Reinhold Preiner

dblp:116/0834 · DBLP profile ↗
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13ranked-venue papers
3as first author
5since 2021 · last 2025
0000-0002-5167-1977ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021

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
Geometric modeling and processing · 75% Rendering · 15% Image and video coding · 7%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
surface reconstruction
0.642019
Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2014
Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014
Gaussian-product subdivision surfaces · ACM Trans. Graph. 2019
Geometric modeling and processing
subdivision surfaces
0.412019
Gaussian-product subdivision surfaces · ACM Trans. Graph. 2019
Rendering › image-based rendering
depth-image-based rendering
0.212016
Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction · IEEE Trans. Vis. Comput. Graph. 2016
Geometric modeling and processing › surface reconstruction
point cloud reconstruction
0.212014
Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014
Image and video coding › point cloud compression
geometry compression
0.112019
Gaussian-product subdivision surfaces · ACM Trans. Graph. 2019
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
large-scale scene reconstruction
0.112016
Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction · IEEE Trans. Vis. Comput. Graph. 2016
Geometric modeling and processing › surface reconstruction
normal reconstruction
0.112014
Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014
Visualization and visual analytics › 3d visualization
point cloud visualization
0.112014
Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2014

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

gaussian mixture · 0.6probabilistic subdivision · 0.4point-to-image assignment · 0.2graph-cut optimization · 0.2seamless texture generation · 0.2patch stitching · 0.2continuous projection operator · 0.2
YearPublicationVenuePosition
2025 KnitSim: Knitting Simulation for Fabric Pattern Visualization
abstract
Visualizations of knitting and weaving patterns are often bound to two-dimensional visualization, while the resulting fabric piece is inherently three-dimensional. This need for a third dimension arises from (a) the property of the knitting process to create a fabric with offsets and (b) the resulting piece’s structure, i.e. round or closed pieces intended to be worn. Our system, KnitSim, should aid users in visualising possible color combinations, effects of purling or knitting, and the proportions and effects of knit patterns before they start a lengthy, manual knitting process. We propose a web-based interface that enables users to describe their piece as scripted code, allowing it to be generated as a three-dimensional piece. KnitSim, furthermore, enables the simulation of fabric relaxation effects directly in the browser, allowing for the assessment of the final form of the workpiece.
Benedikt Kantz, Peter Waldert, Tobias Schreck, Reinhold Preiner
VINCI4
2024 Adaptive movement behavior for real-time crowd simulation
Irena Ruprecht, Florian Michelic, Eva Eggeling, Reinhold Preiner
Vis. Comput.4
2021 A System for Collaborative Assembly Simulation and User Performance Analysis
abstract
The increasing popularity of Virtual Reality for serious applications has raised the need for collaborative applications in virtual environments. In industry, Virtual Reality solutions are well-suited, e.g., for assembly design and assembly training scenarios. However, assessing the quality of assembly designs and the performance of assemblers is a nontrivial task and typically requires the collaboration of multiple agents in a virtual environment. In this paper, we present a concept and implementation of a comprehensive system for the design, training, and analysis of assembly sequences. The system allows experts to collaboratively review and analyse an assembly sequence and gives assemblers an environment to train and analyse their performance in collaboration with their trainer. The analysis is fostered by providing spatial and time-dependent metrics assessing the quality of an assembly performance. We devise and investigate different metrics and evaluate their suitability for reflecting training progress and performance.
