VLDB 2026 Research / reviewers in the wild / expert
Hannah Schieber
dblp:318/7845
· DBLP profile ↗
13ranked-venue papers
5as first author
13since 2021 · last 2026
0000-0002-5786-3283ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 9 since 2021Artificial intelligence and machine learning · 4 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive AnatomyabstractVolumetric medical imaging offers great potential for understanding complex pathologies. Yet, traditional 2D slices provide little support for interpreting spatial relationships, forcing users to mentally reconstruct anatomy into three dimensions. Direct volumetric path tracing and VR rendering can improve perception but are computationally expensive, while precomputed representations, like Gaussian Splatting, require planning ahead. Both approaches limit interactive use.We propose a hybrid rendering approach for high-quality, interactive, and immersive anatomical visualization. Our method combines streamed foveated path tracing with a lightweight Gaussian Splatting approximation of the periphery. The peripheral model generation is optimized with volume data and continuously refined using foveal renderings, enabling interactive updates. Depth-guided reprojection further improves robustness to latency and allows users to balance fidelity with refresh rate. We compare our method against direct path tracing and Gaussian Splatting. Our results highlight how their combination can preserve strengths in visual quality while re-generating the peripheral model in under a second, eliminating extensive preprocessing and approximations. This opens new options for interactive medical visualization. Constantin Kleinbeck, Luisa Theelke, Hannah Schieber, Ulrich Eck, Rüdiger von Eisenhart-Rothe, Daniel Roth 0001 |
VR | 3 |
| 2026 | MultiCam: On-the-fly Multi-Camera Pose Estimation Using Spatiotemporal Overlaps of Known ObjectsabstractMulti-camera dynamic Augmented Reality (AR) applications require a camera pose estimation to leverage individual information from each camera in one common system. This can be achieved by combining contextual information, such as markers or objects, across multiple views. While commonly cameras are calibrated in an initial step or updated through the constant use of markers, another option is to leverage information already present in the scene, like known objects. Another downside of marker-based tracking is that markers have to be tracked inside the field-of-view (FoV) of the cameras. To overcome these limitations, we propose a constant dynamic camera pose estimation leveraging spatiotemporal FoV overlaps of known objects on the fly. To achieve that, we enhance the state-of-the-art object pose estimator to update our spatiotemporal scene graph, enabling a relation even among non-overlapping FoV cameras. To evaluate our approach, we introduce a multi-camera, multi-object pose estimation dataset with temporal FoV overlap, including static and dynamic cameras. Furthermore, in FoV overlapping scenarios, we outperform the state-of-the-art on the widely used YCB-V and T-LESS dataset in camera pose accuracy. Our performance on both previous and our proposed datasets validates the effectiveness of our marker-less approach for AR applications. The code and dataset are available on https://github.com/roth-hex-lab/IEEE-VR-2026-MultiCam. Shiyu Li 0003, Hannah Schieber, Kristoffer Waldow, Benjamin Busam, Julian Kreimeier, Daniel Roth 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Semantics-Controlled Gaussian Splatting for Outdoor Scene Reconstruction and Rendering in Virtual RealityabstractAdvancements in 3D rendering like Gaussian Splatting (GS) allow novel view synthesis and real-time rendering in virtual reality (VR). However, GS-created 3D environments are often difficult to edit. For scene enhancement or to incorporate 3D assets, segmenting Gaussians by class is essential. Existing segmentation approaches are typically limited to certain types of scenes, e.g., "circular" scenes, to determine clear object boundaries. However, this method is ineffective when removing large objects in non-"circling" scenes such as large outdoor scenes.We propose Semantics-Controlled GS (SCGS), a segmentation-driven GS approach, enabling the separation of large scene parts in uncontrolled, natural environments. SCGS allows scene editing and the extraction of scene parts for VR. Additionally, we introduce a challenging outdoor dataset, overcoming the "circling" setup. We outperform the state-of-the-art in visual quality on our dataset and in segmentation quality on the 3D-OVS dataset. We conducted an exploratory user study, comparing a 360-video, plain GS, and SCGS in VR with a fixed viewpoint. In our subsequent main study, users were allowed to move freely, evaluating plain GS and SCGS. Our main study results show that participants clearly prefer SCGS over plain GS. We overall present an innovative approach that surpasses the state-of-the-art both technically and in user experience. Hannah Schieber, Jacob Young, Tobias Langlotz, Stefanie Zollmann, Daniel Roth 0001 |
