Markus Steinberger

dblp:89/9395 · DBLP profile ↗
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69ranked-venue papers
8as first author
29since 2021 · last 2026
0000-0001-5977-8536ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 55 · 7 first-author · 26 since 2021Systems, architecture and hardware · 11 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 9 · 4 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Applied, interdisciplinary, general and emerging computing · 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
WACV12
2026 Real-time Rendering with a Neural Irradiance Volume
abstract
Abstract Rendering diffuse global illumination in real‐time is often approximated by pre‐computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in the irradiance volume, including novel dynamic objects. This approach, however, suffers from aliasing artifacts and high memory consumption. We propose Neural Irradiance Volume (NIV), a neural‐based technique that allows accurate real‐time rendering of diffuse global illumination via a compact pre‐computed model, overcoming the limitations of traditional probe‐based methods, such as the expensive memory footprint, aliasing artifacts, and scene‐specific heuristics. The key insight is that neural compression creates an adaptive and amortized representation of irradiance, circumventing the cubic scaling of grid‐based methods. Our superior memory‐scaling improves quality by at least 10x at the same memory budget, and enables a straightforward representation of higher‐dimensional irradiance fields, allowing rendering of time‐varying or dynamic effects without requiring additional computation at runtime. Unlike other neural rendering techniques, our method works within strict realtime constraints, providing fast inference (around 1 ms per frame on consumer GPUs at full HD resolution), reduced memory usage (1–5 MB for medium‐sized scenes), and only requires a G‐buffer as input, without expensive ray tracing or denoising.
Arno Coomans, Giacomo Nazzaro, Edoardo A. Dominici, Christian Döring, Floor Verhoeven, Konstantinos Vardis, Markus Steinberger
Comput. Graph. Forum7
2026 Real-Time Rendering Methods With Adaptive Levels of Detail for Fast Rendering of Parametric Objects on Modern GPUs
abstract
Parametric functions are an extremely efficient representation for 3D geometry, capable of compactly modelling highly complex objects. Once specified, parametric 3D objects allow for visualization at arbitrary levels of detail (LOD), at no additional memory cost, limited only by the amount of evaluated samples. However, mapping the sample evaluation to the hardware rendering pipelines of modern graphics processing units (GPUs) is not trivial. In this article, we propose a general method for efficient rendering of parametrically-defined 3D objects on modern hardware architectures. Our method adaptively analyzes, allocates and evaluates parametric function samples to produce high-quality renderings. Geometric precision can be modulated from few pixels down to sub-pixel level, enabling real-time frame rates of several 100 frames per second (FPS) for various parametric functions. We propose a dedicated LOD stage, which outputs patches of similar geometric detail to a subsequent rendering stage that uses either a hardware tessellation-based approach or performs point-based software rasterization. Our method requires neither preprocessing nor caching, and the proposed LOD mechanism is fast enough to run each frame. Hence, our approach also lends itself to animated parametric objects. We demonstrate the benefits of our method over a state-of-the-art spherical harmonics (SH) glyph rendering method and over classical LOD approaches, while showing its flexibility on a range of other demanding shapes.
Johannes Unterguggenberger, Lukas Lipp, Michael Wimmer 0001, Markus Steinberger, Bernhard Kerbl, Markus Schütz
IEEE Trans. Vis. Comput. Graph.4
2025 AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering
abstract
Although 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it still faces challenges such as aliasing, projection artifacts, and view inconsistencies, primarily due to the simplification of treating splats as 2D entities. We argue that incorporating full 3D evaluation of Gaussians throughout the 3DGS pipeline can effectively address these issues while preserving rasterization efficiency. Specifically, we introduce an adaptive 3D smoothing filter to mitigate aliasing and present a stable view-space bounding method that eliminates popping artifacts when Gaussians extend beyond the view frustum. Furthermore, we promote tile-based culling to 3D with screen-space planes, accelerating rendering and reducing sorting costs for hierarchical rasterization. Our method achieves state-of-the-art quality on in-distribution evaluation sets and significantly outperforms other approaches for out-of-distribution views. Our qualitative evaluations further demonstrate the effective removal of aliasing, distortions, and popping artifacts, ensuring real-time, artifact-free rendering.
Michael Steiner 0011, Thomas Köhler 0006, Lukas Radl, Felix Windisch, Dieter Schmalstieg, Markus Steinberger
ICCV6
2025 SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction
abstract
Recent advances in 3D Gaussian representations have significantly improved the quality and efficiency of image-based scene reconstruction. Their explicit nature facilitates real-time rendering and fast optimization, yet extracting accurate surfaces—particularly in large-scale, unbounded environments—remains a difficult task. Many existing methods rely on approximate depth estimates and global sorting heuristics, which can introduce artifacts and limit the fidelity of the reconstructed mesh. In this paper, we present Sorted Opacity Fields (SOF), a method designed to recover detailed surfaces from 3D Gaussians with both speed and precision. Our approach improves upon prior work by introducing hierarchical resorting and a robust formulation of Gaussian depth, which better aligns with the level-set. To enhance mesh quality, we incorporate a level-set regularizer operating on the opacity field and introduce losses that encourage geometrically-consistent primitive shapes. In addition, we develop a parallelized Marching Tetrahedra algorithm tailored to our opacity formulation, reducing meshing time by up to an order of magnitude. As demonstrated by our quantitative evaluation, SOF achieves higher reconstruction accuracy while cutting total processing time by more than a factor of three. These results mark a step forward in turning efficient Gaussian-based rendering into equally efficient geometry extraction.
Lukas Radl, Felix Windisch, Thomas Deixelberger, Jozef Hladky, Michael Steiner 0011, Dieter Schmalstieg, Markus Steinberger
SIGGRAPH Asia7
2025 Sparse Cache Updates for Scalable Distributed Effect-Based Rendering
abstract
Cloud computing has seen rapid growth in recent years, accompanied by the increasing popularity of game streaming services that allow users to play high-end games on low-end devices, across platforms, and from virtually anywhere. The rise of multiplayer games, shared immersive experiences, and metaverse-style applications—such as exhibitions or social virtual spaces—presents unique opportunities for improving rendering efficiency. In particular, the presence of multiple viewers within the same virtual environment opens the door for computation reuse across rendering instances. We propose a scalable, multi-GPU cloud rendering system tailored for multi-viewer scenarios. Built on top of on-surface caches (OSC), our system extends the core idea of decoupling shading from viewpoints to enable efficient reuse of shading information across multiple users. Our system is designed to scale with an increasing number of viewers by dynamically distributing rendering workloads across multiple GPUs. We further enhance scalability and significantly reduce inter-GPU bandwidth requirements from 6 × up to 65 × —through a novel sparse cache update strategy. Instead of copying full frames between GPUs, our method selectively propagates only relevant cache updates, enabling efficient data sharing while minimizing redundant transfers.
Wolfgang Tatzgern, Pascal Stadlbauer, Joerg H. Mueller, Martin Sattlecker, Markus Steinberger
SIGGRAPH Asia6
2025 NeuralPVS: Learned Estimation of Potentially Visible Sets
abstract
Real-time visibility determination in expansive or dynamically changing environments has long posed a significant challenge in computer graphics. Existing techniques are computationally expensive and often applied as a precomputation step on a static scene. We present NeuralPVS, the first deep-learning approach for visibility computation that efficiently determines from-region visibility in a large scene, running at approximately 100 Hz processing with less than \(1\%\) missing geometry. This approach is possible by using a neural network operating on a froxelized representation of the scene. The network’s performance is achieved by combining sparse convolution with a 3D volume-preserving interleaving for data compression. Moreover, we introduce a novel repulsive visibility loss that can effectively guide the network to converge to the correct data distribution. This loss provides enhanced robustness and generalization to unseen scenes. Our results demonstrate that NeuralPVS outperforms existing visibility methods in terms of both accuracy and efficiency.
