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Frank Bauer 0001

dblp:84/6110-1 · DBLP profile ↗
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10ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0001-7799-7628ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021

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
Computational photography and imaging · 54% Virtual and augmented reality · 16% Image and video processing · 15%
Artificial intelligence
3 papers
3D vision · 81% Face, body and person analysis · 19%

Topics — the 18 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
projection mapping
1.852022
Content-Aware Brightness Solving and Error Mitigation in Large-Scale Multi-Projection Mapping · IEEE Trans. Vis. Comput. Graph. 2022
Real-Time Adaptive Color Correction in Dynamic Projection Mapping · ISMAR 2020
Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2018
Computer vision › 3D vision
3d reconstruction
0.512021
Scan&Paint: Image-based Projection Painting · ISMAR 2021
Computer vision › 3D vision › depth estimation
depth map fusion
0.512021
Scan&Paint: Image-based Projection Painting · ISMAR 2021
Virtual and augmented reality
immersive interaction
0.512021
Scan&Paint: Image-based Projection Painting · ISMAR 2021
Image and video processing › color image processing
color correction
0.412020
Real-Time Adaptive Color Correction in Dynamic Projection Mapping · ISMAR 2020
Computational photography and imaging
projector-camera systems
0.412020
Real-Time Adaptive Color Correction in Dynamic Projection Mapping · ISMAR 2020
Virtual and augmented reality › immersive display
head-mounted display
0.412019
Gaze-Dependent Distortion Correction for Thick Lenses in HMDs · VR 2019
Image and video processing › image preprocessing › image correction
lens distortion correction
0.412019
Gaze-Dependent Distortion Correction for Thick Lenses in HMDs · VR 2019
Computational photography and imaging › projection mapping
dynamic projection mapping
0.312018
Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2018
Computational photography and imaging › camera calibration
self-calibration
0.312018
Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2018
Computer vision › Face, body and person analysis
face tracking
0.312017
FaceForge: Markerless Non-Rigid Face Multi-Projection Mapping · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
global illumination
0.212015
Real-time pixel luminance optimization for dynamic multi-projection mapping · ACM Trans. Graph. 2015
Rendering › display systems
multi-projector blending
0.212015
Real-time pixel luminance optimization for dynamic multi-projection mapping · ACM Trans. Graph. 2015
Rendering
GPU rendering
0.212022
Content-Aware Brightness Solving and Error Mitigation in Large-Scale Multi-Projection Mapping · IEEE Trans. Vis. Comput. Graph. 2022
Rendering
real-time rendering
0.212022
Content-Aware Brightness Solving and Error Mitigation in Large-Scale Multi-Projection Mapping · IEEE Trans. Vis. Comput. Graph. 2022
Wearable and physiological sensing
eye tracking
0.112019
Gaze-Dependent Distortion Correction for Thick Lenses in HMDs · VR 2019
Computer vision › 3D vision › range sensing
structured light
0.112018
Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2018
Computer vision › 3D vision › range sensing › 3d scanning
structured light scanning
0.112018
Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2018

