Research and creation of next generation Realtime 3D Libraries for Geometry/Plants, Visibility and Global Illumination is the agenda of the EU GameTools Project. The GTP brings together leading computer graphics experts from Austria, France, Hungary and Spain with European industrial partners from the fields of computer game development and virtual reality. The C++/DirectX 9 libraries are being created for the OGRE 3D engine, with videogame console support (Xbox, PS2, Xbox 360, PS3) through the commercial Shark3D middleware engine. Additional indurtrial partners can get preliminary access to the techology by becoming members of the GTP Special Interest Group.

Funding

  • EU IST - 6th Framework Program

Research Areas

  • In this area, we concentrate on algorithms that synthesize images to depict 3D models or scenes, often by simulating or approximating the physics of light.
  • Uses concepts from applied mathematics and computer science to design efficient algorithms for the reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. Example applications are collision detection, reconstruction, compression, occlusion-aware surface handling and improved sampling conditions.

Publications

19 Publications found:
Image Bib Reference Publication Type
2008
Dey-Fuch Chiu
Penta G - A Game Engine for Real-Time Rendering Research
[thesis]
Master Thesis
2007
Jean Pierre Charalambos, Jirí BittnerORCID iD, Michael WimmerORCID iD, Eduardo Romero
Optimized HLOD Refinement Driven by Hardware Occlusion Queries
In Advances in Visual Computing (Third International Symposium on Visual Computing -- ISVC 2007), pages 106-117. November 2007.
[Preprint]
Conference Paper
Markus Giegl, Michael WimmerORCID iD
Fitted Virtual Shadow Maps
In Proceedings of Graphics Interface 2007, pages 159-168. May 2007.
[Preprint]
Conference Paper
Oliver Mattausch, Jirí BittnerORCID iD, Peter WonkaORCID iD, Michael WimmerORCID iD
Optimized Subdivisions for Preprocessed Visibility
In Proceedings of Graphics Interface 2007, pages 335-342. May 2007.
[Preprint]
Conference Paper
Markus Giegl, Michael WimmerORCID iD
Queried Virtual Shadow Maps
In Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games, pages 65-72. April 2007.
[Preprint]
Conference Paper
Markus Giegl, Michael WimmerORCID iD
Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transitions
Computer Graphics Forum, 26(1):46-49, March 2007. [Preprint]
Journal Paper (without talk)
Oliver Mattausch
1. Adaptive Visibility-Driven View Cell Construction, 2007, Prague University of Technology
Invited Talk
Michael WimmerORCID iD
Gametools: Advanced Rendering Effects for Next-Gen Engines, 20. August 2007-22. August 2007, Leipzig, Germany
Invited Talk
2006
Markus Giegl, Michael WimmerORCID iD
Queried Virtual Shadow Maps
In ShaderX 5 -- Advanced Rendering Techniques, pages 249-262, December 2006
Article in a Book
image Ivan ViolaORCID iD, Miquel Feixas, Mateu Sbert, Eduard GröllerORCID iD
Importance-Driven Focus of Attention
IEEE Transactions on Visualization and Computer Graphics, 12(5):933-940, October 2006. [pdf]
Journal Paper with Conference Talk
Peter WonkaORCID iD, Michael WimmerORCID iD, Kaichi Zhou, Stefan Maierhofer, Gerd Hesina, Alexander Reshetov
Guided Visibility Sampling
ACM Transactions on Graphics, 25(3):494-502, July 2006. [Preprint]
Journal Paper with Conference Talk
Oliver Mattausch, Jirí BittnerORCID iD, Michael WimmerORCID iD
Adaptive Visibility-Driven View Cell Construction
In Rendering Techniques 2006 (Proceedings Eurographics Symposium on Rendering), pages 195-206. June 2006.
[paper]
Conference Paper
Michael WimmerORCID iD
Practical Shadow Mapping, 21. August 2006-23. August 2006, Leipzig, Germany
Invited Talk
Michael WimmerORCID iD
Sampling in Visibility, 29. June 2006-30. June 2006, Aiya Napa, Cyprus
Invited Talk
Vlastimil Havran, Jirí BittnerORCID iD
Efficient Sorting and Searching in Rendering Algorithms, 2006,
Invited Talk
2005
Jirí BittnerORCID iD, Peter WonkaORCID iD, Michael WimmerORCID iD
Fast Exact From-Region Visibility in Urban Scenes
In Rendering Techniques 2005 (Proceedings Eurographics Symposium on Rendering), pages 223-230. June 2005.
[Paper]
Conference Paper
Stefan Jeschke, Michael WimmerORCID iD, Heidrun Schumann, Werner PurgathoferORCID iD
Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements
In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games, pages 103-110. April 2005.
[Paper]
Conference Paper
Michael WimmerORCID iD, Jirí BittnerORCID iD
Hardware Occlusion Queries Made Useful
In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108, March 2005
Article in a Book
Vlastimil Havran, Jirí BittnerORCID iD, Robert Herzog, Hans-Peter Seidel
Ray Maps for Global Illumination
In Eurographics Symposium on Rendering, pages 43-54. 2005.
[Paper]
Conference Paper
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