Projects

What I am working on with the CGVR team and our partners — and the earlier projects that shaped the toolbox.

Current & recent

SENSORAMA

Multimodal XR — EU project, coordinated by the University of Bremen

Multisensory extended reality: combining visual, auditory and haptic channels into coherent immersive experiences. Rene contributes to the project coordination and the requirements definition (WP1).

XRHapticsEU

VaMEx — Valles Marineris Explorer

Heterogeneous robot swarms for Mars exploration (DLR) — overall coordinator of the initiative

A swarm of rovers, hoppers and drones autonomously exploring the Valles Marineris. I coordinate the initiative as a whole across its partner institutions; CGVR builds the virtual testbed (VaMEx-VTB) for validating swarm navigation before any hardware exists, and VR interfaces for planning exploration missions.

SpaceSimulationSwarm robotics

UnrealHaptics

Haptic rendering inside modern game engines

A plugin system that brings 1 kHz haptic loops, grasping and — most recently — multi-contact devices (UnrealHaptics-MC, Eurohaptics 2026) to Unreal Engine 5. Open source.

HapticsUnreal EngineOpen source

Dental & surgical VR training

With Thammasat University and Mahidol University, Thailand

Haptic VR simulators for endodontics and indirect-vision dentistry, evaluated in randomized controlled trials; plus HIPS, a hip arthroplasty simulator with realistic bone-milling force feedback.

Medical VRHaptics

Smart operating theatre

SmartOT / autonomous surgical lamps / shadow-free projection

Autonomous, module-based surgical lighting that keeps the wound illuminated without manual repositioning, and projection mapping onto dynamic, deformable surfaces without shadows.

Medical VROptimization

3D Packing & sphere packings

Multi-objective packing of arbitrary objects into arbitrary containers

Sphere-packing based algorithms for dense placement of 3D objects, with applications from logistics to gravitational field modelling of asteroids.

GeometryOptimization

OpenCollBench

Web-based benchmarking of collision detection libraries

The successor of our original benchmarking suite: upload your algorithm, run standardized scenarios on our servers and compare.

Collision detectionBenchmark

Open source

Personal side projects: generative synthesizers, MIDI tooling and real-time visuals, written in C++ with JUCE and Qt/OpenGL. All of it on GitHub.

Foundations

Earlier projects from Clausthal and Bremen. The detailed project pages are still online.

Inner Sphere Trees

A bounding volume hierarchy built from the inside out using dense sphere packings — proximity and penetration-volume queries at haptic rates (DFG ZA292/1-1, BMBF Avilus).

ProtoSphere

GPU-assisted, prototype-guided sphere packing for arbitrary objects; yields an approximation of the medial axis as a by-product.

Haptesha

A collaborative multi-user haptic workspace with two-handed interaction and many dynamically simulated rigid objects. Winner of the RTT Emerging Technology Contest 2010.

Collision Detection Benchmark

A standardized, reproducible benchmarking procedure and object set for comparing collision detection libraries.

CollDet Library

An open-source, OpenSG-based collision detection pipeline with broad-phase and narrow-phase algorithms (DOP-Tree, BoxTree, …).

Kinetic BVHs for deformable objects

Event-based kinetic data structures for updating bounding volume hierarchies under arbitrary deformations.

Natural interaction in virtual environments

Simulating a virtual human hand for grasping, pinching and pushing in real time (DFG ZA292/1-1).

Shader Maker

A simple cross-platform GLSL editor for teaching: vertex, geometry and fragment shader editors, live uniforms, built-in shapes and OBJ loader. With Markus Kramer.