EDBT 2026 Demo / reviewers in the wild / expert
Philipp Fleck
dblp:170/8880
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14ranked-venue papers
3as first author
13since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 2 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VRabstract3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis by producing photorealistic renderings of virtually any object. However, 3DGS methods primarily support static scene representations, limiting flexibility and preventing direct application in scenarios that require visual variety. Our novel approach, Shape-Shifting Splats, addresses this limitation by enabling dynamic runtime transformations of Gaussian splats. Our versatile formulation allows changes in both color and geometry during render time, without increasing memory usage or introducing visual artifacts. Once trained, our Shape-Shifting Splats generate high-fidelity novel views while supporting modifications in geometry and appearance of the underlying model. In addition to applications in gaming and e-commerce, our method is applicable to mobile, industrial maintenance, and inspection. With multimodal data (e.g., thermal and RGB), we create interactive 3D representations that allow inspectors wearing VR glasses to seamlessly switch between thermal and RGB views, helping to prevent oversights. Thomas Kernbauer, Simon Fussi, Philipp Fleck, Clemens Arth |
VR | 3 |
| 2026 | Change-Resilient Localization EstimationabstractIndoor localization is essential in applications such as augmented reality or robotics. Existing solutions for localization in static scenes work well even for large environments, but localization in environments with movable objects whose pose in the scene change between sessions remains challenging. In this paper, we propose a change-resilient localization method based on a novel geometric descriptor computed only from geometric primitives. Our method is capable of re-identifying primitives that have moved in the scene. We leverage this feature to update a stored reference model (anchor) of the environment to accommodate the changes, which enables localization that is resilient to changes in the scene. We report on a set of experiments demonstrating the robustness and scalability of our method. In addition, we present use cases highlighting the importance of being able to update a reference model. Fernando Reyes-Aviles, Philipp Fleck, Dieter Schmalstieg, Clemens Arth |
VR | 2 |
| 2026 | Virtual memory for 3D Gaussian Splattingabstract3D Gaussian Splatting represents a breakthrough in the field of novel view synthesis. It establishes Gaussians as core rendering primitives for highly accurate real-world environment reconstruction. Recent advances have drastically increased the size of scenes that can be created. In this work, we present a method for rendering large and complex 3D Gaussian Splatting scenes using virtual memory. By leveraging well-established virtual memory and virtual texturing techniques, our approach efficiently identifies visible Gaussians and dynamically streams them to the GPU just in time for real-time rendering. Selecting only the necessary Gaussians for both storage and rendering results in reduced memory usage and effectively accelerates rendering, especially for highly complex scenes. Furthermore, we demonstrate how level of detail can be integrated into our proposed method to further enhance rendering speed for large-scale scenes. With an optimized implementation, we highlight key practical considerations and thoroughly evaluate the proposed technique and its impact on desktop and mobile devices. Jonathan Haberl, Philipp Fleck, Clemens Arth |
Comput. Graph. | 2 |
| 2025 | RCLL-AR: Augmented Reality Support for Understanding Autonomous Processes in the RoboCup Logistics LeagueabstractAutonomous robot operations in the industry are becoming increasingly complex. It is therefore a significant challenge to comprehend the fundamental processes and to gain an understanding of the status of these systems. The RoboCup Logistics League (RCLL) represents a small smart factory environment with several workstations and operating robots. Despite its small scale the processes that occur within the league are very complex. Even with live commentary, observers have difficulties to follow the processes and game progress. This results in low interest in the RCLL and only few of visitors at competitions. To address this, we want to present RCLL-AR, an augmented reality (AR) solution visualizing highly relevant information of the RoboCup Logistics League. By using RCLL-AR, spectators of the game can see the current progress of the game, receive additional information about different workstations and understand future robot movements. To gain insights into the benefits of RCLL-AR for different stakeholders, we conducted expert interviews, a novice user study and an HMD study. Our findings showcase challenges AR faces in complex autonomous systems but also indicate benefits for novices and experts. Jan-Heliodor Tscherko, Peter Kohout, Philipp Fleck, Matteo Tschesche, Alexander Ferrein, Gerald Steinbauer-Wagner, Alexander Plopski |
