VLDB 2026 Research / reviewers in the wild / expert
Tobias Klein
dblp:21/5685
· DBLP profile ↗
9ranked-venue papers
3as first author
5since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 1Human-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
5 papers |
Visualization and visual analytics · 26% Geometric modeling and processing · 24% Rendering · 12% | |
| Interdisciplinary, comprehensive, and emerging computing
3 papers |
Bioinformatics and computational biology · 100% |
Topics — the 11 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › scientific visualization
molecular visualization |
1.5 | 2 | 2025 | Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025 Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Geometric modeling and processing
procedural modeling |
1.4 | 2 | 2025 | Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025 Modeling in the Time of COVID-19: Statistical and Rule-based Mesoscale Models · IEEE Trans. Vis. Comput. Graph. 2021 |
Visual content generation and editing › 3d scene generation
procedural scene generation |
0.9 | 1 | 2025 | Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Rendering
ray tracing |
0.9 | 1 | 2025 | Nanomatrix: Scalable Construction of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2025 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.7 | 1 | 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Image and video processing
occlusion handling |
0.7 | 1 | 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Computer animation and physical simulation
procedural animation |
0.4 | 1 | 2020 | Multi-Scale Procedural Animations of Microtubule Dynamics Based on Measured Data · IEEE Trans. Vis. Comput. Graph. 2020 |
Visualization and visual analytics
scientific visualization |
0.3 | 1 | 2018 | Instant Construction and Visualization of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2018 |
Bioinformatics and computational biology › molecular informatics
molecular visualization |
0.1 | 1 | 2020 | Multi-Scale Procedural Animations of Microtubule Dynamics Based on Measured Data · IEEE Trans. Vis. Comput. Graph. 2020 |
Bioinformatics and computational biology › systems biology › computational cell biology
cellular modeling |
0.1 | 1 | 2018 | Instant Construction and Visualization of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2018 |
Bioinformatics and computational biology › molecular informatics › molecular modeling
molecular structure modeling |
0.1 | 1 | 2018 | Instant Construction and Visualization of Crowded Biological Environments · IEEE Trans. Vis. Comput. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
visual programming · 1.0statistical modeling · 1.0view-dependent construction · 0.9uniform-space partitioning · 0.9compute shader · 0.9procedural modeling · 0.9data-driven animation · 0.9scene sparsification · 0.7multiscale rendering · 0.7camera path planning · 0.7wang tiles · 0.3voxelization · 0.3self-avoiding random walks · 0.3halton sequences · 0.3force-based overlap resolution · 0.3GPU algorithms · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ClayScape: A GenAI-Supported Workflow for Designing Chinese Style Ceramics with Clay 3D PrintingabstractChinese ceramic-making involves complex and interdependent steps, making it technically demanding. Digital fabrication methods attempt to make the process more accessible, but for craft-creators, technical challenges such as CAD and CAM skills remain major obstacles. To address this, we designed a hybrid workflow that integrates Generative AI with clay 3D printing to support new creative possibilities. We evaluated the workflow through ClayScape, a design tool that operationalizes this approach, with four ceramic creators. Our findings show that the workflow supports accessible ceramic creation while revealing both expanded opportunities for creative exploration and challenges in balancing agency and control. This work demonstrates how hybrid workflows can lower barriers to digital fabrication while supporting creative possibilities in culturally grounded ceramic practices. Sijia Liu 0006, Hoi Ching Silvester Mok, Long Ling, Tobias Klein, Ray LC |
DIS | 4 |
| 2025 | Nanomatrix: Scalable Construction of Crowded Biological EnvironmentsabstractWe present a novel method for the interactive construction and rendering of extremely large molecular scenes, capable of representing multiple biological cells in atomistic detail. Our method is designed for scenes that are procedurally constructed based on a given set of building rules. Rendering large scenes typically requires the entire scene to be available in-core, or alternatively, it requires out-of-core management to load data into the memory hierarchy as a part of the rendering loop. Instead of out-of-core memory management, we propose procedurally generating the scene on-demand on the fly. The key concept is a positional- and view-dependent procedural scene-construction strategy, where only a fraction of the atomistic scene around the camera is available in the GPU memory at any given time. The atomistic detail is populated into a uniform-space partitioning using a grid covering the entire scene. Most grid cells are not filled with geometry, only those that are potentially seen by the camera are populated. The atomistic detail is populated in a compute shader and its representation is connected with acceleration data structures for hardware ray-tracing of modern GPUs. Distant objects, where atomistic detail is not perceivable from a given viewpoint, are represented by a triangle mesh mapped with a seamless