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Oliver Mattausch

dblp:67/4959 · DBLP profile ↗
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22ranked-venue papers
10as first author
0since 2021 · last 2018
0000-0001-9483-9904ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 20 · 9 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1

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 · 56% Geometric modeling and processing · 34% Image and video processing · 8%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › surface reconstruction
point cloud reconstruction
0.212014
Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014
Geometric modeling and processing
surface reconstruction
0.212014
Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014
Rendering
differentiable rendering
0.112010
Differential Instant Radiosity for mixed reality · ISMAR 2010
Rendering
global illumination
0.112010
Differential Instant Radiosity for mixed reality · ISMAR 2010
Rendering › global illumination
instant radiosity
0.112010
Differential Instant Radiosity for mixed reality · ISMAR 2010
Rendering
real-time rendering
0.112010
Exploiting temporal coherence in real-time rendering · SIGGRAPH ASIA (Courses) 2010
Image and video processing › video processing
temporal consistency
0.112010
Exploiting temporal coherence in real-time rendering · SIGGRAPH ASIA (Courses) 2010
Rendering › sampling
adaptive sampling
0.112009
Adaptive global visibility sampling · ACM Trans. Graph. 2009
Rendering › visibility computation
from-region visibility
0.112009
Adaptive global visibility sampling · ACM Trans. Graph. 2009
Rendering
visibility computation
0.112009
Adaptive global visibility sampling · ACM Trans. Graph. 2009
Geometric modeling and processing › surface reconstruction
normal reconstruction
0.112014
Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014
Virtual and augmented reality
mixed reality
0.012010
Differential Instant Radiosity for mixed reality · ISMAR 2010

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

gaussian mixture · 0.2continuous projection operator · 0.2temporal coherence · 0.1imperfect shadow maps · 0.1spatial coherence exploitation · 0.1ray mutation · 0.1progressive refinement · 0.1
YearPublicationVenuePosition
2018 Realistic Ultrasound Simulation of Complex Surface Models Using Interactive Monte-Carlo Path Tracing
abstract
Abstract Ray‐based simulations have been shown to generate impressively realistic ultrasound images in interactive frame rates. Recent efforts used GPU‐based surface raytracing to simulate complex ultrasound interactions such as multiple reflections and refractions. These methods are restricted to perfectly specular reflections (i.e. following only a single reflective/refractive ray), whereas real tissue exhibits roughness of varying degree at tissue interfaces, causing partly diffuse reflections and refractions. Such surface interactions are significantly more complex and can in general not be handled by conventional deterministic raytracing approaches. However, these can be efficiently computed by Monte‐Carlo sampling techniques, where many ray paths are generated with respect to a probability distribution. In this paper, we introduce Monte‐Carlo raytracing for ultrasound simulation. This enables the realistic simulation of ultrasound‐tissue interactions such as soft shadows and fuzzy reflections. We discuss how to properly weight the contribution of each ray path in order to simulate the behaviour of a beamformed ultrasound signal. Tracing many individual rays per transducer element is easily parallelizable on modern GPUs, as opposed to previous approaches based on recursive binary raytracing. We further propose a significant performance optimization based on adaptive sampling.
Oliver Mattausch, Maxim Makhinya, Orcun Goksel
Comput. Graph. Forum1
2018 Image-Based Reconstruction of Tissue Scatterers Using Beam Steering for Ultrasound Simulation
abstract
Numerical simulation of ultrasound images can facilitate the training of sonographers. An efficient and realistic model for the simulation of ultrasonic speckle is the convolution of the ultrasound point-spread function with a distribution of point scatterers. Nevertheless, for a given arbitrary tissue type, a scatterer map that would generate a realistic appearance of that tissue is not known a priori. In this paper, we introduce a principled approach to estimate (reconstruct) such a scatterer map from images, by solving the inverse-problem of ultrasound speckle formation, such that images from arbitrary view angles and transducer settings can be generated from those scatterer maps later in simulations. Robust reconstructions are achieved by using multiple measurements of the same tissue with different viewing parameters. For this purpose, a novel use of beam-steering to rapidly and conveniently acquire multiple images of the same scene is proposed. We demonstrate in numerical and physical phantoms and images that the appearance of synthesized images closely match real images for a range of viewing parameters and probe settings. We also present a scene editing scenario exploiting these scatterer representations to create realistic images of augmented anatomy.
