Daniel Knoblauch

dblp:41/296 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
1 paper
Virtual and augmented reality · 44% Visual content generation and editing · 44% Geometric modeling and processing · 13%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 50% Immersive interaction · 50%

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

TopicWeightPapersLastEvidence papers
Visual content generation and editing
avatar generation
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Virtual and augmented reality › telepresence
immersive telepresence
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Collaborative and social computing
remote collaboration
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Immersive interaction › telepresence
tele-immersion
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Geometric modeling and processing › 3d reconstruction
volumetric reconstruction
0.012010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010

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

visual hull reconstruction · 0.2lossless compression · 0.2GPU rendering · 0.2
YearPublicationVenuePosition
2011 Ray Divergence-Based Bundle Adjustment Conditioning for Multi-view Stereo
Mauricio Hess-Flores, Daniel Knoblauch, Mark A. Duchaineau, Kenneth I. Joy, Falko Kuester
PSIVT (1)2
2010 VirtualizeMe: Real-time avatar creation for Tele-Immersion environments
abstract
VirtualizeMe introduces a new design for a fully immersive Tele-Immersion system for remote collaboration and virtual world interaction. This system introduces a new avatar creation approach full-filling four main attributes: high resolution, scalability, flexibility and affordability. This is achieved by a total separation of reconstruction and rendering and exploiting the capabilities of modern graphic cards. The high resolution is achieved by using as much of the input information as possible through lossless compression of the input data and introducing a focused volumetric visual hull reconstruction. The resulting avatar allows eye-to-eye collaboration for remote users. The interaction with the virtual world is facilitated by the volumetric avatar model and allows a fully immersive system. This paper shows a proof of concept based on publicly available pre-recorded data to allow easier comparison.
Daniel Knoblauch, Pau Moreno Font, Falko Kuester
VR1
2010 Region-of-interest volumetric visual hull refinement
abstract
This paper introduces a region-of-interest visual hull refinement technique, based on flexible voxel grids for volumetric visual hull reconstructions. Region-of-interest refinement is based on a multi-pass process, beginning with a focussed visual hull reconstruction, resulting in a first 3D approximation of the target, followed by a region-of-interest estimation, tasked with identifying features of interest, which in turn are used to locally refine the voxel grid and extract a higher-resolution surface representation for those regions. This approach is illustrated for the reconstruction of avatars for use in tele-immersion environments, where head and hand regions are of higher interest. To allow reproducability and direct comparison a publicly available data set for human visual hull reconstruction is used. This paper shows that region-of-interest reconstruction of the target is faster and visually comparable to higher resolution focused visual nhull reconstructions. This approach reduces the amount of data generated through the reconstruction, allowing faster post processing, as rendering or networking of the surface voxels. Reconstruction speeds support smooth interactions between the avatar and the virtual environment, while the improved resolution of its facial region and hands creates a higher-degree of immersion and potentially impacts the perception of body language, facial expressions and eye-to-eye contact.
Daniel Knoblauch, Falko Kuester
VRST1
2008 VirtualizeMe: interactive model reconstruction from stereo video streams
abstract
Tele-Immersion depends on face-to-face, viewpoint corrected, stereoscopic, virtual environments, allowing users to naturally interact with each other and the digital environment surrounding them, via realistic avatars. This paper presents an extraction, modeling and communication methodology for the creation of the needed avatars, based on a scalable focused disparity map (FDM) approach. The FDM enables variable distance reconstruction of dynamic target objects despite restrictions in disparity range. Combined with a pixel-based disparity cost interpolation, a sub-pixel disparity refinement is achieved, providing a high depth-resolution and smooth reconstruction of the target objects. This technique approaches real-time characteristics, extracting avatar models and communicating them to remote render nodes at 15 frames per second.
Daniel Knoblauch, Falko Kuester
VRST1