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Christoph Winklhofer

dblp:127/8749 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Rendering · 88% Virtual and augmented reality · 12%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
global illumination
0.212013
Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › global illumination
instant radiosity
0.212013
Reflective and Refractive Objects for Mixed Reality · IEEE Trans. Vis. Comput. Graph. 2013
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 · 0.2
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.3