Oliver Mattausch, Orcun Goksel
IEEE Trans. Medical Imaging1
2016 4D Reconstruction of Fetal Heart Ultrasound Images in Presence of Fetal Motion
Christine Tanner, Barbara Flach, Céline Eggenberger, Oliver Mattausch, Michael Bajka, Orcun Goksel
MICCAI (1)4
2016 Piecewise-planar Reconstruction of Multi-room Interiors with Arbitrary Wall Arrangements
abstract
Abstract Reconstructing the as‐built architectural shape of building interiors has emerged in recent years as an important and challenging research problem. An effective approach must be able to faithfully capture the architectural structures and separate permanent components from clutter (e.g. furniture), while at the same time dealing with defects in the input data. For many applications, higher‐level information on the environment is also required, in particular the shape of individual rooms. To solve this ill‐posed problem, state‐of‐the‐art methods assume constrained input environments with a 2.5D or, more restrictively, a Manhattan‐world structure, which significantly restricts their applicability in real‐world settings. We present a novel pipeline that allows to reconstruct general 3D interior architectures, significantly increasing the range of real‐world architectures that can be reconstructed and labeled by any interior reconstruction method to date. Our method finds candidate permanent components by reasoning on a graph‐based scene representation, then uses them to build a 3D linear cell complex that is partitioned into separate rooms through a multi‐label energy minimization formulation. We demonstrate the effectiveness of our method by applying it to a variety of real‐world and synthetic datasets and by comparing it to more specialized state‐of‐the‐art approaches.
Claudio Mura, Oliver Mattausch, Renato Pajarola
Comput. Graph. Forum2
2015 CHC+RT: Coherent Hierarchical Culling for Ray Tracing
abstract
Abstract We propose a new technique for in‐core and out‐of‐core GPU ray tracing using a generalization of hierarchical occlusion culling in the style of the CHC++ method. Our method exploits the rasterization pipeline and hardware occlusion queries in order to create coherent batches of work for localized shader‐based ray tracing kernels. By combining hierarchies in both ray space and object space, the method is able to share intermediate traversal results among multiple rays. We exploit temporal coherence among similar ray sets between frames and also within the given frame. A suitable management of the current visibility state makes it possible to benefit from occlusion culling for less coherent ray types like diffuse reflections. Since large scenes are still a challenge for modern GPU ray tracers, our method is most useful for scenes with medium to high complexity, especially since our method inherently supports ray tracing highly complex scenes that do not fit in GPU memory. For in‐core scenes our method is comparable to CUDA ray tracing and performs up to5.94× better than pure shader‐based ray tracing.
Oliver Mattausch, Jirí Bittner, Alberto Jaspe-Villanueva, Enrico Gobbetti, Michael Wimmer 0001, Renato Pajarola
Comput. Graph. Forum1
2014 Automatic room detection and reconstruction in cluttered indoor environments with complex room layouts
abstract
We present a robust approach for reconstructing the main architectural structure of complex indoor environments given a set of cluttered 3D input range scans. Our method uses an efficient occlusion-aware process to extract planar patches as candidate walls, separating them from clutter and coping with missing data, and automatically extracts the individual rooms that compose the environment by applying a diffusion process on the space partitioning induced by the candidate walls. This diffusion process, which has a natural interpretation in terms of heat propagation, makes our method robust to artifacts and other imperfections that occur in typical scanned data of interiors. For each room, our algorithm reconstructs an accurate polyhedral model by applying methods from robust statistics. We demonstrate the validity of our approach by evaluating it on both synthetic models and real-world 3D scans of indoor environments.