VR | 1 |
| 2025 | Multi-Layer Gaussian Splatting for Immersive Anatomy VisualizationabstractIn medical image visualization, path tracing of volumetric medical data like computed tomography (CT) scans produces lifelike three-dimensional visualizations. Immersive virtual reality (VR) displays can further enhance the understanding of complex anatomies. Going beyond the diagnostic quality of traditional 2D slices, they enable interactive 3D evaluation of anatomies, supporting medical education and planning. Rendering high-quality visualizations in real-time, however, is computationally intensive and impractical for compute-constrained devices like mobile headsets. We propose a novel approach utilizing Gaussian Splatting (GS) to create an efficient but static intermediate representation of CT scans. We introduce a layered GS representation, incrementally including different anatomical structures while minimizing overlap and extending the GS training to remove inactive Gaussians. We further compress the created model with clustering across layers. Our approach achieves interactive frame rates while preserving anatomical structures, with quality adjustable to the target hardware. Compared to standard GS, our representation retains some of the explorative qualities initially enabled by immersive path tracing. Selective activation and clipping of layers are possible at rendering time, adding a degree of interactivity to otherwise static GS models. This could enable scenarios where high computational demands would otherwise prohibit using path-traced medical volumes. Constantin Kleinbeck, Hannah Schieber, Klaus Engel, Ralf Gutjahr, Daniel Roth 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | HouseCat6D - A Large-Scale Multi-Modal Category Level 6D Object Perception Dataset with Household Objects in Realistic ScenariosabstractEstimating 6D object poses is a major challenge in 3D computer vision. Building on successful instance-level approaches, research is shifting towards category-level pose estimation for practical applications. Current category-level datasets, however, fall short in annotation quality and pose variety. Addressing this, we introduce HouseCat6D, a new category-level 6D pose dataset. It features 1) multi-modality with Polarimetric RGB and Depth (RGBD+P), 2) encompasses 194 diverse objects across 10 household cat-egories, including two photometrically challenging ones, and 3) provides high-quality pose annotations with an error range of only 1.35 mm to 1.74 mm. The dataset also includes 4) 41 large-scale scenes with comprehensive view-point and occlusion coverage,5) a checkerboard-free en-vironment, and 6) dense 6D parallel-jaw robotic grasp annotations. Additionally, we present benchmark results for leading category-level pose estimation networks. Patrick Ruhkamp, Guangyao Zhai, Hannah Schieber, Giulia Rizzoli, Pengyuan Wang 0002, Hongcheng Zhao, Lorenzo Garattoni, Daniel Roth 0001, Sven Meier, Nassir Navab, Benjamin Busam |
CVPR | 5 |
| 2024 | ASDF: Assembly State Detection Utilizing Late Fusion by Integrating 6D Pose EstimationabstractIn medical and industrial domains, providing guidance for assembly processes can be critical to ensure efficiency and safety. Errors in assembly can lead to significant consequences such as extended surgery times and prolonged manufacturing or maintenance times in industry. Assembly scenarios can benefit from in-situ augmented reality visualization, i.e., augmentations in close proximity to the target object, to provide guidance, reduce assembly times, and minimize errors. In order to enable in-situ visualization, 6D pose estimation can be leveraged to identify the correct location for an augmentation. Existing 6D pose estimation techniques primarily focus on individual objects and static captures. However, assembly scenarios have various dynamics, including occlusion during assembly and dynamics in the appearance of assembly objects. Existing work focus either on object