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Christoph Traxler

dblp:81/1683 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.432013
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
0.432013
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
0.122010
Differential Instant Radiosity for mixed reality · ISMAR 2010
Demo for differential Instant Radiosity for Mixed Reality · ISMAR 2010
Computational photography and imaging
camera characterization
0.112011
Adaptive camera-based color mapping for mixed-reality applications · ISMAR 2011
Visualization and visual analytics › visual encoding
color mapping
0.112011
Adaptive camera-based color mapping for mixed-reality applications · ISMAR 2011
Virtual and augmented reality
mixed reality
0.122011
Adaptive camera-based color mapping for mixed-reality applications · ISMAR 2011
Differential Instant Radiosity for mixed reality · ISMAR 2010
Rendering › global illumination
caustics
0.012013
Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality › mixed reality
mixed reality rendering
0.012013
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
YearPublicationVenuePosition
2013 Reflective and Refractive Objects for Mixed Reality
abstract
In 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 applications
abstract
We 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
ISMAR2
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
ISMAR2
2010 Demo for differential Instant Radiosity for Mixed Reality
abstract
This 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
ISMAR1
1996 Representation and realistic rendering of natural phenomena with cyclic CSG graphs
Michael Gervautz, Christoph Traxler
Vis. Comput.2