Claudio Mura, Oliver Mattausch, Alberto Jaspe-Villanueva, Enrico Gobbetti, Renato Pajarola
Comput. Graph.2
2014 Object detection and classification from large-scale cluttered indoor scans
abstract
Abstract We present a method to automatically segment indoor scenes by detecting repeated objects. Our algorithm scales to datasets with 198 million points and does not require any training data. We propose a trivially parallelizable preprocessing step, which compresses a point cloud into a collection of nearly‐planar patches related by geometric transformations. This representation enables us to robustly filter out noise and greatly reduces the computational cost and memory requirements of our method, enabling execution at interactive rates. We propose a patch similarity measure based on shape descriptors and spatial configurations of neighboring patches. The patches are clustered in a Euclidean embedding space based on the similarity matrix to yield the segmentation of the input point cloud. The generated segmentation can be used to compress the raw point cloud, create an object database, and increase the clarity of the point cloud visualization.
Oliver Mattausch, Daniele Panozzo, Claudio Mura, Olga Sorkine-Hornung, Renato Pajarola
Comput. Graph. Forum1
2014 A Comparative Perceptual Study of Soft-Shadow Algorithms
abstract
We performed a perceptual user study of algorithms that approximate soft shadows in real time. Although a huge body of soft-shadow algorithms have been proposed, to our knowledge this is the first methodical study for comparing different real-time shadow algorithms with respect to their plausibility and visual appearance. We evaluated soft-shadow properties like penumbra overlap with respect to their relevance to shadow perception in a systematic way, and we believe that our results can be useful to guide future shadow approaches in their methods of evaluation. In this study, we also capture the predominant case of an inexperienced user observing shadows without comparing to a reference solution, such as when watching a movie or playing a game. One important result of this experiment is to scientifically verify that real-time soft-shadow algorithms, despite having become physically based and very realistic, can nevertheless be intuitively distinguished from a correct solution by untrained users.
Michael Hecher, Matthias Bernhard, Oliver Mattausch, Daniel Scherzer, Michael Wimmer 0001
ACM Trans. Appl. Percept.3
2014 Continuous projection for fast L1 reconstruction
abstract
With better and faster acquisition devices comes a demand for fast robust reconstruction algorithms, but no L 1 -based technique has been fast enough for online use so far. In this paper, we present a novel continuous formulation of the weighted locally optimal projection (WLOP) operator based on a Gaussian mixture describing the input point density. Our method is up to 7 times faster than an optimized GPU implementation of WLOP, and achieves interactive frame rates for moderately sized point clouds. We give a comprehensive quality analysis showing that our continuous operator achieves a generally higher reconstruction quality than its discrete counterpart. Additionally, we show how to apply our continuous formulation to spherical mixtures of normal directions, to also achieve a fast robust normal reconstruction.
Reinhold Preiner, Oliver Mattausch, Murat Arikan, Renato Pajarola, Michael Wimmer 0001
ACM Trans. Graph.2
2013 Robust Reconstruction of Interior Building Structures with Multiple Rooms under Clutter and Occlusions
abstract
We present a robust approach for reconstructing the architectural structure of complex indoor environments given a set of cluttered input scans. Our method first uses an efficient occlusion-aware process to extract planar patches as candidate walls, separating them from clutter and coping with missing data. Using a diffusion process to further increase its robustness, our algorithm is able to reconstruct a clean architectural model from the candidate walls. To our knowledge, this is the first indoor reconstruction method which goes beyond a binary classification and automatically recognizes different rooms as separate components. We demonstrate the validity of our approach by testing it on both synthetic models and real-world 3D scans of indoor environments.
Claudio Mura, Oliver Mattausch, Alberto Jaspe-Villanueva, Enrico Gobbetti, Renato Pajarola
CAD/Graphics2
2013 Freeform Shadow Boundary Editing
abstract
Abstract We present an algorithm for artistically modifying physically based shadows. With our tool, an artist can directly edit the shadow boundaries in the scene in an intuitive fashion similar to freeform curve editing. Our algorithm then makes these shadow edits consistent with respect to varying light directions and scene configurations, by creating a shadow mesh from the new silhouettes. The shadow mesh helps a modified shadow volume algorithm cast shadows that conform to the artistic shadow boundary edits, while providing plausible interaction with dynamic environments, including animation of both characters and light sources. Our algorithm provides significantly more fine‐grained local and direct control than previous artistic light editing methods, which makes it simple to adjust the shadows in a scene to reach a particular effect, or to create interesting shadow shapes and shadow animations. All cases are handled with a single intuitive interface, be it soft shadows, or (self‐)shadows on arbitrary receivers.
