Welcome to my homepage!

My name is Max Limper, and I'm a computer graphics researcher and entrepreneur. My fields of interest are 3D geometry processing, UV mapping, and all things related to computer graphics. I co-founded DGG and wrote the inital version of their RapidCompact software for 3D data optimization (which was during my PhD, and it was still called MOPS back then). I have been managing director and CEO of the company since its foundation in 2018.

I obtained my PhD, on the optimization of 3D data for online presentation, at TU Darmstadt, Germany, under the supervision of Dieter W. Fellner, while working at Fraunhofer IGD. During my final year, I also spent 6 months in Vancouver, visiting Alla Sheffer's Digital Geometry Processing Group at UBC.

On this page, you can find some of my publications on 3D graphics topics. You can also find some of my creative, free-time private stuff, which is, at least loosely, related to computer graphics or game projects. If you want to contact me, please write an email to my ACM address: max.limper( at )siggraph.org

Enjoy your stay, and have fun!

latest updates
  • 2022-01-07
    new art / 3D model: victor the pug
  • 2022-01-07
    new publication on MR & AR for educators (Book chapter, in German)
  • 2019-09-27
    slides and video from SIGGRAPH '19 glTF BOF added
  • 2019-09-27
    slides and video from SIGGRAPH '19 glTF BOF added
  • 2018-10-10
    new publication: Efficient Global Registration (VMV 2018)
  • 2018-10-10
    PhD thesis added
  • 2018-10-04
    reference to DGG added
  • 2018-05-25
    new publication: Box Cutter (SIGGRAPH 2018)
  • 2018-03-18
    new article: Mesh Topology Analysis using the Euler Characteristic
  • 2018-03-11
    updated saliency demo
  • 2018-03-04
    link to 2014 SRC presentation slides and video
  • 2018-02-26
    added diploma thesis PDF
  • 2017-08-12
    slides for SIGGRAPH glTF BOF talk online
  • 2017-05-06
    new article: 3D In Every-Day Life
  • 2017-03-04
    slides for GDC Khronos Meetup talk online, Tech section merged into publications
  • 2016-06-01
    source code for EG 2016 paper (mesh saliency) online
  • 2016-05-07
    new publication and tech demo:
    saliency-aware mesh simplification (EG 2016)
  • 2015-12-19
    new tech article:
    transforms and volumes in scene graphs
  • 2015-04-07
    two new publications:
    Web3D 2015 and chapter in WebGL Insights
  • 2015-04-07
    new publication:
    chapter in real-world visual computing book
  • 2015-01-31
    new tech article:
    batched rendering with WebGL 1.0
  • 2014-08-21
    page online