Thomas Köhler 0006, Jun Lin Qiu, Shohei Mori, Markus Steinberger, Dieter Schmalstieg
SIGGRAPH Asia5
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. Forum7
2025 Image-Based Spatio-Temporal Upsampling for Split Rendering
abstract
Abstract Low‐powered devices – such as small form factor head‐mounted displays (HMDs) – struggle to deliver a smooth and high‐quality viewing experience, due to their limited power and rendering capabilities. Cloud rendering attempts to solve the quality issue, but leads to prohibitive latency and bandwidth requirements, hindering use with HMDs over mobile connections or even over Wifi. One solution – split rendering – where frames are partially rendered on the client device, often either requires geometry and rendering hardware, or struggles to generate frames faithfully under viewpoint changes and object motion. Our method enables spatio‐temporal interpolation via bidirectional reprojection to efficiently generate intermediate frames in a split rendering setting, while limiting the communication cost and relying purely on image‐based rendering. Furthermore, our method is robust to modest connectivity issues and handles effects such as dynamic smooth shadows.
Michael Steiner 0011, Thomas Köhler 0006, Lukas Radl, Brian Budge, Markus Steinberger
Comput. Graph. Forum5
2024 LAENeRF: Local Appearance Editing for Neural Radiance Fields
abstract
Due to the omnipresence of Neural Radiance Fields (NeRFs), the interest towards editable implicit 3D repre-sentations has surged over the last years. However, editing implicit or hybrid representations as used for NeRFs is difficult due to the entanglement of appearance and geom-etry encoded in the model parameters. Despite these chal-lenges, recent research has shown first promising steps to-wards photorealistic and non-photorealistic appearance ed-its. The main open issues of related work include limited in-teractivity, a lack of support for local edits and large memory requirements, rendering them less useful in practice. We address these limitations with LAENeRF, a unified framework for photorealistic and non-photorealistic appearance editing of NeRFs. To tackle local editing, we leverage a voxel grid as starting point for region selection. We learn a mapping from expected ray terminations to final output color, which can optionally be supervised by a style loss, resulting in a framework which can perform photorealistic and non-photorealistic appearance editing of selected re-gions. Relying on a single point per ray for our mapping, we limit memory requirements and enable fast optimization. To guarantee interactivity, we compose the output color using a set of learned, modifiable base colors, composed with additive layer mixing. selection. Compared to concurrent work, LAENeRF enables recoloring and stylization while keeping processing time low. Furthermore, we demonstrate that our approach surpasses baseline methods both quanti-tatively and qualitatively.
Lukas Radl, Michael Steiner 0011, Andreas Kurz, Markus Steinberger
CVPR4
2024 Taming 3DGS: High-Quality Radiance Fields with Limited Resources
Saswat Subhajyoti Mallick, Rahul Goel, Bernhard Kerbl, Markus Steinberger, Francisco Vicente 0001, Fernando De la Torre
SIGGRAPH Asia4
2024 Real-time Neural Rendering of Dynamic Light Fields
abstract
Abstract Synthesising high‐quality views of dynamic scenes via path tracing is prohibitively expensive. Although caching offline‐quality global illumination in neural networks alleviates this issue, existing neural view synthesis methods are limited to mainly static scenes, have low inference performance or do not integrate well with existing rendering paradigms. We propose a novel neural method that is able to capture a dynamic light field, renders at real‐time frame rates at 1920×1080 resolution and integrates seamlessly with Monte Carlo ray tracing frameworks. We demonstrate how a combination of spatial, temporal and a novel surface‐space encoding are each effective at capturing different kinds of spatio‐temporal signals. Together with a compact fully‐fused neural network and architectural improvements, we achieve a twenty‐fold increase in network inference speed compared to related methods at equal or better quality. Our approach is suitable for providing offline‐quality real‐time rendering in a variety of scenarios, such as free‐viewpoint video, interactive multi‐view rendering, or streaming rendering. Finally, our work can be integrated into other rendering paradigms, e.g., providing a dynamic background for interactive scenarios where the foreground is rendered with traditional methods.
Arno Coomans, Edoardo A. Dominici, Christian Döring, Joerg H. Mueller, Jozef Hladky, Markus Steinberger
Comput. Graph. Forum6
2024 End-to-End Compressed Meshlet Rendering
abstract
Abstract In this paper, we study rendering of end‐to‐end compressed triangle meshes using modern GPU techniques, in particular, mesh shaders. Our approach allows us to keep unstructured triangle meshes in GPU memory in compressed form and decompress them in shader code just in time for rasterization. Typical previous approaches use a compressed mesh format only for persistent storage and streaming, but must decompress it into GPU memory before submitting it to rendering. In contrast, our approach uses an identical compressed format in both storage and GPU memory. Hence, our compression method effectively reduces the in‐memory requirements of huge triangular meshes and avoids any waiting times on streaming geometry induced by the need for a decompression stage on the CPU. End‐to‐end compression also means that scenes with more geometric detail than previously possible can be made fully resident in GPU memory. Our approach is based on a novel decomposition of meshes into meshlets,i.e. disjoint primitive groups that are compressed individually. Decompression using a mesh shader allows de facto random access on the primitive level, which is important for applications such as selective streaming and fine‐grained visibility computation. We compare our approach to multiple commonly used compressed meshlet formats in terms of required memory and rendering times. The results imply that our approach reduces the required CPU–GPU memory bandwidth, a frequent bottleneck in out‐of‐core rendering.
Daniel Mlakar, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum2
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.6
2023 MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos with Spherical Buffers and Padded Convolutions
abstract
Convolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN [26] managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions – without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90% for moving camera videos.
Mathias Parger, Chengcheng Tang, Thomas Neff, Christopher D. Twigg, Cem Keskin, Robert Wang 0002, Markus Steinberger
ICCV7
2023 AnyQ: An Evaluation Framework for Massively-Parallel Queue Algorithms
abstract
Concurrent queue algorithms have been subject to extensive research. However, the target hardware and evaluation methodology on which the published results for any two given concurrent queue algorithms are based often share only minimal overlap. A meaningful comparison is, thus, exceedingly difficult. With the continuing trend towards more and more heterogeneous systems, it is becoming more and more important to not only evaluate and compare novel and existing queue algorithms across a wider range of target architectures, but to also be able to continuously re-evaluate queue algorithms in light of novel architectures and capabilities.To address this need, we present AnyQ, an evaluation framework for concurrent queue algorithms. We design a set of programming abstractions that enable the mapping of concurrent queue algorithms and benchmarks to a wide variety of target architectures. We demonstrate the effectiveness of these abstractions by showing that a queue algorithm expressed in a portable, high-level manner can achieve performance comparable to hand-crafted implementations. We design a system for testing and benchmarking queue algorithms. Using the developed framework, we investigate concurrent queue algorithm performance across a range of both CPU as well as GPU architectures. In hopes that it may serve the community as a starting point for building a common repository of concurrent queue algorithms as well as a base for future research, all code and data is made available as open source software at https://anydsl.github.io/anyq.
