VLDB 2026 Research / reviewers in the wild / expert
Kristian Hildebrand
dblp:68/1027
· DBLP profile ↗
11ranked-venue papers
2as first author
4since 2021 · last 2023
0000-0002-2733-5586ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Pointing Gestures for Human-Robot Interaction with the Humanoid Robot DigitabstractWe present and evaluate a pointing-gesture-based, bilateral human–robot interaction (HRI) with the humanoid robot Digit. Recently, humanoid robots have become more powerful and available, but they are still not helpful and accessible to non-technical users without programming experience. Therefore, we propose a pointing gesture-based interaction modality based on monocular video input. The pointing gestures are extracted using a pre-trained pose estimation model and, together with a verbal dialogue, serve as an exemplar interaction behavior for the task of moving heavy objects using the Digit. The interaction is evaluated quantitatively and qualitatively in a user study. The results of the study show promising results in terms of usability and implementation challenges for further research in this area. Viktor Lorentz, Manuel Weiss, Kristian Hildebrand, Ivo Boblan |
RO-MAN | 3 |
| 2023 | Style-aware Augmented Virtuality Embeddings (SAVE)abstractWe present an augmented virtuality (AV) pipeline that enables the user to interact with real-world objects through stylised representations which match the VR scene and thereby preserve immersion. It consists of three stages: First, the object of interest is reconstructed from images and corresponding camera poses recorded with the VR headset, or alternatively a retrieval model finds a fitting mesh from the ShapeNet dataset. Second, a style transfer technique adapts the mesh to the VR game scene in order to preserve consistent immersion. Third, the stylised mesh is superimposed on the real object in real time to ensure interactivity even if the real object is moved. Our pipeline serves as proof of concept for style-aware AV embeddings. Johannes Hoster, Dennis Ritter, Kristian Hildebrand |
VR | 3 |
| 2022 | Generating 3D TOF-MRA volumes and segmentation labels using generative adversarial networksabstractDeep learning requires large labeled datasets that are difficult to gather in medical imaging due to data privacy issues and time-consuming manual labeling. Generative Adversarial Networks (GANs) can alleviate these challenges enabling synthesis of shareable data. While 2D GANs have been used to generate 2D images with their corresponding labels, they cannot capture the volumetric information of 3D medical imaging. 3D GANs are more suitable for this and have been used to generate 3D volumes but not their corresponding labels. One reason might be that synthesizing 3D volumes is challenging owing to computational limitations. In this work, we present 3D GANs for the generation of 3D medical image volumes with corresponding labels applying mixed precision to alleviate computational constraints. We generated 3D Time-of-Flight Magnetic Resonance Angiography (TOF-MRA) patches with their corresponding brain blood vessel segmentation labels. We used four variants of 3D Wasserstein GAN (WGAN) with: 1) gradient penalty (GP), 2) GP with spectral normalization (SN), 3) SN with mixed precision (SN-MP), and 4) SN-MP with double filters per layer (c-SN-MP). The generated patches were quantitatively evaluated using the Fréchet Inception Distance (FID) and Precision and Recall of Distributions (PRD). Further, 3D U-Nets were trained with patch-label pairs from different WGAN models and their performance was compared to the performance of a benchmark U-Net trained on real data. The segmentation performance of all U-Net models was assessed using Dice Similarity Coefficient (DSC) and balanced Average Hausdorff Distance (bAVD) for a) all vessels, and b) intracranial vessels only. Our results show that patches generated with WGAN models using mixed precision (SN-MP and c-SN-MP) yielded the lowest FID scores and the best PRD curves. Among the 3D U-Nets trained with synthetic patch-label pairs, c-SN-MP pairs achieved the highest DSC (0.841) and lowest bAVD (0.508) compared to the benchmark U-Net trained on real data (DSC 0.901; bAVD 0.294) for intracranial vessels. In conclusion, our solution generates realistic 3D TOF-MRA patches and labels for brain vessel segmentation. We demonstrate the benefit of using mixed precision for computational efficiency resulting in the best-performing GAN-architecture. Our work paves the way towards sharing of labeled 3D medical data which would increase generalizability of deep learning models for clinical use. Pooja Subramaniam, Tabea Kossen, Kerstin Ritter, Anja Hennemuth, Kristian Hildebrand, Adam Hilbert, Jan Sobesky, Michelle Livne, Ivana Galinovic, Ahmed A. Khalil, Jochen B. Fiebach, Dietmar Frey, Vince I. Madai |
Medical Image Anal. | 5 |
| 2021 | Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe ProjectabstractThis paper describes the gamification design of mixed-reality mini-exergames for older adult patients with hypertension and reports on results from a pilot study with 22 older adult users in the BewARe project dedicated to the development of an intelligent system for physical training enhanced by wearable sensors and immersive technologies. For the purpose of this paper, the gamification design was decomposed following the mechanics, dynamics and aesthetics (MDA) framework. The objective of the research presented in this paper was to validate the gamification design of mini-exergames focused on endurance training and to explore the emotional responses of the older adult users to this type of immersive training. The pilot study applied a mixed methods approach and collected quantitative and qualitative data. The results show that gamified exergames are positively evaluated by older adult users, who enjoy and value the hedonic quality over the pragmatic quality. Research presented in this paper has revealed some interesting tendencies, such as gender-specific preferences, importance of interaction with the virtual trainer and the familiarity effect. Ilona Buchem, Susan Vorwerg-Gall, Oskar Stamm, Kristian Hildebrand, Yvonne Bialek |
