Demo Data from VLDB 2026 / reviewers in the wild / expert
Michael Schwärzler
dblp:36/7590
· DBLP profile ↗
11ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-authorHuman-computer interaction and ubiquitous computing · 5 · 2 first-author
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
3 papers |
Visualization and visual analytics · 46% Rendering · 36% Geometric modeling and processing · 19% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% |
Topics — the 10 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics
visual analytics |
0.7 | 2 | 2020 | LightGuider: Guiding Interactive Lighting Design using Suggestions, Provenance, and Quality Visualization · IEEE Trans. Vis. Comput. Graph. 2020 LiteVis: Integrated Visualization for Simulation-Based Decision Support in Lighting Design · IEEE Trans. Vis. Comput. Graph. 2016 |
Rendering
light transport |
0.4 | 1 | 2020 | LightGuider: Guiding Interactive Lighting Design using Suggestions, Provenance, and Quality Visualization · IEEE Trans. Vis. Comput. Graph. 2020 |
Visualization and visual analytics › visual analytics
decision making with visualizations |
0.2 | 1 | 2016 | LiteVis: Integrated Visualization for Simulation-Based Decision Support in Lighting Design · IEEE Trans. Vis. Comput. Graph. 2016 |
Rendering
global illumination |
0.2 | 1 | 2016 | LiteVis: Integrated Visualization for Simulation-Based Decision Support in Lighting Design · IEEE Trans. Vis. Comput. Graph. 2016 |
Rendering › global illumination
lighting simulation |
0.2 | 1 | 2016 | LiteVis: Integrated Visualization for Simulation-Based Decision Support in Lighting Design · IEEE Trans. Vis. Comput. Graph. 2016 |
Geometric modeling and processing › shape modeling
interactive modeling |
0.2 | 1 | 2013 | O-snap: Optimization-based snapping for modeling architecture · ACM Trans. Graph. 2013 |
Geometric modeling and processing › surface reconstruction
point cloud reconstruction |
0.2 | 1 | 2013 | O-snap: Optimization-based snapping for modeling architecture · ACM Trans. Graph. 2013 |
Geometric modeling and processing › surface reconstruction › mesh reconstruction
polygonal mesh reconstruction |
0.2 | 1 | 2013 | O-snap: Optimization-based snapping for modeling architecture · ACM Trans. Graph. 2013 |
Visualization and visual analytics › information visualization › metadata visualization
provenance visualization |
0.1 | 1 | 2020 | LightGuider: Guiding Interactive Lighting Design using Suggestions, Provenance, and Quality Visualization · IEEE Trans. Vis. Comput. Graph. 2020 |
Visualization and visual analytics
visualization design |
0.1 | 1 | 2020 | LightGuider: Guiding Interactive Lighting Design using Suggestions, Provenance, and Quality Visualization · IEEE Trans. Vis. Comput. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
spatial visualization · 0.5ranking · 0.5global illumination simulation · 0.5snapshot visualization · 0.4provenance tree · 0.4planar primitive fitting · 0.2adjacency relation discovery · 0.2RANSAC · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | LightGuider: Guiding Interactive Lighting Design using Suggestions, Provenance, and Quality VisualizationabstractLightGuider is a novel guidance-based approach to interactive lighting design, which typically consists of interleaved 3D modeling operations and light transport simulations. Rather than having designers use a trial-and-error approach to match their illumination constraints and aesthetic goals, LightGuider supports the process by simulating potential next modeling steps that can deliver the most significant improvements. LightGuider takes predefined quality criteria and the current focus of the designer into account to visualize suggestions for lighting-design improvements via a specialized provenance tree. This provenance tree integrates snapshot visualizations of how well a design meets the given quality criteria weighted by the designer's preferences. This integration facilitates the analysis of quality improvements over the course of a modeling workflow as well as the comparison of alternative design solutions. We evaluate our approach with three lighting designers to illustrate its usefulness. Andreas Walch, Michael Schwärzler, Christian Luksch, Elmar Eisemann, Theresia Gschwandtner |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Incrementally baked global illuminationabstractGlobal Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation from scratch results in artifacts like flickering or noise, disturbing the visual appearance and negatively affecting interactive lighting design workflows. Christian Luksch, Michael Wimmer 0001, Michael Schwärzler |
I3D | 3 |
| 2019 | Adaptive pointcloud segmentation for assisted interactionsabstractIn this work, we propose an interaction-driven approach streamlined to support and improve a wide range of real-time 2D interaction metaphors for arbitrarily large pointclouds based on detected primitive shapes. Rather than performing shape detection as a costly pre-processing step on the entire point cloud at once, a user-controlled interaction determines the region that is to be segmented next. By keeping the size of the region and the number of points small, the algorithm produces meaningful results and therefore feedback on the local geometry within a fraction of a second. We can apply these finding for improved picking and selection metaphors in large point clouds, and propose further novel shape-assisted interactions that utilize this local semantic information to improve the user's workflow. Harald Steinlechner, Bernhard Rainer, Michael Schwärzler, Georg Haaser, Attila Szabó, Stefan Maierhofer, Michael Wimmer 0001 |
I3D | 3 |
| 2018 | A VR-based user study on the effects of vision impairments on recognition distances of escape-route signs in buildingsabstractIn workplaces or publicly accessible buildings, escape routes are signposted according to official norms or international standards that specify distances, angles and areas of interest for the positioning of escape-route signs. In homes for the elderly, in which the residents commonly have degraded mobility and suffer from vision impairments caused by age or eye diseases, the specifications of current norms and standards may be insufficient. Quantifying the effect of symptoms of vision impairments like reduced visual acuity on recognition distances is challenging, as it is cumbersome to find a large number of user study participants who suffer from exactly the same form of vision impairments. Hence, we propose a new methodology for such user studies: By conducting a user study in virtual reality (VR), we are able to use participants with normal or corrected sight and simulate vision impairments graphically. The use of standardized medical eyesight tests in VR allows us to calibrate the visual acuity of all our participants to the same level, taking their respective visual acuity into account. Since we primarily focus on homes for the elderly, we accounted for their often limited mobility by implementing a wheelchair simulation for our VR application. Katharina Krösl, Dominik Bauer, Michael Schwärzler, Henry Fuchs, Georg Suter, Michael Wimmer 0001 |