detection combined with state detection, or focus purely on the pose estimation. To address the challenges of 6D pose estimation in combination with assembly state detection, our approach ASDF builds upon the strengths of YOLOv8, a real-time capable object detection framework. We extend this framework, refine the object pose, and fuse pose knowledge with network-detected pose information. Utilizing our late fusion in our Pose2State module results in refined 6D pose estimation and assembly state detection. By combining both pose and state information, our Pose2State module predicts the final assembly state with precision. The evaluation of our ASDF dataset shows that our Pose2State module leads to an improved assembly state detection and that the improvement of the assembly state further leads to a more robust 6D pose estimation. Moreover, on the GBOT dataset, we outperform the pure deep learning-based network and even outperform the hybrid and pure tracking-based approaches. Hannah Schieber, Shiyu Li 0003, Niklas Corell, Philipp Beckerle, Julian Kreimeier, Daniel Roth 0001 |
ISMAR | 1 |
| 2024 | GBOT: Graph-Based 3D Object Tracking for Augmented Reality-Assisted Assembly GuidanceabstractGuidance for assemblable parts is a promising field for augmented reality. Augmented reality assembly guidance requires 6D object poses of target objects in real time. Especially in time-critical medical or industrial settings, continuous and markerless tracking of individual parts is essential to visualize instructions superimposed on or next to the target object parts. In this regard, occlusions by the user’s hand or other objects and the complexity of different assembly states complicate robust and real-time markerless multi-object tracking. To address this problem, we present Graph-based Object Tracking (GBOT), a novel graph-based single-view RGB-D tracking approach. The real-time markerless multi-object tracking is initialized via 6D pose estimation and updates the graph-based assembly poses. The tracking through various assembly states is achieved by our novel multi-state assembly graph. We update the multi-state assembly graph by utilizing the relative poses of the individual assembly parts. Linking the individual objects in this graph enables more robust object tracking during the assembly process. For evaluation, we introduce a synthetic dataset of publicly available and 3D printable assembly assets as a benchmark for future work. Quantitative experiments in synthetic data and further qualitative study in real test data show that GBOT can outperform existing work towards enabling context-aware augmented reality assembly guidance. Dataset and code will be made publically available.****https://github.com/roth-hex-lab/gbot Shiyu Li 0003, Hannah Schieber, Niklas Corell, Bernhard Egger 0001, Julian Kreimeier, Daniel Roth 0001 |
VR | 2 |
| 2024 | Neural Motion Tracking: Formative Evaluation of Zero Latency RenderingabstractLow motion-to-photon latencies between physical movement and rendering updates are crucial for an immersive virtual reality (VR) experience and to avoidusers’ discomfort and sickness. Current methods aim to minimize the delay between the motion measurement and rendering at the cost of increasing technical complexity and possibly decreasing accuracy. By relying on capturing physical motion, these strategies will, by nature, not result in zero latency rendering or will be based on prediction and resulting uncertainty. This paper presents and evaluates a novel alternative and proof of principle for VR motion tracking that could enable motion-to-photon latencies of zero and below zero in time. We termed our concept Neural Motion Tracking, which we define as the sensing and assessment of motion through human neural activation of the somatic nervous system. In contrast to measuring physical activity, the key principle is that we aim to utilize the physiological timeframe between a user’s intention and the execution of motion. We aim to foresee upcoming motion ahead of the physical movement, by sampling preceding electromyographic signals before the muscle activation. The electromechanical delay (EMD) between potential change in the muscle activation and actual physical movement opens a gap in which measurement can be taken and evaluated before the physical motion. In a first proof of principle, we evaluated the concept with two activities, arm bending and head rotation, measured with a binary activation measure. Our results indicate that it is possible to predict movement and update a rendering up to 2 ms before its physical execution, which is assessed by optical tracking after approximately 4 ms. However, to make the best use of this advantage, electromyography (EMG) sensor data should be as high quality as possible (i.e., low noise and from muscle-near electrodes). Our results empirically quantify this characteristic for the first time when compared to state-of-the-art optical tracking systems for VR. We discuss our results and potential pathways to motivate further work toward marker- and latency-less motion tracking. Daniel Roth 0001, Valentin Bräutigam, Nidhi Joshi, Constantin Kleinbeck, Hannah Schieber, Julian Kreimeier |
