Eduard Zell

dblp:123/2155 · DBLP profile ↗
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8ranked-venue papers
2as first author
5since 2021 · last 2025
0009-0007-3467-9890ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021
YearPublicationVenuePosition
2025 Feature-Preserving Mesh Decimation for Normal Integration
abstract
Normal integration reconstructs 3D surfaces from normal maps obtained e.g. by photometric stereo. These normal maps capture surface details down to the pixel level but require large computational resources for integration at high resolutions. In this work, we replace the dense pixel grid with a sparse anisotropic triangle mesh prior to normal integration. We adapt the triangle mesh to the local geometry in the case of complex surface structures and remove oversampling from flat featureless regions. For high-resolution images, the resulting compression reduces normal integration runtimes from hours to minutes while maintaining high surface accuracy. Our main contribution is the derivation of the well-known quadric error measure from mesh decimation for screen space applications and its combination with optimal Delaunay triangulation. Code is available at https://moritzheep.github.io/anisotropic-screen-meshing.
Moritz Heep, Sven Behnke, Eduard Zell
CVPR3
2024 An Adaptive Screen-Space Meshing Approach for Normal Integration
abstract
Reconstructing surfaces from normals is a key component of photometric stereo. This work introduces an adaptive surface triangulation in the image domain and afterwards performs the normal integration on a triangle mesh. Our key insight is that surface curvature can be computed from normals. Based on the curvature, we identify flat areas and aggregate pixels into triangles. The approximation quality is controlled by a single user parameter facilitating a seamless generation of low- to high-resolution meshes. Compared to pixel grids, our triangle meshes adapt locally to surface details and allow for a sparser representation. Our new mesh-based formulation of the normal integration problem is strictly derived from discrete differential geometry and leads to well-conditioned linear systems. Results on real and synthetic data show that 10 to 100 times less vertices are required than pixels. Experiments suggest that this sparsity translates into a sublinear runtime in the number of pixels. For 64 MP normal maps, our meshing-first approach generates and integrates meshes in minutes while pixel-based approaches require hours just for the integration.
Moritz Heep, Eduard Zell
ECCV (38)2
2023 Image-Coupled Volume Propagation for Stereo Matching
abstract
Several leading depth-from-stereo methods rely on intensive 4D cost volumes and computationally intensive 3D convolutions for feature matching. We propose to integrate two independent concepts into a new 4D cost volume to achieve a symbiotic relationship. A feature matching part is responsible for identifying matching pixel pairs along the baseline, while a concurrent image volume part is inspired by depth-from-mono CNNs. More technically, the processing of the 4D cost volume is divided into a 2D propagation and a 3D propagation part. Starting from the feature maps of the left image, the 2D propagation, instead of directly predicting depth, supports the 3D propagation part of the cost volume at different levels by adding visual features to the geometric context. Combining the two parts reduces the number of the 3D convolution layers without sacrificing accuracy. Experiments show that our end-to-end trained CNN ranks 2nd on the KITTI2012 and ETH3D benchmarks, while being significantly faster than the 1st ranked method. The source code is available at https://github.com/ohkwon718/icvp.
Oh-Hun Kwon, Eduard Zell
ICIP2
2022 ShadowPatch: Shadow Based Segmentation for Reliable Depth Discontinuities in Photometric Stereo
abstract
Abstract Photometric stereo is a well‐established method with outstanding traits to recover surface details and material properties, like surface albedo or even specularity. However, while the surface is locally well‐defined, computing absolute depth by integrating surface normals is notoriously difficult. Integration errors can be introduced and propagated by numerical inaccuracies from inter‐reflection of light or non‐Lambertian surfaces. But especially ignoring depth discontinuities for overlapping or disconnected objects, will introduce strong distortion artefacts. During the acquisition process the object is lit from different positions and self‐shadowing is in general considered as an unavoidable drawback, complicating the numerical estimation of normals. However, we observe that shadow boundaries correlate strongly with depth discontinuities and exploit the visual structure introduced by self‐shadowing to create a consistent image segmentation of continuous surfaces. In order to make depth estimation more robust, we deeply integrate photometric stereo with depth‐from‐stereo. Having obtained a shadow based segmentation of continuous surfaces, allows us to reduce the computational cost for correspondence search in depth‐from‐stereo. To speed‐up computation further, we merge segments into larger meta‐segments during an iterative depth optimization. The reconstruction error of our method is equal or smaller than previous work, and reconstruction results are characterized by robust handling of depth‐discontinuities, without any smearing artifacts.