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

image-based rendering · 1.0depth recording · 1.0camera-based measurement · 0.8structured light scanning · 0.7parameter solving · 0.7feature matching · 0.7error classification · 0.6content-aware brightness solving · 0.6calibration · 0.6real-time feedback control · 0.4multi-projection solver · 0.3markerless tracking · 0.3
YearPublicationVenuePosition
2022 Content-Aware Brightness Solving and Error Mitigation in Large-Scale Multi-Projection Mapping
abstract
Projection mapping with inexpensive hardware often suffers from calibration errors that lead to visually compromised results. In this paper, we classify common errors that lead to typical visual artifacts. Based on this classification, we present the first content-aware brightness solver. It is tailored for high GPU performance, yet efficiently hides the most common calibration artifacts. Moreover, it is specifically designed to handle both single and larger networked projection mapping setups with minimal latency.
Philipp Kurth, Markus Leuschner, Marc Stamminger, Frank Bauer 0001
IEEE Trans. Vis. Comput. Graph.4
2021 Scan&Paint: Image-based Projection Painting
abstract
We present a pop-up projection painting system that projects onto an unknown three-dimensional surface, while the user creates the projection content on the fly. The digital paint is projected immediately and follows the object if it is moved. If unexplored surface areas are thereby exposed, an automated trigger system issues new depth recordings that expand and refine the surface estimate. By intertwining scanning and projection painting we scan the exposed surface at the appropriate time and only if needed. Like image-based rendering, multiple automatically recorded depth maps are fused in screen space to synthesize novel views of the object, making projection poses independent from the scan positions. Since the user’s digital paint is also stored in images, we eliminate the need to reconstruct and parametrize a single full mesh, which makes geometry and color updates simple and fast.
Vanessa Klein, Markus Leuschner, Tobias Langen, Philipp Kurth, Marc Stamminger, Frank Bauer 0001
ISMAR6
2020 Real-Time Adaptive Color Correction in Dynamic Projection Mapping
abstract
Projection mapping augments a real-world object's appearance by projecting digital content on its surface. However, a remaining obstacle to immersive projection mapping is the limitation to white Lambertian surfaces and uniform neutral environment light, if any. Violating one of these assumptions results in a discernible difference between the source material and the appearance of the projected content. For example, some colors may not be visible due to intense environment lighting or pronounced surface colors. We present a system that actively subdues many of those real-world influences, especially environment lighting. Our system supports dynamic (i.e., movable) target objects as well as changing lighting conditions while requiring no prior color calibration of the projector nor any precomputed environment probing. We automatically and continuously estimate these influences during runtime in a real-time feedback-loop and adjust the projected colors accordingly.
Philipp Kurth, Vanessa Klein, Marc Stamminger, Frank Bauer 0001
ISMAR4
2019 Gaze-Dependent Distortion Correction for Thick Lenses in HMDs
abstract
Common VR headsets require lenses that increase the field of view and allow the user to focus the display. In most systems, thick lenses are used that generate strong pincushion distortions. To account for this, the content is warped by a corresponding barrel distortion before displaying, resulting in undistorted images for the viewer. This approach assumes that the eye is exactly positioned, typically on the optical axis of the lens. However, in real systems the eye's location deviates from this optimal position even at rest; moreover, the pupil - and thus the optical center of the eye - moves by several millimeters when the user looks around. Thus, eye movement results in additional distortion, which is ignored in current VR headsets. Also in literature on head-mounted displays, the effect is most often not considered, or at least badly documented. The contribution of this paper are experiments that emphasize the importance of this mostly ignored effect. To this end, we have built a simple setup with a camera at variable eye positions in a standard VR headset, that allows us to directly measure the variation of distortion during eye movement. Our experiments show that distortion varies by several dozens of pixels within the full range of eye movements, which emphasizes that the effect is definitely significant. We also demonstrate how in a headset with built-in eye tracker, the knowledge of the eye position can be used to achieve a view-dependent lens correction with only minimal additional effort at run-time.
Jonathan Martschinke, Jana Martschinke, Marc Stamminger, Frank Bauer 0001
VR4
2018 Improving HEVC Encoding of Rendered Video Data Using True Motion Information
abstract
