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Wolfgang Tatzgern

dblp:220/3821 · DBLP profile ↗
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4ranked-venue papers
2as first author
3since 2021 · last 2025
0009-0004-5628-0619ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 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
2 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 57% Cloud and datacenter computing · 43%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › participating media rendering
cloud rendering
0.912025
Sparse Cache Updates for Scalable Distributed Effect-Based Rendering · SIGGRAPH Asia 2025
Rendering › parallel rendering
distributed rendering
0.912025
Sparse Cache Updates for Scalable Distributed Effect-Based Rendering · SIGGRAPH Asia 2025
GPUs and heterogeneous computing › multi-GPU computing
multi-GPU rendering
0.312025
Sparse Cache Updates for Scalable Distributed Effect-Based Rendering · SIGGRAPH Asia 2025
Cloud and datacenter computing › cloud applications
cloud rendering
0.212023
Effect-based Multi-viewer Caching for Cloud-native Rendering · ACM Trans. Graph. 2023

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

sparse cache update · 1.7effect-based caching · 1.3
YearPublicationVenuePosition
2025 Sparse Cache Updates for Scalable Distributed Effect-Based Rendering
abstract
Cloud computing has seen rapid growth in recent years, accompanied by the increasing popularity of game streaming services that allow users to play high-end games on low-end devices, across platforms, and from virtually anywhere. The rise of multiplayer games, shared immersive experiences, and metaverse-style applications—such as exhibitions or social virtual spaces—presents unique opportunities for improving rendering efficiency. In particular, the presence of multiple viewers within the same virtual environment opens the door for computation reuse across rendering instances. We propose a scalable, multi-GPU cloud rendering system tailored for multi-viewer scenarios. Built on top of on-surface caches (OSC), our system extends the core idea of decoupling shading from viewpoints to enable efficient reuse of shading information across multiple users. Our system is designed to scale with an increasing number of viewers by dynamically distributing rendering workloads across multiple GPUs. We further enhance scalability and significantly reduce inter-GPU bandwidth requirements from 6 × up to 65 × —through a novel sparse cache update strategy. Instead of copying full frames between GPUs, our method selectively propagates only relevant cache updates, enabling efficient data sharing while minimizing redundant transfers.
Wolfgang Tatzgern, Pascal Stadlbauer, Joerg H. Mueller, Martin Sattlecker, Markus Steinberger
SIGGRAPH Asia1
2025 Adaptive Multi-view Radiance Caching for Heterogeneous Participating Media
abstract
Abstract Achieving lifelike atmospheric effects, such as fog, is essential in creating immersive environments and poses a formidable challenge in real‐time rendering. Highly realistic rendering of complex lighting interacting with dynamic fog can be very resource‐intensive, due to light bouncing through a complex participating media multiple times. We propose an approach that uses a multi‐layered spherical harmonics probe grid to share computations temporarily. In addition, this world‐space storage enables the sharing of radiance data between multiple viewers. In the context of cloud rendering this means faster rendering and a significant enhancement in overall rendering quality with efficient resource utilization.
Pascal Stadlbauer, Wolfgang Tatzgern, Joerg H. Mueller, Robert Stojanovic, Alexander Weinrauch, Markus Steinberger
Comput. Graph. Forum2
2023 Effect-based Multi-viewer Caching for Cloud-native Rendering
abstract
With 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.2
2020 Stochastic Substitute Trees for Real-Time Global Illumination
abstract
With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The stochastic substitute tree (SST), a hierarchical structure inspired by lightcuts with light probability distributions as inner nodes. Our approach distributes virtual point lights (VPLs) in every frame and efficiently constructs the SST over those lights by clustering according to Morton codes. Global illumination is approximated by sampling the SST and considers the BRDF at the hit location as well as the SST nodes’ intensities for importance sampling directly from inner nodes of the tree. To remove the introduced Monte Carlo noise, we use a recurrent autoencoder. In combination with temporal filtering, we deliver real-time global illumination for complex scenes with challenging light distributions.
Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger
I3D1