Veronica Sundstedt, Matthias Bernhard, Efstathios Stavrakis, Erik Reinhard, Michael Wimmer
Visual Attention and Gaze Behaviour in Games: An Object-Based Approach
In Game Analytics: Maximizing the Value of Player Data , pages543-583,April 2013

Matthias Bernhard, Karl Grosse, Michael Wimmer
Bi-modal Task Faciliation in a Virtual Traffic Scenario through Spatialized Sound Rendering
ACM Transactions on Applied Perception,8(4):1-22,November 2011.

Matthias Bernhard, Le Zhang, Michael Wimmer
Manipulating Attention in Computer Games
In Proceedings of the IEEE IVMSP Workshop on Perception and Visual Signal Analysis, pages153-158.June 2011.
[paper]

Le Zhang
Improving the Visibility of In-Game Advertisements
[poster] [thesis]

Jiří Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer
Shadow Caster Culling for Efficient Shadow Mapping
In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011, pages81-88.February 2011.
[draft]

Oliver Mattausch, Daniel Scherzer, Michael Wimmer
Temporal Screen-Space Ambient Occlusion
In GPU Pro 2, pages123-142,February 2011

Michael Präauer, Herbert Moldan
Preparing an Eyetracking Experiment with a Computer Game

Markus Radits
A gaze adaptive HDR image viewer

Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael Wimmer, Elmar Eisemann
A Survey on Temporal Coherence Methods in Real-Time Rendering
In EUROGRAPHICS 2011 State of the Art Reports, pages101-126.2011.
[pdf]

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

Matthias Bernhard, Efstathios Stavrakis, Michael Wimmer
An Empirical Pipeline to Derive Gaze Prediction Heuristics for 3D Action Games
ACM Transactions on Applied Perception,8(1):4:1-4:30,October 2010.

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

Simon Wallner
Comparing SSAO methods in Ogre
[doc]

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

Stefan Reinalter
Visibility in a real-world cross-platform game engine
[poster] [Thesis]

Alex Druml, Markus Ernst, Lukas Rössler
Out-of-Core rendering and simplifications for rendering large scenes

Albert Julian Mayer
Megatexture
[doc]

Markus Ernst, Alex Druml, Lukas Rössler
Implementing out-of-core algorithms

Daniel Scherzer, Michael Schwärzler, Oliver Mattausch, Michael Wimmer
Real-Time Soft Shadows Using Temporal Coherence
In Advances in Visual Computing: 5th International Symposium on Visual Computing (ISVC 2009), pages13-24.December 2009.
[Preprint]

Jiří Bittner, Oliver Mattausch, Peter Wonka, Vlastimil Havran, Michael Wimmer
Adaptive Global Visibility Sampling
ACM Transactions on Graphics,28(3):94:1-94:10,August 2009. [Preprint]

Jiří Bittner, Oliver Mattausch, Michael Wimmer
Game-Engine-Friendly Occlusion Culling
In SHADERX7: Advanced Rendering Techniques, pages637-653,March 2009

Wolfgang Knecht
Textture-atlases for large scenes

Michael Beham, Manuel Hochmayr
Enhancing Vienna Scene

Michael Wimmer
Visibility Computation in Computer Graphics, 2. February 2009- 4. February 2009,Eibiswald, Austria