Markus Billeter

dblp:85/8356 · DBLP profile ↗
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13ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0003-1806-2587ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 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.

Artificial intelligence
1 paper
Robot manipulation · 30% 3D vision · 23% Video understanding and tracking · 23%
Computer graphics and multimedia
2 papers
Visualization and visual analytics · 75% Rendering · 25%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control › robot control
model predictive control
0.912025
Tracking and Control of Multiple Objects During Nonprehensile Manipulation in Clutter · IEEE Trans. Robotics 2025
Robotics › Robot manipulation
nonprehensile manipulation
0.912025
Tracking and Control of Multiple Objects During Nonprehensile Manipulation in Clutter · IEEE Trans. Robotics 2025
Computer vision › 3D vision › object pose estimation
object pose tracking
0.912025
Tracking and Control of Multiple Objects During Nonprehensile Manipulation in Clutter · IEEE Trans. Robotics 2025
Computer vision › Video understanding and tracking › object tracking › model-based object tracking
physics-based tracking
0.912025
Tracking and Control of Multiple Objects During Nonprehensile Manipulation in Clutter · IEEE Trans. Robotics 2025
Visualization and visual analytics
dimensionality reduction
0.612022
An Efficient Dual-Hierarchy t-SNE Minimization · IEEE Trans. Vis. Comput. Graph. 2022
Visualization and visual analytics › dimensionality reduction
t-SNE
0.612022
An Efficient Dual-Hierarchy t-SNE Minimization · IEEE Trans. Vis. Comput. Graph. 2022
Robotics › Robot manipulation
cluttered scene manipulation
0.312025
Tracking and Control of Multiple Objects During Nonprehensile Manipulation in Clutter · IEEE Trans. Robotics 2025
Rendering
ray tracing
0.212015
More Efficient Virtual Shadow Maps for Many Lights · IEEE Trans. Vis. Comput. Graph. 2015
Rendering › shadow rendering
real-time shadows
0.212015
More Efficient Virtual Shadow Maps for Many Lights · IEEE Trans. Vis. Comput. Graph. 2015
Visualization and visual analytics
high-dimensional data visualization
0.212022
An Efficient Dual-Hierarchy t-SNE Minimization · IEEE Trans. Vis. Comput. Graph. 2022

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

particle filtering · 0.9RGB-D perception · 0.9spatial hierarchy · 0.6GPGPU · 0.6ray tracing · 0.2cube-map shadows · 0.2
YearPublicationVenuePosition
2025 Tracking and Control of Multiple Objects During Nonprehensile Manipulation in Clutter
abstract
This paper introduces a method for 6D pose tracking and control of multiple objects during non-prehensile manipulation by a robot. The tracking system estimates objects' poses by integrating physics predictions, derived from robotic joint state information, with visual inputs from an RGB-D camera. Specifically, the methodology is based on particle filtering, which fuses control information from the robot as an input for each particle movement and with real-time camera observations to track the pose of objects. Comparative analyses reveal that this physics-based approach substantially improves pose tracking accuracy over baseline methods that rely solely on visual data, particularly during manipulation in clutter, where occlusions are a frequent problem. The tracking system is integrated with a model predictive control approach which shows that the probabilistic nature of our tracking system can help robust manipulation planning and control of multiple objects in clutter, even under heavy occlusions. Associated code and data available at:https://github.com/ZisongXu/PBPF.
Zisong Xu, Rafael Papallas, Jaina Modisett, Markus Billeter, Mehmet Remzi Dogar
IEEE Trans. Robotics4
2022 An Efficient Dual-Hierarchy t-SNE Minimization
abstract
t-distributed Stochastic Neighbour Embedding (t-SNE) has become a standard for exploratory data analysis, as it is capable of revealing clusters even in complex data while requiring minimal user input. While its run-time complexity limited it to small datasets in the past, recent efforts improved upon the expensive similarity computations and the previously quadratic minimization. Nevertheless, t-SNE still has high runtime and memory costs when operating on millions of points. We present a novel method for executing the t-SNE minimization. While our method overall retains a linear runtime complexity, we obtain a significant performance increase in the most expensive part of the minimization. We achieve a significant improvement without a noticeable decrease in accuracy even when targeting a 3D embedding. Our method constructs a pair of spatial hierarchies over the embedding, which are simultaneously traversed to approximate many N-body interactions at once. We demonstrate an efficient GPGPU implementation and evaluate its performance against state-of-the-art methods on a variety of datasets.
