Sören Pirk

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54ranked-venue papers
7as first author
32since 2021 · last 2026
0000-0003-1937-9797ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 44 · 6 first-author · 24 since 2021Artificial intelligence and machine learning · 13 · 1 first-author · 10 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 since 2021Systems, architecture and hardware · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Security and privacy · 1 · 1 since 2021
YearPublicationVenuePosition
2026 ASCD: Attention-Steerable Contrastive Decoding for Reducing Hallucination in MLLM
abstract
Multimodal large language models (MLLMs) frequently hallucinate by over-committing to spurious visual cues. Prior remedies–Visual and Instruction Contrastive Decoding (VCD, ICD)–mitigate this issue, yet the mechanism remains opaque. We first empirically show that their improvements systematically coincide with redistributions of cross-modal attention. Building on this insight, we propose Attention-Steerable Contrastive Decoding (ASCD), which directly steers the attention scores during decoding. ASCD combines (i) positive steering, which amplifies automatically mined text-centric heads–stable within a model and robust across domains–with (ii) negative steering, which dampens on-the-fly identified critical visual tokens. The method incurs negligible runtime/memory overhead and requires no additional training. Across five MLLM backbones and three decoding schemes, ASCD reduces hallucination on POPE, CHAIR, and MMHal-Bench by up to 38.2% while improving accuracy on standard VQA benchmarks, including MMMU, MM-VET, ScienceQA, TextVQA, and GQA. These results position attention steering as a simple, model-agnostic, and principled route to safer, more faithful multimodal generation.
Aniri, Jinhe Bi, Sören Pirk, Yunpu Ma
AAAI4
2026 Prompt Pirates Need a Map: Stealing Seeds helps Stealing Prompts
abstract
Diffusion models have significantly advanced text-to-image generation, enabling the creation of highly realistic images and videos conditioned on textual prompts and seeds. Given the considerable intellectual and economic value embedded in such prompts, prompt theft poses a critical security and privacy concern. In this paper, we investigate prompt stealing attacks targeting diffusion models. We reveal that previous optimization-based prompt recovery methods are fundamentally limited as they do not account for the initial random noise used during image generation. Motivated by this observation, we show that the underlying random seed is uniquely identifiable in both image- and video-based diffusion models, enabling reliable seed recovery across modalities. We identify and exploit a noise-generation vulnerability (CWE-339), prevalent in major image-generation frameworks. Through a large-scale empirical analysis conducted on images shared via the popular platform CivitAI, we demonstrate that approximately 95% of these images' seed values can be effectively brute-forced in 8.5 minutes per image. Leveraging the recovered seed, we propose PromptPirate, an optimization-based approach for prompt stealing comprising two variants. The first variant achieves the strongest reconstruction performance, surpassing state-of-the-art methods by 8-11% in LPIPS similarity. The second, more computationally efficient variant attains slightly lower reconstruction quality but still outperforms prior work, enabling practical prompt stealing at a cost of $0.26-$0.35 per image. Furthermore, we introduce straightforward countermeasures that render seed stealing, and thus optimization-based prompt stealing, ineffective. We have disclosed our findings responsibly to address this critical vulnerability.
Felix Mächtle, Ashwath Shetty, Jonas Sander, Nils Loose, Sören Pirk, Thomas Eisenbarth 0001
AsiaCCS5
2026 Woodstock: Interactive Modeling of Fungal Wood Decay
abstract
Fungal wood decay is a complex biophysical phenomenon that involves the degradation of a variety of structural wood components, ranging from lignin and carbohydrates to defensive chemical agents. All these substrates serve as varying resources with different material properties that determine the rate of fungal propagation and the structural integrity and color of decaying wood. We propose a novel approach to simulate the dynamic interactions between the biological and mechanical components of wood decay, including fungal colonization, chemical defense, and moisture-driven fracture. We propose a novel volumetric representation of trees that includes grain-aligned mesh generation, internal moisture dynamics, and tissue-specific health states. Furthermore, we model the anisotropic diffusion, consumption, and resulting material failure caused by white and brown rot fungi. This allows simulating and rendering 3D volumetric decaying trees that realistically capture key aspects of the process, such as the progression of cuboid fracture patterns, the hollowing of trunks, and the effects of environmental moisture on structural stability.
Zhanyu Yang, Nikolas Alexander Schwarz, Bosheng Li, Dominik L. Michels, Bedrich Benes, Sören Pirk, Wojtek Palubicki
ACM Trans. Graph.6
2025 Augmented Mass-Spring Model for Real-Time Dense Hair Simulation
Jorge Alejandro Amador Herrera, Yi Zhou 0023, Xin Sun 0014, Zhixin Shu, Chengan He, Sören Pirk, Dominik L. Michels
ICCV6
2025 Perm: A Parametric Representation for Multi-Style 3D Hair Modeling
abstract
We present Perm, a learned parametric representation of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair structure and local curl patterns, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures, termed guide textures and residual textures, respectively. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair grooming process. We conduct extensive experiments to validate the architecture design of Perm, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as single-view hair reconstruction, hairstyle editing, and hair-conditioned image generation. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/perm/.
Chengan He, Xin Sun 0014, Zhixin Shu, Fujun Luan, Sören Pirk, Jorge Alejandro Amador Herrera, Dominik L. Michels, Tuanfeng Y. Wang, Meng Zhang 0043, Holly E. Rushmeier, Yi Zhou 0023
ICLR5
2025 Real Super-Resolution for Proximal Femur: Enhanced Computation of Structural Bone Metrics from Clinical CTs
Niklas Koser, Marten J. Finck, Felix N. von Brackel, Benjamin Ondruschka, Sören Pirk, Claus C. Glüer
MICCAI (3)5
2025 TreeStructor: Forest Reconstruction With Neural Ranking
abstract
We introduceTreeStructor, a novel approach for isolating and reconstructing forest trees. The key novelty is a deep neural model that uses neural ranking to assign pre-generated connectable 3D geometries to a point cloud.TreeStructoris trained on a large set of synthetically generated point clouds. The input to our method is a forest point cloud (FPC) that we first decompose into point clouds that approximately represent trees (TPC) and then into point clouds that represent their parts (PPC). We use a point cloud encoder-decoder to compute embedding vectors that retrieve the best-fitting surface mesh for eachPPCfrom a large set of predefined branch parts. Finally, the retrieved meshes are connected and oriented to obtain individual surface meshes of all trees represented by theFPC. We qualitatively and quantitatively validate that our method can reconstruct forest trees with unprecedented accuracy and visual fidelity.TreeStructoroutperforms the state-of-the-art reconstruction method for around 6% on quantitative metrics and 12% less error compared with QSM on low-quality scanned data. The code and data are available at https://lewkesy.github.io/TreeStructor/.
