Publications
24 Publications found:Image | Bib Reference | Publication Type |
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2013 | ||
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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 |
Article in a Book |
2011 | ||
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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. |
Journal Paper (without talk) |
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. [ ![]() |
Conference Paper | |
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Le Zhang Improving the Visibility of In-Game Advertisements [ ![]() ![]() |
Master Thesis |
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Jirí Bittner 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. [ ![]() |
Conference Paper |
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Oliver Mattausch, Daniel Scherzer, Michael Wimmer Temporal Screen-Space Ambient Occlusion In GPU Pro 2, pages 123-142, February 2011 |
Article in a Book |
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Michael Präauer, Herbert Moldan Preparing an Eyetracking Experiment with a Computer Game |
Student Project |
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Daniel Scherzer, Lei Yang, Oliver Mattausch, Diego Nehab, Pedro V. Sander, Michael Wimmer A Survey on Temporal Coherence Methods in Real-Time Rendering In EUROGRAPHICS 2011 State of the Art Reports, pages 101-126. 2011. [ ![]() |
Other Reviewed Publication |
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Markus Radits A gaze adaptive HDR image viewer |
Student Project |
2010 | ||
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Oliver Mattausch, Daniel Scherzer, Michael Wimmer High-Quality Screen-Space Ambient Occlusion using Temporal Coherence Computer Graphics Forum, 29(8):2492-2503, December 2010. |
Journal Paper (without talk) |
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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. |
Journal Paper (without talk) |
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Oliver Mattausch Visibility Computations for Real-Time Rendering in General 3D Environments Supervisor: Michael Wimmer Duration: January 2005 — April 2010 [ ![]() |
PhD-Thesis |
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Stefan Reinalter Visibility in a real-world cross-platform game engine [ ![]() ![]() |
Master Thesis |
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Alex Druml, Markus Ernst, Lukas Rössler Out-of-Core rendering and simplifications for rendering large scenes |
Student Project |
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Albert Julian Mayer Megatexture [ ![]() |
Student Project |
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Markus Ernst, Alex Druml, Lukas Rössler Implementing out-of-core algorithms |
Student Project |
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Oliver Mattausch Visibility Algorithms for Real-Time Rendering. Suedwestdeutscher Verlag fuer Hochschulschriften, 2010. |
Published Book |
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Simon Wallner Comparing SSAO methods in Ogre [ ![]() |
Student Project |
2009 | ||
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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. [ ![]() |
Conference Paper |
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Jirí Bittner Adaptive Global Visibility Sampling ACM Transactions on Graphics, 28(3):94:1-94:10, August 2009. [ ![]() |
Journal Paper with Conference Talk |
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Jirí Bittner Game-Engine-Friendly Occlusion Culling In SHADERX7: Advanced Rendering Techniques, pages 637-653, March 2009 |
Article in a Book |
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Wolfgang Knecht Textture-atlases for large scenes |
Student Project |
Michael Beham, Manuel Hochmayr Enhancing Vienna Scene |
Student Project | |
Michael Wimmer Visibility Computation in Computer Graphics, 2. February 2009- 4. February 2009, Eibiswald, Austria |
Invited Talk |