VLDB 2026 Research / reviewers in the wild / expert
Boris Neubert
dblp:61/2673
· DBLP profile ↗
13ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1
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
7 papers |
Geometric modeling and processing · 51% Computer animation and physical simulation · 21% Computational fabrication · 12% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% |
Topics — the 14 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › natural phenomena simulation
botanical tree modeling |
0.3 | 2 | 2012 | Plastic trees: interactive self-adapting botanical tree models · ACM Trans. Graph. 2012 Capturing and animating the morphogenesis of polygonal tree models · ACM Trans. Graph. 2012 |
Computational fabrication › computational design
inverse design |
0.2 | 1 | 2015 | Interactive design of probability density functions for shape grammars · ACM Trans. Graph. 2015 |
Geometric modeling and processing
procedural modeling |
0.2 | 1 | 2015 | Interactive design of probability density functions for shape grammars · ACM Trans. Graph. 2015 |
Geometric modeling and processing › procedural modeling
shape grammar |
0.2 | 1 | 2015 | Interactive design of probability density functions for shape grammars · ACM Trans. Graph. 2015 |
User interface design and tools › interaction design
navigation interface |
0.1 | 1 | 2009 | Integrated videos and maps for driving directions · UIST 2009 |
Geometric modeling and processing › shape modeling
3d modeling |
0.1 | 1 | 2008 | Sketch-based tree modeling using Markov random field · ACM Trans. Graph. 2008 |
Rendering
image-based rendering |
0.1 | 1 | 2008 | Deep photo: model-based photograph enhancement and viewing · ACM Trans. Graph. 2008 |
Image and video processing
image enhancement |
0.1 | 1 | 2008 | Deep photo: model-based photograph enhancement and viewing · ACM Trans. Graph. 2008 |
Rendering
novel view synthesis |
0.1 | 1 | 2008 | Deep photo: model-based photograph enhancement and viewing · ACM Trans. Graph. 2008 |
Geometric modeling and processing › shape modeling
sketch-based modeling |
0.1 | 1 | 2008 | Sketch-based tree modeling using Markov random field · ACM Trans. Graph. 2008 |
Geometric modeling and processing › procedural modeling
tree modeling |
0.1 | 1 | 2008 | Sketch-based tree modeling using Markov random field · ACM Trans. Graph. 2008 |
Geometric modeling and processing
3d reconstruction |
0.1 | 1 | 2007 | Approximate image-based tree-modeling using particle flows · ACM Trans. Graph. 2007 |
Visual content generation and editing › video generation
panoramic video generation |
0.0 | 1 | 2009 | Integrated videos and maps for driving directions · UIST 2009 |
Geometric modeling and processing › procedural modeling
plant modeling |
0.0 | 1 | 2007 | Approximate image-based tree-modeling using particle flows · ACM Trans. Graph. 2007 |
Methods — techniques the papers use, named apart from their topics
l1 regularization · 0.2kernel similarity · 0.2gaussian process regression · 0.2function factorization · 0.2dynamic field-of-view modulation · 0.2space colonization · 0.1reverse engineering · 0.1monte carlo sampling · 0.1botanic growth models · 0.1allometric rules · 0.1variable speed video generation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Discovering Structured Variations Via Template MatchingabstractAbstract Understanding patterns of variation from raw measurement data remains a central goal of shape analysis. Such an understanding reveals which elements are repeated, or how elements can be derived as structured variations from a common base element. We investigate this problem in the context of 3D acquisitions of buildings. Utilizing a set of template models, we discover geometric similarities across a set of building elements. Each template is equipped with a deformation model that defines variations of a base geometry. Central to our algorithm is a simultaneous template matching and deformation analysis that detects patterns across building elements by extracting similarities in the deformation modes of their matching templates. We demonstrate that such an analysis can successfully detect structured variations even for noisy and incomplete data. Duygu Ceylan, Minh Dang, Niloy J. Mitra, Boris Neubert, Mark Pauly |
Comput. Graph. Forum | 4 |
| 2015 | Self Tuning Texture OptimizationabstractAbstract The goal of example‐based texture synthesis methods is to generate arbitrarily large textures from limited exemplars in order to fit the exact dimensions and resolution required for a specific modeling task. The challenge is to faithfully capture all of the visual characteristics of the exemplar texture, without introducing obvious repetitions or unnatural looking visual elements. While existing non‐parametric synthesis methods have made remarkable progress towards this goal, most such methods have been demonstrated only on relatively low‐resolution exemplars. Real‐world high resolution textures often contain texture details at multiple scales, which these methods have difficulty reproducing faithfully. In this work, we present a new general‐purpose and fully automatic self‐tuning non‐parametric texture synthesis method that extends Texture Optimization by introducing several key improvements that result in superior synthesis ability. Our method is able to self‐tune its various parameters and weights and focuses on addressing three challenging aspects of texture synthesis: (i) irregular large scale structures are faithfully reproduced through the use of automatically generated and weighted guidance channels; (ii) repetition and smoothing of texture patches is avoided by new spatial uniformity constraints; (iii) a smart initialization strategy is used in order to improve the synthesis of regular and near‐regular textures, without affecting textures that do not exhibit regularities. We demonstrate the versatility and robustness of our completely automatic approach on a variety of challenging high‐resolution texture exemplars. Alexandre Kaspar, Boris Neubert, Dani Lischinski, Mark Pauly, Johannes Kopf 0001 |