Xiaochen Zhou, Bosheng Li, Bedrich Benes, Ayman Habib 0001, Songlin Fei, Jinyuan Shao, Sören Pirk
IEEE Trans. Geosci. Remote. Sens.7
2025 Errata to "TreeStructor: Forest Reconstruction With Neural Ranking"
abstract
Presents corrections to the paper, (Errata to “TreeStructor: Forest Reconstruction With Neural Ranking”).
Xiaochen Zhou, Bosheng Li, Bedrich Benes, Ayman Habib 0001, Songlin Fei, Jinyuan Shao, Sören Pirk
IEEE Trans. Geosci. Remote. Sens.7
2025 Principles and Guidelines for Evaluating Social Robot Navigation Algorithms
abstract
A major challenge to deploying robots widely is navigation in human-populated environments, commonly referred to as social robot navigation . While the field of social navigation has advanced tremendously in recent years, the fair evaluation of algorithms that tackle social navigation remains hard because it involves not just robotic agents moving in static environments but also dynamic human agents and their perceptions of the appropriateness of robot behavior. In contrast, clear, repeatable, and accessible benchmarks have accelerated progress in fields like computer vision, natural language processing and traditional robot navigation by enabling researchers to fairly compare algorithms, revealing limitations of existing solutions and illuminating promising new directions. We believe the same approach can benefit social navigation. In this article, we pave the road toward common, widely accessible, and repeatable benchmarking criteria to evaluate social robot navigation. Our contributions include (a) a definition of a socially navigating robot as one that respects the principles of safety, comfort, legibility, politeness, social competency, agent understanding, proactivity, and responsiveness to context, (b) guidelines for the use of metrics, development of scenarios, benchmarks, datasets, and simulators to evaluate social navigation, and (c) a design of a social navigation metrics framework to make it easier to compare results from different simulators, robots, and datasets.
Anthony G. Francis, Claudia Pérez-D'Arpino, Chengshu Li 0002, Fei Xia 0002, Alexandre Alahi, Rachid Alami 0001, Aniket Bera, Abhijat Biswas, Joydeep Biswas, Rohan Chandra, Hao-Tien Chiang, Michael Everett, Sehoon Ha, Justin W. Hart, Jonathan P. How, Haresh Karnan, Tsang-Wei Edward Lee, Luis Manso, Reuth Mirsky, Sören Pirk, Phani-Teja Singamaneni, Peter Stone 0001, Ada V. Taylor, Pete Trautman, Nathan Tsoi, Marynel Vázquez, Xuesu Xiao, Peng Xu 0010, Naoki Yokoyama, Alexander Toshev, Roberto Martin Martin
ACM Trans. Hum. Robot Interact.20
2025 Fire-X: Extinguishing Fire with Stoichiometric Heat Release
abstract
We present a novel combustion simulation framework to model fire phenomena across solids, liquids, and gases. Our approach extends traditional fluid solvers by incorporating multi-species thermodynamics and reactive transport for fuel, oxygen, nitrogen, carbon dioxide, water vapor, and residuals. Combustion reactions are governed by stoichiometry-dependent heat release, allowing an accurate simulation of premixed and diffusive flames with varying intensity and composition. We support a wide range of scenarios including jet fires, water suppression (sprays and sprinklers), fuel evaporation, and starvation conditions. Our framework enables interactive heat sources, fire detectors, and realistic rendering of flames (e.g., laminar-to-turbulent transitions and blue-to-orange color shifts). Our key contributions include the tight coupling of species dynamics with thermodynamic feedback, evaporation modeling, and a hybrid SPH-grid representation for the efficient simulation of extinguishing fires. We validate our method through numerous experiments that demonstrate its versatility in both indoor and outdoor fire scenarios.
Helge Wrede, Anton Wagner, Sarker Miraz Mahfuz, Wojtek Palubicki, Dominik L. Michels, Sören Pirk
ACM Trans. Graph.6
2025 Thunderstruck: Visually Simulating Electrical Storms
abstract
Thunderstorms are complex multiphysics phenomena driven by charge transfer processes arising from interactions between ice and water particles in the atmosphere. We present a physically grounded model for simulating cloud electrification and lightning discharge, capable of generating diverse lightning types as emergent responses to evolving atmospheric conditions. Our approach requires only a minimal set of atmospheric parameters and no user-defined triggers. Charge separation is modeled at the microphysical level using a statistical mechanics framework, while discharges are captured through a novel gauge-invariant dielectric breakdown model that accounts for bipolar channels, dynamic electric fields, and air resistance. We validate our method through comparisons with observational data and prior models, demonstrating its ability to simulate distinct discharge types and the full life cycle of thunderstorms. Beyond scientific accuracy, our framework supports real-time nowcasting, civil engineering assessments, virtual environment generation, and the simulation of complex dielectric breakdown in varied contexts.
Jorge Alejandro Amador Herrera, Jonathan Klein, Daniel T. Banuti, Wojtek Palubicki, Sören Pirk, Dominik L. Michels
IEEE Trans. Vis. Comput. Graph.5
2024 GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency
abstract
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to encourage motion temporal consistency in the latent space (LTC) and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP “upgrades” them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets. Our models and code are available for research purposes at https://grip.is.tue.mpg.de.
Omid Taheri, Yi Zhou 0023, Dimitrios Tzionas, Yang Zhou 0009, Duygu Ceylan, Sören Pirk, Michael J. Black
3DV6
2024 Carve3D: Improving Multi-view Reconstruction Consistency for Diffusion Models with RL Finetuning
abstract
Multi-view diffusion models, obtained by applying Su-pervised Finetuning (SFT) to text-to-image diffusion mod-els, have driven recent breakthroughs in text-to-3D re-search. However, due to the limited size and quality of ex-isting 3D datasets, they still suffer from multi-view incon-sistencies and Neural Radiance Field (NeRF) reconstruction artifacts. We argue that multi-view diffusion models can benefit from further Reinforcement Learning Finetuning (RLFT), which allows models to learn from the data generated by themselves and improve beyond their dataset limitations during SFT. To this end, we introduce Carve3D, an improved RLFT algorithm coupled with a novel Multi-view Reconstruction Consistency (MRC) metric, to enhance the consistency of multi-view diffusion models. To mea-sure the MRC metric on a set of multi-view images, we compare them with their corresponding NeRF renderings at the same camera viewpoints. The resulting model, which we denote as Carve3DM, demonstrates superior multi-view consistency and NeRF reconstruction quality than existing models. Our results suggest that pairing SFT with Carve3D's RLFT is essential for developing multi-view-consistent diffusion models, mirroring the standard Large Language Model (LLM) alignment pipeline. Our code, training and testing data, and video results are available at: https://desaixie.github.io/carve-3d.