This paper shows that motion vectors representing the true motion of an object in a scene can be exploited to improve the encoding process of computer generated video sequences. Therefore, a set of sequences is presented for which the true motion vectors of the corresponding objects were generated on a per-pixel basis during the rendering process. In addition to conventional motion estimation methods, it is proposed to exploit the computer generated motion vectors to enhance the rate-distortion performance. To this end, a motion vector mapping method including disocclusion handling is presented. It is shown that mean rate savings of 3.78% can be achieved.
Christian Herglotz, David Muller, Andreas Weinlich, Frank Bauer 0001, Michael Ortner, Marc Stamminger, André Kaup
ISM4
2018 Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces
abstract
The quality of every dynamic multi-projection mapping system is limited by the quality of the projector to tracking device calibration. Common problems with poor calibration result in noticeable artifacts for the user, such as ghosting and seams. In this work we introduce a new, fully automated calibration algorithm that is tailored to reduce these artifacts, based on consumer-grade hardware. We achieve this goal by repurposing a structured-light scanning setup. A structured-light scanner can generate 3D geometry based on a known intrinsic and extrinsic calibration of its components (projector and RGB camera). We revert this process by providing the resulting 3D model to determine the intrinsic and extrinsic parameters of our setup (including those of a variety of tracking systems). Our system matches features and solves for all parameters in a single pass while respecting the lower quality of our sensory input.
Philipp Kurth, Vanessa Klein, Christian Siegl, Marc Stamminger, Frank Bauer 0001
IEEE Trans. Vis. Comput. Graph.5
2017 Anisotropic deformation for local shape control
abstract
We present a novel approach to mesh deformation that enables simple context sensitive manipulation of 3D geometry. The method is based on locally anisotropic transformations and is extended to global control directions. This allows intuitive directional modeling within an easy to implement framework. The proposed method complements current sculpting paradigms by providing further possibilities for intuitive surface-based editing without the need for additional host geometries. We show the anisotropic deformation to be seamlessly transferable to free boundary parameterization methods, which allows us to solve the hard problem of flattening compression garments in the domain of apparel design.
Matteo Colaianni, Christian Siegl, Jochen Süßmuth, Frank Bauer 0001, Günther Greiner
Comput. Vis. Media4
2017 Adaptive stray-light compensation in dynamic multi-projection mapping
abstract
Projection-based mixed reality is an effective tool to create immersive visualizations on real-world objects. Its wide range of applications includes art installations, education, stage shows, and advertising. In this work, we enhance a multi-projector system for dynamic projection mapping by handling various physical stray-light effects: interreflection, projector black-level, and environmental light in real time for dynamic scenes. We show how all these effects can be efficiently simulated and accounted for at runtime, resulting in significantly improved projection mapping results. By adding a global optimization step, we can further increase the dynamic range of the projection.
Christian Siegl, Matteo Colaianni, Marc Stamminger, Frank Bauer 0001
Comput. Vis. Media4
2017 FaceForge: Markerless Non-Rigid Face Multi-Projection Mapping
abstract
Recent publications and art performances demonstrate amazing results using projection mapping. To our knowledge, there exists no multi-projection system that can project onto non-rigid target geometries. This constrains the applicability and quality for live performances with multiple spectators. Given the cost and complexity of current systems, we present a low-cost easy-to-use markerless non-rigid face multi-projection system. It is based on a non-rigid, dense face tracker and a real-time multi-projection solver adapted to imprecise tracking, geometry and calibration. Using this novel system we produce compelling results with only consumer-grade hardware.
Christian Siegl, Vanessa Klein, Marc Stamminger, Frank Bauer 0001, Justus Thies
IEEE Trans. Vis. Comput. Graph.4
2015 Real-time pixel luminance optimization for dynamic multi-projection mapping
abstract
Using projection mapping enables us to bring virtual worlds into shared physical spaces. In this paper, we present a novel, adaptable and real-time projection mapping system, which supports multiple projectors and high quality rendering of dynamic content on surfaces of complex geometrical shape. Our system allows for smooth blending across multiple projectors using a new optimization framework that simulates the diffuse direct light transport of the physical world to continuously adapt the color output of each projector pixel. We present a real-time solution to this optimization problem using off-the-shelf graphics hardware, depth cameras and projectors. Our approach enables us to move projectors, depth camera or objects while maintaining the correct illumination, in realtime, without the need for markers on the object. It also allows for projectors to be removed or dynamically added, and provides compelling results with only commodity hardware.
Christian Siegl, Matteo Colaianni, Lucas Thies, Justus Thies, Michael Zollhöfer, Shahram Izadi, Marc Stamminger, Frank Bauer 0001
ACM Trans. Graph.8