Michael Kenzel, Stefan Lemme, Richard Membarth, Matthias Kurtenacker, Hugo Devillers, Markus Steinberger, Philipp Slusallek
IPDPS6
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. Forum4
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.6
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.9
2022 DeltaCNN: End-to-End CNN Inference of Sparse Frame Differences in Videos
abstract
Convolutional neural network inference on video data requires powerful hardware for real-time processing. Given the inherent coherence across consecutive frames, large parts of a video typically change little. By skipping identical image regions and truncating insignificant pixel updates, computational redundancy can in theory be reduced significantly. However, these theoretical savings have been difficult to translate into practice, as sparse updates hamper computational consistency and memory access coherence; which are key for efficiency on real hardware. With DeltaCNN, we present a sparse convolutional neural network framework that enables sparse frame-by-frame updates to accelerate video inference in practice. We provide sparse implementations for all typical CNN layers and propagate sparse feature updates end-to-end – without accumulating errors over time. DeltaCNN is applicable to all convolutional neural networks without retraining. To the best of our knowledge, we are the first to significantly outperform the dense reference, cuDNN, in practical settings, achieving speedups of up to 7x with only marginal differences in accuracy. Our CUDA kernels and PyTorch extensions can be found at https://github.com/facebookresearch/DeltaCNN.
Mathias Parger, Chengcheng Tang, Christopher D. Twigg, Cem Keskin, Robert Wang 0002, Markus Steinberger
CVPR6
2022 AdaNeRF: Adaptive Sampling for Real-Time Rendering of Neural Radiance Fields
Andreas Kurz, Thomas Neff, Zhaoyang Lv, Michael Zollhöfer, Markus Steinberger
ECCV (17)5
2022 Meshlets and How to Shade Them: A Study on Texture-Space Shading
abstract
Abstract Commonly used image‐space layouts of shading points, such as used in deferred shading, are strictly view‐dependent, which restricts efficient caching and temporal amortization. In contrast, texture‐space layouts can represent shading on all surface points and can be tailored to the needs of a particular application. However, the best grouping of shading points—which we call a shading unit—in texture space remains unclear. Choices of shading unit granularity (how many primitives or pixels per unit) and in shading unit parametrization (how to assign texture coordinates to shading points) lead to different outcomes in terms of final image quality, overshading cost, and memory consumption. Among the possible choices, shading units consisting of larger groups of scene primitives, so‐called meshlets, remain unexplored as of yet. In this paper, we introduce a taxonomy for analyzing existing texture‐space shading methods based on the group size and parametrization of shading units. Furthermore, we introduce a novel texture‐space layout strategy that operates on large shading units: the meshlet shading atlas. We experimentally demonstrate that the meshlet shading atlas outperforms previous approaches in terms of image quality, run‐time performance and temporal upsampling for a given number of fragment shader invocations. The meshlet shading atlas lends itself to work together with popular cluster‐based rendering of meshes with high geometric detail.
Thomas Neff, Joerg H. Mueller, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum3
2022 QuadStream: A Quad-Based Scene Streaming Architecture for Novel Viewpoint Reconstruction
abstract
Streaming rendered 3D content over a network to a thin client device, such as a phone or a VR/AR headset, brings high-fidelity graphics to platforms where it would not normally possible due to thermal, power, or cost constraints. Streamed 3D content must be transmitted with a representation that is both robust to latency and potential network dropouts. Transmitting a video stream and reprojecting to correct for changing viewpoints fails in the presence of disocclusion events; streaming scene geometry and performing high-quality rendering on the client is not possible on limited-power mobile GPUs. To balance the competing goals of disocclusion robustness and minimal client workload, we introduce QuadStream , a new streaming content representation that reduces motion-to-photon latency by allowing clients to efficiently render novel views without artifacts caused by disocclusion events. Motivated by traditional macroblock approaches to video codec design, we decompose the scene seen from positions in a view cell into a series of quad proxies , or view-aligned quads from multiple views. By operating on a rasterized G-Buffer, our approach is independent of the representation used for the scene itself; the resulting QuadStream is an approximate geometric representation of the scene that can be reconstructed by a thin client to render both the current view and nearby adjacent views. Our technical contributions are an efficient parallel quad generation, merging, and packing strategy for proxy views covering potential client movement in a scene; a packing and encoding strategy that allows masked quads with depth information to be transmitted as a frame-coherent stream; and an efficient rendering approach for rendering our QuadStream representation into entirely novel views on thin clients. We show that our approach achieves superior quality compared both to video data streaming methods, and to geometry-based streaming.
Jozef Hladky, Michael Stengel, Nicholas Vining, Bernhard Kerbl, Hans-Peter Seidel, Markus Steinberger
ACM Trans. Graph.6
2022 UNOC: Understanding Occlusion for Embodied Presence in Virtual Reality
abstract
Tracking body and hand motions in 3D space is essential for social and self-presence in augmented and virtual environments. Unlike the popular 3D pose estimation setting, the problem is often formulated as egocentric tracking based on embodied perception (e.g., egocentric cameras, handheld sensors). In this article, we propose a new data-driven framework for egocentric body tracking, targeting challenges of omnipresent occlusions in optimization-based methods (e.g., inverse kinematics solvers). We first collect a large-scale motion capture dataset with both body and finger motions using optical markers and inertial sensors. This dataset focuses on social scenarios and captures ground truth poses under self-occlusions and body-hand interactions. We then simulate the occlusion patterns in head-mounted camera views on the captured ground truth using a ray casting algorithm and learn a deep neural network to infer the occluded body parts. Our experiments show that our method is able to generate high-fidelity embodied poses by applying the proposed method to the task of real-time egocentric body tracking, finger motion synthesis, and 3-point inverse kinematics.
Mathias Parger, Chengcheng Tang, Yuanlu Xu, Christopher D. Twigg, Lingling Tao, Robert Wang 0002, Markus Steinberger
IEEE Trans. Vis. Comput. Graph.8
2021 Speculative Parallel Reverse Cuthill-McKee Reordering on Multi- and Many-core Architectures
abstract
Bandwidth reduction of sparse matrices is used to reduce fill-in of linear solvers and to increase performance of other sparse matrix operations, e.g., sparse matrix vector multiplication in iterative solvers. To compute a bandwidth reducing permutation, Reverse Cuthill-McKee (RCM) reordering is often applied, which is challenging to parallelize, as its core is inherently serial. As many-core architectures, like the GPU, offer subpar single-threading performance and are typically only connected to high-performance CPU cores via a slow memory bus, neither computing RCM on the GPU nor moving the data to the CPU are viable options. Nevertheless, reordering matrices, potentially multiple times in-between operations, might be essential for high throughput. Still, to the best of our knowledge, we are the first to propose an RCM implementation that can execute on multicore CPUs and many-core GPUs alike, moving the computation to the data rather than vice versa.Our algorithm parallelizes RCM into mostly independent batches of nodes. For every batch, a single CPU-thread/a GPU thread-block speculatively discovers child nodes and sorts them according to the RCM algorithm. Before writing their permutation, we re-evaluate the discovery and build new batches. To increase parallelism and reduce dependencies, we create a signaling chain along successive batches and introduce early signaling conditions. In combination with a parallel work queue, new batches are started in order and the resulting RCM permutation is identical to the ground-truth single-threaded algorithm.We propose the first RCM implementation that runs on the GPU. It achieves several orders of magnitude speed-up over NVIDIA's single-threaded cuSolver RCM implementation and is significantly faster than previous parallel CPU approaches. Our results are especially significant for many-core architectures, as it is now possible to include RCM reordering into sequences of sparse matrix operations without major performance loss.
Daniel Mlakar, Mathias Parger, Markus Steinberger
IPDPS4
2021 Are dynamic memory managers on GPUs slow?: a survey and benchmarks
abstract
Dynamic memory management on GPUs is generally understood to be a challenging topic. On current GPUs, hundreds of thousands of threads might concurrently allocate new memory or free previously allocated memory. This leads to problems with thread contention, synchronization overhead and fragmentation. Various approaches have been proposed in the last ten years and we set out to evaluate them on a level playing field on modern hardware to answer the question, if dynamic memory managers are as slow as commonly thought of. In this survey paper, we provide a consistent framework to evaluate all publicly available memory managers in a large set of scenarios. We summarize each approach and thoroughly evaluate allocation performance (thread-based as well as warp-based), and look at performance scaling, fragmentation and real-world performance considering a synthetic workload as well as updating dynamic graphs. We discuss the strengths and weaknesses of each approach and provide guidelines for the respective best usage scenario. We provide a unified interface to integrate any of the tested memory managers into an application and switch between them for benchmarking purposes. Given our results, we can dispel some of the dread associated with dynamic memory managers on the GPU.
