direct address link:

Mike Eissele

email:   mike@eissele.net
    mike.eissele@informatik.uni-stuttgart.de
phone:   +49 (0)711 7816-246
fax:   +49 (0)711 7816-340
address:   Institut für Visualisierung und Interaktive Systeme
    Room 1.456
    Universitätsstr. 38
    70569 Stuttgart
    Germany


scientific interests:

most -- if not all -- work is focused on computer graphics, especially on interactive rendering and visualization. for the most part the examined techniques are GPU-based (Graphics Processing Unit) using DirectX or -- very rarly -- OpenGL. here is a short list of topics which I recently gave an in depth review:
  • AR-Environments
    hightly active work. I'm currently building a AR-environment that supports multiple different client hardware platforms, starting form smart phones up to high end optical-see-through visualization systems.
    recently i also did some work on using orientation as an user interface in augmented reality environments, where the results were presented at the 1st VR-/AR GI-Workshop (see conference section).
    another project in the field of AR/VR is a low-cost VR pointing device, based on cheap consumer-level hardware.

  • Context-Aware Systems
    I'm working on context-aware applications that are controlled via context informations based on the Nexus platform for context- and location-aware systems.
  • Non-Photorealistic rendering on GPUs
    I gave a tutorial about NPR-rendering on GPUs at Eurographics 2003 (see tutotials section). I also did some work on generating halftoning animations (see conference section).
  • Performance of Current GPUs
    results are summarized in an article presented in the ShaderX3 book. read more in the articles section.
  • High-Quality Interactive Renderings using GPUs
    for programming the GPUs I'm focused on the MS Windows platform and DirectX. nearly all my projects are running on DirectX 9.0. I'm currently developing a technique to allow dynamic real-time shadow mapping with high precision. but I'm also interested in other algorithms that generate interactive renderings!

 

research projects:

my current research project -- Abstraction of the Augmented World Model for AR-Applications -- is embeded within the Nexus project SFB627 as the project part C5:

  • SFB627 - the nexus project (homepage); project part C5 - Abstraction of the Augmented World Model for AR-Applications:
    the goal of this project is to build a framework for AR-applications that work with the nexus platform. thereby the framework supports a wide range of hardware platforms and visualization techniques to process and visualize the data contained within the nexus augmented world.

research activies:

- the year 2003 -

  • Hardware Supported High Quality Rendering Of Fluid Surfaces
    this workout is the output of my student research project. the results were presented at VMV2003 (see conference section).
  • Interactive Non-Photorealistic Rendering Using Halftoning
    the result of my diploma thesis.

- the year 2004 -

  • In-Depth performance analysis of fragment and texture operations of programable DirectX9 graphics hardware.
    in colaboration with Joachim Diepstraten a detailed performance analysis of DirectX9 shading hardware was carried out.
  • Developmnet and Implementation of a AR-Framework
    as part of my research project I developt and implemented a AR-framework for further research projects within SFB627 - C5.
  • User Interaction in AR-Environments
    as part of my research project I examined seveal techniques for user interaction in AR-Environments. I also developed some new interaction methods were the user can control applications via changing the device orientation.
  • Research and Review of AR-Registration Projects
    many projects with the goal of object registration were reviewed and evaluated. based on this study I arranged a student diploma thesis.
  • Conceptual design of a Browser for very large Databases
    contexed-aware systems -- especially the nexus platform -- utilize very large databases to store their augmented world (real-world data & virtual information). to maintain this large installation several tools have to be developed.

teaching:

I have supervised the follogin courses, lab courses, and seminars:

complete list of publications:

- the conferences -

- the book articles -

  • J. Diepstraten and M. Eissele.
    In-Depth performance analysis of fragment and texture operations of programable DirectX9 graphics hardware.
    Article in Shader X^3 by Wolfgang Engel, Charles River Media.
    ISBN: 1584503572. Buy book at Amazon [.DE] [.COM].
  • M. Eissele and J. Diepstraten
    GPU Performance of DirectX 9 Per-Fragment Operations Revisited.
    Article in Shader X^4 by Wolfgang Engel, Charles River Media.
    ISBN: 1584504250. Buy book at Amazon [DE] [.COM].

- technical report -

  • M. Eissele, N. Hönle, T. Schwarz, S. Volz, M. Kada, L. Jendoubi, and S. Bürklen.
    3D-Daten in GML 3.0. SFB 627 Technischer Bericht Nr. 2006/03, 2006.

- the tutorial sessions -

  • M. Eissele and T. Ertl.
    NPR-Rendering on GPUs. Presented as part of the Programmable Graphics Hardware tutorial at Eurographics 2003, Spain.