Desai Xie, Hao Tan 0002, Xin Sun 0014, Zhixin Shu, Yi Zhou 0023, Sai Bi, Sören Pirk, Arie E. Kaufman
CVPR8
2024 LRM-Zero: Training Large Reconstruction Models with Synthesized Data
abstract
We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.
Desai Xie, Sai Bi, Zhixin Shu, Kai Zhang 0045, Zexiang Xu, Yi Zhou 0023, Sören Pirk, Arie E. Kaufman, Xin Sun 0014, Hao Tan 0002
NeurIPS7
2024 Consistent Multimodal Generation via A Unified GAN Framework
abstract
We investigate how to generate multimodal image outputs, such as RGB, depth, and surface normals, with a single generative model. The challenge is to produce outputs that are realistic, and also consistent with each other. Our solution builds on the StyleGAN3 architecture, with a shared backbone and modality-specific branches in the last layers of the synthesis network, and we propose per-modality fidelity discriminators and a cross-modality consistency discriminator. In experiments on the Stanford2D3D dataset, we demonstrate realistic and consistent generation of RGB, depth, and normal images. We also show a training recipe to easily extend our pretrained model on a new domain, even with a few pairwise data. We further evaluate the use of synthetically generated RGB and depth pairs for training or fine-tuning depth estimators. Code will be available at here.
Zhen Zhu 0006, Yijun Li 0001, Weijie Lyu, Krishna Kumar Singh, Zhixin Shu, Sören Pirk, Derek Hoiem
WACV6
2024 Cyclogenesis: Simulating Hurricanes and Tornadoes
abstract
Cyclones are large-scale phenomena that result from complex heat and water transfer processes in the atmosphere, as well as from the interaction of multiple hydrometeors , i.e., water and ice particles. When cyclones make landfall, they are considered natural disasters and spawn dread and awe alike. We propose a physically-based approach to describe the 3D development of cyclones in a visually convincing and physically plausible manner. Our approach allows us to capture large-scale heat and water continuity, turbulent microphysical dynamics of hydrometeors, and mesoscale cyclonic processes within the planetary boundary layer. Modeling these processes enables us to simulate multiple hurricane and tornado phenomena. We evaluate our simulations quantitatively by comparing to real data from storm soundings and observations of hurricane landfall from climatology research. Additionally, qualitative comparisons to previous methods are performed to validate the different parts of our scheme. In summary, our model simulates cyclogenesis in a comprehensive way that allows us to interactively render animations of some of the most complex weather events.
Jorge Alejandro Amador Herrera, Jonathan Klein, Daoming Liu, Wojtek Palubicki, Sören Pirk, Dominik L. Michels
ACM Trans. Graph.5
2024 Scintilla: Simulating Combustible Vegetation for Wildfires
abstract
Wildfires are a complex physical phenomenon that involves the combustion of a variety of flammable materials ranging from fallen leaves and dried twigs to decomposing organic material and living flora. All these materials can potentially act as fuel with different properties that determine the progress and severity of a wildfire. In this paper, we propose a novel approach for simulating the dynamic interaction between the varying components of a wildfire, including processes of convection, combustion and heat transfer between vegetation, soil and atmosphere. We propose a novel representation of vegetation that includes detailed branch geometry, fuel moisture, and distribution of grass, fine fuel, and duff. Furthermore, we model the ignition, generation, and transport of fire by firebrands and embers. This allows simulating and rendering virtual 3D wildfires that realistically capture key aspects of the process, such as progressions from ground to crown fires, the impact of embers carried by wind, and the effects of fire barriers and other human intervention methods. We evaluate our approach through numerous experiments and based on comparisons to real-world wildfire data.
Andrzej Kokosza, Helge Wrede, Daniel Gonzalez Esparza, Milosz Makowski, Daoming Liu, Dominik L. Michels, Sören Pirk, Wojtek Palubicki
ACM Trans. Graph.7
2024 Interactive Invigoration: Volumetric Modeling of Trees with Strands
abstract
Generating realistic models of trees and plants is a complex problem because of the vast variety of shapes trees can form. Procedural modeling algorithms are popular for defining branching structures and steadily increasing their expressive power by considering more biological findings. Most existing methods focus on defining the branching structure of trees based on skeletal graphs, while the surface mesh of branches is most commonly defined as simple cylinders. One critical open problem is defining and controlling the complex details observed in real trees. This paper aims to advance tree modeling by proposing a strand-based volumetric representation for tree models. Strands are fixed-size volumetric pipes that define the branching structure. By leveraging strands, our approach captures the lateral development of trees. We combine the strands with a novel branch development formulation that allows us to locally inject vigor and reshape the tree model. Moreover, we define a set of editing operators for tree primary and lateral development that enables users to interactively generate complex tree models with unprecedented detail with minimal effort.
Bosheng Li, Nikolas Alexander Schwarz, Wojtek Palubicki, Sören Pirk, Bedrich Benes
ACM Trans. Graph.4
2024 One Noise to Rule Them All: Learning a Unified Model of Spatially-Varying Noise Patterns
abstract
Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In this paper, we present a single generative model which can learn to generate multiple types of noise as well as blend between them. In addition, it is capable of producing spatially-varying noise blends despite not having access to such data for training. These features are enabled by training a denoising diffusion model using a novel combination of data augmentation and network conditioning techniques. Like procedural noise generators, the model's behavior is controllable via interpretable parameters plus a source of randomness. We use our model to produce a variety of visually compelling noise textures. We also present an application of our model to improving inverse procedural material design; using our model in place of fixed-type noise nodes in a procedural material graph results in higher-fidelity material reconstructions without needing to know the type of noise in advance. Open-sourced materials can be found at https://armanmaesumi.github.io/onenoise/
Arman Maesumi, Dylan Hu, Krishi Saripalli, Vladimir G. Kim, Matthew Fisher, Sören Pirk, Daniel Ritchie 0001
ACM Trans. Graph.6
2024 DeepTree: Modeling Trees With Situated Latents
abstract
In this article, we propose DeepTree, a novel method for modeling trees based on learning developmental rules for branching structures instead of manually defining them. We call our deep neural model "situated latent" because its behavior is determined by the intrinsic state -encoded as a latent space of a deep neural model- and by the extrinsic (environmental) data that is "situated" as the location in the 3D space and on the tree structure. We use a neural network pipeline to train a situated latent space that allows us to locally predict branch growth only based on a single node in the branch graph of a tree model. We use this representation to progressively develop new branch nodes, thereby mimicking the growth process of trees. Starting from a root node, a tree is generated by iteratively querying the neural network on the newly added nodes resulting in the branching structure of the whole tree. Our method enables generating a wide variety of tree shapes without the need to define intricate parameters that control their growth and behavior. Furthermore, we show that the situated latents can also be used to encode the environmental response of tree models, e.g., when trees grow next to obstacles. We validate the effectiveness of our method by measuring the similarity of our tree models and by procedurally generated ones based on a number of established metrics for tree form.