Mark van de Ruit, Markus Billeter, Elmar Eisemann
IEEE Trans. Vis. Comput. Graph.2
2020 SalientGaze: Saliency-based gaze correction in virtual reality
Peiteng Shi, Markus Billeter, Elmar Eisemann
Comput. Graph.2
2020 Interactively Modifying Compressed Sparse Voxel Representations
abstract
Abstract Voxels are a popular choice to encode complex geometry. Their regularity makes updates easy and enables random retrieval of values. The main limitation lies in the poor scaling with respect to resolution. Sparse voxel DAGs (Directed Acyclic Graphs) overcome this hurdle and offer high‐resolution representations for real‐time rendering but only handle static data. We introduce a novel data structure to enable interactive modifications of such compressed voxel geometry without requiring de‐ and recompression. Besides binary data to encode geometry, it also supports compressed attributes (e.g., color). We illustrate the usefulness of our representation via an interactive large‐scale voxel editor (supporting carving, filling, copying, and painting).
Victor Careil, Markus Billeter, Elmar Eisemann
Comput. Graph. Forum2
2019 ShutterApp: Spatio-temporal Exposure Control for Videos
abstract
Abstract A camera's shutter controls the incoming light that is reaching the camera sensor. Different shutters lead to wildly different results, and are often used as a tool in movies for artistic purpose, e.g., they can indirectly control the effect of motion blur. However, a physical camera is limited to a single shutter setting at any given moment. ShutterApp enables users to define spatio‐temporally‐varying virtual shutters that go beyond the options available in real‐world camera systems. A user provides a sparse set of annotations that define shutter functions at selected locations in key frames. From this input, our solution defines shutter functions for each pixel of the video sequence using a suitable interpolation technique, which are then employed to derive the output video. Our solution performs in real‐time on commodity hardware. Hereby, users can explore different options interactively, leading to a new level of expressiveness without having to rely on specialized hardware or laborious editing.
Nestor Z. Salamon, Markus Billeter, Elmar Eisemann
Comput. Graph. Forum2
2018 Large-Scale Pixel-Precise Deferred Vector Maps
abstract
Abstract Rendering vector maps is a key challenge for high‐quality geographic visualization systems. In this paper, we present a novel approach to visualize vector maps over detailed terrain models in a pixel‐precise way. Our method proposes a deferred line rendering technique to display vector maps directly in a screen‐space shading stage over the 3D terrain visualization. Due to the absence of traditional geometric polygonal rendering, our algorithm is able to outperform conventional vector map rendering algorithms for geographic information systems, and supports advanced line anti‐aliasing as well as slope distortion correction. Furthermore, our deferred line rendering enables interactively customizable advanced vector styling methods as well as a tool for interactive pixel‐based editing operations.
Matthias Thöny, Markus Billeter, Renato Pajarola
Comput. Graph. Forum2
2017 Makeup Lamps: Live Augmentation of Human Faces via Projection
abstract
We propose the first system for live dynamic augmentation of human faces. Using projector-based illumination, we alter the appearance of human performers during novel performances. The key challenge of live augmentation is latency — an image is generated according to a specific pose, but is displayed on a different facial configuration by the time it is projected. Therefore, our system aims at reducing latency during every step of the process, from capture, through processing, to projection. Using infrared illumination, an optically and computationally aligned high-speed camera detects facial orientation as well as expression. The estimated expression blendshapes are mapped onto a lower dimensional space, and the facial motion and non-rigid deformation are estimated, smoothed and predicted through adaptive Kalman filtering. Finally, the desired appearance is generated interpolating precomputed offset textures according to time, global position, and expression. We have evaluated our system through an optimized CPU and GPU prototype, and demonstrated successful low latency augmentation for different performers and performances with varying facial play and motion speed. In contrast to existing methods, the presented system is the first method which fully supports dynamic facial projection mapping without the requirement of any physical tracking markers and incorporates facial expressions.
