VLDB 2026 Research / reviewers in the wild / expert
Jozef Hladky
dblp:218/3319
· DBLP profile ↗
9ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0002-6231-0202ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DreamAnywhere: Object-Centric Panoramic 3D Scene GenerationabstractRecent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically finetuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere , a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360° panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping—all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text- and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness. Edoardo A. Dominici, Jozef Hladky, Floor Verhoeven, Lukas Radl, Thomas Deixelberger, Stefan Ainetter, Philipp Drescher, Stefan Hauswiesner, Arno Coomans, Giacomo Nazzaro, Konstantinos Vardis, Markus Steinberger |
WACV | 2 |
| 2025 | SOF: Sorted Opacity Fields for Fast Unbounded Surface ReconstructionabstractRecent advances in 3D Gaussian representations have significantly improved the quality and efficiency of image-based scene reconstruction. Their explicit nature facilitates real-time rendering and fast optimization, yet extracting accurate surfaces—particularly in large-scale, unbounded environments—remains a difficult task. Many existing methods rely on approximate depth estimates and global sorting heuristics, which can introduce artifacts and limit the fidelity of the reconstructed mesh. In this paper, we present Sorted Opacity Fields (SOF), a method designed to recover detailed surfaces from 3D Gaussians with both speed and precision. Our approach improves upon prior work by introducing hierarchical resorting and a robust formulation of Gaussian depth, which better aligns with the level-set. To enhance mesh quality, we incorporate a level-set regularizer operating on the opacity field and introduce losses that encourage geometrically-consistent primitive shapes. In addition, we develop a parallelized Marching Tetrahedra algorithm tailored to our opacity formulation, reducing meshing time by up to an order of magnitude. As demonstrated by our quantitative evaluation, SOF achieves higher reconstruction accuracy while cutting total processing time by more than a factor of three. These results mark a step forward in turning efficient Gaussian-based rendering into equally efficient geometry extraction. Lukas Radl, Felix Windisch, Thomas Deixelberger, Jozef Hladky, Michael Steiner 0011, Dieter Schmalstieg, Markus Steinberger |
SIGGRAPH Asia | 4 |
| 2024 | Real-time Neural Rendering of Dynamic Light FieldsabstractAbstract Synthesising high‐quality views of dynamic scenes via path tracing is prohibitively expensive. Although caching offline‐quality global illumination in neural networks alleviates this issue, existing neural view synthesis methods are limited to mainly static scenes, have low inference performance or do not integrate well with existing rendering paradigms. We propose a novel neural method that is able to capture a dynamic light field, renders at real‐time frame rates at 1920×1080 resolution and integrates seamlessly with Monte Carlo ray tracing frameworks. We demonstrate how a combination of spatial, temporal and a novel surface‐space encoding are each effective at capturing different kinds of spatio‐temporal signals. Together with a compact fully‐fused neural network and architectural improvements, we achieve a twenty‐fold increase in network inference speed compared to related methods at equal or better quality. Our approach is suitable for providing offline‐quality real‐time rendering in a variety of scenarios, such as free‐viewpoint video, interactive multi‐view rendering, or streaming rendering. Finally, our work can be integrated into other rendering paradigms, e.g., providing a dynamic background for interactive scenarios where the foreground is rendered with traditional methods. Arno Coomans, Edoardo A. Dominici, Christian Döring, Joerg H. Mueller, Jozef Hladky, Markus Steinberger |
Comput. Graph. Forum | 5 |
| 2023 | Effect-based Multi-viewer Caching for Cloud-native RenderingabstractWith cloud computing becoming ubiquitous, it appears as virtually everything can be offered as-a-service. However, real-time rendering in the cloud forms a notable exception, where the cloud adoption stops at running individual game instances in compute centers. In this paper, we explore whether a cloud-native rendering architecture is viable and scales to multi-client rendering scenarios. To this end, we propose world-space and on-surface caches to share rendering computations among viewers placed in the same virtual world. We discuss how caches can be utilized on an effect-basis and demonstrate that a large amount of computations can be saved as the number of viewers in a scene increases. Caches can easily be set up for various effects, including ambient occlusion, direct illumination, and diffuse global illumination. Our results underline that the image quality using cached rendering is on par with screen-space rendering and due to its simplicity and inherent coherence, cached rendering may even have advantages in single viewer setups. Analyzing the runtime and communication costs, we show that cached rendering is already viable in multi-GPU systems. Building on top of our research, cloud-native rendering may be just around the corner. Alexander Weinrauch, Wolfgang Tatzgern, Pascal Stadlbauer, Alexis Crickx, Jozef Hladky, Arno Coomans, Joerg H. Mueller, Markus Steinberger |
ACM Trans. Graph. | 5 |
| 2022 | QuadStream: A Quad-Based Scene Streaming Architecture for Novel Viewpoint ReconstructionabstractStreaming rendered 3D content over a network to a thin client device, such as a phone or a VR/AR headset, brings high-fidelity graphics to platforms where it would not normally possible due to thermal, power, or cost constraints. Streamed 3D content must be transmitted with a representation that is both robust to latency and potential network dropouts. Transmitting a video stream and reprojecting to correct for changing viewpoints fails in the presence of disocclusion events; streaming scene geometry and performing high-quality rendering on the client is not possible on limited-power mobile GPUs. To balance the competing goals of disocclusion robustness and minimal client workload, we introduce QuadStream , a new streaming content representation that reduces motion-to-photon latency by allowing clients to efficiently render novel views without artifacts caused by disocclusion events. Motivated by traditional macroblock approaches to video codec design, we decompose the scene seen from positions in a view cell into a series of quad proxies , or view-aligned quads from multiple views. By operating on a rasterized G-Buffer, our approach is independent of the representation used for the scene itself; the resulting QuadStream is an approximate geometric representation of the scene that can be reconstructed by a thin client to render both the current view and nearby adjacent views. Our technical contributions are an efficient parallel quad generation, merging, and packing strategy for proxy views covering potential client movement in a scene; a packing and encoding strategy that allows masked quads with depth information to be transmitted as a frame-coherent stream; and an efficient rendering approach for rendering our QuadStream representation into entirely novel views on thin clients. We show that our approach achieves superior quality compared both to video data streaming methods, and to geometry-based streaming. Jozef Hladky, Michael Stengel, Nicholas Vining, Bernhard Kerbl, Hans-Peter Seidel, Markus Steinberger |