Xiaochen Zhou, Bosheng Li, Bedrich Benes, Songlin Fei, Sören Pirk
IEEE Trans. Vis. Comput. Graph.5
2023 3DMiner: Discovering Shapes from Large-Scale Unannotated Image Datasets
abstract
We present 3DMiner – a pipeline for mining 3D shapes from challenging large-scale unannotated image datasets. Unlike other unsupervised 3D reconstruction methods, we assume that, within a large-enough dataset, there must exist images of objects with similar shapes but varying backgrounds, textures, and viewpoints. Our approach leverages the recent advances in learning self-supervised image representations to cluster images with geometrically similar shapes and find common image correspondences between them. We then exploit these correspondences to obtain rough camera estimates as initialization for bundle-adjustment. Finally, for every image cluster, we apply a progressive bundle-adjusting reconstruction method to learn a neural occupancy field representing the underlying shape. We show that this procedure is robust to several types of errors introduced in previous steps (e.g., wrong camera poses, images containing dissimilar shapes, etc.), allowing us to obtain shape and pose annotations for images in-the-wild. When using images from Pix3D chairs, our method is capable of producing significantly better results than state-of-the-art unsupervised 3D reconstruction techniques, both quantitatively and qualitatively. Furthermore, we show how 3DMiner can be applied to in-the-wild data by reconstructing shapes present in images from the LAION-5B dataset. Project Page: https://ttchengab.github.io/3dminerOfficial.
Ta Ying Cheng, Matheus Gadelha, Sören Pirk, Thibault Groueix, Radomír Mech, Andrew Markham, Agathoniki Trigoni
ICCV3
2023 GAIT: Generating Aesthetic Indoor Tours with Deep Reinforcement Learning
abstract
Placing and orienting a camera to compose aesthetically meaningful shots of a scene is not only a key objective in real-world photography and cinematography but also for virtual content creation. The framing of a camera often significantly contributes to the story telling in movies, games, and mixed reality applications. Generating single camera poses or even contiguous trajectories either requires a significant amount of manual labor or requires solving high-dimensional optimization problems, which can be computationally demanding and error-prone. In this paper, we introduce GAIT, a framework for training a Deep Reinforcement Learning (DRL) agent, that learns to automatically control a camera to generate a sequence of aesthetically meaningful views for synthetic 3D indoor scenes. To generate sequences of frames with high aesthetic value, GAIT relies on a neural aesthetics estimator, which is trained on a crowed-sourced dataset. Additionally, we introduce regularization techniques for diversity and smoothness to generate visually interesting trajectories for a 3D environment, and to constrain agent acceleration in the reward function to generate a smooth sequence of camera frames. We validated our method by comparing it to baseline algorithms, based on a perceptual user study, and through ablation studies. Code and visual results are available on the project website: https://desaixie.github.io/gait-rl
Desai Xie, Ping Hu 0003, Xin Sun 0014, Sören Pirk, Jianming Zhang 0001, Radomír Mech, Arie E. Kaufman
ICCV4
2023 A Physically-inspired Approach to the Simulation of Plant Wilting
abstract
Plants are among the most complex objects to be modeled in computer graphics. While a large body of work is concerned with structural modeling and the dynamic reaction to external forces, our work focuses on the dynamic deformation caused by plant internal wilting processes. To this end, we motivate the simulation of water transport inside the plant which is a key driver of the wilting process. We then map the change of water content in individual plant parts to branch stiffness values and obtain the wilted plant shape through a position based dynamics simulation. We show, that our approach can recreate measured wilting processes and does so with a higher fidelity than approaches ignoring the internal water flow. Realistic plant wilting is not only important in a computer graphics context but can also aid the development of machine learning algorithms in agricultural applications through the generation of synthetic training data.
Filippo Maggioli, Jonathan Klein, Torsten Hädrich, Emanuele Rodolà, Wojtek Palubicki, Sören Pirk, Dominik L. Michels
SIGGRAPH Asia6
2023 Rhizomorph: The Coordinated Function of Shoots and Roots
abstract
Computer graphics has dedicated a considerable amount of effort to generating realistic models of trees and plants. Many existing methods leverage procedural modeling algorithms - that often consider biological findings - to generate branching structures of individual trees. While the realism of tree models generated by these algorithms steadily increases, most approaches neglect to model the root system of trees. However, the root system not only adds to the visual realism of tree models but also plays an important role in the development of trees. In this paper, we advance tree modeling in the following ways: First, we define a physically-plausible soil model to simulate resource gradients, such as water and nutrients. Second, we propose a novel developmental procedural model for tree roots that enables us to emergently develop root systems that adapt to various soil types. Third, we define long-distance signaling to coordinate the development of shoots and roots. We show that our advanced procedural model of tree development enables - for the first time - the generation of trees with their root systems.
Bosheng Li, Jonathan Klein, Dominik L. Michels, Bedrich Benes, Sören Pirk, Wojtek Palubicki
ACM Trans. Graph.5
2022 Instance Segmentation with Cross-Modal Consistency
abstract
Segmenting object instances is a key task in machine perception, with safety-critical applications in robotics and autonomous driving. We introduce a novel approach to instance segmentation that jointly leverages measurements from multiple sensor modalities, such as cameras and LiDAR. Our method learns to predict embeddings for each pixel or point that give rise to a dense segmentation of the scene. Specifically, our technique applies contrastive learning to points in the scene both across sensor modalities and the temporal domain. We demonstrate that this formulation encourages the models to learn embeddings that are invariant to viewpoint variations and consistent across sensor modalities. We further demonstrate that the embeddings are stable over time as objects move around the scene. This not only provides stable instance masks, but can also provide valuable signals to downstream tasks, such as object tracking. We evaluate our method on the Cityscapes and KITTI-360 datasets. We further conduct a number of ablation studies, demonstrating benefits when applying additional inputs for the contrastive loss.
Alex Zihao Zhu, Vincent Casser, Reza Mahjourian, Henrik Kretzschmar, Sören Pirk
IROS5
2022 Procedural Urban Forestry
abstract
The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying plausible plant positions based on structural and functional zones in an urban layout. PPMs can either be directly used by defining their parameters or learned from satellite images and land register data. This allows us to populate urban landscapes with complex 3D vegetation and enhance existing approaches for generating urban landscapes. Our framework’s effectiveness is shown through examples of large-scale city scenes and close-ups of individually grown tree models. We validate the results generated with our framework with a perceptual user study and its usability based on urban scene design sessions with expert users.