Simon Kloiber, Volker Settgast, Christoph Schinko, Martin Weinzerl, Tobias Schreck, Reinhold Preiner
CW6
2021 SHREC 2021: Retrieval of cultural heritage objects
Ivan Sipiran, Patrick Lazo, Cristian López 0001, Milagritos Jimenez, Nihar Bagewadi, Benjamin Bustos, Hieu Dao, Shankar Gangisetty, Martin Hanik, Ngoc-Phuong Ho-Thi, Mike Holenderski, Dmitri Jarnikov, Arniel Labrada, Stefan Lengauer, Roxane Licandro, Dinh-Huan Nguyen, Thang-Long Nguyen-Ho, Luis A. Pérez Rey, Bang-Dang Pham, Reinhold Preiner, Tobias Schreck, Quoc-Huy Trinh, Loek Tonnaer, Christoph von Tycowicz, The-Anh Vu-Le
Comput. Graph.20
2021 A Benchmark Dataset for Repetitive Pattern Recognition on Textured 3D Surfaces
abstract
Abstract In digital archaeology, a large research area is concerned with the computer‐aided analysis of 3D captured ancient pottery objects. A key aspect thereby is the analysis of motifs and patterns that were painted on these objects' surfaces. In particular, the automatic identification and segmentation of repetitive patterns is an important task serving different applications such as documentation, analysis and retrieval. Such patterns typically contain distinctive geometric features and often appear in repetitive ornaments or friezes, thus exhibiting a significant amount of symmetry and structure. At the same time, they can occur at varying sizes, orientations and irregular placements, posing a particular challenge for the detection of similarities. A key prerequisite to develop and evaluate new detection approaches for such repetitive patterns is the availability of an expressive dataset of 3D models, defining ground truth sets of similar patterns occurring on their surfaces. Unfortunately, such a dataset has not been available so far for this particular problem. We present an annotated dataset of 82 different 3D models of painted ancient Peruvian vessels, exhibiting different levels of repetitiveness in their surface patterns. To serve the evaluation of detection techniques of similar patterns, our dataset was labeled by archaeologists who identified clearly definable pattern classes. Those given, we manually annotated their respective occurrences on the mesh surfaces. Along with the data, we introduce an evaluation benchmark that can rank different recognition techniques for repetitive patterns based on the mean average precision of correctly segmented 3D mesh faces. An evaluation of different incremental sampling‐based detection approaches, as well as a domain specific technique, demonstrates the applicability of our benchmark. With this benchmark we especially want to address the geometry processing community, and expect it will induce novel approaches for pattern analysis based on geometric reasoning like 2D shape and symmetry analysis. This can enable novel research approaches in the Digital Humanities and related fields, based on digitized 3D Cultural Heritage artifacts. Alongside the source code for our evaluation scripts we provide our annotation tools for the public to extend the benchmark and further increase its variety.
Stefan Lengauer, Ivan Sipiran, Reinhold Preiner, Tobias Schreck, Benjamin Bustos
Comput. Graph. Forum3
2020 Immersive Analytics of Anomalies in Multivariate Time Series Data with Proxy Interaction
abstract
In industry and science, sensor data play a vital role in research, optimisation, monitoring, testing and many other use cases. When performing tests with repeated cycles of similar behaviour, e.g., durability tests, it is often important to find anomalous sensor behaviour that deviates from regular patterns in the data. We here explore the design space of VRbased immersive analytics for time series data, for use e.g., in engineering contexts where an underlying application is also given in VR. The use of 3D visualisation for time series exploration is a much-discussed topic and careful consideration for its use must be taken. With the rise of immersive environments, we re-visit the classic problem of 3D time series visualisation and introduce an immersive walk-up usable interaction proxy that supports efficient navigation of otherwise possibly occluded time series views. The proxy indicates anomalies in the data for easy access and provides efficient zooming and filtering controls, among other effective interaction possibilities. This approach is combined with suitable data analysis techniques, providing an environment for effective and efficient immersive anomaly detection and comparative data analysis that we call WaveCharts. We demonstrate the applicability of our approach by two real-world use cases, and we discuss the necessary tools it provides to aid the analysis process of large sensor data.
Simon Kloiber, Josef Suschnigg, Volker Settgast, Christoph Schinko, Martin Weinzerl, Tobias Schreck, Reinhold Preiner
CW7
2020 A sketch-aided retrieval approach for incomplete 3D objects
Stefan Lengauer, Alexander Komar, Arniel Labrada, Stephan Karl, Elisabeth Trinkl, Reinhold Preiner, Benjamin Bustos, Tobias Schreck
Comput. Graph.6
2020 Augmenting Node-Link Diagrams with Topographic Attribute Maps
abstract
Abstract We propose a novel visualization technique for graphs that are attributed with scalar data. In many scenarios, these attributes (e.g., birth date in a family network) provide ambient context information for the graph structure, whose consideration is important for different visual graph analysis tasks. Graph attributes are usually conveyed using different visual representations (e.g., color, size, shape) or by reordering the graph structure according to the attribute domain (e.g., timelines). While visual encodings allow graphs to be arranged in a readable layout, assessingcontextualinformation such as the relative similarities of attributes across the graph is often cumbersome. In contrast, attribute‐based graph reordering serves the comparison task of attributes, but typically strongly impairs the readability of thestructuralinformation given by the graph's topology. In this work, we augment force‐directed node‐link diagrams with a continuous ambient representation of the attribute context. This way, we provide a consistent overview of the graph's topological structure as well as its attributes, supporting a wide range of graph‐related analysis tasks. We resort to an intuitive height field metaphor, illustrated by a topographic map rendering using contour lines and suitable color maps. Contour lines visually connect nodes of similar attribute values, and depict their relative arrangement within the global context. Moreover, our contextual representation supports visualizing attribute value ranges associated with graph nodes (e.g., lifespans in a family network) as trajectories routed through this height field. We discuss how user interaction with both the structural and the contextual information fosters exploratory graph analysis tasks. The effectiveness and versatility of our technique is confirmed in a user study and case studies from various application domains.
