TU Wien Informatics

20 Years

Role

  • Real-Time Decompression and Rasterization of Massive Point Clouds / Goel, R., Schütz, M., Narayanan, P. J., & Kerbl, B. (2024). Real-Time Decompression and Rasterization of Massive Point Clouds. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 7(3), 1–15. https://doi.org/10.1145/3675373
  • Reducing the Memory Footprint of 3D Gaussian Splatting / Papantonakis, P., Kopanas, G., Kerbl, B., Lanvin, A., & Drettakis, G. (2024). Reducing the Memory Footprint of 3D Gaussian Splatting. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 7(1), 1–17. https://doi.org/10.1145/3651282
    Project: IVILPC (2023–2026)
  • Real-Time Editing of Path-Traced Scenes with Prioritized Re-Rendering / Ulschmid, A., Kerbl, B., Krösl, K., & Wimmer, M. (2024). Real-Time Editing of Path-Traced Scenes with Prioritized Re-Rendering. In T. Bashford-Rogers, D. Meneveaux, M. Ziat, M. Ammi, S. Jänicke, H. Purchase, K. Bouatouch, & A. A. Sousa (Eds.), Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 1, HUCAPP and IVAPP (pp. 46–57). https://doi.org/10.5220/0012324600003660
    Projects: ACD (2020–2028) / IVILPC (2023–2026)
  • Fast Rendering of Parametric Objects on Modern GPUs / Unterguggenberger, J., Lipp, L., Wimmer, M., Kerbl, B., & Schütz, M. (2024). Fast Rendering of Parametric Objects on Modern GPUs. In EGPGV24: Eurographics Symposium on Parallel Graphics and Visualization. Eurographics Symposium on Parallel Graphics and Visualization (2024), Odense, Denmark. The Eurographics Association. https://doi.org/10.2312/pgv.20241129
    Project: IVILPC (2023–2026)
  • GPU‐Accelerated LOD Generation for Point Clouds / Schütz, M., Kerbl, B., Klaus, P., & Wimmer, M. (2023). GPU‐Accelerated LOD Generation for Point Clouds. Computer Graphics Forum, 42(8), Article e14877. https://doi.org/10.1111/cgf.14877
  • Trim Regions for Online Computation of From-Region Potentially Visible Sets / Voglreiter, P., Kerbl, B., Weinrauch, A., Mueller, J. H., Neff, T., Steinberger, M., & Schmalstieg, D. (2023). Trim Regions for Online Computation of From-Region Potentially Visible Sets. ACM Transactions on Graphics, 42(4), 1–15. https://doi.org/10.1145/3592434
    Project: IVILPC (2023–2026)
  • Vulkan all the way: Transitioning to a modern low-level graphics API in academia / Unterguggenberger, J., Kerbl, B., & Wimmer, M. (2023). Vulkan all the way: Transitioning to a modern low-level graphics API in academia. Computers and Graphics, 111, 155–165. https://doi.org/10.1016/j.cag.2023.02.001
    Download: Paper (949 KB)
    Project: ACD (2020–2028)
  • Software rasterization of 2 billion points in real time / Schütz, M., Kerbl, B., & Wimmer, M. (2022). Software rasterization of 2 billion points in real time. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 5(3), 1–17. https://doi.org/10.1145/3543863
    Download: PDF (7 MB)
  • An Improved Triangle Encoding Scheme for Cached Tessellation / Kerbl, B., Horvath, L., Cornel, D., & Wimmer, M. (2022). An Improved Triangle Encoding Scheme for Cached Tessellation. In The Eurographics Association (Ed.), Eurographics 2022 - Short Papers (pp. 53–56). The Eurographics Association. https://doi.org/10.2312/egs.20221031
    Download: PDF (2.25 MB)
  • Gaussian Mixture Convolution Networks / Celarek, A., Hermosilla Casajus, P., Kerbl, B., Ropinski, T., & Wimmer, M. (2022). Gaussian Mixture Convolution Networks. In The Tenth International Conference on Learning Representations (ICLR 2022). The Tenth International Conference on Learning Representations, ICLR 2022, Unknown. https://doi.org/10.34726/4801
    Download: PDF (5.67 MB)
    Project: EVOCATION (2018–2022)
  • Training and Predicting Visual Error for Real-Time Applications / Cardoso, J. A., Kerbl, B., Yang, L., Uralsky, Y., & Wimmer, M. (2022). Training and Predicting Visual Error for Real-Time Applications. Proceedings of the ACM on Computer Graphics and Interactive Techniques, 5(1), 1–17. https://doi.org/10.1145/3522625
    Download: PDF (20.9 MB)