Till Niese, Sören Pirk, Matthias Albrecht, Bedrich Benes, Oliver Deussen
ACM Trans. Graph.2
2022 Ecoclimates: climate-response modeling of vegetation
abstract
One of the greatest challenges to mankind is understanding the underlying principles of climate change. Over the last years, the role of forests in climate change has received increased attention. This is due to the observation that not only the atmosphere has a principal impact on vegetation growth but also that vegetation is contributing to local variations of weather resulting in diverse microclimates. The interconnection of plant ecosystems and weather is described and studied as ecoclimates. In this work we take steps towards simulating ecoclimates by modeling the feedback loops between vegetation, soil, and atmosphere. In contrast to existing methods that only describe the climate at a global scale, our model aims at simulating local variations of climate. Specifically, we model tree growth interactively in response to gradients of water, temperature and light. As a result, we are able to capture a range of ecoclimate phenomena that have not been modeled before, including geomorphic controls, forest edge effects, the Foehn effect and spatial vegetation patterning. To validate the plausibility of our method we conduct a comparative analysis to studies from ecology and climatology. Consequently, our method advances the state-of-the-art of generating highly realistic outdoor landscapes of vegetation.
Wojtek Palubicki, Milosz Makowski, Weronika Gajda, Torsten Hädrich, Dominik L. Michels, Sören Pirk
ACM Trans. Graph.6
2021 Taskology: Utilizing Task Relations at Scale
abstract
Many computer vision tasks address the problem of scene understanding and are naturally interrelated e.g. object classification, detection, scene segmentation, depth estimation, etc. We show that we can leverage the inherent relationships among collections of tasks, as they are trained jointly, supervising each other through their known relationships via consistency losses. Furthermore, explicitly utilizing the relationships between tasks allows improving their performance while dramatically reducing the need for labeled data, and allows training with additional unsupervised or simulated data. We demonstrate a distributed joint training algorithm with task-level parallelism, which affords a high degree of asynchronicity and robustness. This allows learning across multiple tasks, or with large amounts of input data, at scale. We demonstrate our framework on subsets of the following collection of tasks: depth and normal prediction, semantic segmentation, 3D motion and egomotion estimation, and object tracking and 3D detection in point clouds. We observe improved performance across these tasks, especially in the low-label regime.
Yao Lu 0006, Sören Pirk, Jan Dlabal, Anthony Brohan, Ankita Pasad, Vincent Casser, Anelia Angelova, Ariel Gordon
CVPR2
2021 Accurately Solving Rod Dynamics with Graph Learning
abstract
Iterative solvers are widely used to accurately simulate physical systems. These solvers require initial guesses to generate a sequence of improving approximate solutions. In this contribution, we introduce a novel method to accelerate iterative solvers for rod dynamics with graph networks (GNs) by predicting the initial guesses to reduce the number of iterations. Unlike existing methods that aim to learn physical systems in an end-to-end manner, our approach guarantees long-term stability and therefore leads to more accurate solutions. Furthermore, our method improves the run time performance of traditional iterative solvers for rod dynamics. To explore our method we make use of position-based dynamics (PBD) as a common solver for physical systems and evaluate it by simulating the dynamics of elastic rods. Our approach is able to generalize across different initial conditions, discretizations, and realistic material properties. We demonstrate that it also performs well when taking discontinuous effects into account such as collisions between individual rods. Finally, to illustrate the scalability of our approach, we simulate complex 3D tree models composed of over a thousand individual branch segments swaying in wind fields.
Tassilo Kugelstadt, Torsten Hädrich, Wojtek Palubicki, Jan Bender, Sören Pirk, Dominik L. Michels
NeurIPS6
2021 Fire in paradise: mesoscale simulation of wildfires
abstract
Resulting from changing climatic conditions, wildfires have become an existential threat across various countries around the world. The complex dynamics paired with their often rapid progression renders wildfires an often disastrous natural phenomenon that is difficult to predict and to counteract. In this paper we present a novel method for simulating wildfires with the goal to realistically capture the combustion process of individual trees and the resulting propagation of fires at the scale of forests. We rely on a state-of-the-art modeling approach for large-scale ecosystems that enables us to represent each plant as a detailed 3D geometric model. We introduce a novel mathematical formulation for the combustion process of plants - also considering effects such as heat transfer, char insulation, and mass loss - as well as for the propagation of fire through the entire ecosystem. Compared to other wildfire simulations which employ geometric representations of plants such as cones or cylinders, our detailed 3D tree models enable us to simulate the interplay of geometric variations of branching structures and the dynamics of fire and wood combustion. Our simulation runs at interactive rates and thereby provides a convenient way to explore different conditions that affect wildfires, ranging from terrain elevation profiles and ecosystem compositions to various measures against wildfires, such as cutting down trees as firebreaks, the application of fire retardant, or the simulation of rain.
Torsten Hädrich, Daniel T. Banuti, Wojtek Palubicki, Sören Pirk, Dominik L. Michels
ACM Trans. Graph.4
2021 Weatherscapes: nowcasting heat transfer and water continuity
abstract
Due to the complex interplay of various meteorological phenomena, simulating weather is a challenging and open research problem. In this contribution, we propose a novel physics-based model that enables simulating weather at interactive rates. By considering atmosphere and pedosphere we can define the hydrologic cycle - and consequently weather - in unprecedented detail. Specifically, our model captures different warm and cold clouds, such as mammatus, hole-punch, multi-layer, and cumulonimbus clouds as well as their dynamic transitions. We also model different precipitation types, such as rain, snow, and graupel by introducing a comprehensive microphysics scheme. The Wegener-Bergeron-Findeisen process is incorporated into our Kessler-type microphysics formulation covering ice crystal growth occurring in mixed-phase clouds. Moreover, we model the water run-off from the ground surface, the infiltration into the soil, and its subsequent evaporation back to the atmosphere. We account for daily temperature changes, as well as heat transfer between pedosphere and atmosphere leading to a complex feedback loop. Our framework enables us to interactively explore various complex weather phenomena. Our results are assessed visually and validated by simulating weatherscapes for various setups covering different precipitation events and environments, by showcasing the hydrologic cycle, and by reproducing common effects such as Foehn winds. We also provide quantitative evaluations creating high-precipitation cumulonimbus clouds by prescribing atmospheric conditions based on infrared satellite observations. With our model we can generate dynamic 3D scenes of weatherscapes with high visual fidelity and even nowcast real weather conditions as simulations by streaming weather data into our framework.