Reinhold Preiner, Johanna Schmidt, Katharina Krösl, Tobias Schreck, Gabriel Mistelbauer
Comput. Graph. Forum1
2020 Immersive analysis of user motion in VR applications
abstract
Abstract With the rise of virtual reality experiences for applications in entertainment, industry, science and medicine, the evaluation of human motion in immersive environments is becoming more important. By analysing the motion of virtual reality users, design choices and training progress in the virtual environment can be understood and improved. Since the motion is captured in a virtual environment, performing the analysis in the same environment provides a valuable context and guidance for the analysis. We have created a visual analysis system that is designed for immersive visualisation and exploration of human motion data. By combining suitable data mining algorithms with immersive visualisation techniques, we facilitate the reasoning and understanding of the underlying motion. We apply and evaluate this novel approach on a relevant VR application domain to identify and interpret motion patterns in a meaningful way.
Simon Kloiber, Volker Settgast, Christoph Schinko, Martin Weinzerl, Johannes Fritz, Tobias Schreck, Reinhold Preiner
Vis. Comput.7
2019 Gaussian-product subdivision surfaces
abstract
Probabilistic distribution models like Gaussian mixtures have shown great potential for improving both the quality and speed of several geometric operators. This is largely due to their ability to model large fuzzy data using only a reduced set of atomic distributions, allowing for large compression rates at minimal information loss. We introduce a new surface model that utilizes these qualities of Gaussian mixtures for the definition and control of a parametric smooth surface. Our approach is based on an enriched mesh data structure, which describes the probability distribution of spatial surface locations around each vertex via a Gaussian covariance matrix. By incorporating this additional covariance information, we show how to define a smooth surface via a nonlinear probabilistic subdivision operator based on products of Gaussians, which is able to capture rich details at fixed control mesh resolution. This entails new applications in surface reconstruction, modeling, and geometric compression.
Reinhold Preiner, Tamy Boubekeur, Michael Wimmer 0001
ACM Trans. Graph.1
2016 Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction
abstract
With the enormous advances of the acquisition technology over the last years, fast processing and high-quality visualization of large point clouds have gained increasing attention. Commonly, a mesh surface is reconstructed from the point cloud and a high-resolution texture is generated over the mesh from the images taken at the site to represent surface materials. However, this global reconstruction and texturing approach becomes impractical with increasing data sizes. Recently, due to its potential for scalability and extensibility, a method for texturing a set of depth maps in a preprocessing and stitching them at runtime has been proposed to represent large scenes. However, the rendering performance of this method is strongly dependent on the number of depth maps and their resolution. Moreover, for the proposed scene representation, every single depth map has to be textured by the images, which in practice heavily increases processing costs. In this paper, we present a novel method to break these dependencies by introducing an efficient raytracing of multiple depth maps. In a preprocessing phase, we first generate high-resolution textured depth maps by rendering the input points from image cameras and then perform a graph-cut based optimization to assign a small subset of these points to the images. At runtime, we use the resulting point-to-image assignments (1) to identify for each view ray which depth map contains the closest ray-surface intersection and (2) to efficiently compute this intersection point. The resulting algorithm accelerates both the texturing and the rendering of the depth maps by an order of magnitude.
Murat Arikan, Reinhold Preiner, Michael Wimmer 0001
IEEE Trans. Vis. Comput. Graph.2
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.1
2014 Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction
abstract
In this paper, we introduce a novel scene representation for the visualization of large-scale point clouds accompanied by a set of high-resolution photographs. Many real-world applications deal with very densely sampled point-cloud data, which are augmented with photographs that often reveal lighting variations and inaccuracies in registration. Consequently, the high-quality representation of the captured data, i.e., both point clouds and photographs together, is a challenging and time-consuming task. We propose a two-phase approach, in which the first (preprocessing) phase generates multiple overlapping surface patches and handles the problem of seamless texture generation locally for each patch. The second phase stitches these patches at render-time to produce a high-quality visualization of the data. As a result of the proposed localization of the global texturing problem, our algorithm is more than an order of magnitude faster than equivalent mesh-based texturing techniques. Furthermore, since our preprocessing phase requires only a minor fraction of the whole data set at once, we provide maximum flexibility when dealing with growing data sets.
Murat Arikan, Reinhold Preiner, Claus Scheiblauer, Stefan Jeschke, Michael Wimmer 0001
IEEE Trans. Vis. Comput. Graph.2