Mathias Parger, Daniel Mlakar, Markus Steinberger
PPoPP4
2021 SnakeBinning: Efficient Temporally Coherent Triangle Packing for Shading Streaming
abstract
Abstract Streaming rendering, e.g., rendering in the cloud and streaming via a mobile connection, suffers from increased latency and unreliable connections. High quality framerate upsampling can hide these issues, especially when capturing shading into an atlas and transmitting it alongside geometric information. The captured shading information must consider triangle footprints and temporal stability to ensure efficient video encoding. Previous approaches only consider either temporal stability or sample distributions, but none focuses on both. With SnakeBinning, we present an efficient triangle packing approach that adjusts sample distributions and caters for temporal coherence. Using a multi‐dimensional binning approach, we enforce tight packing among triangles while creating optimal sample distributions. Our binning is built on top of hardware supported real‐time rendering where bins are mapped to individual pixels in a virtual framebuffer. Fragment shader interlock and atomic operations enforce global ordering of triangles within each bin, and thus temporal coherence according to the primitive order is achieved. Resampling the bin distribution guarantees high occupancy among all bins and a dense atlas packing. Shading samples are directly captured into the atlas using a rasterization pass, adjusting samples for perspective effects and creating a tight packing. Comparison to previous atlas packing approaches shows that our approach is faster than previous work and achieves the best sample distributions while maintaining temporal coherence. In this way, SnakeBinning achieves the highest rendering quality under equal atlas memory requirements. At the same time, its temporal coherence ensures that we require equal or less bandwidth than previous state‐of‐the‐art. As SnakeBinning outperforms previous approach in all relevant aspects, it is the preferred choice for texture‐based streaming rendering.
Jozef Hladky, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum3
2021 DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networks
abstract
Abstract The recent research explosion around implicit neural representations, such as NeRF, shows that there is immense potential for implicitly storing high‐quality scene and lighting information in compact neural networks. However, one major limitation preventing the use of NeRF in real‐time rendering applications is the prohibitive computational cost of excessive network evaluations along each view ray, requiring dozens of petaFLOPS. In this work, we bring compact neural representations closer to practical rendering of synthetic content in real‐time applications, such as games and virtual reality. We show that the number of samples required for each view ray can be significantly reduced when samples are placed around surfaces in the scene without compromising image quality. To this end, we propose a depth oracle network that predicts ray sample locations for each view ray with a single network evaluation. We show that using a classification network around logarithmically discretized and spherically warped depth values is essential to encode surface locations rather than directly estimating depth. The combination of these techniques leads to DONeRF, our compact dual network design with a depth oracle network as its first step and a locally sampled shading network for ray accumulation. With DONeRF, we reduce the inference costs by up to 48× compared to NeRF when conditioning on available ground truth depth information. Compared to concurrent acceleration methods for raymarching‐based neural representations, DONeRF does not require additional memory for explicit caching or acceleration structures, and can render interactively (20 frames per second) on a single GPU.
Thomas Neff, Pascal Stadlbauer, Mathias Parger, Andreas Kurz, Joerg H. Mueller, Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Markus Steinberger
Comput. Graph. Forum8
2021 Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
abstract
Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for more than 90%, we find that even in heavily animated game scenes with advanced shading, typically more than 50% of shading is also temporally coherent. To exploit this potential, we introduce a temporally adaptive shading framework and apply it to two real-time methods. Its application saves more than 57% of the shader invocations, reducing overall rendering times up to in virtual reality applications without a noticeable loss in visual quality. Overall, our work shows that there is significantly more potential for shading reuse than currently exploited.
Joerg H. Mueller, Thomas Neff, Philip Voglreiter, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.4
2020 Ouroboros: virtualized queues for dynamic memory management on GPUs
abstract
Dynamic memory allocation on a single instruction, multiple threads architecture, like the Graphics Processing Unit (GPU), is challenging and implementation guidelines caution against it. Data structures must rise to the challenge of thousands of concurrently active threads trying to allocate memory. Efficient queueing structures have been used in the past to allow for simple allocation and reuse of memory directly on the GPU but do not scale well to different allocation sizes, as each requires its own queue.
Daniel Mlakar, Mathias Parger, Markus Steinberger
ICS4
2020 spECK: accelerating GPU sparse matrix-matrix multiplication through lightweight analysis
abstract
Sparse general matrix-matrix multiplication on GPUs is challenging due to the varying sparsity patterns of sparse matrices. Existing solutions achieve good performance for certain types of matrices, but fail to accelerate all kinds of matrices in the same manner. Our approach combines multiple strategies with dynamic parameter selection to dynamically choose and tune the best fitting algorithm for each row of the matrix. This choice is supported by a lightweight, multi-level matrix analysis, which carefully balances analysis cost and expected performance gains. Our evaluation on thousands of matrices with various characteristics shows that we outperform all currently available solutions in 79% over all matrices with >15k products and that we achieve the second best performance in 15%. For these matrices, our solution is on average 83% faster than the second best approach and up to 25X faster than other state-of-the-art GPU implementations. Using our approach, applications can expect great performance independent of the matrices they work on.
Mathias Parger, Daniel Mlakar, Markus Steinberger
PPoPP4
2020 Stochastic Substitute Trees for Real-Time Global Illumination
abstract
With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The stochastic substitute tree (SST), a hierarchical structure inspired by lightcuts with light probability distributions as inner nodes. Our approach distributes virtual point lights (VPLs) in every frame and efficiently constructs the SST over those lights by clustering according to Morton codes. Global illumination is approximated by sampling the SST and considers the BRDF at the hit location as well as the SST nodes’ intensities for importance sampling directly from inner nodes of the tree. To remove the introduced Monte Carlo noise, we use a recurrent autoencoder. In combination with temporal filtering, we deliver real-time global illumination for complex scenes with challenging light distributions.
Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger
I3D4
2020 Subdivision-Specialized Linear Algebra Kernels for Static and Dynamic Mesh Connectivity on the GPU
abstract
Abstract Subdivision surfaces have become an invaluable asset in production environments. While progress over the last years has allowed the use of graphics hardware to meet performance demands during animation and rendering, high‐performance is limited to immutable mesh connectivity scenarios. Motivated by recent progress in mesh data structures, we show how the complete Catmull‐Clark subdivision scheme can be abstracted in the language of linear algebra. While this high‐level formulation allows for a fully parallel implementation with significant performance gains, the underlying algebraic operations require further specialization for modern parallel hardware. Integrating domain knowledge about the mesh matrix data structure, we replace costly general linear algebra operations like matrix‐matrix multiplication by specialized kernels. By further considering innate properties of Catmull‐Clark subdivision, like the quad‐only structure after refinement, we achieve an additional order of magnitude in performance and significantly reduce memory footprints. Our approach can be adapted seamlessly for different use cases, such as regular subdivision of dynamic meshes, fast evaluation for immutable topology and feature‐adaptive subdivision for efficient rendering of animated models. In this way, patchwork solutions are avoided in favor of a streamlined solution with consistent performance gains throughout the production pipeline. The versatility of the sparse matrix linear algebra abstraction underlying our work is further demonstrated by extension to other schemes such as and Loop subdivision.
