Thomas Neff

dblp:46/5497 · DBLP profile ↗
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12ranked-venue papers
2as first author
7since 2021 · last 2023
0000-0002-6559-5653ORCID · 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 · 6 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1 · 1 since 2021
YearPublicationVenuePosition
2023 MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos with Spherical Buffers and Padded Convolutions
abstract
Convolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN [26] managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions – without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90% for moving camera videos.
Mathias Parger, Chengcheng Tang, Thomas Neff, Christopher D. Twigg, Cem Keskin, Robert Wang 0002, Markus Steinberger
ICCV3
2023 How to introduce TD Management into a Software Development Process - A Practical Approach
abstract
This paper presents a process for management of technical debt (TD) and how it can be integrated sustainably into the existing software development process in an industrial context. A holistic approach is pursued where the development team and the management team agree on a common understanding of TD. From this, requirements for the process are derived, which should support the medium- and long-term planning of the roadmap. By iteratively evaluating the technical debt in the context of the feature roadmap, an internal development benefit (debt repayment) can be combined with an external benefit (new features), while optimizing development costs at the same time. The first results illustrate the positive effect of the continuous repayment of technical debt.
Markus Finke, Thomas Neff, Tobias Reichl
TechDebt@ICSE2
2023 Trim Regions for Online Computation of From-Region Potentially Visible Sets
abstract
Visibility computation is a key element in computer graphics applications. More specifically, a from-region potentially visible set (PVS) is an established tool in rendering acceleration, but its high computational cost means a from-region PVS is almost always precomputed. Precomputation restricts the use of PVS to static scenes and leads to high storage cost, in particular, if we need fine-grained regions. For dynamic applications, such as streaming content over a variable-bandwidth network, online PVS computation with configurable region size is required. We address this need with trim regions, a new method for generating from-region PVS for arbitrary scenes in real time. Trim regions perform controlled erosion of object silhouettes in image space, implicitly applying the shrinking theorem known from previous work. Our algorithm is the first that applies automatic shrinking to unconstrained 3D scenes, including non-manifold meshes, and does so in real time using an efficient GPU execution model. We demonstrate that our algorithm generates a tight PVS for complex scenes and outperforms previous online methods for from-viewpoint and from-region PVS. It runs at 60 Hz for realistic game scenes consisting of millions of triangles and computes PVS with a tightness matching or surpassing existing approaches.
Philip Voglreiter, Bernhard Kerbl, Alexander Weinrauch, Joerg H. Mueller, Thomas Neff, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.5
2022 AdaNeRF: Adaptive Sampling for Real-Time Rendering of Neural Radiance Fields
Andreas Kurz, Thomas Neff, Zhaoyang Lv, Michael Zollhöfer, Markus Steinberger
ECCV (17)2
2022 Meshlets and How to Shade Them: A Study on Texture-Space Shading
abstract
Abstract Commonly used image‐space layouts of shading points, such as used in deferred shading, are strictly view‐dependent, which restricts efficient caching and temporal amortization. In contrast, texture‐space layouts can represent shading on all surface points and can be tailored to the needs of a particular application. However, the best grouping of shading points—which we call a shading unit—in texture space remains unclear. Choices of shading unit granularity (how many primitives or pixels per unit) and in shading unit parametrization (how to assign texture coordinates to shading points) lead to different outcomes in terms of final image quality, overshading cost, and memory consumption. Among the possible choices, shading units consisting of larger groups of scene primitives, so‐called meshlets, remain unexplored as of yet. In this paper, we introduce a taxonomy for analyzing existing texture‐space shading methods based on the group size and parametrization of shading units. Furthermore, we introduce a novel texture‐space layout strategy that operates on large shading units: the meshlet shading atlas. We experimentally demonstrate that the meshlet shading atlas outperforms previous approaches in terms of image quality, run‐time performance and temporal upsampling for a given number of fragment shader invocations. The meshlet shading atlas lends itself to work together with popular cluster‐based rendering of meshes with high geometric detail.
Thomas Neff, Joerg H. Mueller, Markus Steinberger, Dieter Schmalstieg
Comput. Graph. Forum1
2021 DONeRF: Towards Real-Time Rendering of Compact Neural Radiance Fields using Depth Oracle Networks
abstract
Abstract The recent research explosion around implicit neural representations, such as NeRF, shows that there is immense potential for implicitly storing high‐quality scene and lighting information in compact neural networks. However, one major limitation preventing the use of NeRF in real‐time rendering applications is the prohibitive computational cost of excessive network evaluations along each view ray, requiring dozens of petaFLOPS. In this work, we bring compact neural representations closer to practical rendering of synthetic content in real‐time applications, such as games and virtual reality. We show that the number of samples required for each view ray can be significantly reduced when samples are placed around surfaces in the scene without compromising image quality. To this end, we propose a depth oracle network that predicts ray sample locations for each view ray with a single network evaluation. We show that using a classification network around logarithmically discretized and spherically warped depth values is essential to encode surface locations rather than directly estimating depth. The combination of these techniques leads to DONeRF, our compact dual network design with a depth oracle network as its first step and a locally sampled shading network for ray accumulation. With DONeRF, we reduce the inference costs by up to 48× compared to NeRF when conditioning on available ground truth depth information. Compared to concurrent acceleration methods for raymarching‐based neural representations, DONeRF does not require additional memory for explicit caching or acceleration structures, and can render interactively (20 frames per second) on a single GPU.