ISMAR | 3 |
| 2025 | Assisted Trailer Parking using a Reverse Camera System and Inverse KinematicsabstractWe introduce a rear-view camera system designed for trailers, comprising multiple cameras, to address the challenges of limited visibility and the awkward maneuverability of a trailer when performing a reverse driving task (e.g., parking). The cameras are placed on the top edge of the trailer looking downwards, while the different camera feeds are transformed and stitched to create a top-down view. The actual steering angle of the vehicle and the hitch angle are measured using IoT hardware. The path of the trailer is determined using inverse kinematics of the vehicle and trailer, and lines are overlaid on the top-down view to provide drivers with dynamic, real-time guiding lines on their smartphone. We describe a practical implementation of our system on one instance of a vehicle and a trailer, and extrapolate the concept to different types of trailers in simulations. Daniel Kreimer, Philipp Fleck, Thomas Kernbauer, Clemens Arth |
IV | 2 |
| 2025 | Spatial Augmented Reality for Heavy Machinery Using Laser Projections
Maximilian Tschulik, Thomas Kernbauer, Philipp Fleck, Clemens Arth |
Comput. Graph. | 3 |
| 2025 | CECILIA: A Toolkit for Visual Game Content Exploration and ModificationabstractWe investigate the idea of a toolkit for visually exploring and modifying game content, addressing questions, such as how to identify relevant in-game data, how to make use of the data to create in-game visual representations, and what benefits these representations have. To that aim, we build a toolkit on top of the. NET platform employed by Unity in order to explore and add custom content without access to the game's source code. Our visual modifications use live objects in the game as data sources. The results appear as an integral part of the game world, which is generated with the original Unity rendering engine. This capability enables visual exploration for debugging, playtesting, modding, streaming, and data-driven analysis of games, as we demonstrate with several examples. Philipp Fleck, Michael Hochörtler, David Kastl, Georg Gotschier, Johanna Pirker, Dieter Schmalstieg |
IEEE Trans. Games | 1 |
| 2024 | Instant Segmentation and Fitting of Excavations in Subsurface Utility EngineeringabstractUsing augmented reality for subsurface utility engineering (SUE) has benefited from recent advances in sensing hardware, enabling the first practical and commercial applications. However, this progress has uncovered a latent problem - the insufficient quality of existing SUE data in terms of completeness and accuracy. In this work, we present a novel approach to automate the process of aligning existing SUE databases with measurements taken during excavation works, with the potential to correct the deviation from the as-planned to as-built documentation, which is still a big challenge for traditional workers at sight. Our segmentation algorithm performs infrastructure segmentation based on the live capture of an excavation on site. Our fitting approach correlates the inferred position and orientation with the existing digital plan and registers the as-planned model into the as-built state. Our approach is the first to circumvent tedious postprocessing, as it corrects data online and on-site. In our experiments, we show the results of our proposed method on both synthetic data and a set of real excavations. Marco Stranner, Philipp Fleck, Dieter Schmalstieg, Clemens Arth |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Exploring Augmented Reality for Situated Analytics with Many Movable Physical ReferentsabstractSituated analytics (SitA) uses visualization in the context of physical referents, typically by using augmented reality (AR). We want to pave the way toward studying SitA in more suitable and realistic settings. Toward this goal, we contribute a testbed to evaluate SitA based on a scenario in which participants play the role of a museum curator and need to organize an exhibition of music artifacts. We conducted two experiments: First, we evaluated an AR headset interface and the testbed itself in an exploratory manner. Second, we compared the AR headset to a tablet interface. We summarize the lessons learned as guidance for designing and evaluating SitA. Aimée Sousa Calepso, Philipp Fleck, Dieter Schmalstieg, Michael Sedlmair |
VRST | 2 |
