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 , pages 543-583, 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, pages 153-158. June 2011.
[
paper]
Le Zhang
Improving the Visibility of In-Game Advertisements
[
poster] [
thesis]
Jirí 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, pages 81-88. February 2011.
[
draft]
Oliver Mattausch, Daniel Scherzer, Michael Wimmer
Temporal Screen-Space Ambient Occlusion
In GPU Pro 2, pages 123-142, February 2011
Michael Präauer, Herbert Moldan
Preparing an Eyetracking Experiment with a Computer Game
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, pages 101-126. 2011.
[
pdf]
Markus Radits
A gaze adaptive HDR image viewer
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: January 2005 — April 2010
[
phd]
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
Oliver Mattausch
Visibility Algorithms for Real-Time Rendering. Suedwestdeutscher Verlag fuer Hochschulschriften, 2010.
Simon Wallner
Comparing SSAO methods in Ogre
[
doc]
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), pages 13-24. December 2009.
[
Preprint]
Jirí 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]
Jirí Bittner, Oliver Mattausch
, Michael Wimmer
Game-Engine-Friendly Occlusion Culling
In SHADERX7: Advanced Rendering Techniques, pages 637-653, 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