Tobias Rittig

dblp:172/1351 · DBLP profile ↗
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9ranked-venue papers
1as first author
7since 2021 · last 2025
0000-0002-4104-9762ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2025 Scattering-Aware Color Calibration for 3D Printers Using a Simple Calibration Target
abstract
We present a novel method for accurately calibrating the optical properties of full-color 3D printers using only a single, directly printable calibration target. Our approach is based on accurate multiple-scattering light transport and estimates the single-scattering albedo and extinction coefficient for each resin. These parameters are essential for both soft-proof rendering of 3D printouts and for advanced, scattering-aware 3D halftoning algorithms. In contrast to previous methods that rely on thin, precisely fabricated resin samples and labor-intensive manual processing, our technique achieves higher accuracy with significantly less effort. Our calibration target is specifically designed to enable algorithmic recovery of each resin's optical properties through a series of one-dimensional and two-dimensional numerical optimizations, applied first on the white and black resins, and then on any remaining resins. The method supports both RGB and spectral calibration, depending on whether a camera or spectrometer is used to capture the calibration target. It also scales linearly with the number of resins, making it well-suited for modern multi-material printers. We validate our approach extensively, first on synthetic and then on real resins across 242 color mixtures, printed thin translucent samples, printed surface textures, and fully textured 3D models with complex geometry, including an eye model and a figurine.
Tomás Iser, Tobias Rittig, Alexander Wilkie
ACM Trans. Graph.2
2024 SkyGAN: Realistic Cloud Imagery for Image-based Lighting
abstract
Abstract Achieving photorealism when rendering virtual scenes in movies or architecture visualizations often depends on providing a realistic illumination and background. Typically, spherical environment maps serve both as a natural light source from the Sun and the sky, and as a background with clouds and a horizon. In practice, the input is either a static high‐resolution HDR photograph manually captured on location in real conditions, or an analytical clear sky model that is dynamic, but cannot model clouds. Our approach bridges these two limited paradigms: a user can control the sun position and cloud coverage ratio, and generate a realistically looking environment map for these conditions. It is a hybrid data‐driven analytical model based on a modified state‐of‐the‐art GAN architecture, which is trained on matching pairs of physically‐accurate clear sky radiance and HDR fisheye photographs of clouds. We demonstrate our results on renders of outdoor scenes under varying time, date and cloud covers. Our source code and a dataset of 39 000 HDR sky images are publicly available at https://github.com/CGGMFF/SkyGAN .
Martin Mirbauer, Tobias Rittig, Tomás Iser, Jaroslav Krivánek, Elena Sikudová
Comput. Graph. Forum2
2022 SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting
Martin Mirbauer, Tobias Rittig, Tomás Iser, Jaroslav Krivánek, Elena Sikudová
EGSR (ST)2
2022 Affordable Spectral Measurements of Translucent Materials
abstract
We present a spectral measurement approach for the bulk optical properties of translucent materials using only low-cost components. We focus on the translucent inks used in full-color 3D printing, and develop a technique with a high spectral resolution, which is important for accurate color reproduction. We enable this by developing a new acquisition technique for the three unknown material parameters, namely, the absorption and scattering coefficients, and its phase function anisotropy factor, that only requires three point measurements with a spectrometer. In essence, our technique is based on us finding a three-dimensional appearance map , computed using Monte Carlo rendering, that allows the conversion between the three observables and the material parameters. Our measurement setup works without laboratory equipment or expensive optical components. We validate our results on a 3D printed color checker with various ink combinations. Our work paves a path for more accurate appearance modeling and fabrication even for low-budget environments or affordable embedding into other devices.
Tomás Iser, Tobias Rittig, Emilie Nogué, Thomas Nindel, Alexander Wilkie
ACM Trans. Graph.2
2021 Neural Acceleration of Scattering-Aware Color 3D Printing
abstract
Abstract With the wider availability of full‐color 3D printers, color‐accurate 3D‐print preparation has received increased attention. A key challenge lies in the inherent translucency of commonly used print materials that blurs out details of the color texture. Previous work tries to compensate for these scattering effects through strategic assignment of colored primary materials to printer voxels. To date, the highest‐quality approach uses iterative optimization that relies on computationally expensive Monte Carlo light transport simulation to predict the surface appearance from subsurface scattering within a given print material distribution; that optimization, however, takes in the order of days on a single machine. In our work, we dramatically speed up the process by replacing the light transport simulation with a data‐driven approach. Leveraging a deep neural network to predict the scattering within a highly heterogeneous medium, our method performs around two orders of magnitude faster than Monte Carlo rendering while yielding optimization results of similar quality level. The network is based on an established method from atmospheric cloud rendering, adapted to our domain and extended by a physically motivated weight sharing scheme that substantially reduces the network size. We analyze its performance in an end‐to‐end print preparation pipeline and compare quality and runtime to alternative approaches, and demonstrate its generalization to unseen geometry and material values. This for the first time enables full heterogenous material optimization for 3D‐print preparation within time frames in the order of the actual printing time.