Moritz Heep, Eduard Zell
Comput. Graph. Forum2
2022 Compact Facial Landmark Layouts for Performance Capture
abstract
Abstract An abundance of older, as well as recent work exists at the intersection of computer vision and computer graphics on accurate estimation of dynamic facial landmarks with applications in facial animation, emotion recognition, and beyond. However, only a few publications exist that optimize the actual layout of facial landmarks to ensure an optimal trade‐off between compact layouts and detailed capturing. At the same time, we observe that applications like social games prefer simplicity and performance over detail to reduce the computational budget especially on mobile devices. Other common attributes of such applications are predefined low‐dimensional models to animate and a large, diverse user‐base. In contrast to existing methods that focus on creating person‐specific facial landmarks, we suggest to derive application‐specific facial landmarks. We formulate our optimization method on the widely adopted blendshape model. First, a score is defined suitable to compute a characteristic landmark for each blendshape. In a following step, we optimize a global function, which mimics merging of similar landmarks to one. The optimization is solved in less than a second using integer linear programming and guarantees a globally optimal solution to an NP‐hard problem. Our application‐specific approach is faster and fundamentally different to previous, actor‐specific methods. Resulting layouts are more similar to empirical layouts. Compared to empirical landmarks, our layouts require only a fraction of landmarks to achieve the same numerical error when reconstructing the animation from landmarks. The method is compared against previous work and tested on various blendshape models, representing a wide spectrum of applications.
Eduard Zell, Rachel McDonnell
Comput. Graph. Forum1
2020 Expression Packing: As-Few-As-Possible Training Expressions for Blendshape Transfer
abstract
Abstract To simplify and accelerate the creation of blendshape rigs, using a template rig is a common procedure, especially during the creation of digital doubles. Blendshape transfer methods facilitate copy and paste functionality of the blendshapes from the template model to the digital double. However, for adequate personalization, such methods require a set of scanned training expressions of the original actor. So far, the semantics of the facial expressions to scan have been defined manually. In contrast, we formulate the semantics of the facial expressions as an integer optimization of the blendshape weights. By combining different blendshapes of the template model, our method creates facial expressions that serve as semantic references during scanning. Our method guarantees to compute as‐few‐as‐possible training expressions with minimal overlap of activated blendshapes. If the number of training expressions is limited, blendshapes are selected based on their power to personalize the resulting blendshapes compared to generic blendshape transfer methods.
Emma Carrigan, Eduard Zell, Cédric Guiard, Rachel McDonnell
Comput. Graph. Forum2
2017 Facial retargeting with automatic range of motion alignment
abstract
While facial capturing focuses on accurate reconstruction of an actor's performance, facial animation retargeting has the goal to transfer the animation to another character, such that the semantic meaning of the animation remains. Because of the popularity of blendshape animation, this effectively means to compute suitable blendshape weights for the given target character. Current methods either require manually created examples of matching expressions of actor and target character, or are limited to characters with similar facial proportions (i.e., realistic models). In contrast, our approach can automatically retarget facial animations from a real actor to stylized characters. We formulate the problem of transferring the blendshapes of a facial rig to an actor as a special case of manifold alignment, by exploring the similarities of the motion spaces defined by the blendshapes and by an expressive training sequence of the actor. In addition, we incorporate a simple, yet elegant facial prior based on discrete differential properties to guarantee smooth mesh deformation. Our method requires only sparse correspondences between characters and is thus suitable for retargeting marker-less and marker-based motion capture as well as animation transfer between virtual characters.
Roger Blanco Ribera, Eduard Zell, John P. Lewis, Jun-yong Noh, Mario Botsch
ACM Trans. Graph.2
2015 To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces
abstract
Virtual characters contribute strongly to the entire visuals of 3D animated films. However, designing believable characters remains a challenging task. Artists rely on stylization to increase appeal or expressivity, exaggerating or softening specific features. In this paper we analyze two of the most influential factors that define how a character looks: shape and material. With the help of artists, we design a set of carefully crafted stimuli consisting of different stylization levels for both parameters, and analyze how different combinations affect the perceived realism, appeal, eeriness, and familiarity of the characters. Moreover, we additionally investigate how this affects the perceived intensity of different facial expressions (sadness, anger, happiness, and surprise). Our experiments reveal that shape is the dominant factor when rating realism and expression intensity, while material is the key component for appeal. Furthermore our results show that realism alone is a bad predictor for appeal, eeriness, or attractiveness.
Eduard Zell, Carlos Aliaga, Adrián Jarabo, Katja Zibrek, Diego Gutierrez, Rachel McDonnell, Mario Botsch
ACM Trans. Graph.1