Tom Mertens

dblp:94/5319 · DBLP profile ↗
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18ranked-venue papers
7as first author
1since 2021 · last 2022
0000-0003-3569-5693ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 6 first-authorArtificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author · 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
5 papers
Computational photography and imaging · 52% Rendering · 46% Computer animation and physical simulation · 2%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
photometric stereo
0.112009
Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009
Computational photography and imaging › illumination estimation
illumination capture
0.112009
Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009
Computational photography and imaging › active illumination
illumination multiplexing
0.112009
Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009
Rendering
global illumination
0.112008
Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008
Rendering › shadow rendering
real-time shadows
0.112008
Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008
Rendering › shadow rendering
soft shadows
0.112008
Real-time, all-frequency shadows in dynamic scenes · ACM Trans. Graph. 2008
Computational photography and imaging › color constancy
white balance
0.112008
Light mixture estimation for spatially varying white balance · ACM Trans. Graph. 2008
Rendering › subsurface scattering
translucent material rendering
0.012003
Interactive rendering of translucent deformable objects · SIGGRAPH 2003
Computer vision › 3D vision › range sensing › 3d scanning
structured light scanning
0.012009
Capturing multiple illumination conditions using time and color multiplexing · CVPR 2009
Rendering › reflectance modeling
specular reflection
0.012008
High quality mesostructure acquisition using specularities · CVPR 2008
Computer animation and physical simulation
deformable body simulation
0.012003
Interactive rendering of translucent deformable objects · SIGGRAPH 2003