Jorge Alejandro Amador Herrera, Torsten Hädrich, Wojtek Palubicki, Daniel T. Banuti, Sören Pirk, Dominik L. Michels
ACM Trans. Graph.5
2021 Learning to reconstruct botanical trees from single images
abstract
We introduce a novel method for reconstructing the 3D geometry of botanical trees from single photographs. Faithfully reconstructing a tree from single-view sensor data is a challenging and open problem because many possible 3D trees exist that fit the tree's shape observed from a single view. We address this challenge by defining a reconstruction pipeline based on three neural networks. The networks simultaneously mask out trees in input photographs, identify a tree's species, and obtain its 3D radial bounding volume - our novel 3D representation for botanical trees. Radial bounding volumes (RBV) are used to orchestrate a procedural model primed on learned parameters to grow a tree that matches the main branching structure and the overall shape of the captured tree. While the RBV allows us to faithfully reconstruct the main branching structure, we use the procedural model's morphological constraints to generate realistic branching for the tree crown. This constraints the number of solutions of tree models for a given photograph of a tree. We show that our method reconstructs various tree species even when the trees are captured in front of complex backgrounds. Moreover, although our neural networks have been trained on synthetic data with data augmentation, we show that our pipeline performs well for real tree photographs. We evaluate the reconstructed geometries with several metrics, including leaf area index and maximum radial tree distances.
Bosheng Li, Jacek Kaluzny, Jonathan Klein, Dominik L. Michels, Wojtek Palubicki, Bedrich Benes, Sören Pirk
ACM Trans. Graph.7
2020 Online Learning of Object Representations by Appearance Space Feature Alignment
abstract
We propose a self-supervised approach for learning representations of objects from monocular videos and demonstrate it is particularly useful for robotics. The main contributions of this paper are: 1) a self-supervised model called Object-Contrastive Network (OCN) that can discover and disentangle object attributes from video without using any labels; 2) we leverage self-supervision for online adaptation: the longer our online model looks at objects in a video, the lower the object identification error, while the offline baseline remains with a large fixed error; 3) we show the usefulness of our approach for a robotic pointing task; a robot can point to objects similar to the one presented in front of it. Videos illustrating online object adaptation and robotic pointing are provided as supplementary material.
Sören Pirk, Mohi Khansari, Corey Lynch, Pierre Sermanet
ICRA1
2020 Stormscapes: simulating cloud dynamics in the now
abstract
The complex interplay of a number of physical and meteorological phenomena makes simulating clouds a challenging and open research problem. We explore a physically accurate model for simulating clouds and the dynamics of their transitions. We propose first-principle formulations for computing buoyancy and air pressure that allow us to simulate the variations of atmospheric density and varying temperature gradients. Our simulation allows us to model various cloud types, such as cumulus, stratus, and stratoscumulus, and their realistic formations caused by changes in the atmosphere. Moreover, we are able to simulate large-scale cloud super cells - clusters of cumulonimbus formations - that are commonly present during thunderstorms. To enable the efficient exploration of these stormscapes, we propose a lightweight set of high-level parameters that allow us to intuitively explore cloud formations and dynamics. Our method allows us to simulate cloud formations of up to about 20 km × 20 km extents at interactive rates. We explore the capabilities of physically accurate and yet interactive cloud simulations by showing numerous examples and by coupling our model with atmosphere measurements of real-time weather services to simulate cloud formations in the now. Finally, we quantitatively assess our model with cloud fraction profiles, a common measure for comparing cloud types.
Torsten Hädrich, Milosz Makowski, Wojtek Palubicki, Daniel T. Banuti, Sören Pirk, Dominik L. Michels
ACM Trans. Graph.5
2019 Depth Prediction without the Sensors: Leveraging Structure for Unsupervised Learning from Monocular Videos
abstract
Learning to predict scene depth from RGB inputs is a challenging task both for indoor and outdoor robot navigation. In this work we address unsupervised learning of scene depth and robot ego-motion where supervision is provided by monocular videos, as cameras are the cheapest, least restrictive and most ubiquitous sensor for robotics. Previous work in unsupervised image-to-depth learning has established strong baselines in the domain. We propose a novel approach which produces higher quality results, is able to model moving objects and is shown to transfer across data domains, e.g. from outdoors to indoor scenes. The main idea is to introduce geometric structure in the learning process, by modeling the scene and the individual objects; camera ego-motion and object motions are learned from monocular videos as input. Furthermore an online refinement method is introduced to adapt learning on the fly to unknown domains. The proposed approach outperforms all state-of-the-art approaches, including those that handle motion e.g. through learned flow. Our results are comparable in quality to the ones which used stereo as supervision and significantly improve depth prediction on scenes and datasets which contain a lot of object motion. The approach is of practical relevance, as it allows transfer across environments, by transferring models trained on data collected for robot navigation in urban scenes to indoor navigation settings. The code associated with this paper can be found at https://sites.google.com/view/struct2depth.
Vincent Casser, Sören Pirk, Reza Mahjourian, Anelia Angelova
AAAI2
2019 Learning a Generative Model for Multi-Step Human-Object Interactions from Videos
abstract
Abstract Creating dynamic virtual environments consisting of humans interacting with objects is a fundamental problem in computer graphics. While it is well‐accepted that agent interactions play an essential role in synthesizing such scenes, most extant techniques exclusively focus on static scenes, leaving the dynamic component out. In this paper, we present a generative model to synthesize plausible multi‐step dynamic human‐object interactions. Generating multi‐step interactions is challenging since the space of such interactions is exponential in the number of objects, activities, and time steps. We propose to handle this combinatorial complexity by learning a lower dimensional space of plausible human‐object interactions. We use action plots to represent interactions as a sequence of discrete actions along with the participating objects and their states. To build action plots, we present an automatic method that uses state‐of‐the‐art computer vision techniques on RGB videos in order to detect individual objects and their states, extract the involved hands, and recognize the actions performed. The action plots are built from observing videos of everyday activities and are used to train a generative model based on a Recurrent Neural Network (RNN). The network learns the causal dependencies and constraints between individual actions and can be used to generate novel and diverse multi‐step human‐object interactions. Our representation and generative model allows new capabilities in a variety of applications such as interaction prediction, animation synthesis, and motion planning for a real robotic agent.
He Wang 0010, Sören Pirk, Ersin Yumer, Vladimir G. Kim, Ozan Sener, Srinath Sridhar 0002, Leonidas J. Guibas
Comput. Graph. Forum2
2019 Synthetic silviculture: multi-scale modeling of plant ecosystems
abstract
Due to the enormous amount of detail and the interplay of various biological phenomena, modeling realistic ecosystems of trees and other plants is a challenging and open problem. Previous research on modeling plant ecologies has focused on representations to handle this complexity, mostly through geometric simplifications, such as points or billboards. In this paper we describe a multi-scale method to design large-scale ecosystems with individual plants that are realistically modeled and faithfully capture biological features, such as growth, plant interactions, different types of tropism, and the competition for resources. Our approach is based on leveraging inter- and intra-plant self-similarities for efficiently modeling plant geometry. We focus on the interactive design of plant ecosystems of up to 500K plants, while adhering to biological priors known in forestry and botany research. The introduced parameter space supports modeling properties of nine distinct plant ecologies while each plant is represented as a 3D surface mesh. The capabilities of our framework are illustrated through numerous models of forests, individual plants, and validations.