| 2023 | RagRug: A Toolkit for Situated AnalyticsabstractWe present RagRug, an open-source toolkit for situated analytics. The abilities of RagRug go beyond previous immersive analytics toolkits by focusing on specific requirements emerging when using augmented reality (AR) rather than virtual reality. RagRug combines state of the art visual encoding capabilities with a comprehensive physical-virtual model, which lets application developers systematically describe the physical objects in the real world and their role in AR. We connect AR visualizations with data streams from the Internet of Things using distributed dataflow. To this end, we use reactive programming patterns so that visualizations become context-aware, i.e., they adapt to events coming in from the environment. The resulting authoring system is low-code; it emphasises describing the physical and the virtual world and the dataflow between the elements contained therein. We describe the technical design and implementation of RagRug, and report on five example applications illustrating the toolkit's abilities. Philipp Fleck, Aimée Sousa Calepso, Sebastian Hubenschmid, Michael Sedlmair, Dieter Schmalstieg |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2023 | Compact World Anchors: Registration Using Parametric Primitives as Scene DescriptionabstractWe present a registration method relying on geometric constraints extracted from parametric primitives contained in 3D parametric models. Our method solves the registration in closed-form from three line-to-line, line-to-plane or plane-to-plane correspondences. The approach either works with semantically segmented RGB-D scans of the scene or with the output of plane detection in common frameworks like ARKit and ARCore. Based on the primitives detected in the scene, we build a list of descriptors using the normals and centroids of all the found primitives, and match them against the pre-computed list of descriptors from the model in order to find the scene-to-model primitive correspondences. Finally, we use our closed-form solver to estimate the 6DOFtransformation from three lines and one point, which we obtain from the parametric representations of the model and scene parametric primitives. Quantitative and qualitative experiments on synthetic and real-world data sets demonstrate the performance and robustness of our method. We show that it can be used to create compact world anchors for indoor localization in AR applications on mobile devices leveraging commercial SLAM capabilities. Fernando Reyes-Aviles, Philipp Fleck, Dieter Schmalstieg, Clemens Arth |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Bag of World Anchors for Instant Large-Scale LocalizationabstractIn this work, we present a novel scene description to perform large-scale localization using only geometric constraints. Our work extends compact world anchors with a search data structure to efficiently perform localization and pose estimation of mobile augmented reality devices across multiple platforms (e.g., HoloLens 2, iPad). The algorithm uses a bag-of-words approach to characterize distinct scenes (e.g., rooms). Since the individual scene representations rely on compact geometric (rather than appearance-based) features, the resulting search structure is very lightweight and fast, lending itself to deployment on mobile devices. We present a set of experiments demonstrating the accuracy, performance and scalability of our novel localization method. In addition, we describe several use cases demonstrating how efficient cross-platform localization facilitates sharing of augmented reality experiences. Fernando Reyes-Aviles, Philipp Fleck, Dieter Schmalstieg, Clemens Arth |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Augmented Reality for Subsurface Utility Engineering, RevisitedabstractCivil engineering is a primary domain for new augmented reality technologies. In this work, the area of subsurface utility engineering is revisited, and new methods tackling well-known, yet unsolved problems are presented. We describe our solution to the outdoor localization problem, which is deemed one of the most critical issues in outdoor augmented reality, proposing a novel, lightweight hardware platform to generate highly accurate position and orientation estimates in a global context. Furthermore, we present new approaches to drastically improve realism of outdoor data visualizations. First, a novel method to replace physical spray markings by indistinguishable virtual counterparts is described. Second, the visualization of 3D reconstructions of real excavations is presented, fusing seamlessly with the view onto the real environment. We demonstrate the power of these new methods on a set of different outdoor scenarios. Lasse H. Hansen, Philipp Fleck, Marco Stranner, Dieter Schmalstieg, Clemens Arth |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Tracking and Mapping with a Swarm of Heterogeneous ClientsabstractIn this work, we propose a multi-user system for tracking and mapping, which accommodates mobile clients with different capabilities, mediated by a server capable of providing real-time structure from motion. Clients share their observations of the scene according to their individual capabilities. This can involve only keyframe tracking, but also mapping and map densification, if more computational resources are available. Our contribution is a system architecture that lets heterogeneous clients contribute to a collaborative mapping effort, without prescribing fixed capabilities for the client devices. We investigate the implications that the clients' capabilities have on the collaborative reconstruction effort and its use for AR applications. Philipp Fleck, Clemens Arth, Christian Pirchheim, Dieter Schmalstieg |
ISMAR | 1 |