Comput. Graph. Forum | 2 |
| 2015 | Interactive design of probability density functions for shape grammarsabstractA shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density function (pdf) over such a shape space and to sample models according to the designed pdf. First, we propose a user interface that enables a user to quickly provide preference scores for selected shapes and suggest sampling strategies to decide which models to present to the user to evaluate. Second, we propose a novel kernel function to encode the similarity between two procedural models. Third, we propose a framework to interpolate user preference scores by combining multiple techniques: function factorization, Gaussian process regression, autorelevance detection, and l 1 regularization. Fourth, we modify the original grammars to generate models with a pdf proportional to the user preference scores. Finally, we provide evaluations of our user interface and framework parameters and a comparison to other exploratory modeling techniques using modeling tasks in five example shape spaces: furniture, low-rise buildings, skyscrapers, airplanes, and vegetation. Minh Dang, Stefan Lienhard, Duygu Ceylan, Boris Neubert, Peter Wonka, Mark Pauly |
ACM Trans. Graph. | 4 |
| 2014 | SAFE: Structure-aware facade editingabstractAbstract Many man‐made objects, in particular building facades, exhibit dominant structural relations such as symmetry and regularity. When editing these shapes, a common objective is to preserve these relations. However, often there are numerous plausible editing results that all preserve the desired structural relations of the input, creating ambiguity. We propose an interactive facade editing framework that explores this structural ambiguity. We first analyze the input in a semi‐automatic manner to detect different groupings of the facade elements and the relations among them. We then provide an incremental editing process where a set of variations that preserve the detected relations in a particular grouping are generated at each step. Starting from one input example, our system can quickly generate various facade configurations. Minh Dang, Duygu Ceylan, Boris Neubert, Mark Pauly |
Comput. Graph. Forum | 3 |
| 2014 | Thumbnail galleries for procedural modelsabstractAbstract Procedural modeling allows for the generation of innumerable variations of models from a parameterized, conditional or stochastic rule set. Due to the abstractness, complexity and stochastic nature of rule sets, it is often very difficult to have an understanding of the diversity of models that a given rule set defines. We address this problem by presenting a novel system to automatically generate, cluster, rank, and select a series of representative thumbnail images out of a rule set. We introduce a set of ‘view attributes’ that can be used to measure the suitability of an image to represent a model, and allow for comparison of different models derived from the same rule set. To find the best thumbnails, we exploit these view attributes on images of models obtained by stochastically sampling the parameter space of the rule set. The resulting thumbnail gallery gives a representative visual impression of the procedural modeling potential of the rule set. Performance is discussed by means of a number of distinct examples and compared to state‐of‐the‐art approaches. Stefan Lienhard, Matthias Specht, Boris Neubert, Mark Pauly, Pascal Müller |
Comput. Graph. Forum | 3 |
| 2012 | Capturing and animating the morphogenesis of polygonal tree modelsabstractGiven a static tree model we present a method to compute developmental stages that approximate the tree's natural growth. The tree model is analyzed and a graph-based description its skeleton is determined. Based on structural similarity, branches are added where pruning has been applied or branches have died off over time. Botanic growth models and allometric rules enable us to produce convincing animations from a young tree that converge to the given model. Furthermore, the user can explore all intermediate stages. By selectively applying the process to parts of the tree even complex models can be edited easily. This form of reverse engineering enables users to create rich natural scenes from a small number of static tree models. Sören Pirk, Till Niese, Oliver Deussen, Boris Neubert |
ACM Trans. Graph. | 4 |
| 2012 | Plastic trees: interactive self-adapting botanical tree modelsabstractWe present a dynamic tree modeling and representation technique that allows complex tree models to interact with their environment. Our method uses changes in the light distribution and proximity to solid obstacles and other trees as approximations of biologically motivated transformations on a skeletal representation of the tree's main branches and its procedurally generated foliage. Parts of the tree are transformed only when required, thus our approach is much faster than common algorithms such as Open L-Systems or space colonization methods. Input is a skeleton-based tree geometry that can be computed from common tree production systems or from reconstructed laser scanning models. Our approach enables content creators to directly interact with trees and to create visually convincing ecosystems interactively. We present different interaction types and evaluate our method by comparing our transformations to biologically based growth simulation techniques. Sören Pirk, Ondrej Stava, Julian Kratt, Michel Abdul-Massih, Boris Neubert, Radomír Mech, Bedrich Benes, Oliver Deussen |
ACM Trans. Graph. | 5 |
