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Philip Voglreiter

dblp:118/5453 · DBLP profile ↗
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5ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0003-2314-1511ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Rendering · 81% Virtual and augmented reality · 14% Visualization and visual analytics · 3%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
visibility computation
1.522025
Potentially Visible Set Generation with the Disocclusion Buffer · SIGGRAPH Asia 2025
Trim Regions for Online Computation of From-Region Potentially Visible Sets · ACM Trans. Graph. 2023
Rendering › visibility computation
potentially visible set
0.912025
Potentially Visible Set Generation with the Disocclusion Buffer · SIGGRAPH Asia 2025
Rendering › rendering optimization
rendering acceleration
0.712023
Trim Regions for Online Computation of From-Region Potentially Visible Sets · ACM Trans. Graph. 2023
Rendering
real-time rendering
0.512021
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality · ACM Trans. Graph. 2021
Rendering › shading
shading reuse
0.512021
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality · ACM Trans. Graph. 2021
Virtual and augmented reality › immersive rendering
VR rendering
0.512021
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality · ACM Trans. Graph. 2021
Rendering
remote rendering
0.312018
Shading atlas streaming · ACM Trans. Graph. 2018
Virtual and augmented reality › immersive streaming
VR streaming
0.312018
Shading atlas streaming · ACM Trans. Graph. 2018
Rendering
GPU rendering
0.312025
Potentially Visible Set Generation with the Disocclusion Buffer · SIGGRAPH Asia 2025
GPUs and heterogeneous computing
GPU computing
0.212023
Trim Regions for Online Computation of From-Region Potentially Visible Sets · ACM Trans. Graph. 2023
Visualization and visual analytics
perception
0.112021
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality · ACM Trans. Graph. 2021
Image and video coding
video compression
0.112018
Shading atlas streaming · ACM Trans. Graph. 2018

Methods — techniques the papers use, named apart from their topics

silhouette erosion · 1.3shrinking theorem · 1.3parallel occlusion computation · 0.9disocclusion buffer · 0.9temporal coherence analysis · 0.5gradient approximation · 0.5virtualized texture memory · 0.3object-space shading · 0.3MPEG encoding · 0.3
YearPublicationVenuePosition
2025 Potentially Visible Set Generation with the Disocclusion Buffer
abstract
The computation of a potentially visible set (PVS) can accelerate many computer graphics algorithms, such as framerate upsampling, streaming rendering, global illumination, and multi-fragment effects. Algorithms for from-region PVS have an inherently high complexity. Previous from-region PVS algorithms propagate occlusion through the scene in a front-to-back manner and are order-dependent, which places bounds on parallelism and restricts execution speed. We introduce the disocclusion buffer, which operates on a sparse, layered representation of the scene with quantized depth. In this representation, we invert the traditional PVS problem formulation and explicitly compute disocclusion rather than occlusion. Disocclusion can be computed in parallel in an order-independent manner, overcoming the main bottleneck in traditional PVS computation. Our PVS algorithm is over six times faster than the previous state of the art at the same level of accuracy in a direct comparison. It runs in shaders on the GPU without requiring any hardware extensions. We demonstrate how our work outperforms previous PVS algorithms in the range of supported camera motion without compromising quality.
Sebastian Künzel, Sergej Geringer, Quynh Quang Ngo, Philip Voglreiter, Daniel Weiskopf, Dieter Schmalstieg
SIGGRAPH Asia4
2023 Trim Regions for Online Computation of From-Region Potentially Visible Sets
abstract
Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.
Philip Voglreiter, Bernhard Kerbl, Alexander Weinrauch, Joerg H. Mueller, Thomas Neff, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.1
2021 Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
abstract
Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for more than 90%, we find that even in heavily animated game scenes with advanced shading, typically more than 50% of shading is also temporally coherent. To exploit this potential, we introduce a temporally adaptive shading framework and apply it to two real-time methods. Its application saves more than 57% of the shader invocations, reducing overall rendering times up to in virtual reality applications without a noticeable loss in visual quality. Overall, our work shows that there is significantly more potential for shading reuse than currently exploited.
Joerg H. Mueller, Thomas Neff, Philip Voglreiter, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.3
2018 Shading atlas streaming
abstract
Streaming high quality rendering for virtual reality applications requires minimizing perceived latency. We introduce Shading Atlas Streaming (SAS), a novel object-space rendering framework suitable for streaming virtual reality content. SAS decouples server-side shading from client-side rendering, allowing the client to perform framerate upsampling and latency compensation autonomously for short periods of time. The shading information created by the server in object space is temporally coherent and can be efficiently compressed using standard MPEG encoding. Our results show that SAS compares favorably to previous methods for remote image-based rendering in terms of image quality and network bandwidth efficiency. SAS allows highly efficient parallel allocation in a virtualized-texture-like memory hierarchy, solving a common efficiency problem of object-space shading. With SAS, untethered virtual reality headsets can benefit from high quality rendering without paying in increased latency.
Joerg H. Mueller, Philip Voglreiter, Mark Dokter, Thomas Neff, Mina Makar, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.2
2014 Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering
abstract
Abstract We propose a technique to build the irradiance cache for isotropic scattering simultaneously with Monte Carlo progressive direct volume rendering on a single GPU, which allows us to achieve up to four times increased convergence rate for complex scenes with arbitrary sources of light. We use three procedures that run concurrently on a single GPU. The first is the main rendering procedure. The second procedure computes new cache entries, and the third one corrects the errors that may arise after creation of new cache entries. We propose two distinct approaches to allow massive parallelism of cache entry creation. In addition, we show a novel extrapolation approach which outputs high quality irradiance approximations and a suitable prioritization scheme to increase the convergence rate by dedicating more computational power to more complex rendering areas.
Rostislav Khlebnikov, Philip Voglreiter, Markus Steinberger, Bernhard Kainz, Dieter Schmalstieg
Comput. Graph. Forum2