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Alexander Weinrauch

dblp:293/8597 · DBLP profile ↗
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5ranked-venue papers
2as first author
5since 2021 · last 2025
0000-0001-5194-3293ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 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
3 papers
Rendering · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 50% Cloud and datacenter computing · 50%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
gaussian splatting
0.812024
StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering · ACM Trans. Graph. 2024
Rendering
rasterization
0.812024
StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering · ACM Trans. Graph. 2024
Rendering
real-time rendering
0.812024
StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering · ACM Trans. Graph. 2024
Rendering › rendering optimization
rendering acceleration
0.712023
Trim Regions for Online Computation of From-Region Potentially Visible Sets · ACM Trans. Graph. 2023
Rendering
visibility computation
0.712023
Trim Regions for Online Computation of From-Region Potentially Visible Sets · ACM Trans. Graph. 2023
Cloud and datacenter computing › cloud applications
cloud rendering
0.212023
Effect-based Multi-viewer Caching for Cloud-native Rendering · ACM Trans. Graph. 2023
GPUs and heterogeneous computing
GPU computing
0.212023
Trim Regions for Online Computation of From-Region Potentially Visible Sets · ACM Trans. Graph. 2023

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

silhouette erosion · 1.3shrinking theorem · 1.3effect-based caching · 1.3splat culling · 0.8per-pixel depth sorting · 0.8
YearPublicationVenuePosition
2025 Adaptive Multi-view Radiance Caching for Heterogeneous Participating Media
abstract
Abstract Achieving lifelike atmospheric effects, such as fog, is essential in creating immersive environments and poses a formidable challenge in real‐time rendering. Highly realistic rendering of complex lighting interacting with dynamic fog can be very resource‐intensive, due to light bouncing through a complex participating media multiple times. We propose an approach that uses a multi‐layered spherical harmonics probe grid to share computations temporarily. In addition, this world‐space storage enables the sharing of radiance data between multiple viewers. In the context of cloud rendering this means faster rendering and a significant enhancement in overall rendering quality with efficient resource utilization.
Pascal Stadlbauer, Wolfgang Tatzgern, Joerg H. Mueller, Robert Stojanovic, Alexander Weinrauch, Markus Steinberger
Comput. Graph. Forum6
2024 StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering
abstract
Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single viewspace depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements. Our renderer is publicly available at https://github.com/r4dl/StopThePop.
Lukas Radl, Michael Steiner 0011, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus Steinberger
ACM Trans. Graph.4
2023 A Variational Loop Shrinking Analogy for Handle and Tunnel Detection and Reeb Graph Construction on Surfaces
abstract
Abstract The humble loop shrinking property played a central role in the inception of modern topology but it has been eclipsed by more abstract algebraic formalisms. This is particularly true in the context of detecting relevant non‐contractible loops on surfaces where elaborate homological and/or graph theoretical constructs are favored in algorithmic solutions. In this work, we devise a variational analogy to the loop shrinking property and show that it yields a simple, intuitive, yet powerful solution allowing a streamlined treatment of the problem of handle and tunnel loop detection. Our formalization tracks the evolution of a diffusion front randomly initiated on a single location on the surface. Capitalizing on a diffuse interface representation combined with a set of rules for concurrent front interactions, we develop a dynamic data structure for tracking the evolution on the surface encoded as a sparse matrix which serves for performing both diffusion numerics and loop detection and acts as the workhorse of our fully parallel implementation. The substantiated results suggest our approach outperforms state of the art and robustly copes with highly detailed geometric models. As a byproduct, our approach can be used to construct Reeb graphs by diffusion thus avoiding commonly encountered issues when using Morse functions.
Alexander Weinrauch, Daniel Mlakar, Hans-Peter Seidel, Markus Steinberger, Rhaleb Zayer
Comput. Graph. Forum1
2023 Trim Regions for Online Computation of From-Region Potentially Visible Sets
abstract
Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.
Philip Voglreiter, Bernhard Kerbl, Alexander Weinrauch, Joerg H. Mueller, Thomas Neff, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.3
2023 Effect-based Multi-viewer Caching for Cloud-native Rendering
abstract
With cloud computing becoming ubiquitous, it appears as virtually everything can be offered as-a-service. However, real-time rendering in the cloud forms a notable exception, where the cloud adoption stops at running individual game instances in compute centers. In this paper, we explore whether a cloud-native rendering architecture is viable and scales to multi-client rendering scenarios. To this end, we propose world-space and on-surface caches to share rendering computations among viewers placed in the same virtual world. We discuss how caches can be utilized on an effect-basis and demonstrate that a large amount of computations can be saved as the number of viewers in a scene increases. Caches can easily be set up for various effects, including ambient occlusion, direct illumination, and diffuse global illumination. Our results underline that the image quality using cached rendering is on par with screen-space rendering and due to its simplicity and inherent coherence, cached rendering may even have advantages in single viewer setups. Analyzing the runtime and communication costs, we show that cached rendering is already viable in multi-GPU systems. Building on top of our research, cloud-native rendering may be just around the corner.
Alexander Weinrauch, Wolfgang Tatzgern, Pascal Stadlbauer, Alexis Crickx, Jozef Hladky, Arno Coomans, Joerg H. Mueller, Markus Steinberger
ACM Trans. Graph.1