iLRN | 4 |
| 2017 | Optimal Discrete SlicingabstractSlicing is the procedure necessary to prepare a shape for layered manufacturing. There are degrees of freedom in this process, such as the starting point of the slicing sequence and the thickness of each slice. The choice of these parameters influences the manufacturing process and its result: The number of slices significantly affects the time needed for manufacturing, while their thickness affects the error. Assuming a discrete setting, we measure the error as the number of voxels that are incorrectly assigned due to slicing. We provide an algorithm that generates, for a given set of available slice heights and a shape, a slicing that is provably optimal. By optimal, we mean that the algorithm generates sequences with minimal error for any possible number of slices. The algorithm is fast and flexible, that is, it can accommodate a user driven importance modulation of the error function and allows the interactive exploration of the desired quality/time tradeoff. We demonstrate the practical importance of our optimization on several three-dimensional-printed results. Marc Alexa, Kristian Hildebrand, Sylvain Lefebvre 0001 |
ACM Trans. Graph. | 2 |
| 2013 | Orthogonal slicing for additive manufacturing
Kristian Hildebrand, Bernd Bickel, Marc Alexa |
Comput. Graph. | 1 |
| 2012 | crdbrd: Shape Fabrication by Sliding Planar SlicesabstractAbstract We introduce an algorithm and representation for fabricating 3D shape abstractions using mutually intersecting planar cut‐outs. The planes have prefabricated slits at their intersections and are assembled by sliding them together. Often such abstractions are used as a sculptural art form or in architecture and are colloquially called ‘cardboard sculptures’. Based on an analysis of construction rules, we propose an extended binary space partitioning tree as an efficient representation of such cardboard models which allows us to quickly evaluate the feasibility of newly added planar elements. The complexity of insertion order quickly increases with the number of planar elements and manual analysis becomes intractable. We provide tools for generating cardboard sculptures with guaranteed constructibility. In combination with a simple optimization and sampling strategy for new elements, planar shape abstraction models can be designed by iteratively adding elements. As an output, we obtain a fabrication plan that can be printed or sent to a laser cutter. We demonstrate the complete process by designing and fabricating cardboard models of various well‐known 3D shapes. Kristian Hildebrand, Bernd Bickel, Marc Alexa |
Comput. Graph. Forum | 1 |
| 2012 | Sketch-based shape retrievalabstractWe develop a system for 3D object retrieval based on sketched feature lines as input. For objective evaluation, we collect a large number of query sketches from human users that are related to an existing data base of objects. The sketches turn out to be generally quite abstract with large local and global deviations from the original shape. Based on this observation, we decide to use a bag-of-features approach over computer generated line drawings of the objects. We develop a targeted feature transform based on Gabor filters for this system. We can show objectively that this transform is better suited than other approaches from the literature developed for similar tasks. Moreover, we demonstrate how to optimize the parameters of our, as well as other approaches, based on the gathered sketches. In the resulting comparison, our approach is significantly better than any other system described so far. Mathias Eitz, Ronald Richter, Tamy Boubekeur, Kristian Hildebrand, Marc Alexa |
ACM Trans. Graph. | 4 |
| 2011 | Sketch-Based Image Retrieval: Benchmark and Bag-of-Features DescriptorsabstractWe introduce a benchmark for evaluating the performance of large-scale sketch-based image retrieval systems. The necessary data are acquired in a controlled user study where subjects rate how well given sketch/image pairs match. We suggest how to use the data for evaluating the performance of sketch-based image retrieval systems. The benchmark data as well as the large image database are made publicly available for further studies of this type. Furthermore, we develop new descriptors based on the bag-of-features approach and use the benchmark to demonstrate that they significantly outperform other descriptors in the literature. Mathias Eitz, Kristian Hildebrand, Tamy Boubekeur, Marc Alexa |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | An evaluation of descriptors for large-scale image retrieval from sketched feature lines
Mathias Eitz, Kristian Hildebrand, Tamy Boubekeur, Marc Alexa |
Comput. Graph. | 2 |
| 2005 | Reflection Nebula VisualizationabstractStars form in dense clouds of interstellar gas and dust. The residual dust surrounding a young star scatters and diffuses its light, making the star's "cocoon" of dust observable from Earth. The resulting structures, called reflection nebulae, are commonly very colorful in appearance due to wavelength-dependent effects in the scattering and extinction of light. The intricate interplay of scattering and extinction cause the color hues, brightness distributions, and the apparent shapes of such nebulae to vary greatly with viewpoint. We describe an interactive visualization tool for realistically rendering the appearance of arbitrary 3D dust distributions surrounding one or more illuminating stars. Our rendering algorithm is based on the physical models used in astrophysics research. The tool can be used to create virtual fly-throughs of reflection nebulae for interactive desktop visualizations, or to produce scientifically accurate animations for educational purposes, e.g., in planetarium shows. The algorithm is also applicable to investigate on-the-fly the visual effects of physical parameter variations, exploiting visualization technology to help gain a deeper and more intuitive understanding of the complex interaction of light and dust in real astrophysical settings. Marcus A. Magnor, Kristian Hildebrand, Andrei Lintu, Andrew J. Hanson |
IEEE Visualization | 2 |