  • The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses / Unterguggenberger, J., Kerbl, B., & Wimmer, M. (2022). The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses. In J.-J. Bourdin & E. Paquette (Eds.), Eurographics 2022 - Education Papers (pp. 31–39). The Eurographics Association. https://doi.org/10.2312/eged.20221043
    Download: PDF (532 KB)
    Project: ACD (2020–2028)
  • QuadStream: A Quad-Based Scene Streaming Architecture for Novel Viewpoint Reconstruction / Hladky, J., Stengel, M., Vining, N., Kerbl, B., Seidel, H.-P., & Steinberger, M. (2022). QuadStream: A Quad-Based Scene Streaming Architecture for Novel Viewpoint Reconstruction. ACM Transactions on Graphics, 41(6), Article 233.
  • On Provisioning Procedural Geometry Workloads on Edge Architectures / Murturi, I., Jia, C., Kerbl, B., Wimmer, M., Dustdar, S., & Tsigkanos, C. (2021). On Provisioning Procedural Geometry Workloads on Edge Architectures. In F. Dominguez Mayo, M. Marchiori, & J. Filipe (Eds.), Proceedings of the 17th International Conference on Web Information Systems and Technologies. SCITEPRESS. https://doi.org/10.5220/0010687800003058
    Projects: EDENSPACE (2019–2022) / FogProtect (2020–2022)
  • Temporally Stable Content-Adaptive and Spatio-Temporal Shading Rate Assignment for Real-Time Applications / Stappen, S., Unterguggenberger, J., Kerbl, B., & Wimmer, M. (2021). Temporally Stable Content-Adaptive and Spatio-Temporal Shading Rate Assignment for Real-Time Applications. In Pacific Graphics Short Papers, Posters, and Work-in-Progress Papers (pp. 65–66). Eurographics Association. https://doi.org/10.2312/pg.20211391
  • Rendering Point Clouds with Compute Shaders and Vertex Order Optimization / Schütz, M., Kerbl, B., & Wimmer, M. (2021). Rendering Point Clouds with Compute Shaders and Vertex Order Optimization. In Computer Graphics Forum (pp. 115–126). Eurographics Association. https://doi.org/10.1111/cgf.14345
  • Conservative Meshlet Bounds for Robust Culling of Skinned Meshes / Unterguggenberger, J., Kerbl, B., Pernsteiner, J., & Wimmer, M. (2021). Conservative Meshlet Bounds for Robust Culling of Skinned Meshes. In Computer Graphics Forum (pp. 57–69). Eurographics Association. https://doi.org/10.1111/cgf.14401
  • CUDA and Applications to Task-based Programming / Kenzel, M., Kerbl, B., Winter, M., & Steinberger, M. (2021). CUDA and Applications to Task-based Programming. In Eurographics 2021 - Tutorials (pp. 1–5). Eurographics Association. https://doi.org/10.2312/egt.20211037
  • View-Dependent Impostors for Architectural Shape Grammars / Jia, C., Roth, M., Kerbl, B., & Wimmer, M. (2021). View-Dependent Impostors for Architectural Shape Grammars. In Pacific Graphics Short Papers, Posters, and Work-in-Progress Papers (pp. 63–64). Eurographics Association. https://doi.org/10.2312/pg.20211390
  • Fast Multi-View Rendering for Real-Time Applications / Unterguggenberger, J., Kerbl, B., Steinberger, M., Schmalstieg, D., & Wimmer, M. (2020). Fast Multi-View Rendering for Real-Time Applications. In S. Frey (Ed.), Eurographics Symposium on Parallel Graphics and Visualization (pp. 13–23). Eurographics Association. https://doi.org/10.2312/pgv.20201071
  • Improved Triangle Encoding for Cached Adaptive Tessellation / Horvath, L., Kerbl, B., & Wimmer, M. (2020). Improved Triangle Encoding for Cached Adaptive Tessellation. High- Performance Graphics 2020, Unknown. http://hdl.handle.net/20.500.12708/87099
  • Stochastic Substitute Trees for Real-Time Global Illumination / Tatzgern, W., Mayr, B., Kerbl, B., & Steinberger, M. (2020). Stochastic Substitute Trees for Real-Time Global Illumination. In Symposium on Interactive 3D Graphics and Games. ACM Press. https://doi.org/10.1145/3384382.3384521
  • Real-time Rendering of Procedural Planets at Arbitrary Altitudes / Michelic, F., Kenzel, F., Haubenwallner, K., Kerbl, B., & Steinberger, M. (2017). Real-time Rendering of Procedural Planets at Arbitrary Altitudes. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, San Francisco, CA, United States of America (the). http://hdl.handle.net/20.500.12708/86925