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Stefan Hauswiesner

dblp:60/7592 · DBLP profile ↗
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12ranked-venue papers
4as first author
1since 2021 · last 2026
0009-0004-1171-6108ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-authorArtificial intelligence and machine learning · 2

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
5 papers
Rendering · 59% Visual content generation and editing · 20% Image and video processing · 10%
Artificial intelligence
1 paper
Face, body and person analysis · 50% 3D vision · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Parallel and multicore computing · 50%

Topics — the 14 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.532013
Temporal Coherence in Image-Based Visual Hull Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Image-based clothes transfer · ISMAR 2011
Rendering › image-based rendering
visual hull rendering
0.322013
Temporal Coherence in Image-Based Visual Hull Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Visual content generation and editing
virtual try-on
0.322013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Image-based clothes transfer · ISMAR 2011
Image and video processing › video processing
temporal consistency
0.212013
Temporal Coherence in Image-Based Visual Hull Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Computer vision › Face, body and person analysis › human pose estimation
3d pose estimation
0.112012
Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization · ECCV (1) 2012
Computer vision › 3D vision
articulated model fitting
0.112012
Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization · ECCV (1) 2012
Geometric modeling and processing
shape deformation
0.112012
Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization · ECCV (1) 2012
Parallel and multicore computing › task scheduling
dynamic scheduling
0.112012
Softshell: dynamic scheduling on GPUs · ACM Trans. Graph. 2012
GPUs and heterogeneous computing › GPU architecture
GPU execution model
0.112012
Softshell: dynamic scheduling on GPUs · ACM Trans. Graph. 2012
Rendering
GPU rendering
0.112009
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs · ACM Trans. Graph. 2009
Rendering
volume rendering
0.112009
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs · ACM Trans. Graph. 2009
Visual content generation and editing › virtual try-on
garment transfer
0.012013
Virtual Try-On through Image-Based Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Operating systems › resource management › process management
CPU scheduling
0.012012
Softshell: dynamic scheduling on GPUs · ACM Trans. Graph. 2012
Virtual and augmented reality
augmented reality
0.012011
Image-based clothes transfer · ISMAR 2011