ACM Trans. Graph. | 1 |
| 2021 | SnakeBinning: Efficient Temporally Coherent Triangle Packing for Shading StreamingabstractAbstract Streaming rendering, e.g., rendering in the cloud and streaming via a mobile connection, suffers from increased latency and unreliable connections. High quality framerate upsampling can hide these issues, especially when capturing shading into an atlas and transmitting it alongside geometric information. The captured shading information must consider triangle footprints and temporal stability to ensure efficient video encoding. Previous approaches only consider either temporal stability or sample distributions, but none focuses on both. With SnakeBinning, we present an efficient triangle packing approach that adjusts sample distributions and caters for temporal coherence. Using a multi‐dimensional binning approach, we enforce tight packing among triangles while creating optimal sample distributions. Our binning is built on top of hardware supported real‐time rendering where bins are mapped to individual pixels in a virtual framebuffer. Fragment shader interlock and atomic operations enforce global ordering of triangles within each bin, and thus temporal coherence according to the primitive order is achieved. Resampling the bin distribution guarantees high occupancy among all bins and a dense atlas packing. Shading samples are directly captured into the atlas using a rasterization pass, adjusting samples for perspective effects and creating a tight packing. Comparison to previous atlas packing approaches shows that our approach is faster than previous work and achieves the best sample distributions while maintaining temporal coherence. In this way, SnakeBinning achieves the highest rendering quality under equal atlas memory requirements. At the same time, its temporal coherence ensures that we require equal or less bandwidth than previous state‐of‐the‐art. As SnakeBinning outperforms previous approach in all relevant aspects, it is the preferred choice for texture‐based streaming rendering. Jozef Hladky, Hans-Peter Seidel, Markus Steinberger |
Comput. Graph. Forum | 1 |
| 2019 | Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPUabstractAbstract In this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. We show that a CPatch can be rasterized efficiently in a hierarchical manner on the GPU, locally discarding irrelevant portions of the curves. Our rasterizer is fast and scalable, works on all patches in parallel, and does not require any approximations. We show a parallel implementation of our rasterizer, which naturally supports all kinds of color spaces, blending and super‐sampling. Additionally, we show how vector graphics input can efficiently be converted to a CPatch representation, solving challenges like patch self intersections and false inside‐outside classification. Results indicate that our approach is faster than the state‐of‐the‐art, more flexible and could potentially be implemented in hardware. Mark Dokter, Jozef Hladky, Mathias Parger, Dieter Schmalstieg, Hans-Peter Seidel, Markus Steinberger |
Comput. Graph. Forum | 2 |
| 2019 | Tessellated Shading StreamingabstractAbstract Presenting high‐fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head‐mounted displays (HMDs) suffer from thermal and battery‐life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high‐quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up‐sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware‐accelerated tessellation stages. Our approach allows fast de‐coding and rendering of extrapolated views on a client device by using hardware‐accelerated interpolation between shading samples and a set of potentially visible geometry. A comparison to existing shading methods shows that our sample distributions allow better client shading quality than previous atlas streaming approaches and outperforms image‐based methods in all relevant aspects. Jozef Hladky, Hans-Peter Seidel, Markus Steinberger |
Comput. Graph. Forum | 1 |
| 2019 | The camera offset space: real-time potentially visible set computations for streaming renderingabstractPotential visibility has historically always been of importance when rendering performance was insufficient. With the rise of virtual reality, rendering power may once again be insufficient, e.g., for integrated graphics of head-mounted displays. To tackle the issue of efficient potential visibility computations on modern graphics hardware, we introduce the camera offset space (COS). Opposite to how traditional visibility computations work---where one determines which pixels are covered by an object under all potential viewpoints---the COS describes under which camera movement a sample location is covered by a triangle. In this way, the COS opens up a new set of possibilities for visibility computations. By evaluating the pairwise relations of triangles in the COS, we show how to efficiently determine occluded triangles. Constructing the COS for all pixels of a rendered view leads to a complete potentially visible set (PVS) for complex scenes. By fusing triangles to larger occluders, including locations between pixel centers, and considering camera rotations, we describe an exact PVS algorithm that includes all viewing directions inside a view cell. Implementing the COS is a combination of real-time rendering and compute steps. We provide the first GPU PVS implementation that works without preprocessing, on-the-fly, on unconnected triangles. This opens the door to a new approach of rendering for virtual reality head-mounted displays and server-client settings for streaming 3D applications such as video games. Jozef Hladky, Hans-Peter Seidel, Markus Steinberger |
ACM Trans. Graph. | 1 |