Oliver Mattausch, Takeo Igarashi, Michael Wimmer 0001
Comput. Graph. Forum1
2012 Reciprocal shading for mixed reality
Martin Knecht, Christoph Traxler, Oliver Mattausch, Michael Wimmer 0001
Comput. Graph.3
2012 Tessellation-Independent Smooth Shadow Boundaries
abstract
Abstract We propose an efficient and light‐weight solution for rendering smooth shadow boundaries that do not reveal the tessellation of the shadow‐casting geometry. Our algorithm reconstructs the smooth contours of the underlying mesh and then extrudes shadow volumes from the smooth silhouettes to render the shadows. For this purpose we propose an improved silhouette reconstruction using the vertex normals of the underlying smooth mesh. Then our method subdivides the silhouette loops until the contours are sufficiently smooth and project to smooth shadow boundaries. This approach decouples the shadow smoothness from the tessellation of the geometry and can be used to maintain equally high shadow quality for multiple LOD levels. It causes only a minimal change to the fill rate, which is the well‐known bottleneck of shadow volumes, and hence has only small overhead.
Oliver Mattausch, Daniel Scherzer, Michael Wimmer 0001, Takeo Igarashi
Comput. Graph. Forum1
2012 Temporal Coherence Methods in Real-Time Rendering
abstract
Abstract Nowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily counteracted by increasingly complex and sophisticated shading computations. For real‐time applications, the direct consequence is that image resolution and temporal resolution are often the first candidates to bow to the performance constraints (e.g. although full HD is possible, PS3 and XBox often render at lower resolutions). In order to achieve high‐quality rendering at a lower cost, one can exploit temporal coherence (TC). The underlying observation is that a higher resolution and frame rate do not necessarily imply a much higher workload, but a larger amount of redundancy and a higher potential for amortizing rendering over several frames. In this survey, we investigate methods that make use of this principle and provide practical and theoretical advice on how to exploit TC for performance optimization. These methods not only allow incorporating more computationally intensive shading effects into many existing applications, but also offer exciting opportunities for extending high‐end graphics applications to lower‐spec consumer‐level hardware. To this end, we first introduce the notion and main concepts of TC, including an overview of historical methods. We then describe a general approach, image‐space reprojection, with several implementation algorithms that facilitate reusing shading information across adjacent frames. We also discuss data‐reuse quality and performance related to reprojection techniques. Finally, in the second half of this survey, we demonstrate various applications that exploit TC in real‐time rendering.
Daniel Scherzer, Lei Yang 0006, Oliver Mattausch, Diego F. Nehab, Pedro V. Sander, Michael Wimmer 0001, Elmar Eisemann
Comput. Graph. Forum3
2011 Shadow caster culling for efficient shadow mapping
abstract
We propose a novel method for efficient construction of shadow maps by culling shadow casters which do not contribute to visible shadows. The method uses a mask of potential shadow receivers to cull shadow casters using a hierarchical occlusion culling algorithm. We propose several variants of the receiver mask implementations with different culling efficiency and computational costs. For scenes with statically focused shadow maps we designed an efficient strategy to incrementally update the shadow map, which comes close to the rendering performance for unshadowed scenes. We show that our method achieves 3x-10x speedup for rendering large city like scenes and 1.5x-2x speedup for rendering an actual game scene.
Jirí Bittner, Oliver Mattausch, Ari Silvennoinen, Michael Wimmer 0001
SI3D2
2010 Differential Instant Radiosity for mixed reality
abstract
In this paper we present a novel plausible realistic rendering method for mixed reality systems, which is useful for many real life application scenarios, like architecture, product visualization or edutainment. To allow virtual objects to seamlessly blend into the real environment, the real lighting conditions and the mutual illumination effects between real and virtual objects must be considered, while maintaining interactive frame rates (20-30fps). The most important such effects are indirect illumination and shadows cast between real and virtual objects. Our approach combines Instant Radiosity and Differential Rendering. In contrast to some previous solutions, we only need to render the scene once in order to find the mutual effects of virtual and real scenes. The dynamic real illumination is derived from the image stream of a fish-eye lens camera. We describe a new method to assign virtual point lights to multiple primary light sources, which can be real or virtual. We use imperfect shadow maps for calculating illumination from virtual point lights and have significantly improved their accuracy by taking the surface normal of a shadow caster into account. Temporal coherence is exploited to reduce flickering artifacts. Our results show that the presented method highly improves the illusion in mixed reality applications and significantly diminishes the artificial look of virtual objects superimposed onto real scenes.