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

three-tier dynamic scheduler · 0.3linear optimization · 0.3SIMD execution · 0.3silhouette-based rendering · 0.2online registration · 0.2image-based visual hull rendering · 0.2depth map generation · 0.2image-based rendering · 0.1image processing · 0.1rasterization · 0.1depth peeling · 0.1CUDA · 0.1
YearPublicationVenuePosition
2026 DreamAnywhere: Object-Centric Panoramic 3D Scene Generation
abstract
Recent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically finetuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere , a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360° panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping—all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text- and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness.
Edoardo A. Dominici, Jozef Hladky, Floor Verhoeven, Lukas Radl, Thomas Deixelberger, Stefan Ainetter, Philipp Drescher, Stefan Hauswiesner, Arno Coomans, Giacomo Nazzaro, Konstantinos Vardis, Markus Steinberger
WACV8
2013 Virtual Try-On through Image-Based Rendering
abstract
Virtual try-on applications have become popular because they allow users to watch themselves wearing different clothes without the effort of changing them physically. This helps users to make quick buying decisions and, thus, improves the sales efficiency of retailers. Previous solutions usually involve motion capture, 3D reconstruction or modeling, which are time consuming and not robust for all body poses. Our method avoids these steps by combining image-based renderings of the user and previously recorded garments. It transfers the appearance of a garment recorded from one user to another by matching input and recorded frames, image-based visual hull rendering, and online registration methods. Using images of real garments allows for a realistic rendering quality with high performance. It is suitable for a wide range of clothes and complex appearances, allows arbitrary viewing angles, and requires only little manual input. Our system is particularly useful for virtual try-on applications as well as interactive games.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
IEEE Trans. Vis. Comput. Graph.1
2013 Temporal Coherence in Image-Based Visual Hull Rendering
abstract
Image-based visual hull rendering is a method for generating depth maps of a desired viewpoint from a set of silhouette images captured by calibrated cameras. It does not compute a view-independent data representation, such as a voxel grid or a mesh, which makes it particularly efficient for dynamic scenes. When users are captured, the scene is usually dynamic, but does not change rapidly because people move smoothly within a subsecond time frame. Exploiting this temporal coherence to avoid redundant calculations is challenging because of the lack of an explicit data representation. This paper analyzes the image-based visual hull algorithm to find intermediate information that stays valid over time and is, therefore, worth to make explicit. We then derive methods that exploit this information to improve the rendering performance. Our methods reduce the execution time by up to 25 percent. When the user's motions are very slow, reductions of up to 50 percent are achieved.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
IEEE Trans. Vis. Comput. Graph.1
2012 Simultaneous Shape and Pose Adaption of Articulated Models Using Linear Optimization
Matthias Straka, Stefan Hauswiesner, Matthias Rüther, Horst Bischof
ECCV (1)2
2012 OmniKinect: real-time dense volumetric data acquisition and applications
abstract
Real-time three-dimensional acquisition of real-world scenes has many important applications in computer graphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system.
Bernhard Kainz, Stefan Hauswiesner, Gerhard Reitmayr, Markus Steinberger, Raphaël Grasset, Lukas Gruber, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg
VRST2
2012 Ray prioritization using stylization and visual saliency
Markus Steinberger, Bernhard Kainz, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg
Comput. Graph.3
2012 Softshell: dynamic scheduling on GPUs
abstract
In this paper we present Softshell, a novel execution model for devices composed of multiple processing cores operating in a single instruction, multiple data fashion, such as graphics processing units (GPUs). The Softshell model is intuitive and more flexible than the kernel-based adaption of the stream processing model, which is currently the dominant model for general purpose GPU computation. Using the Softshell model, algorithms with a relatively low local degree of parallelism can execute efficiently on massively parallel architectures. Softshell has the following distinct advantages: ( 1 ) work can be dynamically issued directly on the device, eliminating the need for synchronization with an external source, i.e ., the CPU; ( 2 ) its three-tier dynamic scheduler supports arbitrary scheduling strategies, including dynamic priorities and real-time scheduling; and ( 3 ) the user can influence, pause, and cancel work already submitted for parallel execution. The Softshell processing model thus brings capabilities to GPU architectures that were previously only known from operating-system designs and reserved for CPU programming. As a proof of our claims, we present a publicly available implementation of the Softshell processing model realized on top of CUDA. The benchmarks of this implementation demonstrate that our processing model is easy to use and also performs substantially better than the state-of-the-art kernel-based processing model for problems that have been difficult to parallelize in the past.
Markus Steinberger, Bernhard Kainz, Bernhard Kerbl, Stefan Hauswiesner, Michael Kenzel, Dieter Schmalstieg
ACM Trans. Graph.4
2011 Skeletal Graph Based Human Pose Estimation in Real-Time
abstract
We propose a new method to quickly and robustly estimate the 3D pose of the human skeleton from volumetric body scans without the need for visual markers. The core principle of our algorithm is to apply a fast center-line extraction to 3D voxel data and robustly fit a skeleton model to the resulting graph. Our algorithm allows for automatic, single-frame initialization and tracking of the human pose while being fast enough for real-time applications at up to 30 frames per second. We provide an extensive qualitative and quantitative evaluation of our method on real and synthetic datasets which demonstrates the stability of our algorithm even when applied to long motion sequences.
Matthias Straka, Stefan Hauswiesner, Matthias Rüther, Horst Bischof
BMVC2
2011 Image-based clothes transfer
abstract
Virtual dressing rooms for the fashion industry and digital entertainment applications aim at creating an image or a video of a user in which he or she wears different garments than in the real world. Such images can be displayed, for example, in a magic mirror shopping application or in games and movies. Current solutions involve the error-prone task of body pose tracking. We suggest an approach that allows users who are captured by a set of cameras to be virtually dressed with previously recorded garments in 3D. By using image-based algorithms, we can bypass critical components of other systems, especially tracking based on skeleton models. We rather transfer the appearance of a garment from one user to another by image processing and image-based rendering. Using images of real garments allows for photo-realistic rendering quality with high performance.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
ISMAR1
2011 Coherent image-based rendering of real-world objects
abstract
Many mixed reality systems require the real-time capture and re-rendering of the real world to integrate real objects more closely with the virtual graphics. This includes novel view-point synthesis for virtual mirror or telepresence applications. For real-time performance, the latency between capturing the real world and producing the virtual output needs to be as little as possible. Image-based visual hull (IBVH) rendering is capable of rendering novel views from segmented images in real time. We improve upon existing IBVH implementations in terms of robustness and performance by reformulating the tasks of major components. Moreover, we enable high resolutions and little latency by exploiting view- and frame coherence. The suggested algorithm includes image warping between successive frames under the constraint of redraw volumes. These volumes form a boundary of the motion and deformation in the scene, and can be constructed efficiently by describing them as the visual hull of a set of bounding rectangles which are cast around silhouette differences in image-space. As a result, our method can handle arbitrarily moving and deforming foreground objects and free viewpoint motion at the same time, while still being able to reduce workload by reusing previous rendering results.
Stefan Hauswiesner, Matthias Straka, Gerhard Reitmayr
SI3D1
2011 Using perceptual features to prioritize ray-based image generation
abstract
A common challenge in interactive image generation is maintaining high interactivity of the applications that use computationally demanding rendering algorithms. This is usually achieved by sacrificing some of the image quality in order to decrease the rendering time. Most of such algorithms achieve interactive frame rates while trying to preserve as much image quality as possible by applying the reduction steps non-uniformly. However, high-end rendering systems, such as those presented by [Parker et al. 2010], aim to generate highly realistic images of very complex scenes. In such systems ordinary sampling approaches often give visually unacceptable results. In order to allow to optimize the ratio between the sampling rate of the scene and its resulting perceptual quality, we present a new sampling strategy which uses the information about object features that are known to support the comprehension of 3D shape [Cole et al. 2009]. We control the sampling density by exploiting line extraction techniques commonly used in Non-Photorealistic Renderings.
Bernhard Kainz, Markus Steinberger, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg
SI3D3
2009 Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
abstract
We present a new GPU-based rendering system for ray casting of multiple volumes. Our approach supports a large number of volumes, complex translucent and concave polyhedral objects as well as CSG intersections of volumes and geometry in any combination. The system (including the rasterization stage) is implemented entirely in CUDA, which allows full control of the memory hierarchy, in particular access to high bandwidth and low latency shared memory. High depth complexity, which is problematic for conventional approaches based on depth peeling, can be handled successfully. As far as we know, our approach is the first framework for multivolume rendering which provides interactive frame rates when concurrently rendering more than 50 arbitrarily overlapping volumes on current graphics hardware.
Bernhard Kainz, Markus Grabner, Alexander Bornik, Stefan Hauswiesner, Judith Muehl, Dieter Schmalstieg
ACM Trans. Graph.4