Research and creation of next generation Realtime 3D Libraries for Geometry/Plants, Visibility and Global Illumination is the agenda of the EU GameTools Project. The GTP brings together leading computer graphics experts from Austria, France, Hungary and Spain with European industrial partners from the fields of computer game development and virtual reality. The C++/DirectX 9 libraries are being created for the OGRE 3D engine, with videogame console support (Xbox, PS2, Xbox 360, PS3) through the commercial Shark3D middleware engine.
Additional indurtrial partners can get preliminary access to the techology by becoming members of the GTP Special Interest Group.
Funding
- EU IST - 6th Framework Program
Research Areas
- In this area, we concentrate on algorithms that synthesize images to depict 3D models or scenes, often by simulating or approximating the physics of light.
- Uses concepts from applied mathematics and computer science to design efficient algorithms for the reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. Example applications are collision detection, reconstruction, compression, occlusion-aware surface handling and improved sampling conditions.
Publications
19 Publications found:
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Image | Bib Reference | Publication Type |
---|---|---|
2008 | ||
Dey-Fuch Chiu Penta G - A Game Engine for Real-Time Rendering Research [thesis] |
Master Thesis | |
2007 | ||
Jean Pierre Charalambos, Jirí Bittner, Michael Wimmer, Eduardo Romero Optimized HLOD Refinement Driven by Hardware Occlusion Queries In Advances in Visual Computing (Third International Symposium on Visual Computing -- ISVC 2007), pages 106-117. November 2007. [Preprint] |
Conference Paper | |
Markus Giegl, Michael Wimmer Fitted Virtual Shadow Maps In Proceedings of Graphics Interface 2007, pages 159-168. May 2007. [Preprint] |
Conference Paper | |
Oliver Mattausch, Jirí Bittner, Peter Wonka, Michael Wimmer Optimized Subdivisions for Preprocessed Visibility In Proceedings of Graphics Interface 2007, pages 335-342. May 2007. [Preprint] |
Conference Paper | |
Markus Giegl, Michael Wimmer Queried Virtual Shadow Maps In Proceedings of ACM SIGGRAPH 2007 Symposium on Interactive 3D Graphics and Games, pages 65-72. April 2007. [Preprint] |
Conference Paper | |
Markus Giegl, Michael Wimmer Unpopping: Solving the Image-Space Blend Problem for Smooth Discrete LOD Transitions Computer Graphics Forum, 26(1):46-49, March 2007. [Preprint] |
Journal Paper (without talk) | |
Oliver Mattausch 1. Adaptive Visibility-Driven View Cell Construction, 2007, Prague University of Technology |
Invited Talk | |
Michael Wimmer Gametools: Advanced Rendering Effects for Next-Gen Engines, 20. August 2007-22. August 2007, Leipzig, Germany |
Invited Talk | |
2006 | ||
Markus Giegl, Michael Wimmer Queried Virtual Shadow Maps In ShaderX 5 -- Advanced Rendering Techniques, pages 249-262, December 2006 |
Article in a Book | |
Ivan Viola, Miquel Feixas, Mateu Sbert, Eduard Gröller Importance-Driven Focus of Attention IEEE Transactions on Visualization and Computer Graphics, 12(5):933-940, October 2006. [pdf] |
Journal Paper with Conference Talk | |
Peter Wonka, Michael Wimmer, Kaichi Zhou, Stefan Maierhofer, Gerd Hesina, Alexander Reshetov Guided Visibility Sampling ACM Transactions on Graphics, 25(3):494-502, July 2006. [Preprint] |
Journal Paper with Conference Talk | |
Oliver Mattausch, Jirí Bittner, Michael Wimmer Adaptive Visibility-Driven View Cell Construction In Rendering Techniques 2006 (Proceedings Eurographics Symposium on Rendering), pages 195-206. June 2006. [paper] |
Conference Paper | |
Michael Wimmer Practical Shadow Mapping, 21. August 2006-23. August 2006, Leipzig, Germany |
Invited Talk | |
Michael Wimmer Sampling in Visibility, 29. June 2006-30. June 2006, Aiya Napa, Cyprus |
Invited Talk | |
Vlastimil Havran, Jirí Bittner Efficient Sorting and Searching in Rendering Algorithms, 2006, |
Invited Talk | |
2005 | ||
Jirí Bittner, Peter Wonka, Michael Wimmer Fast Exact From-Region Visibility in Urban Scenes In Rendering Techniques 2005 (Proceedings Eurographics Symposium on Rendering), pages 223-230. June 2005. [Paper] |
Conference Paper | |
Stefan Jeschke, Michael Wimmer, Heidrun Schumann, Werner Purgathofer Automatic Impostor Placement for Guaranteed Frame Rates and Low Memory Requirements In Proceedings of ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games, pages 103-110. April 2005. [Paper] |
Conference Paper | |
Michael Wimmer, Jirí Bittner Hardware Occlusion Queries Made Useful In GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, pages 91-108, March 2005 |
Article in a Book | |
Vlastimil Havran, Jirí Bittner, Robert Herzog, Hans-Peter Seidel Ray Maps for Global Illumination In Eurographics Symposium on Rendering, pages 43-54. 2005. [Paper] |
Conference Paper |