EDBT 2026 Demo / reviewers in the wild / expert
Henry Schäfer
dblp:09/8221
· DBLP profile ↗
8ranked-venue papers
5as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Rendering · 59% Geometric modeling and processing · 41% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › spatial data structures
bounding volume hierarchy |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Rendering
ray tracing |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Geometric modeling and processing › mesh processing
surface compression |
0.3 | 1 | 2017 | A Compressed Representation for Ray Tracing Parametric Surfaces · ACM Trans. Graph. 2017 |
Rendering › texture mapping
displacement mapping |
0.2 | 1 | 2013 | Multiresolution Attributes for Hardware Tessellated Objects · IEEE Trans. Vis. Comput. Graph. 2013 |
Rendering › graphics hardware
hardware tessellation |
0.2 | 1 | 2013 | Multiresolution Attributes for Hardware Tessellated Objects · IEEE Trans. Vis. Comput. Graph. 2013 |
Rendering
surface rendering |
0.2 | 1 | 2013 | Multiresolution Attributes for Hardware Tessellated Objects · IEEE Trans. Vis. Comput. Graph. 2013 |
Rendering
texture mapping |
0.0 | 1 | 2013 | Multiresolution Attributes for Hardware Tessellated Objects · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
approximate evaluation · 0.3BVH compression · 0.3pixel shader evaluation · 0.2multilevel fitting · 0.2domain shader evaluation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | A Compressed Representation for Ray Tracing Parametric SurfacesabstractParametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render times. Kai Selgrad, Alexander Lier, Magdalena Martinek, Christoph Buchenau, Michael Guthe, Franziska Kranz, Henry Schäfer, Marc Stamminger |
ACM Trans. Graph. | 7 |
| 2016 | Real-Time Rendering Techniques with Hardware TessellationabstractAbstract Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could not incur the cost required to generate and transfer smooth or displaced geometry to the GPU at render time. As a result of recent advances in graphics hardware, in particular the GPU tessellation unit, complex geometry can now be generated on the fly within the GPU's rendering pipeline. This has enabled the generation and displacement of smooth parametric surfaces in real‐time applications. However, many well‐established approaches in offline rendering are not directly transferable due to the limited tessellation patterns or the parallel execution model of the tessellation stage. In this survey, we provide an overview of recent work and challenges in this topic by summarizing, discussing, and comparing methods for the rendering of smooth and highly detailed surfaces in real time. Matthias Nießner, Benjamin Keinert, Matthew Fisher, Marc Stamminger, Charles T. Loop, Henry Schäfer |
Comput. Graph. Forum | 6 |
| 2015 | Dynamic feature-adaptive subdivisionabstractFeature-adaptive subdivision (FAS) is one of the state-of-the art real-time rendering methods for subdivision surfaces on modern GPUs. It enables efficient and accurate rendering of subdivision surfaces in many interactive applications, such as video games or authoring tools. In this paper, we present dynamic feature-adaptive subdivision (DFAS), which improves upon FAS by enabling an independent subdivision depth for every irregularity. Our subdivision kernels fill a dynamic patch buffer on-the-fly with the appropriate number of patches corresponding to the chosen level-of-detail scheme. By reducing the number of generated and processed patches, DFAS significantly improves upon the performance of static FAS. Henry Schäfer, Jens Raab, Benjamin Keinert, Mark Meyer, Marc Stamminger, Matthias Nießner |
I3D | 1 |
| 2015 | Local Painting and Deformation of Meshes on the GPUabstractAbstract We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifications may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene objects detected by a physics engine. We only allocate GPU memory for the faces affected by these modifications to store fine‐scale colour or displacement values. This requires dynamic GPU memory management in order to assign and adaptively apply edits to individual faces at runtime. We present such a memory management technique based on a scan‐operation that is efficiently parallelizable. Since our approach runs entirely on the GPU, we avoid costly CPU–GPU memory transfer and eliminate typical bandwidth limitations. This minimizes runtime overhead to under a millisecond and makes our method ideally suited to many real‐time applications such as video games and interactive authoring tools. In addition, our algorithm significantly reduces storage requirements and allows for much higher resolution content compared to traditional global texturing approaches. Our technique can be applied to various mesh representations, including Catmull–Clark subdivision surfaces, as well as standard triangle and quad meshes. In this paper, we demonstrate several scenarios for these mesh types where our algorithm enables adaptive mesh refinement, local surface deformations and interactive on‐mesh painting and sculpting. Henry Schäfer, Benjamin Keinert, Matthias Nießner, Marc Stamminger |
Comput. Graph. Forum | 1 |
| 2013 | Multiresolution Attributes for Hardware Tessellated ObjectsabstractHardware tessellation is one of the latest GPU features. Triangle or quad meshes are tessellated on-the-fly, where the tessellation level is chosen adaptively in a separate shader. The hardware tessellator only generates topology; attributes such as positions or texture coordinates of the newly generated vertices are determined in a domain shader. Typical applications of hardware tessellation are view dependent tessellation of parametric surfaces and displacement mapping. Often, the attributes for the newly generated vertices are stored in textures, which requires uv unwrapping, chartification, and atlas generation of the input mesh--a process that is time consuming and often requires manual intervention. In this paper, we present an alternative representation that directly stores optimized attribute values for typical hardware tessellation patterns and simply assigns these attributes to the generated vertices at render time. Using a multilevel fitting approach, the attribute values are optimized for several resolutions. Thereby, we require no parameterization, save memory by adapting the density of the samples to the content, and avoid discontinuities by construction. Our representation is optimally suited for displacement mapping: it automatically generates seamless, view-dependent displacement mapped models. The multilevel fitting approach generates better low-resolution displacement maps than simple downfiltering. By properly blending levels, we avoid artifacts such as popping or swimming surfaces. We also show other possible applications such as signal-optimized texturing or light baking. Our representation can be evaluated in a pixel shader, resulting in signal adaptive, parameterization-free texturing, comparable to PTex or Mesh Colors. Performance evaluation shows that our representation is on par with standard texture mapping and can be updated in real time, allowing for application such as interactive sculpting. Henry Schäfer, Magdalena Prus, Quirin Meyer, Jochen Süßmuth, Marc Stamminger |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | Multiresolution attributes for tessellated meshesabstractWe present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our representation by assigning signal samples to attributes of vertices generated by the hardware tessellator. Henry Schäfer, Magdalena Prus, Quirin Meyer, Jochen Süßmuth, Marc Stamminger |
I3D | 1 |
| 2012 | Memory efficient light baking
Henry Schäfer, Jochen Süßmuth, Cornelia Denk, Marc Stamminger |
Comput. Graph. | 1 |
| 2010 | Fast indirect illumination using Layered Depth Images
Matthias Nießner, Henry Schäfer, Marc Stamminger |
Vis. Comput. | 2 |