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Bozidar Antic

dblp:348/9829 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
0009-0002-8766-846XORCID · reported

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

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 56% Geometric modeling and processing · 22% Computational photography and imaging · 22%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d human reconstruction
human avatar reconstruction
0.812024
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing · CVPR 2024
Rendering
inverse rendering
0.812024
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing · CVPR 2024
Rendering › inverse rendering
physics-based inverse rendering
0.812024
IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing · CVPR 2024
Geometric modeling and processing
3d reconstruction
0.712023
Towards Scalable Multi-View Reconstruction of Geometry and Materials · IEEE Trans. Pattern Anal. Mach. Intell. 2023
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF
0.212023
Towards Scalable Multi-View Reconstruction of Geometry and Materials · IEEE Trans. Pattern Anal. Mach. Intell. 2023

Methods — techniques the papers use, named apart from their topics

volumetric scattering · 1.5neural rendering · 1.5monte-carlo ray tracing · 0.8monte carlo ray tracing · 0.8multi-view consistency · 0.7gradient-based solver · 0.7distributed optimization · 0.7
YearPublicationVenuePosition
2024 IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing
abstract
We present IntrinsicAvatar, a novel approach to recov-ering the intrinsic properties of clothed human avatars in-cluding geometry, albedo, material, and environment lighting from only monocular videos. Recent advancements in human-based neural rendering have enabled high-quality geometry and appearance reconstruction of clothed humans from just monocular videos. However, these methods bake intrinsic properties such as albedo, material, and environment lighting into a single entangled neural representation. On the other hand, only a handful of works tackle the problem of estimating geometry and disentangled appearance properties of clothed humans from monocular videos. They usually achieve limited quality and disentanglement due to approximations of secondary shading effects via learned MLPs. In this work, we propose to model secondary shading effects explicitly via Monte-Carlo ray tracing. We model the rendering process of clothed humans as a volumetric scattering process, and combine ray tracing with body ar-ticulation. Our approach can recover high-quality geom-etry, albedo, material, and lighting properties of clothed humans from a single monocular video, without requiring supervised pretraining using ground truth materials. Fur-thermore, since we explicitly model the volumetric scattering process and ray tracing, our model naturally generalizes to novel poses, enabling animation of the reconstructed avatar in novel lighting conditions.
Shaofei Wang 0001, Bozidar Antic, Andreas Geiger 0001, Siyu Tang 0001
CVPR2
2023 Towards Scalable Multi-View Reconstruction of Geometry and Materials
abstract
In this paper, we propose a novel method for joint recovery of camera pose, object geometry and spatially-varying Bidirectional Reflectance Distribution Function (svBRDF) of 3D scenes that exceed object-scale and hence cannot be captured with stationary light stages. The input are high-resolution RGB-D images captured by a mobile, hand-held capture system with point lights for active illumination. Compared to previous works that jointly estimate geometry and materials from a hand-held scanner, we formulate this problem using a single objective function that can be minimized using off-the-shelf gradient-based solvers. To facilitate scalability to large numbers of observation views and optimization variables, we introduce a distributed optimization algorithm that reconstructs 2.5D keyframe-based representations of the scene. A novel multi-view consistency regularizer effectively synchronizes neighboring keyframes such that the local optimization results allow for seamless integration into a globally consistent 3D model. We provide a study on the importance of each component in our formulation and show that our method compares favorably to baselines. We further demonstrate that our method accurately reconstructs various objects and materials and allows for expansion to spatially larger scenes. We believe that this work represents a significant step towards making geometry and material estimation from hand-held scanners scalable.
Carolin Schmitt, Bozidar Antic, Neculai Andrei, Joo Ho Lee 0003, Andreas Geiger 0001
IEEE Trans. Pattern Anal. Mach. Intell.2