Tobias Rittig, Denis Sumin, Vahid Babaei, Piotr Didyk, Alexey G. Voloboy, Alexander Wilkie, Bernd Bickel, Karol Myszkowski, Tim Weyrich, Jaroslav Krivánek
Comput. Graph. Forum1
2021 A gradient-based framework for 3D print appearance optimization
abstract
In full-color inkjet 3D printing, a key problem is determining the material configuration for the millions of voxels that a printed object is made of. The goal is a configuration that minimises the difference between desired target appearance and the result of the printing process. So far, the techniques used to find such a configuration have relied on domain-specific methods or heuristic optimization, which allowed only a limited level of control over the resulting appearance. We propose to use differentiable volume rendering in a continuous material-mixture space, which leads to a framework that can be used as a general tool for optimising inkjet 3D printouts. We demonstrate the technical feasibility of this approach, and use it to attain fine control over the fabricated appearance, and high levels of faithfulness to the specified target.
Thomas Nindel, Tomás Iser, Tobias Rittig, Alexander Wilkie, Jaroslav Krivánek
ACM Trans. Graph.3
2021 A fitted radiance and attenuation model for realistic atmospheres
abstract
We present a fitted model of sky dome radiance and attenuation for realistic terrestrial atmospheres. Using scatterer distribution data from atmospheric measurement data, our model considerably improves on the visual realism of existing analytical clear sky models, as well as of interactive methods that are based on approximating atmospheric light transport. We also provide features not found in fitted models so far: radiance patterns for post-sunset conditions, in-scattered radiance and attenuation values for finite viewing distances, an observer altitude resolved model that includes downward-looking viewing directions, as well as polarisation information. We introduce a fully spherical model for in-scattered radiance that replaces the family of hemispherical functions originally introduced by Perez et al., and which was extended for several subsequent analytical models: our model relies on reference image compression via tensor decomposition instead.
Alexander Wilkie, Petr Vévoda, Thomas Bashford-Rogers, Lukas Hosek, Tomás Iser, Monika Kolárová, Tobias Rittig, Jaroslav Krivánek
ACM Trans. Graph.7
2019 Geometry-aware scattering compensation for 3D printing
abstract
Commercially available full-color 3D printing allows for detailed control of material deposition in a volume, but an exact reproduction of a target surface appearance is hampered by the strong subsurface scattering that causes nontrivial volumetric cross-talk at the print surface. Previous work showed how an iterative optimization scheme based on accumulating absorptive materials at the surface can be used to find a volumetric distribution of print materials that closely approximates a given target appearance. In this work, we first revisit the assumption that pushing the absorptive materials to the surface results in minimal volumetric cross-talk. We design a full-fledged optimization on a small domain for this task and confirm this previously reported heuristic. Then, we extend the above approach that is critically limited to color reproduction on planar surfaces, to arbitrary 3D shapes. Our method enables high-fidelity color texture reproduction on 3D prints by effectively compensating for internal light scattering within arbitrarily shaped objects. In addition, we propose a content-aware gamut mapping that significantly improves color reproduction for the pathological case of thin geometric features. Using a wide range of sample objects with complex textures and geometries, we demonstrate color reproduction whose fidelity is superior to state-of-the-art drivers for color 3D printers.
Denis Sumin, Tobias Rittig, Vahid Babaei, Thomas Nindel, Alexander Wilkie, Piotr Didyk, Bernd Bickel, Jaroslav Krivánek, Karol Myszkowski, Tim Weyrich
ACM Trans. Graph.2
2016 Rendering refraction and reflection of eyeglasses for synthetic eye tracker images
abstract
While for the evaluation of robustness of eye tracking algorithms the use of real-world data is essential, there are many applications where simulated, synthetic eye images are of advantage. They can generate labelled ground-truth data for appearance based gaze estimation algorithms or enable the development of model based gaze estimation techniques by showing the influence on gaze estimation error of different model factors that can then be simplified or extended. We extend the generation of synthetic eye images by a simulation of refraction and reflection for eyeglasses. On the one hand this allows for the testing of pupil and glint detection algorithms under different illumination and reflection conditions, on the other hand the error of gaze estimation routines can be estimated in conjunction with different eyeglasses. We show how a polynomial function fitting calibration performs equally well with and without eyeglasses, and how a geometrical eye model behaves when exposed to glasses.
Thomas C. Kübler, Tobias Rittig, Enkelejda Kasneci, Judith Ungewiss, Christina Krauss
ETRA2