Martin Knecht, Christoph Traxler, Oliver Mattausch, Werner Purgathofer, Michael Wimmer 0001
ISMAR3
2010 Exploiting temporal coherence in real-time rendering
abstract
Temporal coherence (TC), the correlation of contents between adjacent rendered frames, exists across a wide range of scenes and motion types in practical real-time rendering. By taking advantage of TC, we can save redundant computation and improve the performance of many rendering tasks significantly with only a marginal decrease in quality. This not only allows us to incorporate more computationally intensive shading effects to existing applications, but also offers exciting opportunities of extending high-end graphics applications to reach lower-spec consumer-level hardware.
Daniel Scherzer, Lei Yang 0006, Oliver Mattausch
SIGGRAPH ASIA (Courses)3
2010 High-Quality Screen-Space Ambient Occlusion using Temporal Coherence
abstract
Abstract Ambient occlusion is a cheap but effective approximation of global illumination. Recently, screen‐space ambient occlusion (SSAO) methods, which sample the frame buffer as a discretization of the scene geometry, have become very popular for real‐time rendering. We present temporal SSAO (TSSAO), a new algorithm which exploits temporal coherence to produce high‐quality ambient occlusion in real time. Compared to conventional SSAO, our method reduces both noise as well as blurring artefacts due to strong spatial filtering, faithfully representing fine‐grained geometric structures. Our algorithm caches and reuses previously computed SSAO samples, and adaptively applies more samples and spatial filtering only in regions that do not yet have enough information available from previous frames. The method works well for both static and dynamic scenes.
Oliver Mattausch, Daniel Scherzer, Michael Wimmer 0001
Comput. Graph. Forum1
2009 Adaptive global visibility sampling
abstract
In this paper we propose a global visibility algorithm which computes from-region visibility for all view cells simultaneously in a progressive manner. We cast rays to sample visibility interactions and use the information carried by a ray for all view cells it intersects. The main contribution of the paper is a set of adaptive sampling strategies based on ray mutations that exploit the spatial coherence of visibility. Our method achieves more than an order of magnitude speedup compared to per-view cell sampling. This provides a practical solution to visibility preprocessing and also enables a new type of interactive visibility analysis application, where it is possible to quickly inspect and modify a coarse global visibility solution that is constantly refined.
Jirí Bittner, Oliver Mattausch, Peter Wonka, Vlastimil Havran, Michael Wimmer 0001
ACM Trans. Graph.2
2008 CHC++: Coherent Hierarchical Culling Revisited
abstract
Abstract We present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of temporal and spatial coherence of visibility. This is achieved by using adaptive visibility prediction and query batching. As a result of the new optimizations the number of issued occlusion queries and the number of rendering state changes are significantly reduced. We also propose a simple method for determining tighter bounding volumes for occlusion queries and a method which further reduces the pipeline stalls. The proposed method provides up to an order of magnitude speedup over the previous state of the art. The new technique is simple to implement, does not rely on hardware calibration and integrates well with modern game engines.
Oliver Mattausch, Jirí Bittner, Michael Wimmer 0001
Comput. Graph. Forum1
2007 Optimized subdivisions for preprocessed visibility
abstract
This paper describes a new tool for preprocessed visibility. It puts together view space and object space partitioning in order to control the render cost and memory cost of the visibility description generated by a visibility solver. The presented method progressively refines view space and object space subdivisions while minimizing the associated render and memory costs. Contrary to previous techniques, both subdivisions are driven by actual visibility information. We show that treating view space and object space together provides a powerful method for controlling the efficiency of the resulting visibility data structures.
Oliver Mattausch, Jirí Bittner, Peter Wonka, Michael Wimmer 0001
Graphics Interface1
2006 Adaptive Visibility-Driven View Cell Construction
Oliver Mattausch, Jirí Bittner, Michael Wimmer 0001
Rendering Techniques1