texture generated from the rendering of geometry with atomistic detail. The algorithm consists of two pipelines, the construction-compute pipeline and rendering pipeline, which work together to render molecular scenes at an atomistic resolution beyond the limit of the GPU memory containing trillions of atoms. The proposed technique is demonstrated on multiple models of SARS-CoV-2 and the red blood cell. Ruwayda Alharbi, Ondrej Strnad, Tobias Klein, Ivan Viola |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D EnvironmentsabstractImmersive virtual reality environments are gaining popularity for studying and exploring crowded three-dimensional structures. When reaching very high structural densities, the natural depiction of the scene produces impenetrable clutter and requires visibility and occlusion management strategies for exploration and orientation. Strategies developed to address the crowdedness in desktop applications, however, inhibit the feeling of immersion. They result in nonimmersive, desktop-style outside-in viewing in virtual reality. This article proposes Nanotilus-a new visibility and guidance approach for very dense environments that generates an endoscopic inside-out experience instead of outside-in viewing, preserving the immersive aspect of virtual reality. The approach consists of two novel, tightly coupled mechanisms that control scene sparsification simultaneously with camera path planning. The sparsification strategy is localized around the camera and is realized as a multi-scale, multi-shell, variety-preserving technique. When Nanotilus dives into the structures to capture internal details residing on multiple scales, it guides the camera using depth-based path planning. In addition to sparsification and path planning, we complete the tour generation with an animation controller, textual annotation, and text-to-visualization conversion. We demonstrate the generated guided tours on mesoscopic biological models - SARS-CoV-2 and HIV. We evaluate the Nanotilus experience with a baseline outside-in sparsification and navigational technique in a formal user study with 29 participants. While users can maintain a better overview using the outside-in sparsification, the study confirms our hypothesis that Nanotilus leads to stronger engagement and immersion. Ruwayda Alharbi, Ondrej Strnad, Laura Rosalia Luidolt, Manuela Waldner, David Kouril, Ciril Bohak, Tobias Klein, M. Eduard Gröller, Ivan Viola |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2021 | Modeling in the Time of COVID-19: Statistical and Rule-based Mesoscale ModelsabstractWe present a new technique for the rapid modeling and construction of scientifically accurate mesoscale biological models. The resulting 3D models are based on a few 2D microscopy scans and the latest knowledge available about the biological entity, represented as a set of geometric relationships. Our new visual-programming technique is based on statistical and rule-based modeling approaches that are rapid to author, fast to construct, and easy to revise. From a few 2D microscopy scans, we determine the statistical properties of various structural aspects, such as the outer membrane shape, the spatial properties, and the distribution characteristics of the macromolecular elements on the membrane. This information is utilized in the construction of the 3D model. Once all the imaging evidence is incorporated into the model, additional information can be incorporated by interactively defining the rules that spatially characterize the rest of the biological entity, such as mutual interactions among macromolecules, and their distances and orientations relative to other structures. These rules are defined through an intuitive 3D interactive visualization as a visual-programming feedback loop. We demonstrate the applicability of our approach on a use case of the modeling procedure of the SARS-CoV-2 virion ultrastructure. This atomistic model, which we present here, can steer biological research to new promising directions in our efforts to fight the spread of the virus. Ngan V. T. Nguyen, Ondrej Strnad, Tobias Klein, Deng Luo, Ruwayda Alharbi, Peter Wonka, Martina Maritan, Peter Mindek, Ludovic Autin, David S. Goodsell, Ivan Viola |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Visualization Working Group at TU Wien: Visible Facimus Quod Ceteri Non PossuntabstractBuilding-up and running a university-based research group is a multi-faceted undertaking. The visualization working group at TU Wien (vis-group) has been internationally active over more than 25 years. The group has been acting in a competitive scientific setting where sometimes contradicting multiple objectives require trade-offs and optimizations. Research-wise the group has been performing basic and applied research in visualization and visual computing. Teaching-wise the group has been involved in undergraduate and graduate lecturing in (medical) visualization and computer graphics. To be scientifically competitive requires to constantly expose the group and its members to a strong international competition at the highest level. This necessitates to shield the members against the ensuing pressures and demands and provide (emotional) support and encouragement. Internally, the vis-group has developed a unique professional and social interaction culture: work and celebrate, hard and together. This has crystallized into a nested, recursive, and triangular organization model, which concretizes what it takes to make a research group successful. The key elements are the creative and competent vis-group members who collaboratively strive for (scientific) excellence in a socially enjoyable environment. Hsiang-Yun Wu, Artem Amirkhanov, Nicolas Grossmann, Tobias Klein, David Kouril, Haichao Miao, Laura Rosalia Luidolt, Peter Mindek, Renata G. Raidou, Ivan Viola, Manuela Waldner, M. Eduard Gröller |
