Oliver Mattausch, Jirí BittnerORCID iD, Alberto Jaspe, Enrico Gobbetti, Michael WimmerORCID iD, Renato Pajarola
CHC+RT: Coherent Hierarchical Culling for Ray Tracing
Computer Graphics Forum, 34(2):537-548, May 2015. [draft]

Reinhold Preiner, Oliver Mattausch, Murat Arikan, Renato Pajarola, Michael WimmerORCID iD
Continuous Projection for Fast L1 Reconstruction
ACM Transactions on Graphics (Proc. of ACM SIGGRAPH 2014), 33(4):47:1-47:13, August 2014. [paper_small] [paper] [slides] [video]

Michael Hecher, Matthias Bernhard, Oliver Mattausch, Daniel Scherzer, Michael WimmerORCID iD
A Comparative Perceptual Study of Soft Shadow Algorithms
ACM Transactions on Applied Perception, 11(5):5:1-5:21, June 2014.

Oliver Mattausch, Takeo Igarashi, Michael WimmerORCID iD
Freeform Shadow Boundary Editing
Computer Graphics Forum (Proceeding of EUROGRAPHICS 2013), 32(2):175-184, May 2013. [draft]

Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael WimmerORCID iD, Elmar Eisemann
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum, 31(8):2378-2408, December 2012.

Martin Knecht, Christoph TraxlerORCID iD, Oliver Mattausch, Michael WimmerORCID iD
Reciprocal Shading for Mixed Reality
Computers & Graphics, 36(7):846-856, November 2012. [draft]

Michael Schwärzler, Oliver Mattausch, Daniel Scherzer, Michael WimmerORCID iD
Fast Accurate Soft Shadows with Adaptive Light Source Sampling
In Proceedings of the 17th International Workshop on Vision, Modeling, and Visualization (VMV 2012), pages 39-46. November 2012.
[draft] [slides]

Oliver Mattausch, Daniel Scherzer, Michael WimmerORCID iD, Takeo Igarashi
Tessellation-Independent Smooth Shadow Boundaries
Computer Graphics Forum, 4(31):1465-1470, June 2012. [draft]

Oliver Mattausch, Jirí BittnerORCID iD, Ari Silvennoinen, Daniel Scherzer, Michael WimmerORCID iD
Efficient Online Visibility for Shadow Maps
In GPU Pro 3: Advanced Rendering Techniques, pages 233-242, February 2012

Oliver Mattausch, Daniel Scherzer, Michael WimmerORCID iD
Temporal Screen-Space Ambient Occlusion
In GPU Pro 2, pages 123-142, February 2011

Daniel Scherzer, Michael Schwärzler, Oliver Mattausch
Fast Soft Shadows with Temporal Coherence
In GPU Pro 2, pages 243-255, February 2011

Jirí BittnerORCID iD, Oliver Mattausch, Ari Silvennoinen, Michael WimmerORCID iD
Shadow Caster Culling for Efficient Shadow Mapping
In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011, pages 81-88. February 2011.
[draft]

Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael WimmerORCID iD, Elmar Eisemann
A Survey on Temporal Coherence Methods in Real-Time Rendering
In EUROGRAPHICS 2011 State of the Art Reports, pages 101-126. 2011.
[pdf]

Oliver Mattausch, Daniel Scherzer, Michael WimmerORCID iD
High-Quality Screen-Space Ambient Occlusion using Temporal Coherence
Computer Graphics Forum, 29(8):2492-2503, December 2010.

Martin Knecht, Christoph TraxlerORCID iD, Oliver Mattausch, Werner PurgathoferORCID iD, Michael WimmerORCID iD
Differential Instant Radiosity for Mixed Reality
In Proceedings of the 2010 IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2010), pages 99-107. October 2010.
[paper]

Oliver Mattausch
Visibility Computations for Real-Time Rendering in General 3D Environments
Supervisor: Michael WimmerORCID iD
Duration: January 2005 — April 2010
[phd]

Daniel Scherzer, Lei Yang, Oliver Mattausch
Exploiting Temporal Coherence in Real-Time Rendering
In SIGGRAPH Asia 2010 Courses. 2010.
[image] [paper]

Oliver Mattausch
Visibility Algorithms for Real-Time Rendering. Suedwestdeutscher Verlag fuer Hochschulschriften, 2010.

Daniel Scherzer, Michael Schwärzler, Oliver Mattausch, Michael WimmerORCID iD
Real-Time Soft Shadows Using Temporal Coherence
In Advances in Visual Computing: 5th International Symposium on Visual Computing (ISVC 2009), pages 13-24. December 2009.
[Preprint]

Jirí BittnerORCID iD, Oliver Mattausch, Peter WonkaORCID iD, Vlastimil Havran, Michael WimmerORCID iD
Adaptive Global Visibility Sampling
ACM Transactions on Graphics, 28(3):94:1-94:10, August 2009. [Preprint]

Jirí BittnerORCID iD, Oliver Mattausch, Michael WimmerORCID iD
Game-Engine-Friendly Occlusion Culling
In SHADERX7: Advanced Rendering Techniques, pages 637-653, March 2009

Oliver Mattausch, Jirí BittnerORCID iD, Michael WimmerORCID iD
CHC++: Coherent Hierarchical Culling Revisited
Computer Graphics Forum (Proceedings Eurographics 2008), 27(2):221-230, April 2008. [draft]

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]

Oliver Mattausch
1. Adaptive Visibility-Driven View Cell Construction, 2007, Prague University of Technology

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]

Oliver Mattausch
Practical Reconstruction Schemes and Hardware-Accelerated Direct Volume Rendering on Body-Centered Cubic Grids
[Thesis]

Oliver Mattausch, Thomas Theußl, Helwig HauserORCID iD, Eduard GröllerORCID iD
Strategies for Interactive Exploration of 3D Flow Using Evenly-Spaced Illuminated Streamlines
In Proceedings of Spring Conference on Computer Graphics, pages 213 -222. April 2003.

Oliver Mattausch, Thomas Theußl, Helwig HauserORCID iD, Eduard GröllerORCID iD
Strategies for Interactive Exploration of 3D Flow Using Evenly-Spaced Illuminated Streamlines
TR-186-2-03-04, April 2003 [paper]

Oliver Mattausch
Evenly-Spaced Illuminated Streamlines in 3D
[picture2]

Thomas Theußl, Oliver Mattausch, Torsten Möller, Eduard GröllerORCID iD
Reconstruction Schemes for High Quality Raycasting of the Body-Centered Cubic Grid
TR-186-2-02-11, December 2002 [paper]