Thomas Neff, Pascal Stadlbauer, Mathias Parger, Andreas Kurz, Joerg H. Mueller, Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Markus Steinberger
Comput. Graph. Forum1
2021 Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
abstract
Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for more than 90%, we find that even in heavily animated game scenes with advanced shading, typically more than 50% of shading is also temporally coherent. To exploit this potential, we introduce a temporally adaptive shading framework and apply it to two real-time methods. Its application saves more than 57% of the shader invocations, reducing overall rendering times up to in virtual reality applications without a noticeable loss in visual quality. Overall, our work shows that there is significantly more potential for shading reuse than currently exploited.
Joerg H. Mueller, Thomas Neff, Philip Voglreiter, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.2
2018 Instance Segmentation and Tracking with Cosine Embeddings and Recurrent Hourglass Networks
Christian Payer, Darko Stern, Thomas Neff, Horst Bischof, Martin Urschler
MICCAI (2)3
2018 Shading atlas streaming
abstract
Streaming high quality rendering for virtual reality applications requires minimizing perceived latency. We introduce Shading Atlas Streaming (SAS), a novel object-space rendering framework suitable for streaming virtual reality content. SAS decouples server-side shading from client-side rendering, allowing the client to perform framerate upsampling and latency compensation autonomously for short periods of time. The shading information created by the server in object space is temporally coherent and can be efficiently compressed using standard MPEG encoding. Our results show that SAS compares favorably to previous methods for remote image-based rendering in terms of image quality and network bandwidth efficiency. SAS allows highly efficient parallel allocation in a virtualized-texture-like memory hierarchy, solving a common efficiency problem of object-space shading. With SAS, untethered virtual reality headsets can benefit from high quality rendering without paying in increased latency.
Joerg H. Mueller, Philip Voglreiter, Mark Dokter, Thomas Neff, Mina Makar, Markus Steinberger, Dieter Schmalstieg
ACM Trans. Graph.4
2017 Towards MRI-Based Autonomous Robotic US Acquisitions: A First Feasibility Study
abstract
Robotic ultrasound has the potential to assist and guide physicians during interventions. In this work, we present a set of methods and a workflow to enable autonomous MRI-guided ultrasound acquisitions. Our approach uses a structured-light 3D scanner for patient-to-robot and image-to-patient calibration, which in turn is used to plan 3D ultrasound trajectories. These MRI-based trajectories are followed autonomously by the robot and are further refined online using automatic MRI/US registration. Despite the low spatial resolution of structured light scanners, the initial planned acquisition path can be followed with an accuracy of 2.46 ± 0.96 mm. This leads to a good initialization of the MRI/US registration: the 3D-scan-based alignment for planning and acquisition shows an accuracy (distance between planned ultrasound and MRI) of 4.47 mm, and 0.97 mm after an online-update of the calibration based on a closed loop registration.
Christoph Hennersperger, Bernhard Fuerst, Salvatore Virga, Oliver Zettinig, Benjamin Frisch, Thomas Neff, Nassir Navab
IEEE Trans. Medical Imaging6
2016 Automatic force-compliant robotic ultrasound screening of abdominal aortic aneurysms
abstract
Ultrasound (US) imaging is commonly employed for the diagnosis and staging of abdominal aortic aneurysms (AAA), mainly due to its non-invasiveness and high availability. High inter-operator variability and a lack of repeatability of current US image acquisition impair the implementation of extensive screening programs for affected patient populations. However, this opens the way to a possible automation of the procedure, and recent works have exploited the use of robotic platforms for US applications, both in diagnostic and interventional scenarios. In this work, we propose a system for autonomous robotic US acquisitions aimed at the quantitative assessment of patients' vessel diameter for abdominal aortic aneurysm screening. Using a probabilistic measure of the US quality, we introduce an automatic estimation of the optimal pressure to be applied during the acquisition, and an online optimization of the out-of-plane rotation of the US probe to maximize the visibility of the aorta. We evaluate our method on healthy volunteers and compare the results to manual acquisitions performed by a clinical expert, demonstrating the feasibility of the presented system for AAA screening.
Salvatore Virga, Oliver Zettinig, Karin Pfister, Benjamin Frisch, Thomas Neff, Nassir Navab, Christoph Hennersperger
IROS6
2002 Possible military requirements and applications of active and passive imaging sensors at micro- and millimeterwave frequencies
abstract
In order to reveal the differences between military and civil applications of remote sensing common military user requirements for the detection, recognition, identification, and revisit time of military targets are discussed. Typical application examples of imaging SAR and radiometer systems are given as well as design examples for advanced sensor systems demonstrating the technological realisation and limits.
Helmut Süß, Reinhard Schroeder, Markus Peichl, Thomas Neff
IGARSS4