Daniel Mlakar, Pascal Stadlbauer, Hans-Peter Seidel, Markus Steinberger, Rhaleb Zayer
Comput. Graph. Forum5
2020 Interactive Modeling of Cellular Structures on Surfaces with Application to Additive Manufacturing
abstract
Abstract The rich and evocative patterns of natural tessellations endow them with an unmistakable artistic appeal and structural properties which are echoed across design, production, and manufacturing. Unfortunately, interactive control of such patterns‐as modeled by Voronoi diagrams, is limited to the simple two dimensional case and does not extend well tofreeform surfaces. We present an approach for direct modeling and editing of such cellular structures on surface meshes. The overall modeling experience is driven by a set of editing primitives which are efficiently implemented on graphics hardware. We feature a novel application for 3D printing on modern support‐free additive manufacturing platforms. Our method decomposes the input surface into a cellular skeletal structure which hosts a set of overlay shells. In this way, material saving can be channeled to the shells while structural stability is channeled to the skeleton. To accommodate the available printer build volume, the cellular structure can be further split into moderately sized parts. Together with shells, they can be conveniently packed to save on production time. The assembly of the printed parts is streamlined by a part numbering scheme which respects the geometric layout of the input model.
Pascal Stadlbauer, Daniel Mlakar, Hans-Peter Seidel, Markus Steinberger, Rhaleb Zayer
Comput. Graph. Forum4
2019 Adaptive sparse matrix-matrix multiplication on the GPU
abstract
In the ongoing efforts targeting the vectorization of linear algebra primitives, sparse matrix-matrix multiplication (SpGEMM) has received considerably less attention than sparse Matrix-Vector multiplication (SpMV). While both are equally important, this disparity can be attributed mainly to the additional formidable challenges raised by SpGEMM.
Daniel Mlakar, Rhaleb Zayer, Hans-Peter Seidel, Markus Steinberger
PPoPP5
2019 Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPU
abstract
Abstract In this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. We show that a CPatch can be rasterized efficiently in a hierarchical manner on the GPU, locally discarding irrelevant portions of the curves. Our rasterizer is fast and scalable, works on all patches in parallel, and does not require any approximations. We show a parallel implementation of our rasterizer, which naturally supports all kinds of color spaces, blending and super‐sampling. Additionally, we show how vector graphics input can efficiently be converted to a CPatch representation, solving challenges like patch self intersections and false inside‐outside classification. Results indicate that our approach is faster than the state‐of‐the‐art, more flexible and could potentially be implemented in hardware.
Mark Dokter, Jozef Hladky, Mathias Parger, Dieter Schmalstieg, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum6
2019 Tessellated Shading Streaming
abstract
Abstract Presenting high‐fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head‐mounted displays (HMDs) suffer from thermal and battery‐life constraints and thus cannot match the render quality of desktop PCs and laptops. Streaming rendering enables to show high‐quality content but can suffer from potentially high latency. We propose an approach to efficiently capture shading samples in object space and packing them into a texture. Streaming this texture to the client, we support temporal frame up‐sampling with high fidelity, low latency and high mobility. We introduce two novel sample distribution strategies and a novel triangle representation in the shading atlas space. Since such a system requires dynamic parallelism, we propose an implementation exploiting the power of hardware‐accelerated tessellation stages. Our approach allows fast de‐coding and rendering of extrapolated views on a client device by using hardware‐accelerated interpolation between shading samples and a set of potentially visible geometry. A comparison to existing shading methods shows that our sample distributions allow better client shading quality than previous atlas streaming approaches and outperforms image‐based methods in all relevant aspects.
Jozef Hladky, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum3
2019 The camera offset space: real-time potentially visible set computations for streaming rendering
abstract
Potential visibility has historically always been of importance when rendering performance was insufficient. With the rise of virtual reality, rendering power may once again be insufficient, e.g., for integrated graphics of head-mounted displays. To tackle the issue of efficient potential visibility computations on modern graphics hardware, we introduce the camera offset space (COS). Opposite to how traditional visibility computations work---where one determines which pixels are covered by an object under all potential viewpoints---the COS describes under which camera movement a sample location is covered by a triangle. In this way, the COS opens up a new set of possibilities for visibility computations. By evaluating the pairwise relations of triangles in the COS, we show how to efficiently determine occluded triangles. Constructing the COS for all pixels of a rendered view leads to a complete potentially visible set (PVS) for complex scenes. By fusing triangles to larger occluders, including locations between pixel centers, and considering camera rotations, we describe an exact PVS algorithm that includes all viewing directions inside a view cell. Implementing the COS is a combination of real-time rendering and compute steps. We provide the first GPU PVS implementation that works without preprocessing, on-the-fly, on unconnected triangles. This opens the door to a new approach of rendering for virtual reality head-mounted displays and server-client settings for streaming 3D applications such as video games.
Jozef Hladky, Hans-Peter Seidel, Markus Steinberger
ACM Trans. Graph.3
2018 The Broker Queue: A Fast, Linearizable FIFO Queue for Fine-Granular Work Distribution on the GPU
abstract
Harnessing the power of massively parallel devices like the graphics processing unit (GPU) is difficult for algorithms that show dynamic or inhomogeneous workloads. To achieve high performance, such advanced algorithms require scalable, concurrent queues to collect and distribute work. We show that previous queuing approaches are unfit for this task, as they either (1) do not work well in a massively parallel environment, or (2) obstruct the use of individual threads on top of single-instruction-multiple-data (SIMD) cores, or (3) block during access, thus prohibiting multi-queue setups. With these issues in mind, we present the Broker Queue, a highly efficient, fully linearizable FIFO queue for fine-granular parallel work distribution on the GPU. We evaluate its performance and usability on modern GPU models against a wide range of existing algorithms. The Broker Queue is up to three orders of magnitude faster than nonblocking queues and can even outperform significantly simpler techniques that lack desired properties for fine-granular work distribution.
Bernhard Kerbl, Michael Kenzel, Joerg H. Mueller, Dieter Schmalstieg, Markus Steinberger
ICS5
2018 A scalable queue for work distribution on GPUs
abstract
Harnessing the power of massively parallel devices like the graphics processing unit (GPU) is difficult for algorithms that show dynamic or inhomogeneous workloads. To achieve high performance, such advanced algorithms require scalable, concurrent queues to collect and distribute work. We present a new concurrent work queue, the Broker Queue, a highly efficient, linearizable queue for fine-granular work distribution on the GPU. We evaluate its usability and benefits in contrast to existing queuing algorithms. Our queue is up to one order of magnitude faster than non-blocking queues, and outperforms simpler queue designs that are unfit for fine-granular work distribution.
Bernhard Kerbl, Joerg H. Mueller, Michael Kenzel, Dieter Schmalstieg, Markus Steinberger
PPoPP5
2018 faimGraph: high performance management of fully-dynamic graphs under tight memory constraints on the GPU
Daniel Mlakar, Rhaleb Zayer, Hans-Peter Seidel, Markus Steinberger
SC5
2018 Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality
abstract
Having a virtual body can increase embodiment in virtual reality (VR) applications. However, comsumer-grade VR falls short of delivering sufficient sensory information for full-body motion capture. Consequently, most current VR applications do not even show arms, although they are often in the field of view. We address this shortcoming with a novel human upper-body inverse kinematics algorithm specifically targeted at tracking from head and hand sensors only. We present heuristics for elbow positioning depending on the shoulder-to-hand distance and for avoiding reaching unnatural joint limits. Our results show that our method increases the accuracy compared to general inverse kinematics applied to human arms with the same tracking input. In a user study, participants preferred our method over displaying disembodied hands without arms, but also over a more expensive motion capture system. In particular, our study shows that virtual arms animated with our inverse kinematics system can be used for applications involving heavy arm movement. We demonstrate that our method can not only be used to increase embodiment, but can also support interaction involving arms or shoulders, such as holding up a shield.