Milosz Makowski, Torsten Hädrich, Jan Scheffczyk, Dominik L. Michels, Sören Pirk, Wojtek Palubicki
ACM Trans. Graph.5
2018 Parsing Geometry Using Structure-Aware Shape Templates
abstract
Real-life man-made objects often exhibit strong and easily-identifiable structure, as a direct result of their design or their intended functionality. Structure typically appears in the form of individual parts and their arrangement. Knowing about object structure can be an important cue for object recognition and scene understanding - a key goal for various AR and robotics applications. However, commodity RGB-D sensors used in these scenarios only produce raw, unorganized point clouds, without structural information about the captured scene. Moreover, the generated data is commonly partial and susceptible to artifacts and noise, which makes inferring the structure of scanned objects challenging. In this paper, we organize large shape collections into parameterized shape templates to capture the underlying structure of the objects. The templates allow us to transfer the structural information onto new objects and incomplete scans. We employ a deep neural network that matches the partial scan with one of the shape templates, then match and fit it to complete and detailed models from the collection. This allows us to faithfully label its parts and to guide the reconstruction of the scanned object. We showcase the effectiveness of our method by comparing it to other state-of-the-art approaches.
Vignesh Ganapathi-Subramanian, Olga Diamanti, Sören Pirk, Chengcheng Tang, Matthias Nießner, Leonidas J. Guibas
3DV3
2018 Sketching in Gestalt Space: Interactive Shape Abstraction through Perceptual Reasoning
abstract
Abstract We present an interactive method that allows users to easily abstract complex 3D models with only a few strokes. The key idea is to employ well‐known Gestalt principles to help generalizing user inputs into a full model abstraction while accounting for form, perceptual patterns and semantics of the model. Using these principles, we alleviate the user's need to explicitly define shape abstractions. We utilize structural characteristics such as repetitions, regularity and similarity to transform user strokes into full 3D abstractions. As the user sketches over shape elements, we identify Gestalt groups and later abstract them to maintain their structural meaning. Unlike previous approaches, we operate directly on the geometric elements, in a sense applying Gestalt principles in 3D. We demonstrate the effectiveness of our approach with a series of experiments, including a variety of complex models and two extensive user studies to evaluate our framework.
Julian Kratt, Till Niese, Ruizhen Hu, Hui Huang 0004, Sören Pirk, Andrei Sharf, Daniel Cohen-Or, Oliver Deussen
Comput. Graph. Forum5
2018 Language-driven synthesis of 3D scenes from scene databases
abstract
We introduce a novel framework for using natural language to generate and edit 3D indoor scenes, harnessing scene semantics and text-scene grounding knowledge learned from large annotated 3D scene databases. The advantage of natural language editing interfaces is strongest when performing semantic operations at the sub-scene level, acting on groups of objects. We learn how to manipulate these sub-scenes by analyzing existing 3D scenes. We perform edits by first parsing a natural language command from the user and transforming it into a semantic scene graph that is used to retrieve corresponding sub-scenes from the databases that match the command. We then augment this retrieved sub-scene by incorporating other objects that may be implied by the scene context. Finally, a new 3D scene is synthesized by aligning the augmented sub-scene with the user's current scene, where new objects are spliced into the environment, possibly triggering appropriate adjustments to the existing scene arrangement. A suggestive modeling interface with multiple interpretations of user commands is used to alleviate ambiguities in natural language. We conduct studies comparing our approach against both prior text-to-scene work and artist-made scenes and find that our method significantly outperforms prior work and is comparable to handmade scenes even when complex and varied natural sentences are used.
Rui Ma 0011, Akshay Gadi Patil, Matthew Fisher, Manyi Li, Sören Pirk, Binh-Son Hua, Sai-Kit Yeung, Xin Tong 0001, Leonidas J. Guibas, Hao (Richard) Zhang
ACM Trans. Graph.5
2017 Shape-aware spatio-temporal descriptors for interaction classification
abstract
Many real-world tasks for autonomous agents benefit from understanding dynamic inter-object interactions. Detecting, analyzing and differentiating between the various ways that an object can be interacted with provides implicit information about its function. This can help train autonomous agents to handle objects and understand unknown scenes. We describe a general mathematical framework to analyze and classify interactions, defined as dynamic motions performed by an active object onto a passive one. We factorize interactions via motion features computed in the spatio-temporal domain, and encoded into a global, object-centric signature. Equipped with a similarity measure to compare such signatures, we showcase classification of interactions with a single object. We also propose a novel acquisition setup combining RGBD sensing with a virtual reality (VR) display, to capture interactions with purely virtual objects.
Sören Pirk, Olga Diamanti, Boris Thibert, Danfei Xu, Leonidas J. Guibas
ICIP1
2017 3D convolutional neural networks by modal fusion
abstract
We propose multi-view and volumetric convolutional neural networks (ConvNets) for 3D shape recognition, which combines surface normal and height fields to capture local geometry and physical size of an object. This strategy helps distinguishing between objects with similar geometries but different sizes. This is especially useful for enhancing volumetric ConvNets and classifying 3D scans with insufficient surface details. Experimental results on CAD and real-world scan datasets showed that our technique outperforms previous approaches.
Yusuke Yoshiyasu, Eiichi Yoshida, Sören Pirk, Leonidas J. Guibas
ICIP3
2017 Interactive Modeling and Authoring of Climbing Plants
abstract
We present a novel system for the interactive modeling of developmental climbing plants with an emphasis on efficient control and plausible physics response. A plant is represented by a set of connected anisotropic particles that respond to the surrounding environment and to their inner state. Each particle stores biological and physical attributes that drive growth and plant adaptation to the environment such as light sensitivity, wind interaction, and physical obstacles. This representation allows for the efficient modeling of external effects that can be induced at any time without prior analysis of the plant structure. In our framework we exploit this representation to provide powerful editing capabilities that allow to edit a plant with respect to its structure and its environment while maintaining a biologically plausible appearance. Moreover, we couple plants with Lagrangian fluid dynamics and model advanced effects, such as the breaking and bending of branches. The user can thus interactively drag and prune branches or seed new plants in dynamically changing environments. Our system runs in real-time and supports up to 20 plant instances with 25k branches in parallel. The effectiveness of our approach is demonstrated through a number of interactive experiments, including modeling and animation of different species of climbing plants on complex support structures.
