement. The feature sets of all example placeme...
Data
Keyboard percussion instruments such as xylophones and glockenspiels are composed of an arrangement of bars. These are varied in some of their geometrical properties---typically the length---in order to influence their acoustic behavior. Most instruments in this family do not deviate from simple geometrical shapes, since designing the natural frequ...
Article
We propose a new technique for GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader-based ray-tracing kernels. By combining hierarchies in both ray space...
Article
Full-text available
We present a novel procedural framework for interactive modeling of building facades. Common procedural approaches, such as shape grammars, assume that building facades are organized in a tree structure, while in practice this is often not the case. Consequently, the complexity of their layout description becomes unmanageable for interactive editin...