Mathias Parger, Joerg H. Mueller, Dieter Schmalstieg, Markus Steinberger
VRST4
2018 A high-performance software graphics pipeline architecture for the GPU
abstract
In this paper, we present a real-time graphics pipeline implemented entirely in software on a modern GPU. As opposed to previous work, our approach features a fully-concurrent, multi-stage, streaming design with dynamic load balancing, capable of operating efficiently within bounded memory. We address issues such as primitive order, vertex reuse, and screen-space derivatives of dependent variables, which are essential to real-world applications, but have largely been ignored by comparable work in the past. The power of a software approach lies in the ability to tailor the graphics pipeline to any given application. In exploration of this potential, we design and implement four novel pipeline modifications. Evaluation of the performance of our approach on more than 100 real-world scenes collected from video games shows rendering speeds within one order of magnitude of the hardware graphics pipeline as well as significant improvements over previous work, not only in terms of capabilities and performance, but also robustness.
Michael Kenzel, Bernhard Kerbl, Dieter Schmalstieg, Markus Steinberger
ACM Trans. Graph.4
2018 Shading atlas streaming
abstract
Streaming high quality rendering for virtual reality applications requires minimizing perceived latency. We introduce Shading Atlas Streaming (SAS), a novel object-space rendering framework suitable for streaming virtual reality content. SAS decouples server-side shading from client-side rendering, allowing the client to perform framerate upsampling and latency compensation autonomously for short periods of time. The shading information created by the server in object space is temporally coherent and can be efficiently compressed using standard MPEG encoding. Our results show that SAS compares favorably to previous methods for remote image-based rendering in terms of image quality and network bandwidth efficiency. SAS allows highly efficient parallel allocation in a virtualized-texture-like memory hierarchy, solving a common efficiency problem of object-space shading. With SAS, untethered virtual reality headsets can benefit from high quality rendering without paying in increased latency.
Joerg H. Mueller, Philip Voglreiter, Mark Dokter, Thomas Neff, Mina Makar, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.6
2018 Layered fields for natural tessellations on surfaces
Rhaleb Zayer, Daniel Mlakar, Markus Steinberger, Hans-Peter Seidel
ACM Trans. Graph.3
2017 Dynamic scheduling for efficient hierarchical sparse matrix operations on the GPU
abstract
We introduce a hierarchical sparse matrix representation (HiSparse) tailored for the graphics processing unit (GPU). The representation adapts to the local nonzero pattern at all levels of the hierarchy and uses reduced bit length for addressing the entries. This allows a smaller memory footprint than standard formats. Executing algorithms on a hierarchical structure on the GPU usually entails significant synchronization and management overhead or slowdowns due to diverging execution paths and memory access patterns. We address these issues by means of a dynamic scheduling strategy specifically designed for executing algorithms on top of a hierarchical matrix on the GPU. The evaluation of our implementation of basic linear algebra routines, suggests that our hierarchical format is competitive to highly optimized standard libraries and significantly outperforms them in the case of transpose matrix operations. The results point towards the viability of hierarchical matrix formats on massively parallel devices such as the GPU.
Andreas Derler, Rhaleb Zayer, Hans-Peter Seidel, Markus Steinberger
ICS4
2017 Globally homogeneous, locally adaptive sparse matrix-vector multiplication on the GPU
abstract
The rising popularity of the graphics processing unit (GPU) across various numerical computing applications triggered a breakneck race to optimize key numerical kernels and in particular, the sparse matrix-vector product (SpMV). Despite great strides, most existing GPU-SpMV approaches trade off one aspect of performance against another. They either require preprocessing, exhibit inconsistent behavior, lead to execution divergence, suffer load imbalance or induce detrimental memory access patterns. In this paper, we present an uncompromising approach for SpMV on the GPU. Our approach requires no separate preprocessing or knowledge of the matrix structure and works directly on the standard compressed sparse rows (CSR) data format. From a global perspective, it exhibits a homogeneous behavior reflected in efficient memory access patterns and steady per-thread workload. From a local perspective, it avoids heterogeneous execution paths by adapting its behavior to the work load at hand, it uses an efficient encoding to keep temporary data requirements for on-chip memory low, and leads to divergence-free execution. We evaluate our approach on more than 2500 matrices comparing to vendor provided, and state-of-the-art SpMV implementations. Our approach not only significantly outperforms approaches directly operating on the CSR format ( 20% average performance increase), but also outperforms approaches that preprocess the matrix even when preprocessing time is discarded. Additionally, the same strategies lead to significant performance increase when adapted for transpose SpMV.
Markus Steinberger, Rhaleb Zayer, Hans-Peter Seidel
ICS1
2017 ShapeGenetics: Using Genetic Algorithms for Procedural Modeling
abstract
In this paper, we show that genetic algorithms (GA) can be used to control the output of procedural modeling algorithms. We propose an efficient way to encode the choices that have to be made during a procedural generation as a hierarchical genome representation. In combination with mutation and reproduction operations specifically designed for controlled procedural modeling, our GA can evolve a population of individual models close to any high-level goal. Possible scenarios include a volume that should be filled by a procedurally grown tree or a painted silhouette that should be followed by the skyline of a procedurally generated city. These goals are easy to set up for an artist compared to the tens of thousands of variables that describe the generated model and are chosen by the GA. Previous approaches for controlled procedural modeling either use Reversible Jump Markov Chain Monte Carlo (RJMCMC) or Stochastically-Ordered Sequential Monte Carlo (SOSMC) as workhorse for the optimization. While RJMCMC converges slowly, requiring multiple hours for the optimization of larger models, it produces high quality models. SOSMC shows faster convergence under tight time constraints for many models, but can get stuck due to choices made in the early stages of optimization. Our GA shows faster convergence than SOSMC and generates better models than RJMCMC in the long run.
Karl Haubenwallner, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum3
2017 Hierarchical Bucket Queuing for Fine-Grained Priority Scheduling on the GPU
abstract
Abstract While the modern graphics processing unit (GPU) offers massive parallel compute power, the ability to influence the scheduling of these immense resources is severely limited. Therefore, the GPU is widely considered to be only suitable as an externally controlled co‐processor for homogeneous workloads which greatly restricts the potential applications of GPU computing. To address this issue, we present a new method to achieve fine‐grained priority scheduling on the GPU: hierarchical bucket queuing. By carefully distributing the workload among multiple queues and efficiently deciding which queue to draw work from next, we enable a variety of scheduling strategies. These strategies include fair‐scheduling, earliest‐deadline‐first scheduling and user‐defined dynamic priority scheduling. In a comparison with a sorting‐based approach, we reveal the advantages of hierarchical bucket queuing over previous work. Finally, we demonstrate the benefits of using priority scheduling in real‐world applications by example of path tracing and foveated micropolygon rendering.
Bernhard Kerbl, Michael Kenzel, Dieter Schmalstieg, Hans-Peter Seidel, Markus Steinberger
Comput. Graph. Forum5
2017 A GPU-Adapted Structure for Unstructured Grids
abstract
A key advantage of working with structured grids (e.g., images) is the ability to directly tap into the powerful machinery of linear algebra. This is not much so for unstructured grids where intermediate bookkeeping data structures stand in the way. On modern high performance computing hardware, the conventional wisdom behind these intermediate structures is further challenged by costly memory access, and more importantly by prohibitive memory resources on environments such as graphics hardware. In this paper, we bypass this problem by introducing a sparse matrix representation for unstructured grids which not only reduces the memory storage requirements but also cuts down on the bulk of data movement from global storage to the compute units. In order to take full advantage of the proposed representation, we augment ordinary matrix multiplication by means of action maps, local maps which encode the desired interaction between grid vertices. In this way, geometric computations and topological modifications translate into concise linear algebra operations. In our algorithmic formulation, we capitalize on the nature of sparse matrix-vector multiplication which allows avoiding explicit transpose computation and storage. Furthermore, we develop an efficient vectorization to the demanding assembly process of standard graph and finite element matrices.