Vis. Comput. | 3 |
| 2018 | Lens flare prediction based on measurements with real-time visualization
Andreas Walch, Christian Luksch, Attila Szabó, Harald Steinlechner, Georg Haaser, Michael Schwärzler, Stefan Maierhofer |
Vis. Comput. | 6 |
| 2017 | Sketch-based guided modeling of 3D buildings from oriented photosabstractCapturing urban scenes using photogrammetric methods has become an interesting alternative to laser scanning in the past years. For the reconstruction of CAD-ready 3D models, two main types of interactive approaches have become prevalent: One uses the generated 3D point clouds to reconstruct polygonal surfaces, while the other focuses on 2D interaction in the photos to define edges and faces. Michael Schwärzler, Lisa-Maria Kellner, Stefan Maierhofer, Michael Wimmer 0001 |
I3D | 1 |
| 2016 | LiteVis: Integrated Visualization for Simulation-Based Decision Support in Lighting DesignabstractState-of-the-art lighting design is based on physically accurate lighting simulations of scenes such as offices. The simulation results support lighting designers in the creation of lighting configurations, which must meet contradicting customer objectives regarding quality and price while conforming to industry standards. However, current tools for lighting design impede rapid feedback cycles. On the one side, they decouple analysis and simulation specification. On the other side, they lack capabilities for a detailed comparison of multiple configurations. The primary contribution of this paper is a design study of LiteVis, a system for efficient decision support in lighting design. LiteVis tightly integrates global illumination-based lighting simulation, a spatial representation of the scene, and non-spatial visualizations of parameters and result indicators. This enables an efficient iterative cycle of simulation parametrization and analysis. Specifically, a novel visualization supports decision making by ranking simulated lighting configurations with regard to a weight-based prioritization of objectives that considers both spatial and non-spatial characteristics. In the spatial domain, novel concepts support a detailed comparison of illumination scenarios. We demonstrate LiteVis using a real-world use case and report qualitative feedback of lighting designers. This feedback indicates that LiteVis successfully supports lighting designers to achieve key tasks more efficiently and with greater certainty. Johannes Sorger, Thomas Ortner, Christian Luksch, Michael Schwärzler, M. Eduard Gröller, Harald Piringer |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2014 | Real-time rendering of glossy materials with regular sampling
Christian Luksch, Robert F. Tobler, Thomas Mühlbacher, Michael Schwärzler, Michael Wimmer 0001 |
Vis. Comput. | 4 |
| 2013 | Fast light-map computation with virtual polygon lightsabstractWe propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generation at loading time. In our method, virtual point lights are clustered into a set of virtual polygon lights, which represent a compact description of the illumination in the scene. The actual light-map generation is performed directly on the GPU. Our approach degrades gracefully, avoiding objectionable artifacts even for very short computation times. Christian Luksch, Robert F. Tobler, Ralf Habel, Michael Schwärzler, Michael Wimmer 0001 |
I3D | 4 |
| 2013 | Fast percentage closer soft shadows using temporal coherenceabstractWe propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent in typical scene movement, making the estimation of a new shadow value only necessary whenever regions are newly disoccluded due to camera adjustment, or the shadow situation changes due to object movement. By extending the typical shadow mapping algorithm by an additional light-weight buffer for the tracking of dynamic scene objects, we can robustly and efficiently detect all screen space fragments that need to be updated, including not only the moving objects themselves, but also the soft shadows they cast. By applying this strategy to the popular Percentage Closer Soft Shadow algorithm (PCSS), we double rendering performance in scenes with both static and dynamic objects -- as prevalent in various 3D game levels -- while maintaining the visual quality of the original approach. Michael Schwärzler, Christian Luksch, Daniel Scherzer, Michael Wimmer 0001 |
I3D | 1 |
| 2013 | O-snap: Optimization-based snapping for modeling architectureabstractIn this article, we introduce a novel reconstruction and modeling pipeline to create polygonal models from unstructured point clouds. We propose an automatic polygonal reconstruction that can then be interactively refined by the user. An initial model is automatically created by extracting a set of RANSAC-based locally fitted planar primitives along with their boundary polygons, and then searching for local adjacency relations among parts of the polygons. The extracted set of adjacency relations is enforced to snap polygon elements together, while simultaneously fitting to the input point cloud and ensuring the planarity of the polygons. This optimization-based snapping algorithm may also be interleaved with user interaction. This allows the user to sketch modifications with coarse and loose 2D strokes, as the exact alignment of the polygons is automatically performed by the snapping. The generated models are coarse, offer simple editing possibilities by design, and are suitable for interactive 3D applications like games, virtual environments, etc. The main innovation in our approach lies in the tight coupling between interactive input and automatic optimization, as well as in an algorithm that robustly discovers the set of adjacency relations. Murat Arikan, Michael Schwärzler, Simon Flöry, Michael Wimmer 0001, Stefan Maierhofer |
ACM Trans. Graph. | 2 |