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

time multiplexing · 0.2optical flow · 0.2color multiplexing · 0.2specularity analysis · 0.1precomputation-free soft shadow approximation · 0.1material color recovery · 0.1light mixture estimation · 0.1coded illumination · 0.1area light source approximation · 0.1
YearPublicationVenuePosition
2022 Can we Learn from Outliers? Unsupervised Optimization of Intelligent Vehicle Traffic Management Systems
Tom Mertens, Marwan Hassani
ECML/PKDD (6)1
2011 Stroke-based creation of depth maps
abstract
Depth information opens up a lot of possibilities for meaningful editing of photographs. So far, it has only been possible to acquire depth information by either using additional hardware, restrictive scene assumptions or extensive manual input. We developed a novel user-assisted technique for creating adequate depth maps with an intuitive stroke-based user interface. Starting from absolute depth constraints as well as surface normal constraints, we optimize for a feasible depth map over the image. We introduce a suitable smoothness constraint that respects image edges and accounts for slanted surfaces. We illustrate the usefulness of our technique by several applications such as depth of field reduction and advanced compositing.
Mark Gerrits, Bert de Decker, Cosmin Ancuti, Tom Haber, Codruta O. Ancuti, Tom Mertens, Philippe Bekaert
ICME6
2009 Capturing multiple illumination conditions using time and color multiplexing
abstract
Many vision and graphics problems such as relighting, structured light scanning and photometric stereo, need images of a scene under a number of different illumination conditions. It is typically assumed that the scene is static. To extend such methods to dynamic scenes, dense optical flow can be used to register adjacent frames. This registration becomes inaccurate if the frame rate is too low with respect to the degree of movement in the scenes. We present a general method that extends time multiplexing with color multiplexing in order to better handle dynamic scenes. Our method allows for packing more illumination information into a single frame, thereby reducing the number of required frames over which optical flow must be computed. Moreover, color-multiplexed frames lend themselves better to reliably computing optical flow. We show that our method produces better results compared to time-multiplexing alone. We demonstrate its application to relighting, structured light scanning and photometric stereo in dynamic scenes.
Bert de Decker, Jan Kautz, Tom Mertens, Philippe Bekaert
CVPR3
2009 Exposure Fusion: A Simple and Practical Alternative to High Dynamic Range Photography
abstract
Abstract We propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to High dynamic range (HDR) first. Skipping the physically based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration and is computationally efficient. It also allows for including flash images in the sequence. Our technique blends multiple exposures, guided by simple quality measures like saturation and contrast. This is done in a multiresolution fashion to account for the brightness variation in the sequence. The resulting image quality is comparable to existing tone mapping operators.
Tom Mertens, Jan Kautz, Frank Van Reeth
Comput. Graph. Forum1
2008 High quality mesostructure acquisition using specularities
abstract
We propose a technique for cheap and efficient acquisition of mesostructure normal maps from specularities, which only requires a simple LCD monitor and a digital camera. Coded illumination enables us to capture subtle surface details with only a handful of images. In addition, our method can deal with heterogeneous surfaces, and high albedo materials. We are able to recover highly detailed mesostructures, which was previously only possible with an expensive hardware setup.
Yannick Francken, Tom Cuypers, Tom Mertens, Jo Gielis, Philippe Bekaert
CVPR3
2008 Exponential shadow maps
Thomas Annen, Tom Mertens, Hans-Peter Seidel, Eddy Flerackers, Jan Kautz
Graphics Interface2
2008 Self-similarity based compression of point set surfaces with application to ray tracing
Erik Hubo, Tom Mertens, Tom Haber, Philippe Bekaert
Comput. Graph.2
2008 Augmented Panoramic Video
abstract
Abstract Many video sequences consist of a locally dynamic background containing moving foreground subjects. In this paper we propose a novel way of re‐displaying these sequences, by giving the user control over a virtual camera frame. Based on video mosaicing, we first compute a static high quality background panorama. After segmenting and removing the foreground subjects from the original video, the remaining elements are merged into a dynamic background panorama, which seamlessly extends the original video footage. We then re‐display this augmented video by warping and cropping the panorama. The virtual camera can have an enlarged field‐of‐view and a controlled camera motion. Our technique is able to process videos with complex camera motions, reconstructing high quality panoramas without parallax artefacts, visible seams or blurring, while retaining repetitive dynamic elements.
Chris Hermans, Cedric Vanaken, Tom Mertens, Frank Van Reeth, Philippe Bekaert
Comput. Graph. Forum3
2008 Real-time, all-frequency shadows in dynamic scenes
abstract
Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we present a technique for rendering dynamic objects under arbitrary environment illumination, which does not require any precomputation. The key ingredient is a fast, approximate technique for computing soft shadows, which achieves several hundred frames per second for a single light source. This allows for approximating environment illumination with a sparse collection of area light sources and yields real-time frame rates.
Thomas Annen, Zhao Dong 0001, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz
ACM Trans. Graph.3
2008 Light mixture estimation for spatially varying white balance
abstract
White balance is a crucial step in the photographic pipeline. It ensures the proper rendition of images by eliminating color casts due to differing illuminants. Digital cameras and editing programs provide white balance tools that assume a single type of light per image, such as daylight. However, many photos are taken under mixed lighting. We propose a white balance technique for scenes with two light types that are specified by the user. This covers many typical situations involving indoor/outdoor or flash/ambient light mixtures. Since we work from a single image, the problem is highly underconstrained. Our method recovers a set of dominant material colors which allows us to estimate the local intensity mixture of the two light types. Using this mixture, we can neutralize the light colors and render visually pleasing images. Our method can also be used to achieve post-exposure relighting effects.
Eugene Hsu, Tom Mertens, Sylvain Paris, Shai Avidan, Frédo Durand
ACM Trans. Graph.2
2008 Video enhancement using reference photographs
Cosmin Ancuti, Tom Haber, Tom Mertens, Philippe Bekaert
Vis. Comput.3
2007 Exposure Fusion
abstract
We propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to HDR first. Skipping the physically-based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration and is computationally efficient. It also allows for including flash images in the sequence. Our technique blends multiple exposures, guided by simple quality measures like saturation and contrast. This is done in a multiresolution fashion to account for the brightness variation in the sequence. The resulting image quality is comparable to existing tone mapping operators.
Tom Mertens, Jan Kautz, Frank Van Reeth
PG1
2007 Convolution Shadow Maps
Thomas Annen, Tom Mertens, Philippe Bekaert, Hans-Peter Seidel, Jan Kautz
Rendering Techniques2
2006 Texture Transfer Using Geometry Correlation
Tom Mertens, Jan Kautz, Jiawen Chen 0001, Philippe Bekaert, Frédo Durand
Rendering Techniques1
2005 A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects
Tom Haber, Tom Mertens, Philippe Bekaert, Frank Van Reeth
Graphics Interface2
2005 Efficient Rendering of Local Subsurface Scattering
abstract
Abstract A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.
Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth, Hans-Peter Seidel
Comput. Graph. Forum1
2003 Efficient Rendering of Local Subsurface Scattering
abstract
A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an important sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm, which operates in image-space, and which is even amenable for implementation on graphics hardware. We demonstrate the applicability of our technique to the problem of skin rendering, for which the subsurface transport of light typically remains local. Our implementation shows that plausible images can be rendered interactively using hardware acceleration.
Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Van Reeth, Hans-Peter Seidel
PG1
2003 Interactive rendering of translucent deformable objects
abstract
No abstract available.
Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidel, Frank Van Reeth
SIGGRAPH1