Rhaleb Zayer, Markus Steinberger, Hans-Peter Seidel
Comput. Graph. Forum2
2016 Fast ANN for High-Quality Collaborative Filtering
abstract
Abstract Collaborative filtering collects similar patches, jointly filters them and scatters the output back to input patches; each pixel gets a contribution from each patch that overlaps with it, allowing signal reconstruction from highly corrupted data. Exploiting self‐similarity, however, requires finding matching image patches, which is an expensive operation. We propose a GPU‐friendly approximated‐nearest‐neighbour(ANN) algorithm that produces high‐quality results for any type of collaborative filter. We evaluate our ANN search against state‐of‐the‐art ANN algorithms in several application domains. Our method is orders of magnitudes faster, yet provides similar or higher quality results than the previous work.
Yun-Ta Tsai, Markus Steinberger, Dawid Pajak, Kari Pulli
Comput. Graph. Forum2
2016 Representing and scheduling procedural generation using operator graphs
abstract
In this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and objects that can arise during a specific procedural generation. While previous methods have focused on parallelizing a specific procedural approach, the operator graph is applicable to all procedural generation methods that can be described by a graph, such as L-systems, shape grammars, or stack based generation methods. Using the operator graph, we show that all partitions of the graph correspond to possible ways of scheduling a procedural generation on the GPU, including the scheduling strategies of previous work. As the space of possible partitions is very large, we describe three search heuristics, aiding an optimizer in finding the fastest valid schedule for any given operator graph. The best partitions found by our optimizer increase performance of 8 to 30x over the previous state of the art in GPU shape grammar and L-system generation.
Pedro Boechat, Mark Dokter, Michael Kenzel, Hans-Peter Seidel, Dieter Schmalstieg, Markus Steinberger
ACM Trans. Graph.6
2015 Interactive Disassembly Planning for Complex Objects
abstract
Abstract We present an approach for the automatic generation, interactive exploration and real‐time modification of disassembly procedures for complex, multipartite CAD data sets. In order to lift the performance barriers prohibiting interactive disassembly planning, we run a detailed analysis on the input model to identify recurring part constellations and efficiently determine blocked part motions in parallel on the GPU. Building on the extracted information, we present an interface for computing and editing extensive disassembly sequences in real‐time while considering user‐defined constraints and avoiding unstable configurations. To evaluate the performance of our C++/CUDA implementation, we use a variety of openly available CAD data sets, ranging from simple to highly complex. In contrast to previous approaches, our work enables interactive disassembly planning for objects which consist of several thousand parts and require cascaded translations during part removal.
Bernhard Kerbl, Denis Kalkofen, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum3
2015 Fast Volume Reconstruction From Motion Corrupted Stacks of 2D Slices
abstract
Capturing an enclosing volume of moving subjects and organs using fast individual image slice acquisition has shown promise in dealing with motion artefacts. Motion between slice acquisitions results in spatial inconsistencies that can be resolved by slice-to-volume reconstruction (SVR) methods to provide high quality 3D image data. Existing algorithms are, however, typically very slow, specialised to specific applications and rely on approximations, which impedes their potential clinical use. In this paper, we present a fast multi-GPU accelerated framework for slice-to-volume reconstruction. It is based on optimised 2D/3D registration, super-resolution with automatic outlier rejection and an additional (optional) intensity bias correction. We introduce a novel and fully automatic procedure for selecting the image stack with least motion to serve as an initial registration target. We evaluate the proposed method using artificial motion corrupted phantom data as well as clinical data, including tracked freehand ultrasound of the liver and fetal Magnetic Resonance Imaging. We achieve speed-up factors greater than 30 compared to a single CPU system and greater than 10 compared to currently available state-of-the-art multi-core CPU methods. We ensure high reconstruction accuracy by exact computation of the point-spread function for every input data point, which has not previously been possible due to computational limitations. Our framework and its implementation is scalable for available computational infrastructures and tests show a speed-up factor of 1.70 for each additional GPU. This paves the way for the online application of image based reconstruction methods during clinical examinations. The source code for the proposed approach is publicly available.
Bernhard Kainz, Markus Steinberger, Wolfgang Wein, Maria Deprez, Christina Malamateniou, Kevin Keraudren, Thomas Torsney-Weir, Mary A. Rutherford, Paul Aljabar, Joseph V. Hajnal, Daniel Rueckert
IEEE Trans. Medical Imaging2
2014 Show me the invisible: visualizing hidden content
abstract
Content on computer screens is often inaccessible to users because it is hidden, e.g., occluded by other windows, outside the viewport, or overlooked. In search tasks, the efficient retrieval of sought content is important. Current software, however, only provides limited support to visualize hidden occurrences and rarely supports search synchronization crossing application boundaries. To remedy this situation, we introduce two novel visualization methods to guide users to hidden content. Our first method generates awareness for occluded or out-of-viewport content using see-through visualization. For content that is either outside the screen's viewport or for data sources not opened at all, our second method shows off-screen indicators and an on-demand smart preview. To reduce the chances of overlooking content, we use visual links, i.e., visible edges, to connect the visible content or the visible representations of the hidden content. We show the validity of our methods in a user study, which demonstrates that our technique enables a faster localization of hidden content compared to traditional search functionality and thereby assists users in information retrieval tasks.
Thomas Geymayer, Markus Steinberger, Alexander Lex, Marc Streit, Dieter Schmalstieg
CHI2
2014 Parallel Irradiance Caching for Interactive Monte-Carlo Direct Volume Rendering
abstract
Abstract We propose a technique to build the irradiance cache for isotropic scattering simultaneously with Monte Carlo progressive direct volume rendering on a single GPU, which allows us to achieve up to four times increased convergence rate for complex scenes with arbitrary sources of light. We use three procedures that run concurrently on a single GPU. The first is the main rendering procedure. The second procedure computes new cache entries, and the third one corrects the errors that may arise after creation of new cache entries. We propose two distinct approaches to allow massive parallelism of cache entry creation. In addition, we show a novel extrapolation approach which outputs high quality irradiance approximations and a suitable prioritization scheme to increase the convergence rate by dedicating more computational power to more complex rendering areas.
Rostislav Khlebnikov, Philip Voglreiter, Markus Steinberger, Bernhard Kainz, Dieter Schmalstieg
Comput. Graph. Forum3
2014 Parallel generation of architecture on the GPU
abstract
Abstract In this paper, we present a novel approach for the parallel evaluation of procedural shape grammars on the graphics processing unit (GPU). Unlike previous approaches that are either limited in the kind of shapes they allow, the amount of parallelism they can take advantage of, or both, our method supports state of the art procedural modeling including stochasticity and context‐sensitivity. To increase parallelism, we explicitly express independence in the grammar, reduce inter‐rule dependencies required for context‐sensitive evaluation, and introduce intra‐rule parallelism. Our rule scheduling scheme avoids unnecessary back and forth between CPU and GPU and reduces round trips to slow global memory by dynamically grouping rules in on‐chip shared memory. Our GPU shape grammar implementation is multiple orders of magnitude faster than the standard in CPU‐based rule evaluation, while offering equal expressive power. In comparison to the state of the art in GPU shape grammar derivation, our approach is nearly 50 times faster, while adding support for geometric context‐sensitivity.
Markus Steinberger, Michael Kenzel, Bernhard Kainz, Joerg H. Mueller, Peter Wonka, Dieter Schmalstieg
Comput. Graph. Forum1
2014 On-the-fly generation and rendering of infinite cities on the GPU
abstract
Abstract In this paper, we present a new approach for shape‐grammar‐based generation and rendering of huge cities in real‐time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods ofvisibility pruningand adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real‐time directly on the GPU. We also present a robust and efficient way to dynamically update a scene's derivation tree and geometry, enabling us to exploit frame‐to‐frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed.
