VLDB 2026 Research / reviewers in the wild / expert
Christoph Traxler
dblp:81/1683
· DBLP profile ↗
6ranked-venue papers
1as first author
0since 2021 · last 2013
0000-0003-4157-1232ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 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
4 papers |
Rendering · 72% Computational photography and imaging · 9% Visualization and visual analytics · 9% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
global illumination |
0.4 | 3 | 2013 | Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013 Demo for differential Instant Radiosity for Mixed Reality · ISMAR 2010 Differential Instant Radiosity for mixed reality · ISMAR 2010 |
Rendering › global illumination
instant radiosity |
0.4 | 3 | 2013 | Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013 Demo for differential Instant Radiosity for Mixed Reality · ISMAR 2010 Differential Instant Radiosity for mixed reality · ISMAR 2010 |
Rendering
differentiable rendering |
0.1 | 2 | 2010 | Differential Instant Radiosity for mixed reality · ISMAR 2010 Demo for differential Instant Radiosity for Mixed Reality · ISMAR 2010 |
Computational photography and imaging
camera characterization |
0.1 | 1 | 2011 | Adaptive camera-based color mapping for mixed-reality applications · ISMAR 2011 |
Visualization and visual analytics › visual encoding
color mapping |
0.1 | 1 | 2011 | Adaptive camera-based color mapping for mixed-reality applications · ISMAR 2011 |
Virtual and augmented reality
mixed reality |
0.1 | 2 | 2011 | Adaptive camera-based color mapping for mixed-reality applications · ISMAR 2011 Differential Instant Radiosity for mixed reality · ISMAR 2010 |
Rendering › global illumination
caustics |
0.0 | 1 | 2013 | Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013 |
Virtual and augmented reality › mixed reality
mixed reality rendering |
0.0 | 1 | 2013 | Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
virtual point lights · 0.2impostors · 0.2differential instant radiosity · 0.2tone mapping · 0.1temporal coherence · 0.1imperfect shadow maps · 0.1differential rendering · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Reflective and Refractive Objects for Mixed RealityabstractIn this paper, we present a novel rendering method which integrates reflective or refractive objects into a differential instant radiosity (DIR) framework usable for mixed-reality (MR) applications. This kind of objects are very special from the light interaction point of view, as they reflect and refract incident rays. Therefore they may cause high-frequency lighting effects known as caustics. Using instant-radiosity (IR) methods to approximate these high-frequency lighting effects would require a large amount of virtual point lights (VPLs) and is therefore not desirable due to real-time constraints. Instead, our approach combines differential instant radiosity with three other methods. One method handles more accurate reflections compared to simple cubemaps by using impostors. Another method is able to calculate two refractions in real-time, and the third method uses small quads to create caustic effects. Our proposed method replaces parts in light paths that belong to reflective or refractive objects using these three methods and thus tightly integrates into DIR. In contrast to previous methods which introduce reflective or refractive objects into MR scenarios, our method produces caustics that also emit additional indirect light. The method runs at real-time frame rates, and the results show that reflective and refractive objects with caustics improve the overall impression for MR scenarios. Martin Knecht, Christoph Traxler, Christoph Winklhofer, Michael Wimmer 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Reciprocal shading for mixed reality
Martin Knecht, Christoph Traxler, Oliver Mattausch, Michael Wimmer 0001 |
Comput. Graph. | 2 |
| 2011 | Adaptive camera-based color mapping for mixed-reality applicationsabstractWe present a novel adaptive color mapping method for virtual objects in mixed-reality environments. In several mixed-reality applications, added virtual objects should be visually indistinguishable from real objects. Recent mixed-reality methods use global-illumination algorithms to approach this goal. However, simulating the light distribution is not enough for visually plausible images. Since the observing camera has its very own transfer function from real-world radiance values to RGB colors, virtual objects look artificial just because their rendered colors do not match with those of the camera. Our approach combines an on-line camera characterization method with a heuristic to map colors of virtual objects to colors as they would be seen by the observing camera. Previous tone-mapping functions were not designed for use in mixed-reality systems and thus did not take the camera-specific behavior into account. In contrast, our method takes the camera into account and thus can also handle changes of its parameters during runtime. The results show that virtual objects look visually more plausible than by just applying tone-mapping operators. Martin Knecht, Christoph Traxler, Werner Purgathofer, Michael Wimmer 0001 |
ISMAR | 2 |
| 2010 | Differential Instant Radiosity for mixed realityabstractIn 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 |
ISMAR | 2 |
| 2010 | Demo for differential Instant Radiosity for Mixed RealityabstractThis laboratory demo is a showcase for the research results published in our ISMAR 2010 paper [3], where we describe a method to simulate the mutual shading effects between virtual and real objects in Mixed Reality applications. The aim is to provide a plausible illusion so that virtual objects seem to be really there. It combines Instant Radiosity [2] with Differential Rendering [1] to a method suitable for MR applications. The demo consists of two scenarios, a simple one to focus on mutual shading effects and an MR game based on LEGO®. Christoph Traxler, Martin Knecht |
ISMAR | 1 |
| 1996 | Representation and realistic rendering of natural phenomena with cyclic CSG graphs
Michael Gervautz, Christoph Traxler |
Vis. Comput. | 2 |