Function
- Research assistant for the Gametools Project
Interests
- Realtime Rendering
- Occlusion Culling
- Rendering Engines
Hobbies
- Kendo
- Movies
- Games
Oliver Mattausch was employed here from until .
Some of this information might be out of date.
| Image | Bib Reference | Publication Type |
|---|---|---|
| 2015 | ||
| Oliver Mattausch CHC+RT: Coherent Hierarchical Culling for Ray Tracing Computer Graphics Forum, 34(2):537-548, May 2015. [ |
Journal Paper with Conference Talk | |
| 2014 | ||
| Reinhold Preiner Continuous Projection for Fast L1 Reconstruction ACM Transactions on Graphics (Proc. of ACM SIGGRAPH 2014), 33(4):47:1-47:13, August 2014. [ |
Journal Paper with Conference Talk | |
| Michael Hecher A Comparative Perceptual Study of Soft Shadow Algorithms ACM Transactions on Applied Perception, 11(5):5:1-5:21, June 2014. |
Journal Paper (without talk) | |
| 2013 | ||
| Oliver Mattausch Freeform Shadow Boundary Editing Computer Graphics Forum (Proceeding of EUROGRAPHICS 2013), 32(2):175-184, May 2013. [ |
Journal Paper with Conference Talk | |
| 2012 | ||
| Daniel Scherzer, Lei Yang, Oliver Mattausch Temporal Coherence Methods in Real-Time Rendering Computer Graphics Forum, 31(8):2378-2408, December 2012. |
Journal Paper (without talk) | |
| Martin Knecht, Christoph Traxler Reciprocal Shading for Mixed Reality Computers & Graphics, 36(7):846-856, November 2012. [ |
Journal Paper (without talk) | |
| Michael Schwärzler, Oliver Mattausch 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. [ |
Conference Paper | |
| Oliver Mattausch Tessellation-Independent Smooth Shadow Boundaries Computer Graphics Forum, 4(31):1465-1470, June 2012. [ |
Journal Paper with Conference Talk | |
| Oliver Mattausch Efficient Online Visibility for Shadow Maps In GPU Pro 3: Advanced Rendering Techniques, pages 233-242, February 2012 |
Article in a Book | |
| 2011 | ||
| Oliver Mattausch Temporal Screen-Space Ambient Occlusion In GPU Pro 2, pages 123-142, February 2011 |
Article in a Book | |
| Daniel Scherzer, Michael Schwärzler, Oliver Mattausch Fast Soft Shadows with Temporal Coherence In GPU Pro 2, pages 243-255, February 2011 |
Article in a Book | |
| 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 | |
| Daniel Scherzer, Lei Yang, Oliver Mattausch 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 | |
| 2010 | ||
| Oliver Mattausch High-Quality Screen-Space Ambient Occlusion using Temporal Coherence Computer Graphics Forum, 29(8):2492-2503, December 2010. |
Journal Paper (without talk) | |
| Martin Knecht, Christoph Traxler 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. [ |
Conference Paper | |
| Oliver Mattausch Visibility Computations for Real-Time Rendering in General 3D Environments Supervisor: Michael Wimmer Duration: January 2005 — April 2010 [ |
PhD-Thesis | |
| Daniel Scherzer, Lei Yang, Oliver Mattausch Exploiting Temporal Coherence in Real-Time Rendering In SIGGRAPH Asia 2010 Courses. 2010. [ |
Other Reviewed Publication | |
| Oliver Mattausch Visibility Algorithms for Real-Time Rendering. Suedwestdeutscher Verlag fuer Hochschulschriften, 2010. |
Published Book | |
| 2009 | ||
| Daniel Scherzer, Michael Schwärzler, Oliver Mattausch 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 | |
| Jirí Bittner Adaptive Global Visibility Sampling ACM Transactions on Graphics, 28(3):94:1-94:10, August 2009. [ |
Journal Paper with Conference Talk | |
| Jirí Bittner Game-Engine-Friendly Occlusion Culling In SHADERX7: Advanced Rendering Techniques, pages 637-653, March 2009 |
Article in a Book | |
| 2008 | ||
| Oliver Mattausch CHC++: Coherent Hierarchical Culling Revisited Computer Graphics Forum (Proceedings Eurographics 2008), 27(2):221-230, April 2008. [ |
Journal Paper with Conference Talk | |
| 2007 | ||
| Oliver Mattausch Optimized Subdivisions for Preprocessed Visibility In Proceedings of Graphics Interface 2007, pages 335-342. May 2007. [ |
Conference Paper | |
| Oliver Mattausch 1. Adaptive Visibility-Driven View Cell Construction, 2007, Prague University of Technology |
Invited Talk | |
| 2006 | ||
| Oliver Mattausch Adaptive Visibility-Driven View Cell Construction In Rendering Techniques 2006 (Proceedings Eurographics Symposium on Rendering), pages 195-206. June 2006. [ |
Conference Paper | |
| 2004 | ||
| Oliver Mattausch Practical Reconstruction Schemes and Hardware-Accelerated Direct Volume Rendering on Body-Centered Cubic Grids [ |
Master Thesis | |
| 2003 | ||
| Oliver Mattausch 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. |
Conference Paper | |
| Oliver Mattausch Strategies for Interactive Exploration of 3D Flow Using Evenly-Spaced Illuminated Streamlines TR-186-2-03-04, April 2003 [ |
Technical Report | |
| Oliver Mattausch Evenly-Spaced Illuminated Streamlines in 3D [ |
Student Project | |
| 2002 | ||
| Thomas Theußl, Oliver Mattausch Reconstruction Schemes for High Quality Raycasting of the Body-Centered Cubic Grid TR-186-2-02-11, December 2002 [ |
Technical Report | |