Markus Steinberger, Michael Kenzel, Bernhard Kainz, Peter Wonka, Dieter Schmalstieg
Comput. Graph. Forum1
2014 Whippletree: task-based scheduling of dynamic workloads on the GPU
abstract
In this paper, we present Whippletree, a novel approach to scheduling dynamic, irregular workloads on the GPU. We introduce a new programming model which offers the simplicity and expressiveness of task-based parallelism while retaining all aspects of the multi-level execution hierarchy essential to unlocking the full potential of a modern GPU. At the same time, our programming model lends itself to efficient implementation on the SIMD-based architecture typical of a current GPU. We demonstrate the practical utility of our model by providing a reference implementation on top of current CUDA hardware. Furthermore, we show that our model compares favorably to traditional approaches in terms of both performance as well as the range of applications that can be covered. We demonstrate the benefits of our model for recursive Reyes rendering, procedural geometry generation and volume rendering with concurrent irradiance caching.
Markus Steinberger, Michael Kenzel, Pedro Boechat, Bernhard Kerbl, Mark Dokter, Dieter Schmalstieg
ACM Trans. Graph.1
2013 Adaptive ghosted views for Augmented Reality
abstract
In Augmented Reality (AR), ghosted views allow a viewer to explore hidden structure within the real-world environment. A body of previous work has explored which features are suitable to support the structural interplay between occluding and occluded elements. However, the dynamics of AR environments pose serious challenges to the presentation of ghosted views. While a model of the real world may help determine distinctive structural features, changes in appearance or illumination detriment the composition of occluding and occluded structure. In this paper, we present an approach that considers the information value of the scene before and after generating the ghosted view. Hereby, a contrast adjustment of preserved occluding features is calculated, which adaptively varies their visual saliency within the ghosted view visualization. This allows us to not only preserve important features, but to also support their prominence after revealing occluded structure, thus achieving a positive effect on the perception of ghosted views.
Denis Kalkofen, Eduardo E. Veas, Stefanie Zollmann, Markus Steinberger, Dieter Schmalstieg
ISMAR4
2013 Noise-Based Volume Rendering for the Visualization of Multivariate Volumetric Data
abstract
Analysis of multivariate data is of great importance in many scientific disciplines. However, visualization of 3D spatially-fixed multivariate volumetric data is a very challenging task. In this paper we present a method that allows simultaneous real-time visualization of multivariate data. We redistribute the opacity within a voxel to improve the readability of the color defined by a regular transfer function, and to maintain the see-through capabilities of volume rendering. We use predictable procedural noise--random-phase Gabor noise--to generate a high-frequency redistribution pattern and construct an opacity mapping function, which allows to partition the available space among the displayed data attributes. This mapping function is appropriately filtered to avoid aliasing, while maintaining transparent regions. We show the usefulness of our approach on various data sets and with different example applications. Furthermore, we evaluate our method by comparing it to other visualization techniques in a controlled user study. Overall, the results of our study indicate that users are much more accurate in determining exact data values with our novel 3D volume visualization method. Significantly lower error rates for reading data values and high subjective ranking of our method imply that it has a high chance of being adopted for the purpose of visualization of multivariate 3D data.
Rostislav Khlebnikov, Bernhard Kainz, Markus Steinberger, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.3
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
VRST4
2012 Ray prioritization using stylization and visual saliency
Markus Steinberger, Bernhard Kainz, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg
Comput. Graph.1
2012 Procedural Texture Synthesis for Zoom-Independent Visualization of Multivariate Data
abstract
Abstract Simultaneous visualization of multiple continuous data attributes in a single visualization is a task that is important for many application areas. Unsurprisingly, many methods have been proposed to solve this task. However, the behavior of such methods during the exploration stage, when the user tries to understand the data with panning and zooming, has not been given much attention. In this paper, we propose a method that uses procedural texture synthesis to create zoom‐independent visualizations of three scalar data attributes. The method is based on random‐phase Gabor noise, whose frequency is adapted for the visualization of the first data attribute. We ensure that the resulting texture frequency lies in the range that is perceived well by the human visual system at any zoom level. To enhance the perception of this attribute, we also apply a specially constructed transfer function that is based on statistical properties of the noise. Additionally, the transfer function is constructed in a way that it does not introduce any aliasing to the texture. We map the second attribute to the texture orientation. The third attribute is color coded and combined with the texture by modifying the value component of the HSV color model. The necessary contrast needed for texture and color perception was determined in a user study. In addition, we conducted a second user study that shows significant advantages of our method over current methods with similar goals. We believe that our method is an important step towards creating methods that not only succeed in visualizing multiple data attributes, but also adapt to the behavior of the user during the data exploration stage.
Rostislav Khlebnikov, Bernhard Kainz, Markus Steinberger, Marc Streit, Dieter Schmalstieg
Comput. Graph. Forum3
2012 Interactive Self-Organizing Windows
abstract
Abstract In this paper, we present the design and implementation of a dynamic window management technique that changes the perception of windows as fixed‐sized rectangles. The primary goal of self‐organizing windows is to automatically display the most relevant information for a user's current activity, which removes the burden of organizing and arranging windows from the user. We analyze the image‐based representation of each window and identify coherent pieces of information. The windows are then automatically moved, scaled and composed in a content‐aware manner to fit the most relevant information into the limited area of the screen. During the design process, we consider findings from previous experiments and show how users can benefit from our system. We also describe how the immense processing power of current graphics processing units can be exploited to build an interactive system that finds an optimal solution within the complex design space of all possible window transformations in real time.
Markus Steinberger, Manuela Waldner, Dieter Schmalstieg
Comput. Graph. Forum1
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.1
2011 Importance-driven compositing window management
abstract
In this paper we present importance-driven compositing window management, which considers windows not only as basic rectangular shapes but also integrates the importance of the windows' content using a bottom-up visual attention model. Based on this information, importance-driven compositing optimizes the spatial window layout for maximum visibility and interactivity of occluded content in combination with see-through windows. We employ this technique for emerging window manager functions to minimize information overlap caused by popping up windows or floating toolbars and to improve the access to occluded window content. An initial user study indicates that our technique provides a more effective and satisfactory access to occluded information than the well-adopted Alt+Tab window switching technique and see-through windows without optimized spatial layout.
Manuela Waldner, Markus Steinberger, Raphaël Grasset, Dieter Schmalstieg
CHI2
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
SI3D2
2011 Context-Preserving Visual Links
abstract
Evaluating, comparing, and interpreting related pieces of information are tasks that are commonly performed during visual data analysis and in many kinds of information-intensive work. Synchronized visual highlighting of related elements is a well-known technique used to assist this task. An alternative approach, which is more invasive but also more expressive is visual linking in which line connections are rendered between related elements. In this work, we present context-preserving visual links as a new method for generating visual links. The method specifically aims to fulfill the following two goals: first, visual links should minimize the occlusion of important information; second, links should visually stand out from surrounding information by minimizing visual interference. We employ an image-based analysis of visual saliency to determine the important regions in the original representation. A consequence of the image-based approach is that our technique is application-independent and can be employed in a large number of visual data analysis scenarios in which the underlying content cannot or should not be altered. We conducted a controlled experiment that indicates that users can find linked elements in complex visualizations more quickly and with greater subjective satisfaction than in complex visualizations in which plain highlighting is used. Context-preserving visual links were perceived as visually more attractive than traditional visual links that do not account for the context information.
Markus Steinberger, Manuela Waldner, Marc Streit, Alexander Lex, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.1