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
Markus Radits
A gaze adaptive HDR image viewer
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]
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]
Oliver Mattausch
Visibility Algorithms for Real-Time Rendering. Suedwestdeutscher Verlag fuer Hochschulschriften, 2010.
Simon Wallner
Comparing SSAO methods in Ogre
[doc]
Albert Julian Mayer
Megatexture
[doc]
Alex Druml, Markus Ernst, Lukas Rössler
Out-of-Core rendering and simplifications for rendering large scenes
Markus Ernst, Alex Druml, Lukas Rössler
Implementing out-of-core algorithms
Stefan Reinalter
Visibility in a real-world cross-platform game engine
[poster] [Thesis]
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
Michael Wimmer
Visibility Computation in Computer Graphics,
2. February 2009- 4. February 2009, Eibiswald, Austria
Michael Beham, Manuel Hochmayr
Enhancing Vienna Scene
Wolfgang Knecht
Textture-atlases for large scenes