Amit Bermano, Markus Billeter, Daisuke Iwai, Anselm Grundhöfer
Comput. Graph. Forum2
2016 Exploiting coherence in time-varying voxel data
abstract
We encode time-varying voxel data for efficient storage and streaming. We store the equivalent of a separate sparse voxel octree for each frame, but utilize both spatial and temporal coherence to reduce the amount of memory needed. We represent the time-varying voxel data in a single directed acyclic graph with one root per time step. In this graph, we avoid storing identical regions by keeping one unique instance and pointing to that from several parents. We further reduce the memory consumption of the graph by minimizing the number of bits per pointer and encoding the result into a dense bitstream.
Viktor Kämpe, Sverker Rasmuson, Markus Billeter, Erik Sintorn, Ulf Assarsson
I3D3
2015 Vision paper: the future of scientific terrain visualization
abstract
Terrain rendering is widely used in industry and research. GIS software packages as well as navigation systems make use of terrain rendering to visualize terrain information. Recent trends in research show that scientific terrain visualization is shifting more and more to an interactive analysis tool. This allows domain specific users to perform visual analysis tasks within an interactive visual environment. Visual analysis tools are software package acting as a toolbox and providing functionality to support the work of domain specific users such as data exploration, data analysis and data presentation. Such software packages still suffer from limitations such as restricted or imprecise data and problems with large data handling. These challenges will also be at the core of research in scientific terrain visualization in the near future. In this paper we describe some open challenges for scientific terrain visualization in the acquisition, processing and rendering of terrain related geospatial information as well as new methods which could be used to address these challenges.
Matthias Thöny, Markus Billeter, Renato Pajarola
SIGSPATIAL/GIS2
2015 More Efficient Virtual Shadow Maps for Many Lights
abstract
Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes.
Ola Olsson, Markus Billeter, Erik Sintorn, Viktor Kämpe, Ulf Assarsson
IEEE Trans. Vis. Comput. Graph.2
2014 Efficient virtual shadow maps for many lights
abstract
Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time and within a bounded memory footprint. In addition, we explore the utility of ray tracing for shadows from many lights and present a hybrid algorithm combining ray tracing with cube maps to exploit their respective strengths. Our solution supports real-time performance with hundreds of lights in fully dynamic high-detail scenes.
Ola Olsson, Erik Sintorn, Viktor Kämpe, Markus Billeter, Ulf Assarsson
I3D4
2012 Real-time multiple scattering using light propagation volumes
abstract
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic and homogeneous media. The method builds upon an improved propagation scheme for light propagation volumes. This scheme models scattering according to the radiative light transfer equation during propagation. The initial state of the light propagation volumes is based on single-scattered light identified with shadow maps; this allows generation of a high quality initial distribution of radiance. After propagation, the resulting distribution is used as a source of diffuse light during rendering and is also ray marched for volumetric effects from multiple scattering. Volumetric shadows from single-scattered light are rendered separately. We compare the new method to single-scattered volumetric shadows produced by contemporary techniques, plain light propagation volumes (which this new method extends), and a simple composition thereof.
Markus Billeter, Erik Sintorn, Ulf Assarsson
I3D1
2011 Two-Level Grids for Ray Tracing on GPUs
abstract
Abstract We investigate the use of two‐level nested grids as acceleration structure for ray tracing of dynamic scenes. We propose a massively parallel, sort‐based construction algorithm and show that the two‐level grid is one of the structures that is fastest to construct on modern graphics processors. The structure handles non‐uniform primitive distributions more robustly than the uniform grid and its traversal performance is comparable to those of other high quality acceleration structures used for dynamic scenes. We propose a cost model to determine the grid resolution and improve SIMD utilization during ray‐triangle intersection by employing a hybrid packetization strategy. The build times and ray traversal acceleration provide overall rendering performance superior to previous approaches for real time rendering of animated scenes on GPUs.
Javor Kalojanov, Markus Billeter, Philipp Slusallek
Comput. Graph. Forum2