VRST | 5 |
| 2024 | NeRFtrinsic Four: An end-to-end trainable NeRF jointly optimizing diverse intrinsic and extrinsic camera parametersabstractNovel view synthesis using neural radiance fields (NeRF) is the state-of-the-art technique for generating high-quality images from novel viewpoints. Existing methods require a priori knowledge about extrinsic and intrinsic camera parameters. This limits their applicability to synthetic scenes, or real-world scenarios with the necessity of a preprocessing step. Current research on the joint optimization of camera parameters and NeRF focuses on refining noisy extrinsic camera parameters and often relies on the preprocessing of intrinsic camera parameters. Further approaches are limited to cover only one single camera intrinsic. To address these limitations, we propose a novel end-to-end trainable approach called NeRFtrinsic Four. We utilize Gaussian Fourier features to estimate extrinsic camera parameters and dynamically predict varying intrinsic camera parameters through the supervision of the projection error. Our approach outperforms existing joint optimization methods on LLFF and BLEFF. In addition to these existing datasets, we introduce a new dataset called iFF with varying intrinsic camera parameters. NeRFtrinsic Four is a step forward in joint optimization NeRF-based view synthesis and enables more realistic and flexible rendering in real-world scenarios with varying camera parameters. • A dynamic joint end-to-end trainable optimization framework, capable of handling diverse cameras. • A pose-multilayer perceptron (MLP), using Gaussian Fourier features for the handling of challenging poses. • Our novel iFF dataset focusing on the challenge of diverse cameras, on which we demonstrate the advantages of NeRFtrinsic Four. Hannah Schieber, Fabian Deuser, Bernhard Egger 0001, Norbert Oswald, Daniel Roth 0001 |
Comput. Vis. Image Underst. | 1 |
| 2024 | Indoor Synthetic Data Generation: A Systematic ReviewabstractDeep learning-based object recognition, 6D pose estimation, and semantic scene understanding require a large amount of training data to achieve generalization. Time-consuming annotation processes, privacy, and security aspects lead to a scarcity of real-world datasets. To overcome this lack of data, synthetic data generation has been proposed, including multiple facets in the area of domain randomization to extend the data distribution. The objective of this review is to identify methods applied for synthetic data generation aiming to improve 6D pose estimation, object recognition, and semantic scene understanding in indoor scenarios. We further review methods used to extend the data distribution and discuss best practices to bridge the gap between synthetic and real-world data. We adhered to the guidelines of the systematic PRISMA technique. Three databases, IEEE Xplore, Springer Link, and ACM, and an additional manual search were conducted. In total, we identified 241 studies and included 34 in our systematic review. In summary, synthetic data generation has been performed using crop-out methods, graphic APIs, 3D modeling or authoring tools, or game engine-based methods. To extend the data distribution, varying scene parameters, i.e., lighting conditions or textures and the use of distracting objects in the scene are promising. Hannah Schieber, Kubilay Can Demir, Constantin Kleinbeck, Seung-Hee Yang, Daniel Roth 0001 |
Comput. Vis. Image Underst. | 1 |