Vis. Informatics | 4 |
| 2020 | Multi-Scale Procedural Animations of Microtubule Dynamics Based on Measured DataabstractBiologists often use computer graphics to visualize structures, which due to physical limitations are not possible to image with a microscope. One example for such structures are microtubules, which are present in every eukaryotic cell. They are part of the cytoskeleton maintaining the shape of the cell and playing a key role in the cell division. In this paper, we propose a scientifically-accurate multi-scale procedural model of microtubule dynamics as a novel application scenario for procedural animation, which can generate visualizations of their overall shape, molecular structure, as well as animations of the dynamic behaviour of their growth and disassembly. The model is spanning from tens of micrometers down to atomic resolution. All the aspects of the model are driven by scientific data. The advantage over a traditional, manual animation approach is that when the underlying data change, for instance due to new evidence, the model can be recreated immediately. The procedural animation concept is presented in its generic form, with several novel extensions, facilitating an easy translation to other domains with emergent multi-scale behavior. Tobias Klein, Ivan Viola, M. Eduard Gröller, Peter Mindek |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Parallel Generation and Visualization of Bacterial Genome StructuresabstractAbstract Visualization of biological mesoscale models provides a glimpse at the inner workings of living cells. One of the most complex components of these models is DNA, which is of fundamental importance for all forms of life. Modeling the 3D structure of genomes has previously only been attempted by sequential approaches. We present the first parallel approach for the instant construction of DNA structures. Traditionally, such structures are generated with algorithms like random walk, which have inherent sequential constraints. These algorithms result in the desired structure, are easy to control, and simple to formulate. Their execution, however, is very time‐consuming, as they are not designed to exploit parallelism. We propose an approach to parallelize the process, facilitating an implementation on the GPU. Tobias Klein, Peter Mindek, Ludovic Autin, David S. Goodsell, Arthur J. Olson, M. Eduard Gröller, Ivan Viola |
Comput. Graph. Forum | 1 |
| 2018 | Instant Construction and Visualization of Crowded Biological EnvironmentsabstractWe present the first approach to integrative structural modeling of the biological mesoscale within an interactive visual environment. These complex models can comprise up to millions of molecules with defined atomic structures, locations, and interactions. Their construction has previously been attempted only within a non-visual and non-interactive environment. Our solution unites the modeling and visualization aspect, enabling interactive construction of atomic resolution mesoscale models of large portions of a cell. We present a novel set of GPU algorithms that build the basis for the rapid construction of complex biological structures. These structures consist of multiple membrane-enclosed compartments including both soluble molecules and fibrous structures. The compartments are defined using volume voxelization of triangulated meshes. For membranes, we present an extension of the Wang Tile concept that populates the bilayer with individual lipids. Soluble molecules are populated within compartments distributed according to a Halton sequence. Fibrous structures, such as RNA or actin filaments, are created by self-avoiding random walks. Resulting overlaps of molecules are resolved by a forced-based system. Our approach opens new possibilities to the world of interactive construction of cellular compartments. We demonstrate its effectiveness by showcasing scenes of different scale and complexity that comprise blood plasma, mycoplasma, and HIV. Tobias Klein, Ludovic Autin, Barbora Kozlíková, David S. Goodsell, Arthur J. Olson, M. Eduard Gröller, Ivan Viola |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2006 | Frame based system combination and a comparison with weighted ROVER and CNCabstractIn this paper we present a novel ASR system combination technique able to combine systems producing word graphs of different structure and with different segmentations. The new method is based on the definition of a time frame-wise word error cost function in a minimum Bayes risk framework. In contrast to confusion network combination (CNC), it preserves both the word graph structure and the word boundaries. First experimental results are presented on the European Parliament Plenary Sessions (EPPS) task for European Spanish and British English. The new approach to system combination is compared to both ROVER and CNC. In addition, we also apply datadriven weighting schemes for all system combination approaches addressed in this work. For the experiments presented, a variety of internal systems as well as an additional external system were combined. Index Terms: speech recognition, system combination, word posteriors. 1. Björn Hoffmeister, Tobias Klein, Ralf Schlüter, Hermann Ney |
INTERSPEECH | 2 |