Torsten Hädrich, Bedrich Benes, Oliver Deussen, Sören Pirk
Comput. Graph. Forum4
2017 Interactive wood combustion for botanical tree models
abstract
We present a novel method for the combustion of botanical tree models. Tree models are represented as connected particles for the branching structure and a polygonal surface mesh for the combustion. Each particle stores biological and physical attributes that drive the kinetic behavior of a plant and the exothermic reaction of the combustion. Coupled with realistic physics for rods, the particles enable dynamic branch motions. We model material properties, such as moisture and charring behavior, and associate them with individual particles. The combustion is efficiently processed in the surface domain of the tree model on a polygonal mesh. A user can dynamically interact with the model by initiating fires and by inducing stress on branches. The flames realistically propagate through the tree model by consuming the available resources. Our method runs at interactive rates and supports multiple tree instances in parallel. We demonstrate the effectiveness of our approach through numerous examples and evaluate its plausibility against the combustion of real wood samples.
Sören Pirk, Michal Jarzabek, Torsten Hädrich, Dominik L. Michels, Wojtek Palubicki
ACM Trans. Graph.1
2017 Understanding and Exploiting Object Interaction Landscapes
abstract
Interactions play a key role in understanding objects and scenes for both virtual and real-world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or interaction involved. The representation is based on tracking particles on one of the participating objects and then observing them with sensors appropriately placed in the interaction volume or on the interaction surfaces. We show how to factorize these interaction descriptors and project them into a particular participating object so as to obtain a new functional descriptor for that object, its interaction landscape , capturing its observed use in a spatiotemporal framework. Interaction landscapes are independent of the particular interaction and capture subtle dynamic effects in how objects move and behave when in functional use. Our method relates objects based on their function, establishes correspondences between shapes based on functional key points and regions, and retrieves peer and partner objects with respect to an interaction.
Sören Pirk, Vojtech Krs, Kaimo Hu, Suren Deepak Rajasekaran, Hao Kang, Yusuke Yoshiyasu, Bedrich Benes, Leonidas J. Guibas
ACM Trans. Graph.1
2016 FPNN: Field Probing Neural Networks for 3D Data
abstract
Building discriminative representations for 3D data has been an important task in computer graphics and computer vision research. Convolutional Neural Networks (CNNs) have shown to operate on 2D images with great success for a variety of tasks. Lifting convolution operators to 3D (3DCNNs) seems like a plausible and promising next step. Unfortunately, the computational complexity of 3D CNNs grows cubically with respect to voxel resolution. Moreover, since most 3D geometry representations are boundary based, occupied regions do not increase proportionately with the size of the discretization, resulting in wasted computation. In this work, we represent 3D spaces as volumetric fields, and propose a novel design that employs field probing filters to efficiently extract features from them. Each field probing filter is a set of probing points -- sensors that perceive the space. Our learning algorithm optimizes not only the weights associated with the probing points, but also their locations, which deforms the shape of the probing filters and adaptively distributes them in 3D space. The optimized probing points sense the 3D space "intelligently", rather than operating blindly over the entire domain. We show that field probing is significantly more efficient than 3DCNNs, while providing state-of-the-art performance, on classification tasks for 3D object recognition benchmark datasets.
Yangyan Li, Sören Pirk, Hao Su 0001, Charles R. Qi, Leonidas J. Guibas
NIPS2
2015 Woodification: User-Controlled Cambial Growth Modeling
abstract
Abstract We present a botanical simulation of secondary (cambial) tree growth coupled to a physical cracking simulation of its bark. Whereas level set growth would use a fixed resolution voxel grid, our system extends the deformable simplicial complex (DSC), supporting new biological growth functions robustly on any surface polygonal mesh with adaptive subdivision, collision detection and topological control. We extend the DSC with temporally coherent texturing, and surface cracking with a user‐controllable biological model coupled to the stresses introduced by the cambial growth model.
Julian Kratt, Marc Spicker, Alejandro Guayaquil, Marek Fiser, Sören Pirk, Oliver Deussen, John C. Hart, Bedrich Benes
Comput. Graph. Forum5
2014 Inverse Procedural Modelling of Trees
abstract
Abstract Procedural tree models have been popular in computer graphics for their ability to generate a variety of output trees from a set of input parameters and to simulate plant interaction with the environment for a realistic placement of trees in virtual scenes. However, defining such models and their parameters is a difficult task. We propose an inverse modelling approach for stochastic trees that takes polygonal tree models as input and estimates the parameters of a procedural model so that it produces trees similar to the input. Our framework is based on a novel parametric model for tree generation and uses Monte Carlo Markov Chains to find the optimal set of parameters. We demonstrate our approach on a variety of input models obtained from different sources, such as interactive modelling systems, reconstructed scans of real trees and developmental models.
Ondrej Stava, Sören Pirk, Julian Kratt, Baoquan Chen, Radomír Mech, Oliver Deussen, Bedrich Benes
Comput. Graph. Forum2
2014 Windy trees: computing stress response for developmental tree models
abstract
We present a novel method for combining developmental tree models with turbulent wind fields. The tree geometry is created from internal growth functions of the developmental model and its response to external stress is induced by a physically-plausible wind field that is simulated by Smoothed Particle Hydrodynamics (SPH). Our tree models are dynamically evolving complex systems that (1) react in real-time to high-frequent changes of the wind simulation; and (2) adapt to long-term wind stress. We extend this process by wind-related effects such as branch breaking as well as bud abrasion and drying. In our interactive system the user can adjust the parameters of the growth model, modify wind properties and resulting forces, and define the tree's long-term response to wind. By using graphics hardware, our implementation runs at interactive rates for moderately large scenes composed of up to 20 tree models.
Sören Pirk, Till Niese, Torsten Hädrich, Bedrich Benes, Oliver Deussen
ACM Trans. Graph.1
2013 Image stylization with a painting machine using semantic hints
Thomas Lindemeier, Sören Pirk, Oliver Deussen
Comput. Graph.2
2012 Capturing and animating the morphogenesis of polygonal tree models
abstract
Given 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.1
2012 Plastic trees: interactive self-adapting botanical tree models
abstract
We 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.1
2011 Improved Model- and View-Dependent Pruning of Large Botanical Scenes
abstract
Abstract 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. Forum2
2011 Texture-lobes for tree modelling
abstract
We present a lobe-based tree representation for modeling trees. The new representation is based on the observation that the tree's foliage details can be abstracted into canonical geometry structures, termed lobe-textures. We introduce techniques to (i) approximate the geometry of given tree data and encode it into a lobe-based representation, (ii) decode the representation and synthesize a fully detailed tree model that visually resembles the input. The encoded tree serves as a light intermediate representation, which facilitates efficient storage and transmission of massive amounts of trees, e.g., from a server to clients for interactive applications in urban environments. The method is evaluated by both reconstructing laser scanned trees (given as point sets) as well as re-representing existing tree models (given as polygons).
Yotam Livny, Sören Pirk, Zhanglin Cheng, Feilong Yan, Oliver Deussen, Daniel Cohen-Or, Baoquan Chen
ACM Trans. Graph.2