| 2023 | Deep Learning in Surgical Workflow Analysis: A Review of Phase and Step RecognitionabstractOBJECTIVE: In the last two decades, there has been a growing interest in exploring surgical procedures with statistical models to analyze operations at different semantic levels. This information is necessary for developing context-aware intelligent systems, which can assist the physicians during operations, evaluate procedures afterward or help the management team to effectively utilize the operating room. The objective is to extract reliable patterns from surgical data for the robust estimation of surgical activities performed during operations. The purpose of this article is to review the state-of-the-art deep learning methods that have been published after 2018 for analyzing surgical workflows, with a focus on phase and step recognition. METHODS: Three databases, IEEE Xplore, Scopus, and PubMed were searched, and additional studies are added through a manual search. After the database search, 343 studies were screened and a total of 44 studies are selected for this review. CONCLUSION: The use of temporal information is essential for identifying the next surgical action. Contemporary methods used mainly RNNs, hierarchical CNNs, and Transformers to preserve long-distance temporal relations. The lack of large publicly available datasets for various procedures is a great challenge for the development of new and robust models. As supervised learning strategies are used to show proof-of-concept, self-supervised, semi-supervised, or active learning methods are used to mitigate dependency on annotated data. SIGNIFICANCE: The present study provides a comprehensive review of recent methods in surgical workflow analysis, summarizes commonly used architectures, datasets, and discusses challenges. Kubilay Can Demir, Hannah Schieber, Tobias Weise, Daniel Roth 0001, Matthias S. May, Andreas K. Maier, Seung-Hee Yang |
IEEE J. Biomed. Health Informatics | 2 |
| 2023 | Injured Avatars: The Impact of Embodied Anatomies and Virtual Injuries on Well-Being and PerformanceabstractHuman cognition relies on embodiment as a fundamental mechanism. Virtual avatars allow users to experience the adaptation, control, and perceptual illusion of alternative bodies. Although virtual bodies have medical applications in motor rehabilitation and therapeutic interventions, their potential for learning anatomy and medical communication remains underexplored. For learners and patients, anatomy, procedures, and medical imaging can be abstract and difficult to grasp. Experiencing anatomies, injuries, and treatments virtually through one's own body could be a valuable tool for fostering understanding. This work investigates the impact of avatars displaying anatomy and injuries suitable for such medical simulations. We ran a user study utilizing a skeleton avatar and virtual injuries, comparing to a healthy human avatar as a baseline. We evaluate the influence on embodiment, well-being, and presence with self-report questionnaires, as well as motor performance via an arm movement task. Our results show that while both anatomical representation and injuries increase feelings of eeriness, there are no negative effects on embodiment, well-being, presence, or motor performance. These findings suggest that virtual representations of anatomy and injuries are suitable for medical visualizations targeting learning or communication without significantly affecting users' mental state or physical control within the simulation. Constantin Kleinbeck, Hannah Schieber, Julian Kreimeier, Alejandro Martin-Gomez, Mathias Unberath, Daniel Roth 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Deep Sensor Fusion with Pyramid Fusion Networks for 3D Semantic SegmentationabstractRobust environment perception for autonomous vehicles is a tremendous challenge, which makes a diverse sensor set with e.g. camera, lidar and radar crucial. In the process of understanding the recorded sensor data, 3D semantic segmentation plays an important role. Therefore, this work presents a pyramid-based deep fusion architecture for lidar and camera to improve 3D semantic segmentation of traffic scenes. Individual sensor backbones extract feature maps of camera images and lidar point clouds. A novel Pyramid Fusion Backbone fuses these feature maps at different scales and combines the multimodal features in a feature pyramid to compute valuable multimodal, multi-scale features. The Pyramid Fusion Head aggregates these pyramid features and further refines them in a late fusion step, incorporating the final features of the sensor backbones. The approach is evaluated on two challenging outdoor datasets and different fusion strategies and setups are investigated. It outperforms recent range view based lidar approaches as well as all so far proposed fusion strategies and architectures. Hannah Schieber, Fabian Duerr, Torsten Schoen, Jürgen Beyerer |
IV | 1 |