| 2011 | Improved Model- and View-Dependent Pruning of Large Botanical ScenesabstractAbstract We present an optimized pruning algorithm that allows for considerable geometry reduction in large botanical scenes while maintaining high and coherent rendering quality. We improve upon previous techniques by applying model‐specific geometry reduction functions and optimized scaling functions. For this we introduce the use of Precision and Recall (PR) as a measure of quality to rendering and show how PR‐scores can be used to predict better scaling values. We conducted a user‐study letting subjects adjust the scaling value, which shows that the predicted scaling matches the preferred ones. Finally, we extend the originally purely stochastic geometry prioritization for pruning to account for view‐optimized geometry selection, which allows to take global scene information, such as occlusion, into consideration. We demonstrate our method for the rendering of scenes with thousands of complex tree models in real‐time. Boris Neubert, Sören Pirk, Oliver Deussen, Carsten Dachsbacher |
Comput. Graph. Forum | 1 |
| 2009 | Integrated videos and maps for driving directionsabstractWhile onboard navigation systems are gaining in importance, maps are still the medium of choice for laying out a route to a destination and for way finding. However, even with a map, one is almost always more comfortable navigating a route the second time due to the visual memory of the route. To make the first time navigating a route feel more familiar, we present a system that integrates a map with a video automatically constructed from panoramic imagery captured at close intervals along the route. The routing information is used to create a variable speed video depicting the route. During playback of the video, the frame and field of view are dynamically modulated to highlight salient features along the route and connect them back to the map. A user interface is demonstrated to allow exploration of the combined map, video, and textual driving directions. We discuss the construction of the hybrid map and video interface. Finally, we report the results of a study that provides evidence of the effectiveness of such a system for route following. ACM Classification: H5.2 [Information interfaces and presentation]: User Interfaces.- Graphical user interfaces. General terms: Billy Chen, Boris Neubert, Eyal Ofek, Oliver Deussen, Michael F. Cohen |
UIST | 2 |
| 2009 | Selecting good views of high-dimensional data using class consistencyabstractAbstract Many visualization techniques involve mapping high‐dimensional data spaces to lower‐dimensional views. Unfortunately, mapping a high‐dimensional data space into a scatterplot involves a loss of information; or, even worse, it can give a misleading picture of valuable structure in higher dimensions. In this paper, we propose class consistency as a measure of the quality of the mapping. Class consistency enforces the constraint that classes of n–D data are shown clearly in 2–D scatterplots. We propose two quantitative measures of class consistency, one based on the distance to the class's center of gravity, and another based on the entropies of the spatial distributions of classes. We performed an experiment where users choose good views, and show that class consistency has good precision and recall. We also evaluate both consistency measures over a range of data sets and show that these measures are efficient and robust. Mike Sips, Boris Neubert, John P. Lewis, Pat Hanrahan |
Comput. Graph. Forum | 2 |
| 2008 | Sketch-based tree modeling using Markov random fieldabstractIn this paper, we describe a new system for converting a user's freehand sketch of a tree into a full 3D model that is both complex and realistic-looking. Our system does this by probabilistic optimization based on parameters obtained from a database of tree models. The best matching model is selected by comparing its 2D projections with the sketch. Branch interaction is modeled by a Markov random field, subject to the constraint of 3D projection to sketch. Our system then uses the notion of self-similarity to add new branches before finally populating all branches with leaves of the user's choice. We show a variety of natural-looking tree models generated from freehand sketches with only a few strokes. Xuejin Chen, Boris Neubert, Ying-Qing Xu, Oliver Deussen, Sing Bing Kang |
ACM Trans. Graph. | 2 |
| 2008 | Deep photo: model-based photograph enhancement and viewingabstractIn this paper, we introduce a novel system for browsing, enhancing, and manipulating casual outdoor photographs by combining them with already existing georeferenced digital terrain and urban models. A simple interactive registration process is used to align a photograph with such a model. Once the photograph and the model have been registered, an abundance of information, such as depth, texture, and GIS data, becomes immediately available to our system. This information, in turn, enables a variety of operations, ranging from dehazing and relighting the photograph, to novel view synthesis, and overlaying with geographic information. We describe the implementation of a number of these applications and discuss possible extensions. Our results show that augmenting photographs with already available 3D models of the world supports a wide variety of new ways for us to experience and interact with our everyday snapshots. Johannes Kopf 0001, Boris Neubert, Billy Chen, Michael F. Cohen, Daniel Cohen-Or, Oliver Deussen, Matthew Uyttendaele, Dani Lischinski |
ACM Trans. Graph. | 2 |
| 2007 | Approximate image-based tree-modeling using particle flowsabstractWe present a method for producing 3D tree models from input photographs with only limited user intervention. An approximate voxel-based tree volume is estimated using image information. The density values of the voxels are used to produce initial positions for a set of particles. Performing a 3D flow simulation, the particles are traced downwards to the tree basis and are combined to form twigs and branches. If possible, the trunk and the first-order branches are determined in the input photographs and are used as attractors for particle simulation. The geometry of the tree skeleton is produced using botanical rules for branch thicknesses and branching angles. Finally, leaves are added. Different initial seeds for particle simulation lead to a variety, yet similar-looking branching structures for a single set of photographs. Boris Neubert, Thomas Franken, Oliver Deussen |
ACM Trans. Graph. | 1 |